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    Charlie by JCulbert

    Version: 2.0 | Updated: | Search Guide | Bookmark Guide

    CHARLIE Guide version 2.0
    By John "CUL" Culbert (tigeraid@geocities.com)
    IMO Capcom's coolest game, XMENVsSF combines favs from the X-Men universe 
    with with everyone's favorite Street Fighters (except Sagat :( ). This 
    awesome game combines the combo system of Marvel Super Heroes and the speed
    (and feel, really) of Street Fighter Alpha 2. In addition to the various new
    aspects of gameplay is playing in a tag-team fashion; you choose 2 players
    and can switch between them during battle, and even gang up on opponents! 
    Now, if only our arcade would bring the price down from 3 tokens... :(
    Ever since SFA1, I've liked Charlie, even though he was considered the 
    outcast of the game, being too defensively geared. However, it worked out OK
    for me, and now in X-Men Vs. Street Fighter, he's better than ever! His style
    of play is still quite different from most of the other characters, but with
    practice he is definetely in the top tier.
    -Variable Counter added and explained
    -Changed Charlie's Ground MS to "Weaker -> Stronger" (and changed all 
     corresponding mistakes, eg. combos)
    -Height/Weight/Width lists fixed
    -STUPID typos fixed (gotta proof read more often!)
    -Vs. Section added
    LEGEND:          BUTTONS
       JOYSTICK     | .-----------Strong
                    | | .---------Fierce
       U/B U U/F    | | |
          \|/       | | |
        B--o--F     | | |
          /|\       O O O
       D/B D D/F    O O O
                    | | |
                    | | |
                    | | |
                    | | ----------Roundhouse
                    | ------------Forward
    QCT  = Quarter Circle Toward (roll the joystick from D to F)
    QCB  = Quarter Circle Back (roll the joystick from D to B)
    HCT  = Half Circle Toward (roll the joystick from B to D to F)
    HCB  = Half Circle Back (roll the joystick from F to D to B)
     +   = enter commands simultainiously
    (A)  = indicates it can be done in air
    (AIR)= MUST be done in air
     OS  = Overhead Strike--CANNOT be blocked low
    MS   = Magic Series
    MSH  = Marvel Super Heroes
    SBB  = Super Berserker Barrage (Wolverine's move)
    BB   = Berserker Barrage (Wolverine's move)
    OTG  = Off the Ground 
    FS   = Flying Screen
    J.   = Jumping
    CU.  = Cross-up (jump behind opponent and hit back of neck with attack)
    SJ.  = Super Jumping
    S.   = Standing
    C.   = Crouching
    FL.  = Flying
    AD.  = Air Dashing
    XX   = Buffer/Cancel into following move
    ->   = indicates Magic Series cancelling
    SFA2 = Street Fighter Alpha II
    DP   = Dragon Punch or similiar joystick motion (F, D, D/F)
    HK   = Hurricane Kick or similiar joystick motion (QCB)
    FB   = Fireball
    SC   = Super Combo
    FK   = Flash Kick or similiar joystick motion (charge D, U)
    SB   = Sonic Boom or similiar joystick motion (charge B, F)
    YF   = Yoga Flame or similiar joystick motion (HCT)
    SBK  = Spinning Bird Kick
    SPD  = Spinning Pileriver or similiar motion (roll 360 degrees)
    This is a Meter located at the bottom of the screen; and as you perform 
    moves or hit opponents (performing Special Moves fills it the fastest), it 
    will fill up. Once it is full, a one will appear beside it. This means you 
    have one Super Level, allowing Charlie to perform a Super Combo. It can 
    continue to be filled to at least L3 (not sure if it goes higher).
    This is a devastating move that can only be performed when at least one level
    of Charlie's Super Meter is full. Once activated, the screen will grow 
    dark for a moment as Charlie gathers his energy; they will then perform the 
    move. Note that all animation, except Charlie's "gathering" of energy, is 
    halted during the dark screen, so your opponent cannot move, i.e. if the 
    enemy is standing right in front of you and you pull off the SC, they cannot 
    avoid it.
    This is a totally devastating team-up move done with a QCT+Fierce+Roundhouse.
    When activated, your current character will begin their Super, then the other
    partner will jump in and begin theirs! The first character will jump out when
    done and the character that was out at first will now be playing. A Variable 
    Super can only be done with a Level 2 or higher Super Meter.
    To switch to your partner, tap Fierce+Roundhouse. Your current character will
    go into a stance and say some sort of taunt or whatever--DURING THIS TIME
    YOUR CURRENT CHARACTER IS INVULNERABLE. Just as that fighter jumps off the
    screen, your partner will come on with a jumping attack that will knock the 
    opponent away; they will then perform an opening taunt--DURING THIS TIME
    THE TAUNTING CHARACTER IS _NOT_ INVULNERABLE. This is very important, as you
    want to make absolutely sure that jumping attack will not be blocked or 
    avoided, otherwise your left wide open during the opening taunt. Therefore, 
    it is ideal to switch characters only when the enemy gives you the 
    opportunity to hit them with the jumping attack (eg. after blocking a slow
    recovering move, or they miss a slow move). BTW, when your partner is "idle",
    they slowly regain health.
    Thanks to our constant whining and bitching, Capcom finally got rid of them
    stupid Alpha Counters, and now we have Push Aways; when you block an enemy's
    attack, quickly tap all three punches (before your fighter finished their 
    blocking animation) and Charlie will shove his foe away from him. This 
    takes NO energy from the Super Meter, nor does it do any damage. It does 
    however help put some distance away from overly offensive opponents. 
    After blocking an attack, perform a roll from B to D and hit 
    Fierce+Roundhouse during your characters blocking animation--your partner 
    will jump in and attack the enemy with one of their moves; they will also
    remain to continue the fight. See the Moves Analysis for more info on 
    Charlie's VC. The Variable Counter uses 1 level of the Super Meter.
    Super Jumps cause Charlie to jump very high into the air; to perform a 
    Super Jump, quickly tap D before jumping, or hit all three kicks.
    To perform a Throw, hold towards or away from the opponent and hit Fierce or
    Strong up close. To perform Charlie's Air Throw, hold F or B and hit 
    Fierce or Strong up close IN MID-AIR. Charlie can also perform Throws with
    Forward and Roundhouse.
    Tech hits allow Charlie to recover from Throws done to him. To tech hit a 
    Throw, perform the motion for one of your own Throws just as they Throw; this 
    will lessen the damage to you.
    To perform a dash forward, tap forward twice. To perform a retreating dash,
    tap back twice. Dashing is an important part of a lot of combos (see combo
    Alternately, you can also perform a dash by hitting all three punches 
    simultainously. To dash back, hold B while hitting the punches. All 
    characters can interrupt their forward dash with any move, including a 
    backward dash.
    To taunt or tease your opponent, press Start. Note that taunts cannot be 
    stopped, and Charlie will be totally vulnerable, so choose where to do it 
    After being knocked down, it is possible to roll in recovery to standing.
    This does not lessen the damage of the knockdown, but it allows you to avoid
    an opponent's attempted ground attack or possible OTG combo, and you can also 
    roll behind them and perhaps surprise them. To get a Safety Roll, perform a 
    complete motion from B to D and hit any punch. Note that if the move you're  
    hit with executes the Flying Screen phenomenon, you cannot Safety Roll.
    When a fighter is hit many times in a row with powerful moves in a short
    time (it doesn't have to be a combo) they will eventually dizzy; after a 
    certain point the character will bounce up then stand to be dizzy. At this 
    point is the opponent's chance to do an attack or combo that the dizzy 
    character will have no defense against. When Charlie is dizzy, shake the 
    Joystick repeatedly and hit the buttons rapidly to regain control faster.
    NOTE: in some cases, Charlie's specific combo system is explained in further
          detail in the combo section later on.
    This is the name given to Capcom's version of a chain combo system. 
    X-MEN: CotA, MSH and now XMENVsSF have adapted Street Fighter's original 
    combo system so that there is a way to cancel normal attacks into other 
    normal attacks as well as normal--> Special Attacks. Each fighter has his or 
    her own Magic Series that follows a distinct pattern. Note that you can skip 
    any of the steps in the series, but you cannot go backwards. Charlie's Ground 
    MS is the "Stronger to Weaker", meaning Charlie can cancel any attack into
    one of greater strength.
    The rules for the Ground Magic Series are that you can input crouching or
    standing attacks following the series (for example, Charlie can cancel a
    S.Jab into a S.Roundhouse, or C.Roundhouse). Note that you cannot go 
    backwards in a Magic Series (eg. Jab -> Forward -> Jab). Also note that you 
    can cancel into any of Charlie's various directional moves. These are F or 
    B+Forward, F or B+Roundhouse and F+Fierce (see moves). Note that these 3 
    attacks cannot be cancelled into anything else however, i.e. the F or 
    B+Forward cannot be cancelled into a Fierce or Roundhouse, and F+Fierce can't
    be cancelled into a Roundhouse.
    You can perform a Magic Series while jumping as well. This is great for 
    starting jump-in combos, allowing you to get in more hits as you jump in at 
    the enemy before continuing a combo on the ground--Charlie's Jumping MS is
    Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
    As well, MS combos can be done during a SUPER jump, again following the
    Zig-Zag Magic Series described above.
    Like the other two version of the Magic Series, it allows you to do any 
    version of one button. See Air Combos for more info. 
    These, put in loose terms, are juggles. But, the exception laid down is that 
    they must be done as you jump in the air. So, to do an air combo by 
    definition, you must knock the enemy up into the air with a launcher (eg. 
    Charlie's C.Fierce), or use the other two setups (see below), then follow 
    them up and perform an air combo before either of you land. BOTH fighters 
    must be in the air for an Air Combo to register (for example, launching the 
    opponent with Charlie's C.Fierce then juggling quickly with a Somersault Kick
    will not count as an Air Combo, even if the Kick connected against an airborn 
    There are three different ways for Charlie to setup an enemy to perform a 
    true Air Combo:
    -After knocking the enemy up with a launcher
    -Super Jumping up and connecting the combo against a Super Jumping enemy
    -Jumping up and connecting a combo against a jumping enemy or an enemy on
     their way down from a Super Jump, or perhaps DP move...
    As well, there are two different types of Air Combos: regular Jumping Air
    Combos and Super Jumping Air Combos. Read on...
    1. Launchers:
    Launchers are by far the most effective way of setting the opponent up for an
    air combo, as they throw the enemy straight up in the air. Note that the 
    enemy recovers on their way DOWN and can then air block everything (except if 
    launched by a Throw, like Charlie's Fierce Throw), so you must follow your 
    opponent UP after a Launcher and hit them before they reach the apex of their
    Now, in order to successfully follow up a Launcher, you must cancel the
    Launcher with a Super Jump, i.e. hit the enemy with the Launcher, then
    before its animation is complete, simply tap U and the Super Jump comes out
    2. Super Jumping:
    You can Air Combo any Super Jumping enemy simply by following them up with
    your own Super Jump and nailing them as you go. This is not as precise as a
    Launcher because you must be a close distance to the enemy with your Super
    Jump, so some hits that connect after Launchers may not do so during a
    Super Jump.
    3. Regular Jumping:
    Use this when the enemy does a regular jump towards you; jump up to meet
    them and try and get in your hits first. Also an ideal counter if the enemy
    misses a DP move (eg. Wolverine's Tornado Claw).
    Super Jumping Air Combos:
    Something unique to this game exists only in Super Jumping Air Combos; the
    ability to bring out a "combo finisher" similiar in fashion to Killer
    Instinct. In X-Men Vs. Street Fighter, the combo system of Super Jumping is 
    highly customized because for every character the combo finishers are simply 
    done by chaining in a Fierce or Roundhouse at the end of that series. Note 
    that you can only perform this Finisher if you do not start the air combo 
    with the Fierce or Roundhouse (otherwise that will finish the combo right 
    there) The finishers are pretty cool and allow you to knock the enemy away 
    and the camera will follow them to the ground. After they land, you'll jump 
    back into the screen from the side (some finishers will also knock the enemy 
    straight down towards the ground, but the same properties apply). This is 
    known as the "Flying Screen" phenomenon, which I will explain later.
    Regular Jumping Air Combos:
    The only difference between these and Super Jumping Air Combos is that there
    is no special finisher. This will allow you to use the entire combo series
    if you wish. You can still cancel into a Special Move. So, if you and your
    opponent are both in regular jumps at each other, it is possible in theory
    to hit them with an entire 6 hit Zig-Zag series with any character that has 
    the full Zig-Zag Regular Jumping MS (eg. Magneto, or Charlie), and then even 
    cancel with a Special Move (eg. Somersault Slash)!
    Normal Move/Special Move Cancellation Combos:
    Ah, the classics. Remember the good ol' Fierce Punch cancelled into a
    Dragon Punch with Ken and Ryu? Well, Capcom's given us much more
    possibilities, because ANY normal move can now be cancelled into a Special
    Move. This allows A LOT of freedom for combos, and these combos are usually
    very easy pull off. Also note that "any" normal move also includes mid-air
    moves cancelled into Air Special Moves (eg. Somersault Slash), which is what 
    allows Air Magic Series combos to cancel into Special Moves.
    Dashing Combos:
    Dashing before entering a combination allows for more hits. This is because 
    it gives more momentum after your first hit, so it won't push you as far away 
    from the enemy, allowing you to get in more hits. For example, Wolverine can 
    perform a S.Jab -> S.Short -> S.Strong -> S.Forward series on Juggernaut, and 
    perhaps even finish with a Berserker Barrage. But, if he performs the series 
    while dashing into Juggernaut, he can go into a S.Fierce to finish off the 
    series, or a S.Roundhouse followed by an air combo, whereas without the dash, 
    the series would have pushed the opponent too far away for the Fierce to 
    connect. This skill should be mastered, because it is best utilized after the 
    enemy misses a DP move like Ken's. As well, it is difficult but possible to 
    initiate a Dash Combo after a jump-in hit or even series. The key is to tap 
    F, F after you tap the button for your last hit plus the button you're going 
    to start the Dash Combo with. This must be timed correctly so that the last F 
    of the dash motion is tapped AS you plant your feet on the ground. For 
    example, with Magneto, to perform a J.Strong -> J.Forward -> J.Fierce, 
    D.S.Short -> S.Roundhouse XX Jab EM Disruptor, do all three hits of the Air 
    Combo, but AS you are tapping Fierce you should also do the first F of the 
    dash command; time it so that the first F comes out JUST as he finishes the 
    J.Fierce, then the second F should be done simultainiously with the S.Short 
    AS Magneto's feet hit the ground.
    Off the Ground (OTG) Combos:
    An Off the Ground (OTG) attack is an attack that hits a downed opponent,     
    and if doing an OTG combo, allows the attacker to continue into more hit.
    Technically, an OTG combo is NOT a true combo. The definition of a combo from
    way back in the SF2 days is-- 
    "a series of attacks that, once the first hit has connected, the rest cannot
     be defended against."
    But, if the opponent is wary, he can perform a Safety Roll, which will avoid
    OTG attacks. But if he doesn't, the combo number will continue to rise.
    (NOTE: There is an exception to this rolling escape--see Flying Screen 
    So, an OTG combo is a combo where you knock the enemy down, then combo them     
    OFF the floor as they land. To do this, you must hit the fallen enemy with a 
    low enough attack (eg. a sweep or perhaps slide). Now, no matter what move 
    you used, when an opponent is hit while on the ground, they are "bounced" a 
    VERY small ways into the air, then they fall again. During the time before 
    they land, they cannot block anything, so you can hit them with any attack 
    that will reach. If you want an easy example, perform a C.Forward with 
    Wolverine and cancel into a Berserker Barrage; the sweep will knock them 
    down, and the BB will hit the opponent just as they land. 
    One thing to remember is that rarely in this game to people stay on the 
    ground for very long, even if they aren't rolling. You MUST hit an opponent 
    OTG with a move that has significantly good recovery time; for example again
    with Wolverine, the C.Forward is fast enough in recovery that Wolverine can
    actually do this combo:
    S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short (OTG) -> S.Forward XX BB 
    The C.Forward recovers fast enough for Wolverine to continue into the C.Short
    (provided they don't Safety Roll) and the rest of the combo.
    On the other hand, a knockdown attack like Magneto's C.Roundhouse is far too 
    slow in recovery for him to hit the enemy OTG afterwards effectively.
    BTW, to be fair, you cannot do two OTG combos in one combination. For 
    example, with Wolverine you cannot do a- 
    S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short -> C.Forward, C.Short ->
    C.Forward etc...
    As this would effectively create two OTG combos in one. This of course would 
    make for infinite combos, because you could continuously OTG the opponent 
    after every time you do the C.Forward
    Flying Screen (FS) Combos:
    I will use James Chen's definition of the Flying Screen (FS):
     "The Flying Screen is the phenomena that causes the screen to scroll VERY 
      quickly after certain moves hit the enemy.  The view of the game follows 
      the enemy and the person doing the hit disappears from the screen. Once the 
      screen stops moving, the person who was hit will just lie there and the 
      other player will hop into the screen from the side."  
    (My Note: BTW, some FS attacks will knock the enemy straight into the ground 
     as opposed to off screen, like finishing a Super Jumping Air Combo with 
     Magneto's SJ.Fierce--it will send the enemy into the ground on the SAME
     screen. Note that the same FS restrictions explained below still apply)
    The FS happens after the following conditions:
    -after performing a Super Jumping Air Combo "finisher" or Special Move 
    -after performing the following moves: (this may be updated)
    -Juggernaut's Juggernaut Punch
    -Wolverine's Berserker Barrage (if all hits connect; same with the Super 
     Berserker Barrage SC)
    -Magneto's Shockwave SC
    -Ken's Shinryuken SC
    Now, here's the catch--if your opponent is close or in the corner, there is
    no way for the screen to scroll, because the border is there. So, when you
    perform a move executing the FS phenomenon that knocks the enemy into a close
    corner, they will hover against the corner for a moment, then fall to the
    ground. As they land, you can easily perform an OTG combo (provided the move
    recovers fast enough).
    One good limitation is that the FS forbids the opponent from Safety Rolling
    PERIOD, so OTG combos WILL become true combos in this case.
    One thing against the comboer is that once you perform an OTG combo after the
    FS, the game will not let you perform ANY Air Combos or Special Moves; for
    example, with Wolverine if you perform a Berserker Barrage in the corner with
    all hits, the enemy will hover briefly, then when they fall, you can hit them
    OTG with a C.Short into S.Roundhouse. But, you CANNOT cancel the Roundhouse
    with a Tornado Claw, nor can you follow them up with a Super Jump and Air
    In X-Men: CotA, there were three character sizes, with Sentinel, Colossus and
    Juggernaut being large, Silver Samurai and Omega Red being mid, and everyone
    else light. In MSH and now XMENVsSF, it is even more detailed, going by 
    height, width and weight. Height will determine how many hits you can get on 
    a jump-in combo (eg. you can easily get all 4 hits of Wolverine's Jumping 
    Magic Series on Juggernaut, but you can only get one or two on a little guy 
    like Wolverine). Width determines how many hits are possible in a dashing 
    combo (eg. on Juggernaut, Wolverine can get 5 hits in a dashing combo, 
    finishing with either Roundhouse or Fierce, but on a scrawny girl like Cammy 
    you would not get as much, maybe 3 hits). Weight determines wether or not a 
    few combos will work, usually because you cannot launch a fat dude like 
    Juggernaut as high as you can launch someone like Cammy. Here is a rough list
    of character's dimensions, BUT NOT EXACT:
    Chun Li
    Chun Li
    Chun Li
    Combo Damage:
    You may have noticed when performed some big huge, mutlihit combo that the
    damage isn't so hot, even with an SC in there. This is because the game has 
    this weird damage system where the more hits you use, the weaker each hit 
    gets progressively, also applying to what type of hits. For example, you'll 
    notice with Charlie if you do a J.Fierce, S.Roundhouse XX Sonic Blade, the 
    damage is REALLY good. But, if you do:
    J.Short -> J.Strong -> J.Roundhouse, S.Short -> S.Forward -> S.Roundhouse XX 
    Sonic Blade (in the corner on large opponents)
    You'll get a large amount of hits (and lots of points), but you may notice 
    that it does around the same, or slightly less damage! So, you basically have 
    a choice--more damage or bigger, more spectacular combos for good points.
    Starting Pose: takes off his glasses and puts them in his jacket
    1st Color: yellow jacket
    2nd Color: grey jacket
    Taunt: writes his foe's name on his victim's list :)
    Variable Attack Entrance: adjusts the sides of his jacket and grins
    Variable Attack Exit: turns his back and waves his hand
    Variable Super Move: Somersault Justice
    Winning Pose 1- flips a hand and says "Too easy!"
    Winning Pose 2- writes in his book and says "Hmph."
    Moves List:
    -Sonic Boom: charge B, F+any punch
    -Somersault Kick: charge D, U+any kick
    -Somersault Slash: U, U/F, F+any kick (AIR)
    -Backfist: F+Fierce
    -Hop Kick: F or B+Forward (OS)
    -Lunging Front Kick: F or B+Roundhouse
    -Backdrop: F or B+Strong or Fierce (close)
    -Grab `n' Knee: F or B+Forward or Roundhouse (close)
    -Backbreaker: F or B+Fierce (close) (AIR)
    -SC 1; Sonic Blade: QCT+all three punches (tap for more hits)
    -SC 2; Crossfire Blitz: QCT+all three kicks
    -SC 3; Somersault Justice: QCB+all three kicks
    -Launchers: C.Fierce
    -Knockdowns: C.Roundhouse
    -VARIABLE COUNTER: Roundhouse Somersault Kick
    Jab- Both standing and crouching give high and low jabs respectively. No big
         deal, other than in combos. S.Jab is okay as a tick. J.Jab is also no
         big deal, except in air combos. All Jabs are fast and cannot be easily 
         countered if blocked.
    Strong- Both standing and crouching are no big deal except that they are the
            easiest single hits to use in combos. The S.Strong is a fair air
            counter. J.Strong is also nothing special unless in a SJ.MS.
    Fierce- S.Fierce is a big straight punch, but don't use it too often as its
            speed and recovery is slow, and it can be ducked. Good in combos,
            though. C.Fierce is Charlie's only launcher, and launches nice and
            clean. Also a fast air counter if you don't have a Somersault Kick
            charged (or a Somersault Justice available).
    Short- S.Short is a quick standing kick and C.Short gives a quick low kick.
           both fairly decent as ticks and great in combos. These have slightly
           more range than the Jabs, so are your better choice from a few steps,
           and use the Jabs right up close. J.Short is no big deal except in air
    Forward- S.Forward is a standing kick, and C.Forward is a low kick. The 
             standing version is best in combos, and the C.Forward is a GREAT
             move for Charlie--it comes out really fast and is difficult to
             counter, so use it frequently up close--it can also be cancelled 
             fairly easily from this position with any of Charlie's moves. 
             J.Forward is a straight kick, decent in air-to-air combat.
    Roundhouse- S.Roundhouse is a big high roundhouse, and crouching is a low 
                sweep, Charlie's only knockdown. The S.Roundhouse is decent as an
                air counter and great in combos, but it can be ducked by most, so
                be wary. The C.Roundhouse is fairly fast, but can be taken out by
                most high-priority moves--use with caution. J.Roundhouse will 
                give you a GREAT Jump Kick, his best single jump-in.
    -Sonic Boom-
    (Charlie pulls one arm back, exclaims "Sonic Boom!" and whips his powerful
     arm through the air so fast it breaks the sound barrier and a sonic boom
     is generated, which flies across the screen)
    Still one of the best projectile attacks in the game. Not only does it allow
    him to stay defensive while charging it, but it also has almost instantanious
    recovery, so fast that he can sometimes even block attempted SCs through the
    SB! An awesome attack in combos and for various keep-away and setup 
    techniques (see tactics and combos).
    -Somersault Kick-
    (Charlie exclaims "Somersault!" and flips upward creating an arc of energy 
     with his feet, followed by a diagonally-upward directed wave)
    A very improved attack since SFA. He now goes at a more diagonal vector, and
    he also produces a small projectile which travels upward into the corner at 
    the top of the screen. This ensures a definite hit if the Somersault itself
    connects, as this wave will follow the opponent into the corner for the last
    hit. Unlike before, all versions of the Somersault Kick work well as air
    counters, even the Roundhouse, as it will push them quite far away if air
    blocked (just be wary if they have a Super charged, which may still hit you
    instantly as you land). Great in combos if you have it charged.
    -Somerault Slash-
    (Charlie performs a forward flip in the air, creating an arc of energy with
     his feet)
    His new move is an excellent air-to-air weapon with great priority over any
    normal jumping move. It can also be used in air combos. Other than that,
    nothing special.
    (Charlie spins around and brings the back of his fist to the side of the 
     opponent's head)
    Its only real advantage is range, though it can be cancelled with a Special
    Move FAST (since it is a forward motion you also cannot cancel it with a SB
    or Somersault Kick--only an SC will work). It comes out and recovers OK, but 
    can be ducked by most characters. Use as a mid-range move if you see them 
    about to come out with one of theirs; for example, if you see Ryu draw back 
    for a FB and you are walking forward, whip out the Backfist (if you were 
    defensive, a Sonic Boom may be a better choice.)
    -Hop Kick-
    (Charlie hops forward with a half-roundhouse to the mid-section)
    This is an Overhead Strike, meaning that it cannot be blocked low. It has 
    decent recovery if blocked (high), and is best used mixed up in your up-close
    game--you can also charge for your SB during it, and unleash it to surprise 
    them if they block, or even if it hits. Because it is an OS, it also takes 
    excellent priority over low moves, especially slides...
    -Lunging Front Kick-
    (Charlie lunges forward with a mid-level front kick)
    This is NOT an OS, and has slightly better speed and recovery than the Hop
    Kick, as well as slightly better range. The Backfist has a longer range, but
    the Lunging Front Kick will hit crouching opponents--mix it up in your mid-
    range game and remember to always do it with a B+Roundhouse so you can charge
    a SB.
    (Charlie grabs the enemy around the waist, hoists them overhead and makes a
     bridge to slam them to the ground behind them)
    After they hit the ground they will bounce upward. ALWAYS charge D during 
    this so you can at least juggle with a Somersault Kick. Otherwise, have 
    something big ready in the corner--if you're slightly out of the corner, an
    SC works nicely, or you can dash in.
    -Grab `n' Knee-
    (Charlie grabs the opponent and kness them repeatedly, then knocks them 
    Also a great setup for a juggle in the corner...
    (Charlie grabs a mid-air opponent and drops to the ground, breaking their
     back over his shoulder)
    Damn, do I love this move! In all the other Street Fighter games, even back
    with Guile, this was my favorite move against over-jumpy opponents--it takes
    great priority over regular air attacks if you're close enough, but here's
    the best part: the enemy drops RIGHT in front of Charlie after the Throw, no
    bounce, no knock away! This makes it VERY easy to OTG afterwards, and you
    don't even need to be in the corner!
    -Sonic Blade-
    (Charlie throws multiple discs of sonic energy at the opponent)
    A VERY improved attacks since SFA/SFA2. Sure it can be air blocked, but it
    now comes out a little faster than his old SC, and is GREAT for dealing with
    any move from about mid-distance (especially projectiles). It is also very
    wide on screen, so jumping it without at least taking block damage is very
    difficult, and it cannot be ducked by any character. His recovery is almost
    as good as with the regular SB, but if they manage to get over you when you
    throw the SC (i.e. Super Jump, air dash), Charlie can be hit. The Sonic Blade
    will give 9 hits, or 15 if you tap punch repeatedly.
    -Crossfire Blitz-
    (Charlie dashes forward, and if he connects he goes into a big auto-combo)
    Ala Wolverine's Weapon X, this SC is now just a dash, and will only go into 
    the combo if Charlie connects. However unlike Logan this does NOT have the
    amazing priority over everything (I'm pretty sure it doesn't even go through
    projectiles), and it can be taken out fairly easily with a sweep or pretty
    much any other SC (VERY dangerous against Ryu, who can suck you in with his
    Vacuum Hurricane!). It is NOT as fast as Wolverine's Weapon X, but it is 
    still pretty fast, so use it mainly to surprise foes, and other than that 
    only in combos, or when they miss a slow-recovering move (or, because of its
    speed, it can take out a lot of moves at the beginnning of their animation,
    like most of Juggernaut's attacks; it can also work if you are FAIRLY CLOSE
    and see the enemy draw back for a projectile). The Crossfire Blitz will give
    10 hits.
    -Somersault Justice-
    (Charlie performs repeated Somersault Kicks)
    Charlie's best SC. It is an EXCELLENT air counter buffered into the 
    opponent's jumping attack, and will take priority over ANY ground attack 
    short of another SC, especially low attacks. Also good in combos. Of course
    if blocked or missed you're spam. IF they AIR block it, it will usually push
    them away far enough not to counter (except with some SCs, maybe.) The 
    Somersault Justice gives you 12 hits.
    -VARIABLE COUNTER: Roundhouse Somersault Kick-
    See tactics for more info.
    Super Jumping: Charlie's air combo once started is smooth and easy. Note
                   however that you MUST start hitting them with the SJ.Jab the
                   INSTANT you Super Jump, otherwise you'll hit them with the Jab
                   and go sailing past them anyways. NOTE: Super Jump up and 
                   SLIGHTLY forward, as the launcher doesn't put them up 
                   perfectly vertical.
    Air Combo Finish: Both Charlie's SJ.Fierce and SJ.Roundhouse are finishers.
                      Because of the angle of the SJ.Fierce, you cannot chain 
                      into a SJ.Roundhouse and catch them during the FS.
    Sonic Boom Recovery: Because Charlie's recovery on the SB is so good, you can
                         follow into a combo under the right circumstances.
    1. J.Fierce, S.Jab -> S.Strong -> S.Fierce XX Fierce Sonic Boom
    Comments: easy all-around combo, remember to start holding back as you land 
              from the Jump-in to charge for the SB. 5 hits.
    2. J.Roundhouse, C.Short -> C.Forward -> C.Roundhouse
    Comments: basic and easy knock-down chain--you may have to skip the C.Forward
              against small fighters. 4 hits.
    3. (corner) Fierce Throw, Roundhouse Somersault Kick
    Comments: although you can do more, this is a simple way to follow the Throw.
              4 hits.
    4. J.Short -> J.Roundhouse, C.Short -> C.Strong XX Roundhouse Somersault Kick
    Comments: THE combo to utilize once mastered for great damage. 7 hits.
    5. D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
       SJ.Fierce (FS)
    Comments: quick and easy air combo, remember to do the SJ.Jab INSTANTLY. 7
    6. (corner) J.Short -> J.Fierce, D.C.Jab -> C.Strong -> C.Fierce -> SJ.Jab ->
       SJ.Short -> SJ.Strong -> SJ.Forward XX Roundhouse Somersault Slash
    Comments: impressive corner air combo, the first 3 crouching hits will only 
              connect in the corner and dashing. 10 hits.
    7. J.Fierce, D.S.Jab -> S.Strong -> S.Fierce XX Sonic Blade
    Comments: basic and easy SC combo. Tap punch repeatedly and you'll get 19
    8. D.S.Short -> S.Forward -> S.Roundhouse XX Crossfire Blitz
    Comments: powerful and spectacular combo, the bigger the enemy the better.
              13 hits.
    9. D.C.Short -> C.Roundhouse XX Somersault Justice
    Comments: Don't do the SC TOO fast or the first Somerault will miss. 14 hits.
    10. (full screen) Jab Sonic Boom, J.Roundhouse, S.Strong XX Sonic Blade
    Comments: this is just an example of what you can do with the Boom after you
              throw it. Once it recovers, follow the SB in and hit the enemy. If
              you do the combo at the right time, the SB will count in the combo!
              This one will give you 18 hits.
    11. D.S.Jab -> S.Strong -> S.F+Fierce XX Crossfire Blitz
    Comments: cancel the Backfist FAST. 13 hits.
    12. (corner) Forward Throw, Sonic Blade, Sonic Blade
    Comments: I have connected with two Sonic Blades in air row after the combo,
              and you can supposedly do three. Note however that the last SC will
              do little damage in this combo, so it may be more appropriate to
              just juggle with a Somersault Justice or a well-timed Crossfire 
    13. J.Fierce, D.C.Short -> C.Forward XX Somersault Justice
    Comments: nice easy SC combo. 15 hits.
    14. Fierce Air Throw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> 
        SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    Comments: If the opponent Safety Rolls you should be OK with the recovery of
              the C.Short. 8 hits.
    15. J.Short -> J.Roundhouse, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short ->
        SJ.Strong, Strong Air Throw, C.Short (OTG) -> C.Forward -> XX Crossfire 
    Comments: WHEW! This big combo DOES work, but the timing for the Air Throw is
              really annoying. I've only done this combo twice, but you must 
              catch the enemy with the Backbreaker when they are slightly above
              you--this makes it ABSOLUTELY imperitive that you do the SJ.Jab as 
              SOON as possible. I have grabbed them out of the air combo 
              otherwise, but the Air Throw doesn't count on the combo tally; it's
              just more impressive if it does. 20 hits! (NOTE: this was slightly
              changed from version 1.0 of this FAQ--after the Air Throw I
              originally had down C.Short (OTG) -> S.Forward -> S.Fierce, but I
              haven't gotten that series to connect rigidly. The C.Short -> (OTG)
              -> C.Forward works well, though).
    16. (corner) Fierce Throw, Sonic Blade, C.Fierce -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Forward XX Somersault Slash
    Comments: if you are right beside the enemy when the Crossfire Blitz hits,
              you can follow into a combo, in this case a launcher -> air combo.
              20 hits.
    17. J.Short -> J.Roundhouse, D.S.Jab -> S.Strong XX Sonic Blade, D.C.Forward
        XX Sonic Blade, C.Forward XX Somersault Justice
    Comments: WHEE! As the first Sonic Blade is hitting, start buffering in a 
              dash so you'll dash as the SC is finished; you should reach the 
              enemy just as the last disc of sonic energy connects, then, 
              C.Forward and repeat, and after the 2nd Sonic Blade the enemy will
              be in the corner, so you won't have to dash after it, just do a 
              regular C.Forward and finish the combo. If you start the combo in
              the corner, you don't have to dash after either Sonic Blade! Well
              over 40 hits!
    Charlie in the air:
    Charlie has GREAT air-to-air potential. From afar he can be kept at bay with
    air projectiles, but at mid-range his Somersault Slash works wonders, and of
    course up close his Backbreaker will take out pretty much any jumping regular
    move. His J.Forward is also good in air-to-air combat.
    Keep Away:
    Like with Cyclops, I don't like resorting to keep-away cheese with SBs. 
    However, if you're having trouble calling in your partner and are low on 
    life, I'm afraid the only real chance you have is to cheese--that's right, 
    lotsa Sonic Booms! Alternate between speeds of the Booms to force the enemy
    to air block if they try to jump in, and stay in a defensive crouch position
    so you can whip out a Somersault Kick if they manage to jump your SB. If the
    enemy is presistant with turtling your SBs, follow them in slowly, and when 
    you get close enough, throw a slow SB and follow it in for a Throw. The 
    SECOND you throw the opponent, wail on Fierce+Roundhouse to switch characters
    and possibly even juggle after the Throw with the Variable Attack! 
    This tactic of course is hindered against those with very good projectile
    defenses, i.e. lots of SCs will go through the Booms; mind you, Charlie can
    usually block in time anyways! :)
    Variable Countering:
    When performing a Variable Counter with Charlie as your partner (idle), he 
    will jump onto the screen and counter a blocked attack with Roundhouse 
    Somersault Kick. This does good damage AND allows you to change characters.
    This particular VC is quite good for countering blocked jump-ins, or pretty
    much any up-close attack. Just refrain from doing it to long range 
    projectiles, as it may miss.
    Charlie In a Team:
    Charlie is a good teammate for a lot of characters, and one of my fav teams
    is with Sabretooth, with which I RARELY lose. :) (See my Sabretooth FAQ for 
    info on why Sabretooth is a good partner).
    For his Variable Attack, the easiest way to change characters, Charlie will 
    come diving in with a jumping kick. Note that wether this kick connects or 
    not, he'll go into a taunt afterwards, so you MUST make sure this connects or 
    you will be hit. Ideal situations are pretty much anytime the opponent misses 
    a slow attack, or if the opponent is jumping back, or if they're at the peak 
    of a Super Jump. Another nice place to use it is with a setup attack for 
    combos, like after a launcher, or in some other cases, like with Magneto's 
    Hyper Grav. The one thing to remember is to ask yourself wether or not you 
    want to waste and opportunity to hit the opponent with a big combo--for 
    example, if I am Magneto and fighting Ryu, and he misses a DP, I can either 
    call in my partner, or I can go for a BIG combo. The immediate choice should 
    depend on wether or not you have enough life; if Magnus is down to a sliver 
    of health, I would definetely switch, because even though I hit him with a 
    big combo, he might just do a comeback afterward and kill me; you also have 
    to take into account wether or not they have a lot, or a little, amount of 
    Favorite Teams:
    Here are (IMO) good teammates for Charlie:
    1. Sabretooth (my best team with Charlie)
    2. Cyclops (second best team)
    3. Magneto (great for setting the enemy up for a combo in special cases,
       good Variable SC)
    4. Ken (great Variable SC)
    Vs. Cyclops:
    He'll play keep-away worse than Charlie can, so jumping will be a big part of
    your offensive strategy. Don't even THINK about taking on his Optic Blasts
    with the SB, because you WILL lose. Instead, try to jump over every OB you
    can while holding back to air block, and charge your Sonic Boom for jump-in
    combos. Once you get up close, Cyclops fighters love to do the popular 
    C.Short -> C.Roundhouse XX Ground Reflect Blast, and otherwise generally
    annoying you from crouching, so use your Hop Kick up close a fair bit. It is
    difficult to take out his Optic Blasts with your SCs because of how fast they
    come out, so play a reactionary game and only attempt to take him out from up
    Vs. Wolverine:
    The spazzo, if being played by a scrub, WILL be a spazzo. In this case, it's
    all a matter of blocking and countering. If they play Logan well, he can be a
    problem. He'll slide under your Sonic Booms, so don't get predictable with
    them if you're in range of his D/F+Fierce. Basically you just have to wait
    for him to make a mistake, usually from Drill Clawing all over the place.
    Once he has a level charged, be VERY careful of the Weapon X, which'll take
    priority over EVERYTHING.
    Vs. Sabretooth:
    Sorta like playing a slower, more powerful Wolverine (and better, IMO :). 
    He'll jump in a LOT with his high-priority jumping moves, and forget about
    taking him on in the air, unless you're sure you can get close enough for a
    Backbreaker. His Berserker Claw is LIGHTNING fast and will take priority over
    every regular attack you have, so don't throw them out carelessly if you're
    within his range. If you manage to block his Wild Fang, quickly retaliate 
    with a Backfist or Somersault Justice. As with Wolverine, be even more 
    careful about the Berserker Claw X which will take out anything you can throw
    at him.
    Vs. Storm:
    If she plays her damned-stupid off the screen keep-away, forget about it and
    walk away from the machine (or punch the guy out your playing, if the arcade
    worker isn't around ;). If they play a good Storm, its a fun battle. Her
    Typhoon is fairly fast and can be directed for keep-away, but once you get up
    close you shouldn't have much trouble. If you block her Lightning Attack,
    wail on any of your regular attacks and you will usually counter. Once she 
    has a level charged, don't throw out jump-in attacks too early, 'cause she'll
    take them out with a Lightning Storm SC.
    Vs. Rogue: 
    She's a bitch if she steals your Sonic Boom, since it requires no charge time
    for her :(. So, try very hard not to get caught by her Absorbing Kiss, which
    is unblockable. For this reason she'll tick you with Jabs and Shorts then
    catch you with it, so try and keep your distance. If you block her Southern
    Belle Combo (my fancy name for her rushing punches), punish her with a 
    Vs. Gambit:
    The damn frenchman will be bouncing all over in the air with his charge D, U
    moves, so stay in the defensive crouch to take him out with a Somersault 
    Kick. If his mid-air movements develop a pattern, try for a Backbreaker. On
    the ground he will take priority over your low moves with a Strong Cajun
    Slash, so stay standing for the most part, and once up close, try your 
    hardest for a Throw. Once he has a level on the Super Meter, refrain from
    throwing out your SB, as he can go immediately into a Royal Flush and nail
    you right out of it.
    Vs. Juggernaut:
    Shouldn't be a problem as long as you ONLY jump in with Fierce or Roundhouse
    (he cannot absorb these), and always chain your Jabs and Shorts into full
    combos (cannot abosrb multiple hits either). Don't throw a lot of SBs from
    mid to close range, or he'll Juggernaut Punch or Headcrush through them.
    From full screen, you can block after a Sonic Boom if he decides to try a JP
    from that distance. When you block ANYTHING from him, combo to your fullest!
    Remember, Juggernaut can also be stopped on the ground with a C.Roundhouse.
    Vs. Magneto:
    His Hyper Grav seems to have been slowed a little since MSH, but you should
    still be careful and not get caught in it. He can play good keep-away with
    his EM Disruptor and Magnetic Waves (those duel pink projectiles from the air
    we all loved from X-Men: CotA!), and don't throw SBs too often from full 
    screen, as the Disruptor can usually beat you to the draw. Up close his slide
    has surprising priority and he can cancel it into a Shockwave OTG, so try to
    stay on the defensive up close. Jumping in is fairly safe, but remain in the
    defensive position here so he can't Hyper Grav you. REMINDER: when he is
    flying, Mags CANNOT AIR BLOCK!!!! :)
    Vs. Ryu:
    Good ol' keep-away is not so effective anymore, so don't be afraid to jump 
    his FBs a lot, but again stay in the defensive position while doing so in 
    case he can DP. Up close you can deal with him nicely using the C.Forward and
    Jabs. Shouldn't be a difficult fight, just remember that once he has a level
    charged, his Vacuum Hurricane will take out pretty much all of Charlie's 
    regular moves.
    Vs. Ken:
    Without his QCB+punch Roll, Ken is weakened considerably. Jumping his FBs is
    no problem, and jumping in is fairly safe with air blocking present. Up close
    you can take him out with C.Forward and other quick attacks. Easy fight until
    he has a level charged, at which point be VERY careful with your attacks, as
    his Shoryureppa takes out pretty much everything.
    Vs. Chun Li:
    Don't try and take her on in the air, with her high-priority moves and better
    Air Throw. On the ground, mix up standing and crouching attacks; when you
    crouch, keep holding down and she may try for a Split Kick, in which case you
    can promptly Somersault Kick! Her FB should be no trouble jumping over and
    you can also match her fairly well with the Sonic Boom. Once she has a level 
    charged, she's becomes a woman for all occasions--she can take out pretty 
    much any standing attack with her Thousand Burst Kick, and she can take out 
    airborne opponents with the Super Spinning Bird Kick or the majorly-beefed 
    up Kikosho. If you block or she misses any of these SCs, counter as best you 
    Vs. Cammy:
    Fast little bitch, but she has horrible recovery on all of her moves. If you
    block the Cannon Drill, Cannon Spike, Air Thrust Kick or Spin Drive Smasher,
    she's open to easy counters. Her Assault Knuckle knocks you back a ways if
    you block it, but you can throw a Sonic Boom quickly to knock her back as 
    well. Her only other important attack is her Furiga Combine (the Air Roll+
    Throw), which although unblockable, is easy to counter with a Somersault Kick
    from a crouch. For all of these reasons, stay totally defensive in this fight
    and you're sure too win.
    For god's sake, don't get close! Jumping in is alright, but always do it with
    Fierce or Roundhouse (which he cannot abosrb) or else he'll SPD or Atomic 
    Drop you as you land. Likewise, only use C.Roundhouse to stop him if he's
    getting in close. Once he has a level charged, try VERY hard to stay away, or
    he'll tick you for the FAB.
    The Yoga master is a GREAT character, and the only way to beat him is up 
    close. From a distance he'll keep you back with the Yoga Flam and Fire, and
    the almighty S.Roundhouse. Edge your way in from the ground, as his air
    countering is a nightmare and he will frequently nail you out of one of your
    jumping attacks. Once you get up close you will have no trouble 
    out-prioritizing him with C.Forward and your Jabs--try ticking for Throws. He
    will try up close to use his C.Roundhouse slide, so throw in a Hop Kick here
    or there, or a Somersault Justice if possible. In the air he can take 
    priority over you with his Yoga Mummy and Drills, so stay grounded, and if 
    he goes offensive he'll use repeated Drills; block them all and counter FAST
    with a Throw. The big thing to worry about in this fight is the almighty Yoga
    Inferno, definetely one of the best Supers in the game! The damage is VERY
    HEAVY, and he can take you out of the Sonic Boom faster than you can say
    "Too easy!" if you're less than 2/3 of the screen away. The Yoga Inferno can
    also be directed upward to catch you out of a jump-in attack, so refrain from
    jumping with attacks often. If blocked, the Yoga Inferno will leave Dhalsim
    open VERY briefly, and if you're right up close you can counter. From around
    1/2 screen you may be able to counter with a Crossfire Blitz, otherwise 
    forget it.
    Bison is still as lame as ever--so lame in fact that I have no strategy 
    section against him, 'cause no one uses him! IMO he shouldn't have been in
    the game in the first place.
    The mirror-match shouldn't be too difficult, as long as you play the opposite
    of your opponent; if he's a Charlie turtler, Throw a lot and set him up with
    slow SBs; if he's offensive, it's even easier--just defend and react.
    Akuma players tend to FB WAY too much, as much as even Ryu! Jump over his FBs
    stay with the Air Block in case of DPs. He shouldn't be too much trouble 
    until he gets a level on the Super meter. Once this happens, he becomes a 
    nightmare. Don't throw anything out from a distance, especially SBs, or he'll
    use his Super FB to take it out. Up close, don't throw any regular move out
    randomly, as he can take it out with his Violent Dragon SC. Alternately to
    taking out the SB with his Super Fireball, he can also jump over it from 
    closer and use his Super Air FB. And of course, if the enemy is any good with 
    Akuma, he can set you up for the dreaded Raging Demon, best after knocking 
    you down! LEARN TO SAFETY ROLL!!!!!!!! This may prevent you from getting 
    If you got caught hold D and start wailing on Short kick and you 
    may take him out of the Demon. Alternately, if you've got the timing down 
    pat, you can usually throw him out of it if he was a LITTLE BIT late with 
    Demon as you get up.
    First and foremost, a HUGE thanks to James Chen for the third installment in 
    his AWESOME combo FAQ series. Also thanks to everyone who submitted info on 
    this game to the newsgroups. Thanks to Capcom for a great game, and no thanks 
    to Happy Man arcade for making it cost 3 tokens! :(
    You can access this FAQ and many others at my homepage:
    You can also e-mail me at:
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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