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    Charlie by PutZ

    Version: 1.1 | Updated: 06/26/00 | Search Guide | Bookmark Guide

    Marvel vs Capcom 2: Charlie FAQ v1.1
    FAQ Version History:
    1.0	– June 23, 2000 – Share the Wealth
    1.1   June 26, 2000   Revisions and Additions
    Created by Kevin "PutZ" Smith  (Tadaos@erols.com)
    Table of Contents:
    1.	Introduction
    2.	Legend
    3.	Basic Charlie Stuff (Character Analysis)
    4.	Special Moves and Supers
    5.	Assist Types
    6.	The Art Of Throwing
    7.	The Art of Push-blocking (advanced guard)
    8.	The Art of Rolling
    9.	Air and Ground Combos
    10.	Charlie Strategies
    a)	Keep Away
    b)	Up Close and Personal
    c)	Keeping Opponents in the Corner
    d)	Using Helpers to Cause Some Punishment
    11.	Closing and Copyright Stuff
    1.  Introduction:
    First of all let me introduce myself.  I'm 18 years old I've been 
    playing fighting games ever since I can remember.  Everything from 
    Street Fighter 2, to the Mortal Kombat series, to Soul Calibur (This 
    includes X-Men, Children of the Atom, X-men vs Streetfighter, Marvel 
    Superheroes vs Streetfighter, Marvel vs Capcom, and now Marvel vs 
    Capcom 2: Age of new heroes) so don't think this FAQ is being written 
    by some newbie who doesn't know what he's talking about.  This FAQ is 
    not going to cover character color guides or stuff like "what jab punch 
    does" because I really don't believe that color really matters (unless 
    of course you're vaginal pink Captain Commando, hehe) and you already 
    should know what jab punch does (because it tends to be universal for 
    95% of the characters) So if you're looking for a beginners guide, you 
    came to the wrong place I'm afraid.  For the rest of you, let's get 
    down to business.
    2.	Legend
    LP = Jab (light) Punch
    FP = Fierce Punch
    LK = Short (light) Kick
    FK = Fierce Kick
    A1 = Assist One
    A2 = Assist Two
    P = Any Punch Button
    K = Any Kick Button
    PP = Both Punch Buttons
    KK = Both Kick Buttons
    F = Forward
    DF = Down Forward
    B = Back
    DB = Down Back
    D = Down
    U = Up
    DD = Dash
    J = Jump
    SJ = Super Jump (Down, Up Quickly or KK) always assume that a super 
    jump follows a launcher in my combo section
    DP = Dragon Punch Motion (F, D, DF)
    OTG =  Off The Ground
    QCF = Quarter Circle Forward
    QCB = Quarter Circle Back
    Charge * = Charge joystick in the direction, Ex: Charge D = Charge Down
    3.	Basic Charlie Stuff (character analysis)
    Ground Combo Magic: Stronger
    Jumping Combo Magic: Stronger
    Superjump/Launcher Magic: ZigZag
    Charlie has changed since he first appeared in X-Men vs Streetfighter.  
    No more comboing his sonic boom super off of a fierce punch anymore = 
    [.  Charlie is similar to Guile but he is a little bit faster and his 
    jumping in attacks have more priority than Guile's.  However being 
    faster than Guile his ability to combo supers is a little less than 
    Guile's.  His Flashkick super does better damage than Guile's but if 
    you're too far away after the first 3 hits it'll miss.  His dashing 
    super can also be combo'd off of a standing fierce, however it doesn't 
    do THAT much damage, however it's still worth the super.  Charlie is 
    what is known as a "charge" character.  His special moves require 
    charging the joystick in a particular direction first, so as a rule you 
    should always be charging up something in case you need it.  The 
    universal charge position is a DB on the joystick.  It allows you to 
    block low and charge down and back simultaneously.  Charlie is not that 
    great of an air character, his strength lies on the ground, unlike 
    Guile, Charlie does not have a super that he can combo into an aerial 
    rave, although his basic launcher combo does good damage, his launcher 
    doesn't have big priority, so stick to the ground.  I'll go into more 
    detail later on.
    4.	Special Moves and Supers
    Sonic Boom
    Charge B for 2 seconds on joystick, F and any punch button.  Jab sonic 
    boom travels slowly across the screen giving a lead against any 
    oncoming attacks.  It acts as a shield that allows Charlie to get close 
    to his opponents.  The fierce version travels faster however it doesn't 
    let you get close, if you're gonna use this move use the jab version.
    Flash Kick
    Charge D for 2 seconds, U and any kick button.  Jab version hits one 
    time and will knock opponent away from you.  Good for stopping jumping 
    in attacks.  Fierce version hit's twice, once on the ground then a wave 
    hits your opponent at the end, also good for stopping jump ins, however 
    it'll leave you wide open if blocked.  Try to use the jab version as 
    much as you can unless he is way high in the air.
    Slash Kick (air only)
    U, UF, F and any kick, Charlie will do a little somersault kick that 
    propels him forward and down.  I really don't use this move much 
    however it can be used as a surprise attack if you don't over use it.  
    I find it just a pain to do and you can't combo anything off of it so I 
    don't bother to use it.
    Sonic Boom Super
    QCF and PP  Charlie will throw out a barrage of jab sonic booms.  They 
    slowly move across the screen so don't expect this to catch anyone who 
    is far away, however since it travels slowly you can follow it up by 
    dashing to see if you can score a hit so the rest of the super 
    connects.  Does a decent amount of damage.  Can be combo'd off a sweep 
    but for only a few hits.
    Flash Kick Super (Somersault Justice)
    QCB and KK  Charlie does 2 small flash kicks and finishes with a big 
    flash kick (similar to Guile's flashkick super)  This does more damage 
    than Guile's version, however it comes out a tad bit slower but it 
    still fast enough to catch off of a medium kick (which means you have 
    to hit with a light kick first) don't try and combo this off a standing 
    fierce because it'll only hit a couple times and then your opponent can 
    Dashing Super (Crossfire Blitz)
    QCF and KK  Charlie dashes forward and if it connects will perform and 
    auto combo.  This super is not as damaging as his others, but it can be 
    connected off of a standing fierce punch, and if it misses it has 
    virtually no recovery time so you should be ok even if block.
    5.	Assist Types
    Alpha – Charlie throws a jab sonic boom.  Can be good for a leading 
    projectile to get close to your opponent.
    Beta -  Charlie does a fierce flash kick.  Can be used for stopping 
    jump ins as well as crossing up an opponent if you jump over them first 
    (and hit the assist button as you're above them, you will land on the 
    other side of him as your helper attacks)
    Gamma – Balanced.  If opponent is in the air at the time of the assist, 
    Charlie will Flashkick.  If opponent is on the ground, Charlie will 
    throw a sonic boom.
    6.	The Art of Throwing
    Ok so a lot of people consider throwing cheap, but after you've been 
    playing for a long time you realize that they're part of the game, so 
    mine as well make good use for them.  Now I'm not saying that you need 
    to throw all the time, but they help get you out of jams as well as can 
    win you "down the wire" games.  Ok so when you use it in the latter 
    situation people will call you a cheeser but draining people with 
    supers is just as cheesy but no one says much about that.  Anyways back 
    to the subject at hand, throwing is the ideal thing for taking out 
    people who are constantly dashing in at you with jab attacks.  You can 
    always pushblock but that doesn't really prevent them from continuing 
    to harass you.  So you have to time your throws accordingly.  You have 
    to take note on which of his attacks has the biggest recovery time, and 
    after you see that attack hit forward and fierce punch or kick.  More 
    often than not you'll happily grab your opponent and throw him across 
    the screen.  After a few of these your opponent will stop dashing in I 
    guarantee, and if he keeps dashing in, keep throwing him, nuff said.  
    Throws can be a big part of Charlie's game, especially when it comes to 
    corners.  Fortunetly throws go both ways, so if you've trapped your 
    opponent in a corner, you can dash in with jab attacks and if he blocks 
    a couple of times, dash in, wait a split second, then hit F and FK, 
    Charlie will grab your opponent, knee him several times in the stomach, 
    then kick him off into the air.  Now, after the throw completes you can 
    hit with a standing FK and then cancel into his sonic boom super or his 
    flashkick super (I recommend the latter).  Another throw trick is his 
    air throw (similar to Guile's) he grabs them in mid and then does a 
    backbreaker, from there you can do an OTG combo by hitting D+LK then 
    canceling into his flashkick super.  This does some good damage but be 
    weary that they can tech hit the throw, or roll when they hit the 
    ground.  Also instead of canceling the crouching LK into a super, you 
    can use his launcher and then air combo him but don't finish the combo, 
    wait a split second then use his FK air throw again, D+LK and then 
    launch him again, rinse and repeat until he learns how to roll (this 
    combo also works for Guile too, expect use Guile's crouching FK).
    7.	The Art of Push-Blocking
    If you're a Marvel vs Capcom vet then you know the importance of push-
    blocking (Wolverine and Strider, need I say more?)  In order to push 
    block, as you're being attacked you hit PP and it will knock your 
    opponent back, it's good for countering people who are using highly 
    fast and offensive characters (Wolverine, Cammy, Storm, Jill, Strider, 
    Psylocke, Marrow, etc.)  So if they're repeatedly trying to attack you, 
    push block them as much as you can to keep them away, also you can push 
    block and then throw or cancel into a super and it will catch them 
    while they're still in there attack animation.  Push blocking certain 
    supers will keep you from getting pushed back so can run in for a combo 
    when the super is done.  However there are certain times NOT to push 
    block.  Do NOT push block supers if you're in a corner.  Best example I 
    can think of is people push blocking Guile's Sonic Hurricane and then 
    it catches them cause the blocking animation stops for a split second.  
    Also avoid push blocking Gambit's Royal Flush, or you might end up 
    eating some cards.
    8.	The Art of Rolling
    Again the Marvel vs Capcom vets know how important rolling is.  When 
    I'm at the arcade waitin my turn for a game I see people playing who 
    are constantly nailed by OTG combos, and I sit there in agony cause you 
    can roll out of almost anything.  I've even yelled out many times "ROLL 
    MAN ROLL!!!" but they're too busy getting their ass kicked.  Ok so a 
    brief thing about rolling in MvC 2, first of all unlike it's 
    predecessor, you can't control how far you roll anymore (which is kinda 
    beat cause strategic rolling was a big part of MvC) so whether you use 
    the LP or FP version you roll the entire length of the screen.  Oh yeah 
    for those of you who don't know how to roll, it's QCF and any punch, AS 
    you're getting hit, if you do it after you get hit it's too late, you 
    won't roll.  So you gotta be quick and paying attention to what's 
    happening to your character.  The key to knowing when to roll is 
    knowing your opponents combo magic.  If you know you're opponent likes 
    to use OTG combos then you'll be ready to look for sweeps coming a mile 
    away.  Also, rolling off of your opponents helper attacks will save you 
    a lot of life.  Helpers that knock you down (Like Psylocke, my fav 
    helper hehe) they can knock you back up into air combos if you don't 
    roll.  Just remember that helpers come out fast so if you see yourself 
    get hit ROLL ROLL ROLL!  In fact roll off of everything you possibly 
    can.  Be careful though, a lot of players around me like to wait for 
    you to roll and then dash back, attack and catch you blocking the wrong 
    9.	Air and Ground Combos
    Charlie isn't a dial up machine, he has relatively easy combos.  Most 
    of his land combos are 2-3 hits, same with his air combos (with the 
    exception of super jump combos)  His ground combo magic is stronger, 
    which means you use weak, medium, then fierce of either punch or kick 
    (LP, LP, FP or LK, LK, FK)
    Ground Combos
    Dash in with LK, FP follow up with a sonic boom.  Only does 2 hits, but 
    the sonic boom sets you up to dash in again or try for a jumping 
    Dash in with LP, LP, FP, sonic boom.  Same as above just adds another 
    Dash in with LK, FP, cancel into Dashing Super.
    Dash in with D+LK, D+LK, cancel into Flashkick Super.
    Dash in with D+LK, D+LK, D+FK.  Will sweep opponent, wait a split sec 
    and follow up with a sonic boom to set yourself up for another 
    Dash in with D+LK, LK, Flashkick.  Fancy but if you're too far the 
    Flashkick will leave you open.
    Dash in with LK or D+LK, D+FP (launcher) LP, LK, LP, LK, FK.
    (in corner) K Throw, FK cancel into sonic boom super or flashkick super
    This next combo was contributed by GANYMEDE (susanatdcintern@webtv.net) and 
    requires a helper with a multiple hit assist that will keep your 
    opponent on the ground (ex Spiral, Silver Samurai, Sentinel, Iron Man 
    (when close), etc) For this combo I'll use Spiral.  When your opponent 
    is in the corner, jump in with LP, LP, FP+A1/A2 (depending on which 
    helper is Spiral, remember it is important to hit FP and A1/A2 at the 
    same time or your helper won't connect) then cancel into Sonic Boom 
    Super, follow the last hit in, hit LK, LK, FK and cancel into his 
    Flashkick Super or Dashing Super.  Good timing will get you 40+ hits.
    Air Combos
    Standard J Magic: LK, LK, FK
    SJ Magic:  LP, LK, LP, LK, FP/FK or Slash Kick
    Air throw, D+LK, cancel into Flashkick Super
    Air throw, D+LK, D+FP,(launcher) LP, LK, LP, LK (wait) Air Throw, D+Lk, 
    D+FP (launcher)…
    10.	Charlie Strategies
    A)	Keep Away
    Although he isn't a great keep away character (like Capt Commando, 
    Cable, or Sentinel) he can be used for keep away.  The key is jab sonic 
    booms, always have on on the screen at all times and force your 
    opponent to chase after you.  Dash in and out a lot and be ready to 
    strike with a combo.  If you really want to play keep away have both 
    Charlie AND Guile on your team, both with projectile assists (the only 
    thing more annoying than having one slow sonic boom on the screen, is 
    having 2, hehe) and constantly throw up sonic booms, guaranteed to 
    frustrate your opponent.
    B)	Up Close and Personal
    Charlie can fight up front as good as anyone, just remember to probe 
    your opponent with dashing LK's, keep harassing him until you see an 
    oppening, and when that LK connects finish it up with a combo 
    preferably with a super attached.  His standing FP is a fairly quick so 
    can tag bigger characters who are dashing at you.  You can also use 
    your jab flash kick to get you out of jams.  Also your flashkick super 
    comes out pretty quick so use that if he wants to constantly attack 
    C)	Keeping Opponents in the Corner
    Charlie can abuse the corner better than most characters.  Ideally what 
    you want to do is get your opponent to constantly block so you can 
    freeze him in order to throw him and cancel into a super.  However if 
    you're being push blocked you might try a different approach.  Try 
    jumping in with a FK (it'll most likely be blocked, if not follow up 
    with a combo) then do a crouching FK (his sweep) if it is blocked, 
    immediately throw out a jab sonic boom, then sweep again, if he 
    continues to block, continue the same pattern until he tries to move or 
    push blocks you.  If you can do this 2 or 3 times in a row you've 
    officially frozen your opponent, throw a jab sonic boom then walk up 
    and throw him.  I've used this since X-Men vs Streetfighter and it 
    STILL works, 4 games later = ]
    D)	Using Helpers to Cause Punishment
    Because Charlie is a fairly quick character you can use a variety of 
    helpers to aid you.  I like using Psylocke as my preferred helper 
    (anti-air of course) and use OTG combos cause not many people roll, and 
    if they start to roll just use a flashkick super before he hits the 
    ground.  Capt Commando is also nice (anti-air) cause his captain 
    corridor will knock your opponent away as well as cancel their helper 
    if they call them out.  Gambit also is nice to have (projectile) 
    because we all know the insane combos that can be pulled off of his 
    kinetic cards.  Guile as I said before for the Double Sonic Boom 
    strategy.  Ken is nice to have to (anti-air) because you can sweep your 
    opponent, call out Ken (who will OTG) and cancel into his flashkick or 
    sonic boom super.  Iceman, Cyclops, Ironman or Cable (if you need a 
    beam with priority).  These I've found are the best for helping 
    11.	Closing and Copyright Stuff
    Well this is pretty much what I know of playing Charlie, as I learn 
    more I'll be happy to update this when I can however I didn't leave 
    much room for additions, but I'm sure I'll find something new to put in 
    = ]  Anyway I hope this has helped you, write me at Tadaos@erols.com and 
    tell me what you think, if you have anything that I've missed I'll be 
    happy to add it and give you credit.  Also if you liked this FAQ let me 
    know and I'll write some more = ]  Thanks again.
    Special thanks to Shu, Chong, Joe, Ryan, FYE Rob, Tall Black Guy from 
    Arby's, Dude from McDonalds, Phil, Rob, and anyone else who plays with 
    me on a regular basis.
    GANYMEDE (susanatdcintern@webtv.net) for his contributions
    All this crap is Copyright 2000 Kevin "PutZ" Smith so don't go stealing 
    my material.  I don't mind if this document is copied or redistributed 
    as long as my name remains on it as the creator and you let me know 
    it's been put somewhere.  Marvel vs Capcom 2: The New Age of Heroes is 
    Copyright 2000 Capcom as well as all the characters I've mentioned 
    above.  Marvel characters are Copyright Marvel Comics.  No animals were 
    hurt in the making of this FAQ, all characters are fictional, any 
    relation to real persons is strictly coincidental.

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