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. -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 (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 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 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. -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 (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.