Charlie FAQ Version 1.0 Written by Nyu-bomber E-mail: email@example.com SECTIONS 1) Abbreviations 2) Move List I.Normals II.Throws III.Specials IV.Supers (Hyper Combo) V.Assists 4) Strategies I.Gameplay II.Reccomended Partners 5) Combos I.Ground Combos II.Air Combos III.Semi-Infinite 6) Misc. Stuff I.Colors II.Story III.Taunts/Poses IV.Charlie vs. Guile 7) Version History INTRO This is a FAQ for the game Marvel vs. Capcom 2. One of the fighters on MvC2 is named CHARLIE. He is my fave character so I decided to write a FAQ for him. This is that FAQ. Enjoy! ABBREVIATIONS These are the abbreviations I will be using so YOU can understand what I am saying. P- any punch K-any kick PP- both punches at same time KK- both kicks at same time LP-Light Punch LK-Light Kick MP- Medium Punch MK- Medium Kick HP-High Punch HK-High Kick VC- Variable Counter A1-Assist One A2-Assist Two AAA-Anti Air Assist THC- Team Hyper Combo DHC- Delayed Hyper Combo OTG-Off The Ground XX- Cancel out of/ in to , -Seperates action c. -Crouching j. -Jumping s. -Standing sj.-Super Jump AC- Air Combo (***) -Can be substituted for... MOVE LIST All of Charlie's Moves are useful, unlike other characters...*cough*Cable*cough* =) Normals s. LP- A quick, standing jab. Light damage. Will be used to start combos. c. LP- A quick, crouching jab. Light damage. Will be used to start combos. j. LP- A quick, downward angled jab. Light damage. Can be used to jump- in and start combos. s. LK- A quick kick to the ankles (or in Servbot's case, the head). Light damage. Will be used to start combos. c. LK- A quick crouching kick. Light damage. Can OTG. Will be used to start combos and OTG to lengthen combos. j. LK- Quick kick, angled upward. Light damage. Not to good for jump- ins, cause of the angle. Will be used to start combos. Note: Pressing LP or LK twice accesses Mediums. s. MP- Charlie performs an upward elbow. Light damage Used to fill-in combos. c. MP- Charlie performs a second punch with his other hand. Light damage. Used to fill-in combos. j. MP- Charlie performs a quick, downward chop. Light damage. Used to fill-in combos. s. MK- A quick kick to the chin. Light damage. Used to fill-in combos. c. MK- A second, quick low kick. Light damage. Used to fill-in combos. j. MK- A quick, straight kick. Light damage. Used to fill-in combos. s. HP- A straight punch to the jaw. Light damage. Used to end or fill- in combos. c. HP- An uppercut to the jaw. Light damage. Charlie's Launcher. Used to start Air Combos. j. HP- A harder chop downward. Light damage. Used to end AC's and to jump-in. Light damage. Forward + HP- Charlie spins and does a backhand version of his HP. s. HK- A strong kick to the jaw. Light damage. Used to end or fill-in combos. c. HK- A spinning kick that trips the opponent. Light damage. Used to end or fill-in combos. j. HK- A kick downward. Light damage. Used to jump-in. Forward + HK- Charlie moves forward while sticking his leg out to kick. I think it hits overhead...I'll have to check. Light damage. Used to end ground combos. Back + HK- Charlie hops while spinning to kick the opponent. Avoids some low attacks. Light damage. Throws Charlie's throws have good priority. Use them when you can but try not to get predictable. Forward + HP- Charlie performs a German Suplex. Good damage. Forward + HK- Charlie knees them four times. On the fourth knee, the opponent flys up. You can OTG by dashing in and performing a c. LK. Good damage. (Air) Forward + HP- Charlie does a backbreaker. You can OTG by performing a c. LK. Good damage. Specials A good character has good specials. Charlie has good specials. Think about it... Sonic Boom- Charge Back (2 seconds), Forward + P Charlie swings out one arm (stylish as usual) and produces a spinning disc of energy. LP produces a slower Sonic Boom; HP produces a faster Sonic Boom. It has a little start- up and a little lag. Does about as much damage as his HP. Hits once. This attack can be used as a one-hit shield for Charlie's rushdown game. Throw a LP version and start moving in. It can also be used a confusion tactic, since the LP version's slow speed is slower than most projectiles. Flash Kick- Charge Down (2 seconds), Up + K Charlie performs a cool looking somersault and produces a slash of energy and shoots out projectile at an upward angle. LK hits twice and doesn't go too far off the ground; HK hits three times and goes higher off the ground. Has quick start-up, but really bad lag time. Both do good damage, HK does a little more than LK. I like to use this move as a counter and in combos, never wide open. I use the LK version as the counter because if I mess-up I have a better chance of not getting countered myself than if I use the HK version. I use the HK version in combos because it does more damage, duh! It might be useful to knock people out the air, but I don't think so. (Air Only) Moonsault Slash- Up, Up-Forward, Forward + K Charlie performs a splits in mid-air, producing a slash of energy. This moves Charlie forward a little. LK is weaker and not as far traveling as the HK version. A little start- up, but no lag. It hits once. Can be done on the ground because the up motion causes Charlie to jump a little. This is Charlie's most abusable move. It has no lag time and little start- up. It leaves the opponent in block-stun. So if it's blocked he is safe anyway. Can end ACs. It can be used to travel a little also. Great priority. Supers (Hyper Combos) Charlie's supers are all useful and damaging. Sonic Blade- Down, Down-Forward, Forward + PP Charlie winds up his arm as if he is about to do a Sonic Boom, but instead starts throwing out a lot of Sonic Booms. About medium start- up and Charlie recovers before the Sonic Booms go off screen. Can be mashed for more hits and damage. It does 9 hits when not mashed. It does 15 hits when mashed to the max. Excellent damage. This may be slow but it has its uses. It is good for switching-in/out and for DHCing in/out. It can be comboed into and out of. Somersault Justice-Down, Down- Back, Back + KK Charlie moves along the ground while performing 2 mini- Flash Kicks (each one shoots one projectile), then finishes it with a big one that leaves the ground, shooting out two projectiles. Super fast start-up (think Juggy Head Crush start-up), but HORRIBLE lag. Does a maximum of 13 hits (depending on where you are). Excellent damage. This is great for punishing mistakes. It is also easily comboed into. But, you have to make sure it hits or you'll be in BIG trouble. Crossfire Blitz- Down, Down-Forward, Forward + KK Charlie winds-up and then dashes at the opponent. If he gets the opponent caught, he will proceed to initiate an Auto-Combo ending in his Back + HK. The Back + HK sends them flying across the screen. Medium start-up, the dash is wicked fast (one of the fastest Auto- Combos actually) and it has a little lag if blocked. Does 10 hits. Excellent damage. Just like any other Auto-Combo (or super for that matter) DON'T THROW THIS OUT AT RANDOM! It is easily seen and punished. It is easily comboed off of a s. HP or s. HK. A good mistake punisher cause of its speed. Assists 1. Alpha- Projectile Type- HP Sonic Boom- VC: HP Sonic Boom- THC: Sonic Blade Charlie jumps out and throws a HP Sonic Boom. He then does his taunt and jumps back off screen. A Sonic Boom on screen is always a good thing, since it helps certain character's rushdown and can help keep- away (but not much). IMO is 2nd best assist. 2. Beta- Anti-air type- HK Flash Kick- VC: HK Flash Kick THC: Somersault Justice Charlie jumps out, performs a HK Flash Kick, taunts then leaves. IMO this is his best assist type. It covers area good, does good damage, and shoots a projectile upward, having the potential to knock down some flyers. But, if your team has a better AAA, such as Blackheart, then go with the Alpha assist. 3. Gamma (Y)- Balance type- HP Sonic Boom- VC: HK Flash Kick- THC: Sonic Blade I don't like this assist. It is useless since VCs aren't really a big part of the game. STRATEGIES Gameplay Rushdown- this is where Charlie exceeds at. His combos are short but, effective. Throw when you can. Have him covered by someone like Doom AAA. I like to use his j. HK for jump-ins. His dash might not be the best but, at least it isn't the worst. Moonsault Slash is probably the best special he has. It is safe to abuse and can be OTG after (I still haven't figured out how to do it though. LP Sonic Booms keep the opponent from dashing-in on you and help Charlie get in close. Combo into Somersault Justice and Crossfire Blitz for god damage. He doesn't have any really impressive ACs aside from his Semi-infinite (explained in the combo section). Keep-away- Don't think about it...don't even think about it. The only projectile he has is Sonic Boom (and technically Flash Kick). Those are not enough. Turtling- Charlie might be good at this since his moves are charges and he has good mistake punishing supers. I've never tried it though because Charlie is best on offense, not waiting for an opening. Partner Recommendations I'm going to try to put all the characters that pair good with Charlie, not just the "top tier". Dr. Doom- I like the pair of Charlie/Doom. Doom's AAA gives Charlie extra coverage on rushdown and Moonsault Slash can keep the opponent pinned down while Doom chips away. Charlie's AAA can keep opponent's from jumping-in on Doom. It can provide coverage while Doom plays keep- away. Excellent. Mega Man- Charlie's AAA can help in the Rockball Trap. And Mega Man's Proj. Assist can cover Charlie while he rushes-in. Good. More to come! COMBOS Like I said Charlie's combos may not be as flashy as some but they are effective! LKs can replace most LPs. When I say LK or LP twice, the 2nd LP or LK is a medium. Also, all of these combos can be started with a dash-in or a jump-in. Ground Combos 1) LP, LP, HP 2) c. LP, c. LP, Flash Kick 3) LP, LP, HP (Forward + HP, HK) XX Crossfire Blitz 4) c. HK XX Sonic Blade 5) c. HK XX Somersault Justice 6) LP, LP, HK(HP, Forward + HP) XX Somersault Justice Air Combos 1) c. HP (launcher), sj., LP, LK, LP, LK, AC Finisher 2) AC Finishers are: sj. HP, sj. HK, Forward + HP Throw, Moonsault Slash Semi-Infinite You can start this by OTGing a Forward + HK Throw with c. LK, c. HP. This can be Tech Hitted and Rolled out of, and you can only do two throws before you can't do any more...but the damage is worth it! It took off about 2/3 of Cable's life in Training on Dreamcast. c. HP, sj., LP, LK, LP,(optional LK), Forward + HP Throw, c. LK (OTG), c. HP, continue... If you want to take off 90 percent (!!) after the second throw... c. LK, Somersault Justice MISC. STUFF Colors Skin/Pants/Jacket/Boots/Hair LP- Fair/Green/Yellow/Green/Normal LK- Fair/Blue/Red/Blue/Normal HP- Fair/Blue/White/Blue/Normal HK- Fair/Black/Yellow/Black/Normal A1- Tanned/Dark Yellow/Lime Green/Dark Yellow/Darker A2- Fair/Red/Red/Red/Normal Story I'll post the story as soon as I get it......... Taunts/Poses Taunt-Dreamcast = Start + LK Arcade = Start Charlie turns his back to the opponent, grabs his jacket, and exclaims "Too easy!" Start Fight Pose: Charlie starts with his back to the opponent, glasses on. He then exclaims "Humph!", puts his glasses in his pocket and gets into his fighting stance, ready to kick booty! Win Poses: 1)Charlie starts filing his finger nails and goes "Humph!" 2)Charlie turns his back to the screen and gives his teammates(opponents?) a hand symbol suggesting "Good fight". 3)Charlie turns his back to the opponent and puts his glasses back on. 4)Charlie turns his back to the opponent, adjusts his vest, and exclaims "Humph!" Switch Out Pose: Same as #2 except he says "Humph!" Switch In Pose: Same as #4 except he doesn't turn his face toward the opponent, doesn't adjust his vest, and doesn't open his eyes. Charlie VS. Guile Never since Ryu VS. Ken has there been such a great debate...... I'll put some things here soon... VERSION HISTORY Coming next update! Stuff for Charlie VS. Guile! More combos! Time Out Win/Lose Poses! Maybe a new section......!!