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  ([email protected])

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.

-PutZ

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.

Supers:

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
block.

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
way.

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
attack.

Dash in with LP, LP, FP, sonic boom.  Same as above just adds another
hit.

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
offensive.

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 ([email protected]) 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
you.

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
Charlie.

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 [email protected] 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.

-PutZ

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 ([email protected]) 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.