Charlie and Guile are extremely similar in this game. Just a few moves are different between them.
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
• Sonic Boom •
Strength of the button used determines the speed, with Hard Punch being the fastest.
• Somersault Shell (Flash Kick) •
This generates an energy wave in its wake which can also hit airborne opponents, just like Guile's Flash Kick in this game.
(In the air)
• Moonsault Slash •
Charlie performs something of a reverse Flash Kick, instead of traveling up, he aims down. If this connects it will knock the other fighter down briefly.
(Mash Punches)
• Sonic Break •
Throws a ton of Sonic Booms at once. Pretty good range on this, hard to avoid unless you do a Super Jump.
• Crossfire Blitz •
This makes you dash straight across the screen. If you run into an enemy you'll do a series of melee moves. You can land this from about 3/4ths screen range, but if you do it from full-screen's distance you'll miss.
• Somersault Justice •
A beefed up version of Charlie's regular Somersault Shell.
• Backfist •
• Sabot Kick (Jump Kick) •
• Step Kick •
Type | Partner Assist | Variable Counter | Variable Combination | |
A | Projectile Type | (H) Sonic Boom | (H) Sonic Boom | Sonic Break |
B | Anti-air Type | (H) Somersault Shell | (H) Somersault Shell | Somersault Justice |
Y | Balance Type | (H) Sonic Boom | (H) Somersault Shell | Sonic Break |
• Dash-in, Standing Light Kick, Crouching Hard Kick, Cancel into Somersault Shell •
• Jumping Hard Kick, Land, Standing Light Kick, Crouching Hard Kick, Cancel into Somersault Shell •
• Dash-in, Standing Light Kick, Crouching Hard Kick, Cancel into Somersault Justice •
• Dash-in, Standing Light Kick, Crouching Hard Punch, Super Jump, Light Punch, Light Kick, Light Punch, Hard Kick, Light Moonsault Slash •
• Dash-in, Standing Light Kick, Crouching Hard Kick, Standing Hard Kick, cancel into Crossfire Blitz •
• Dash-in, Standing Light Kick, Crouching Hard Punch, Super Jump, Light Punch, Light Kick, Hard Punch, Pause, Towards + Hard Punch (Air Grab), Land, Crouching Hard Kick, Crouching Hard Punch, Super Jump, Light Punch, Light Kick, Hard Punch, Pause, Towards + Hard Punch (Air Grab)
•
It is possible to keep repeating this combo, unless your opponent rolls or gets a tech hit.
• (With opponent in corner) Hard Kick Throw, when they land Standing Light Kick, Crouching Hard Punch, Somersault Justice •
Can sub out the Somersault Justice for Somersault Kick.
Combo section written by SFilp.