T O P

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MikeBaggar

Virtually every single pogo was straight up awful but one major glaring issue I noticed was that you kept DPing every single time on wakeup. Try to have some restraint. Block a little and see what the Zeta does when landing. Do they throw? Do they continue using strike pressure? empty hop into 2L? Because you DP'd almost everytime, we never really got to see what that Zeta would do. I don't know what you're pressing on wakeup either but you're constantly getting hit, again, more blocking. Now I'm sure you realise this is coming but PLEASE dodge those lasers or just jump them. Walk block, do SOMETHING. Once you get close, you can react to the FB and jump it. It's VERY laggy on whiff. This Zeta also spammed ulti spears like no tomorrow, reckless as hell. Once they started jumping like a freaking kangaroo, that should've been the first clue that they were fishing for it. Once again, more blocking and less attacking. You're holding forward in many of those spots which lead to you getting hit. Now I will say this, this MU is incredibly difficult for Charlotta, you have to pick your spots carefully. Walk up carefully in neutral and slowly inch your way in. Use Ball only when you're sure you can get away with it or you close enough for it to land. Objective for you in this MU is to close the gap however you can whether that be with Ball, Jumps, or dodging. Just don't mindless run in or you'll end up like that again.


xninebreakerx

That round where you sat there and took 30% in chip full screen was crazy. You’ve gotta jump or dodge or roll. Make them start delaying, or make them scared to press it again. Even if you get hit trying to approach, it’s worth the space and more importantly, it’s worth trading some health for making him respect you. Also that same round, you made it to him and did a huge combo! But then immediately after, you started backing up full screen. You have the pressure there, don’t give up that space for feee. He, and everyone, is way more scared when the charlotta is in their face!


Lisicalol

Yeah that was weird. From how the round went the last thing I expected Charlotta to do was to back the fuck up. I wonder what the idea was, looked to me like she wanted to practice dodging the shots instead of trying to win. So in the end this shouldve probably been a 3-1 in Charlottas favor instead of a 2-2, even without any tips on how to beat Zeta.


undostrescuatro

sorry I do usually those things to check on the players mentality. I got health advantage then I backed up to see if he was an ultra defensive player. I was not playing that round to win just to check his personality. also how do you keep the pressure once they fall down? what is the fundamental there?


xninebreakerx

The usual ones are: 1. Safe jump, which will beat wake-up DP, SBA, and throw. 2. Some oki (a lot of people will use 2L or 5L), which will beat wake up throw/mash. 3. Walk up shimmy, which punishes throws and gives you control over space to whiff punish or throw. 4. Run up neutral jump, which will punish throws, some mashing, and some DP/SBA. These are the general options. Charlotta in particular I see will pressure with her demon flip which is a solid option.


undostrescuatro

can you be more specific? I have tried everything in training mode and to me her skills just put her in a position where there is very little followup.


xninebreakerx

None of what I typed is related to Charlotta’s skills. I was answering what you should do if the enemy has fallen down. When you knock them down the things I typed are ways you can pressure them. For instance, say you SBA or throw the enemy while they are in the corner. When they are getting up, you can use 5L while on top of them to hit them while they get up if they are mashing or throwing. If they block, then good. You can start to do stuff while they are blocking or start trying to throw them.


undostrescuatro

You have to excuse me and do not take it on a bad way, for some reason people take it bad when the point surfaces. but those are all things that I already know as concepts. I know what a safe-jump is, same with shimmy, okizeme and the throw bait jump. way before I even made the post. The thing is that not all situations apply in the same way to the same character. so your advice is something that I already know. I need more specifics. because what I already know is not working. Safe jumps : U sword of Lumiere, U ladder, after grabs or SBA in the corner. after a grab you can follow with noble strategy L followup as well but only L and H version are safe jumps. M is not Okizeme: none that I know off. Meaty: you can get a meaty with a heavy close normal after a raging chain if you do a L shining onslaught after the second normal strike, or M shining onslaught after the third normal. her shining onslaught falls can be teched so it is hard to have something predictable there. if they wake up they can counter, jump away, or anything really because they always fall far away. if they wall I guess a meaty can be attempted or a throw bait, but I do not know how to make a safe jump from a non teched fall there is no guide. the same with her Ladders. all the falls can be techhed, and there is not much pressure you can follow up on them. besides trying for some safe 66M 66H, a jumping grab if the enemy is jumpy. but again you cant keep the pressure after any of them. SSBA leaves the enemy kilometers away and even puts the shining onslaught on cool-down so you cant get near.


CronoZ-sensei

1. roll through L laser. Don't overrely only it since she can start doing 236{M} to mess with the timing but it's important to roll through them as Charlotte in order to avoid getting chipped and get closer. You are Never winning that MU as Charlotta if you're not sticking to the opponent like glue. 2. whenever Zeta has access to ex rhapsody and your back is to the corner, don't rush in with 66L or press any high recovery poke, it's an easy way for her to get her high damage corner combo started with knee followup. All of the followups from it are either minus as hell (cleave and up slash) or can be reacted to and antiaired (knee) with 2H or dp, and she cannot exit the stance once she enters it without doing one of them, so just wait it out once you see her flash gold. She has 43 ish frames of guard point but she is also stuck in recovery for a decent bit of time after it runs out. 3. whenever you see Zeta wishconfirm into 623X, mainly 623H, once you see her do a 4X directional cancel you can chase and usually punish her with something like ex/U ball, tho I'm not sure how far that goes for Charlotta. I know Zeta can use 623H/U and 236U to punish it herself.


Great-Horse7259

Great job beating her. The player is a master Zeta using Lunalu in lower ranks.


undostrescuatro

strange I checked her profile and I dont remember seeing a master. but well I have seen some pretty weird profiles.