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Block pressure
With autocombo
L Ball ends your turn safely:
The 6H overhead ender can surprise people, and gives you another turn on hit:
Cancelling into M Lumiel frametraps and is +1 on block. On crouching hit, confirm into fL:
Cancelling into H Lumiel leaves no gap and is +4 on block. On block, enforce your advantage with fM/2U, or try to reset pressure with 66L:
When starting an autocombo specifically with c
, the advance leaves you close enough to make cMMT a threat. This loses to mashing or simply walking back.
With c![]()
Having the opponent block c
gives many good options that aren’t very Charlotta specific:
cL, cL |
Can also microwalk in-between |
cL, cH |
|
cL, 2L, fL |
|
cL, 6, throw |
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With ![]()
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2L can be cancelled into itself or into f
:
If you cancel too fast this won't frametrap.
2L, T often catches people offguard and requires no manual timing:
With f![]()
fL is +1 on block and often in range to connect fM/2U:
Against dedicated mashers, you can infinitely loop fL > L Ball:
Using flip
Flip is a good pressure reset but always reactable. Avoid using it after the opponent blocks all three hits of autocombo, that is when they will be most ready for it.
During stagger pressure:
After a single normal:
Ambiguous sideswap after jump in: