Ive always liked Charlie, more so than Guile or Cammy. But over the years, Ive focused on my mains for tournament play. Recently though, I was doodling around with random teams and I found one that will be in my lower-tier team combinations...
anti-air proj proj
Everyone knows about the glitch he has in the corner, his ability to otg, etc. I picked this team and found that the THC does a crapload on opponents. Here is a breakdown of the team and its capabilities....
Charlie- Charlie is suprisingly strong, and has decent stamina. His combo rate is typical Capcom, and otg's and grabs are really effective against opponents.
Charlie Basic Strats- When playing with Chuck, use everything he has against your opponent. Aerial combo/quick grab/otg xx sonic blade or somersault justice. Easy-to-use combo with high priority and a slight intimidation factor. Another basic tac is cr.lk's for somersault justice or DHC or THC. The cr.lk has a lot of priority, because it is essential to Charlie's gameplan. You can also cr.lk/cr.hk/cr.lk/cr.hp into aerial combo. This is the otg that is very useful, and working on jab pokes to frustrate your opponents can open the otg's. Spamming sonic booms for coverage and lockdown is also useful. Using the lp sonic boom (slow-moving) allows for mad-dashing for cr.lk xx super or THC. Another tac that is useful is his moonsault slash (only in the air) He comes down overhead, to have a decent block string with a lp sonic boom. You can mixup as well, because attacking low while the lp sonic boom is nearing, keeps the pressure on the opponents. Or you can cross-up with hk moonsault slash to force the opponent to block both ways. More to talk about, but lets move on.
Charlie Advanced Strats- I will focus on corner strats that can give you the edge in a close match. In the corner, focus on several things (the first thing is to be cautious FYI), corner gestures (geeking, dummy whiffs, manipulation, etc.), corner grabs, corner combos and corner defense. Charlie as you know by now has a glitch in the corner for his damage output. Keep this in mind, because this alerts your opponents of the damage. When executing a corner combo, just a simple corner combo will be more than enough, but mix it up so you continue dishing out the beat-down. Here's the basic corner combo: cr.lp/cr.hp/lp/lk/lp/lk/hp wait....hk/ landing/hk/cr.hp/hk grab. Thats the sequence and standard corner combo. You can change some things there though, like waiting until they land, geek with dummy cr.lk whiff, then hk grab. The geek references to going up and down rapidly while standing to throw your opponents off a little. Or hk grab/cr.lk/cr.hp wait...hk grab again/ finish with aerial combo. This really puts a hurtin on the opponent's life bar and allows for mixup for a different look in the corner. That string was 80% on Magneto (with no THC's or supers).
Charlie leading the THC charge-
This is awesome, and easy to do. Mixing up Charlie gameplan, and then inputing THC is most likely enough to discourage your opponents into hasty confusion of indecisiveness. Its simple, just pick the right assist types (Charlie-anti Morrigan-proj Gambit-proj). This takes more than half-life, and is effortless because of Charlie's cr.lk startup into the THC.
I will talk about assisting and Morrigan & Gambit later. This is enough for now to read...(lol)