

SPECIAL MOVES
Sonic Boom (g)- B-(charge)-F+P
Somersault Shell (g)- D-(charge)-U+K
Lunge Kick (g)- F+FK
Thrust Kick (g)- F+RK
Somersault Slash (a)- U,U/F/F+K
Air Backbreaker (a)- F+SP or FP
Note: You must be in the air and near the opponent for this move to connect. This move is also possible in the middle of a combo!
HYPER SPECIAL COMBOS
Sonic Break (g)- QCF+2P
COMBOS
Ground Magic:Stronger
Super Jump Magic:Zigzag
Aerial Rave Launcher:C.FP
AC Finishers:
1)FP or RK
2)Somersault Slash
3)Backbreaker
Jump to:
1)Beginner Combos
2)Intermediate Combos
3)Charlie and Cammy Team Combo!
BEGINNER COMBOS
1)S.Jab, S.Fierce XX Sonic Boom
2)C.Short, C.Forward XX Somersault Shell
3)In the corner:S.Jab, S.Fierce XX Sonic Break/Cross Fire Blitz/Somersault Justice
In this combo, any of the three supers will connect as long as your cancelling techniques are fast.
This is what the Somersault Justice is also good at! It otg's after the C.Roundhouse. Don't worry about the timing, because it comes out faster than Shadow's in MSH vs. SF. You may even use the Team Super as well!!!
The S.Roundhouse also serves as a good setup for supers and or team supers! Just make sure you cancel the S.Roundhouse quickly into either one of the moves.
This is just two chained punches cancelling into the 3 supers that he has. Make sure that you wait a while before cancelling into each of the three supers, and that' because you want to get the most hits possible.This is the EX Cancel feature in action!
This is Charlie's basic air combo setup. Make sure that you cancel the launcher into the super jump and continue the combo from there. The AC Finisher can be whatever move you want to use!
4)J.Fierce \/ D.S.Jab, C.Forward, C.Roundhouse XX Somersault Justice
5)J.Roundhouse \/ D.S.Jab, S.Forward, S.Roundhouse XX Somersault Justice or Team Super
6)In the corner: S.Jab, S.Fierce XX Sonic Break XX Cross Fire Blitz XX Somersault Justice
7)C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX AC Finisher
INTERMEDIATE COMBOS
8)J.Short, J.Forward \/ D.S.Jab, S.Fierce XX Jab Sonic Boom XX Sonic Break XX Cross Fire Blitz XX Somersault Justice
This one is similar to combo #6, except with additional hits. Cancel the S.Fierce immediately into the Jab Sonic Boom and then cancel that into the three supers. Just follow the same steps as combo #6 and you'll be ok.
This one is an advanced version of combo #7, and that's because of the additional hits that come from both the 2-hit jump-in and the ground chain. The air combo is easy, because it will just flow. To perform the Air Throw, just pause for half a second and then hold forward or back+Strong Punch. If you don't pause, then you'll just make the Strong punch count as a hit in the combo.
Well, this combo should be in the Expert combo section, but I put it here since it isn't very hard to pull off. Basically, you want to perform this combo on characters as big as Zangief and Sabretooth. And it will certainly work well on Juggernaut! What makes the air combo part a little tough is the fact that you have to learn how to time it. The SJ.Fierce and the SJ.Roundhouse can be cancelled into each other and that will give Charlie enough time to land on the ground and regain his balance. But before your opponent lands, otg'em with the C.Short into the S.Roundhouse.
This is just a variation of combo #8. Instead of cancelling into the Sonic Break first, cancel into the Somersault Shell and then the Sonic Break followed by the Cross Fire Blitz. All this is just a variation and to see what you can come up with. Now it is time I reveal my two famous Charlie and Cammy Team Super Combos!
12)In the corner: J.Fierce, J.Roundhouse \/ D.S.Jab, S.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Strong Air Throw, land, C.Short (OTG), C.Strong, C.Fierce /\ Air combo of choice
The first time around, be sure that the entire jump-in hits as well as the ones that will lead to the first launch on the ground. In the air, do SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward and pause for a mere second. Now hold in the forward or back position+SP to air throw/grab. Charlie will grab the opponent and do his back breaker grab. When you land, otg with a C.Short, C.Strong, C.Fierce and super jump and then follow with an air combo of your choice!
9)J.Short, J.Roundhouse \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Strong Air Throw
10)In the corner:J.Fierce, J.Roundhouse \/ D.S.Jab, S.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse (FL), SJ.Roundhouse, C.Short (OTG), S.Roundhouse
11)In the corner:J.Fierce, J.Roundhouse \/ D.S.Jab, S.Strong, S.Roundhouse XX Somersault Justice XX Sonic Break XX Cross Fire Blitz
13)In the corner vs. Cyclops(have cammy in your team):Have Cyclops stand in the corner and Charlie a full screen away from him, then charge for a Jab Sonic Boom immediately followd by the Sonic Break super (not a hyper cancel, throw a jab sonic boom and then activate super before Sonic Boom reaches Cyclops) and tap punch rapidly to make all the sonic booms come out from super. Then dash in and jump towards Cyclops and do J.Roundhouse \/ D.S.Jab, S.Strong, S.Fierce XX Charlie and Cammy team super, C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse as you fall, land and immediately do S.Short (juggle), S.Strong, S.Roundhouse
Teaming up Charlie with Cammy can be a big payoff, because when you perform a team super both Charlie and Cammy will perform their rising supers. This is good, because it will give you an opportunity to otg your opponent and launch your opponent to set'em up for a good air combo. Just think of how much damage a normal chain combo cancelled into a team super and followed by an air combo can inflict.Half your opponent's life bar can disappear with this one combo! So lets give these two combos a try, shall we?By the way, you might want to practice these against Juggernaut first!
Requirements:
13)In the corner:J.Fierce, J.Roundhouse \/ D.S.Jab, S.Strong, S.Fierce XX Team Super (tap P+K repeatedly for additional hits), C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Somersault Slash, C.Short (OTG), S.Roundhouse
This one is a little tough, because you have to make sure that Cammy does more hits than Charlie. If she doesn't, then you cannont otg Juggernaut. If you succeed, then otg Juggernaut with a C.Short followed by his AR Launcher and perform the air combo part. Now the air combo part is also a bit tough because you have to make the Somersault Slash hit at the correct height to allow Charlie to land again and otg Juggernaut once more. If you did it right, then the whole combo should work. I suggest that you take each part of the combo and practice them a few times until you get them to work correctly.
13)In the corner:J.Fierce, J.Roundhouse \/ D.S.Jab, S.Fierce XX Sonic Break (tap P for extra hits), D.C.Short, C.Forward XX Team Super, C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse (FS), SJ.Rounndhouse, C.Short (OTG), S.Forward, S.Roundhouse
Now, getting this combo to work is much more hard than the last one because you only have a 1 second window of opportunity to dash in after the first super and do the two hits cancelled into the Team Super. If you did get the first part to work, then great because that is the hardest part of the combo! For the air combo, Charlie can chain all six hits, but when you get to the SJ.Roundhouse it will initiate the Flying Screen. But do not worry because you are both in the corner and Juggernaut has nowhere to go. Hit him with another roundhouse on your way down so that Charlie lands first and then get ready for the OTG which is really easy!
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