Castlevania Fighter - Moar Liek Harlotte mirite (Charlotte Playthrough Hard)

Castlevania Fighter - Moar Liek Harlotte mirite (Charlotte Playthrough Hard)

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Published on ● Video Link: https://www.youtube.com/watch?v=o8YQiWO6sc4



Duration: 41:10
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My apologies to all Charlotte fans she's actually a proper young lady of good breeding
- Charlotte is a unique character as most of her power comes from her sub-weapons, which requires Charge Time to execute. Because of that, Charlotte requires intricate knowledge of enemy attack patterns to safely weave between their blind spots and punish them when they're open.
- Her basics are her Tome of Arms weapons from PoR, with the C version being slower but having more vertical range than the A version. They're acceptable, though they will mostly only be used when you're out of MP.
- Charlotte can float by holding B after a Doublejump and has a magic shield (Y) that supposedly works like Guard for other characters complete with severely reduced damage if you time it right, but it only works on "Magic Attacks" and I never bother to figure out exactly how that's defined.
- All of Charlotte's subweapons can be charged up to 2 levels and should generally be only used fully charge, with the sole exception of Icicles, which seem to do better at a level 1 charge.
- Raging Fire is Charlotte's strongest sub-weapon, and at maximum charge its range is not as short as it looks. It should be your go-to sub-weapon in most scenarios.
- Gale Force has its niche usage, especially against bigger air bosses or if you need its range.
- Ice Needle can be useful to block projectiles and counterattack at the same time, but as the shield does not change direction along with Charlotte, this can be very hard to do in practice.
- Time Stop is bad because it's Stopwatch except you can charge it. Heal is bad because you should be proactive about using your MP to kill rather than heal, but it does have more value in co-op mode because it heals your partner.
- Lightning (FF + A/C) can be used to deliver quick burst damage at a close range, though the target has to remain fairly static for it to deal maximum damage.
- Summon Gunman / Skeleton (QCF + A / C) are an instant ranged poke and quasi-anti air move respectively but the damage is a bit lacking. However, if the boss is on its last legs and you need an instant poke to finish it off, this could come in handy.
- Tempest (U, QCF + A/C) is an anti-air but I generally find using either of Raging Fire or Gale Force depending on the circumstances more effective.
- Speed Up (HCF + A/C) is a chargable invincible dash-in move, which are always good. Charlotte's version can adjust its flight path by pushing Up / Down, which grants it some extra flexibility.
- Her Item Crash is shared with Jonathan - Thunder Crash, which hits full screen but has very unimpressive damage so it's pretty meh overall.
- JONATHAN (JAFARI) CHARLOTTE JONATHAN CHARLOTTE







Tags:
Castlevania Fighter
Charlotte
Portrait of Ruin



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