Charlie is my favorite character in this game. I like Charlie because he can be used either defensively or offensively. The LK flash kick is excellent defense against normal jump ins. The LP Sonic Boom is an excellent offensive set up because it can be followed from behind, just like Guilefs LP Sonic Boom. It also has excellent recovery. Charlie also has excellent reach with his C. MK, C. HK, J. MK, and J. HK. His best offense is Sonic Break and Somersault Justice, which can link off of any normal move. I also like how he is different from everyone else that most of his move are charge moves. Everything he says and does is cool too ?
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A. My Strategy:
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What I like to do is throw the LP from a safe distance and watch to see what the opponent does. If the opponent jumps over it, I just do the launcher. If they just sit there, then I dash and do some kicks and link to Somersault Justice. If the opponent is too close, I just do a C. MK then throw a LP Sonic Boom for offensive pressure. Or, I just jump diagonally backwards with the J. MK to keep them away. This way I can charge for a Sonic Boom or Flash Kick. If they jump at me before I can throw a Sonic Boom, I just Flash kick them. If they are the super jumping type, I just super jump and engage them in the air. If I have three super bars and havenft been able to link supers, I like to throw a Sonic Break for block damage. If the opponent is low on life, Ifll just throw them all with a LP Sonic Boom in between so they canft get away unless they super jump.
Dash:
This dash is okay because it only travels a short distance. I use this to follow the LP Sonic Boom.
Launcher: C. HP
This works good against normal jump-ins.
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B. Special Moves:
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Sonic Boom: ?, ? + P
The LP Sonic Boom is the best because it travels so slow that it can be followed behind just like an assist from MSF. It has very good recovery too. Whenever possible, this should be used as Charliefs main offense starter.
Somersault Kick: \/, /\ + K
This is Charliefs best defensive move. Against normal jump-ins, the LK version is the best to use because Charlie recovers so quickly that he cannot be countered. Against characters that try to do long distance attacks during a super jump, the HK version is the best to use because the wave will pass through any projectiles and hit the opponent.
Moonsault Slash Kick: /\, QCD + K
I use this mostly to finish off an air combo. Occasionally I pull it off sometimes as a sneak attack.
Sovat Kick: ? + MK
Charlie hops with a spinning back kick just like Van Damme does
and hits a crouching opponent on the head.
I like this move because it has good reach.
Slide Kick: ? + HK
Can be used to get close to the opponent when the MK wonft reach.
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C. Supers:
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Charlie has a very good variety of supers. The supers that should be used the most are Sonic Break and Somersault Justice.
Sonic Break: QCF + 2P
This super links off any of Charliefs normal attacks except the
launcher. In order to make sure all of the hits get in, you have
to continuously hit the punch buttons. Otherwise, the opponent will
be able to block after the sixth Sonic Boom. The only time I donft
hit the buttons are when the opponent has super jumped over the Sonic Break
and is about to get to the other side of me. Also, all the hits donft
get in unless the opponent is close. In the corner, three Sonic Breaks
can be linked in a row. This super is also good for doing chip damage
because Charlie is safe after doing this super.
I use this super to nail switch-ins, falling opponents, doing
block damage, and switching Charlie out. I donft try to combo this
super cuz you have to be really close and I mess up a lot cuz I throw the
Sonic Boom a lot instead of the super.
Somersault Justice: QCB + 2K
This super links off any normal move except the sweep. Well,
it does link off the launcher in the corner, but it does so little damage
that itfs just for show. It does a good three bars of damage.
It also does the most chip damage of all of Charliefs supers, but it leaves
Charlie way too vulnerable after it is blocked.
I try to use this super the most because it links the easiest.
Also, I think it is Charliefs coolest looking super.
Crossfire Blitz: QCF + 2K
Charlie dashes up to the opponent and hits him/her hella fast
with ten punches and kicks. This is an auto-combo super - once one
hit gets in, all the hits get in. This super does a good 4 bars of
damage, leaving 2 red bars.
This super can go through projectiles. I like to use this
super when someone has switched out. I try using this super to nail
falling opponents or when a vulnerable opponent is a little too far away
for the other two supers to hit. This super is hard to time though,
so it should be used the least.
Counter switch: MK Somersault Kick
An excellent counter switch against direct attacks.
Double Super: Somersault Justice
The effectiveness of this double super really depends on who your partner is because Charlie will be left very vulnerable if it is blocked.
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D. Combos:
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Here are the combos I go for the most. There are other combos, but I just choose not to go for them.
1. (blocked) C. LK, C. MK ? HP Sonic Boom
The opponent cannot avoid the HP Sonic Boom unless they push blocked
one of the previous attacks. The LP Sonic Boom can be jumped over.
2. D. C. LK, C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, HK Moonsault Slash
In the corner, the opponent can be hit on the way down. However,
I donft go for this air combo anymore because the opponent can roll after
the Moonsault Slash.
3. D. C. LK, C. MK ? Somersault Justice or Double Super
When Ifm trying for the Somersault Justice, I try to hold the joystick
diagonally forward down when Ifm hitting the LK and MK button so I can
do the backward fireball motion easier.
4. (into the corner) punch throw, Sonic Break, Sonic Break, Sonic Break, C. LK, C. HP /\ air combo
5. C. HP /\ SJ air combo: LP, LK, MP, MK, HP, (HK), punch throw into corner, Sonic Break, etc.
6. Air throw, Sonic Break or C. LK, C. HP /\ air combo
7. Sonic Break, LP Sonic Boom, Dash
This isnft really a combo, but the LP Sonic Boom puts good offensive
pressure on the opponent and allows you to keep attacking him or her.
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E. Nemesis:
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The Sonic Boom should not be thrown against Cyclops and Gambit because
they have very fast projectiles. Donft throw the Sonic Break at
Cyclops, Ryu, and Gambit from far away or they will blast you with their
super.