Since she have been introduced in the first Samurai Shodown, Charlotte always been considered for her poke ability (her quote: "to win without being harm" make sense here). Add to that a very long range for move that come out quickly and swiftly for ss4. Beside matches against beginner which somehow end up in the blink of an eyes due to her possessing one of the most deadliest character specific combination, her matchup are usually pretty long resulting in several exange at medium range. Charlotte is a terrible grappler, and even if she could kill a few characters over a pull throw, it hardly happen against a carefull opponent so it's not a good idea to soleny rely on that. Altought she is usually considered as a medium to long range fighter, her down + A and D come out fast enough to stop any grab attemp for an instant, and spamming them allow her to do some nasty play on corner. Charlotte can usually rely on standing/crounching B (sometime A of move that recover extremly fast) to quickly retaliate on every little mistakes her opponent is doing. It might not look so but a few of those take down rather quickly someone lifebar and by the time your opponent realise it there already one left. Her jump B can proove to be really annoying, and is one of the best anti air of the whole game, altought not working as well against character that jump very hight (kyoshiro) or have a very long range in air (tamtam). In that case, her power gradation along with some patience would be the way to go. She can use jump B both as an offensive move at medium range and kill any attempt of her opponent to jump, or as an evasive manoever like jubei jump + B (run to your opponent and feint an attack, once he jump foward quickly jump backward with B and strike him).

     Charlotte isn't a really good runner, and she take damage pretty badly so it's important to get to know your distance when using her. Jump C shouldn't be used for anti air but it's an exellent cross move that can confuse your opponent on which way to block while he is on ground. If done corectly, once it strike you'll face your opponent back for an instant so you can add her super move or a close standing B followed by the proper move (splash font with C for slash or violent lounge with B for bust). Feel free to spam those cross jump C on beginner but don't expect things to go that well on experienced player. I rarely get to use standing C but I've seen it countered the most unusual air move in the past so it can still have it's use. Charging with the 14 hitter isn't a priority for charlotte altought it can be a good mid term strategy to waste a mid screen push throw to charge up on character she can't perform a really damaging combination, especially while playing Bust since her super is more usefull (more easy to chain, less recovery time). It would also be wise to seize an early possibility to charge up even if you don't think you'll have a chance to do her super because since her main tactic usually involve several small, med damage hits, each one being powered a little will does a signifiant difference.

     As for the bust/slash variant specificities, I'd say both are pretty even, altought there seems to be a few apparent advantage of going for Bust. Bust charlotte super is much more easy to chain than slash, and altought both can be used to avoid projective alike moves while getting up, charlotte bust super come out faster and she also recover faster on a missed attempt (both also does a similar amount of damage). Her qcf + D can also proove to be usefull while she find herself weaponless. Her violent lounge is a very usefull move and posess an extreme range, not to mention it get powered at POW max. It's a very good move to force the distance between you and your opponent (use hop back and repeat if he jump to get closer), and also does pretty good chipping damage when powered. It can usually be done repeatetly but several moves, mostly standing jump C (genguro, gaira) will just hit right over the violent lounge and in the end, inflict damage to charlotte herself. Like discussed before, while she can put a serious pressure at corner by spamming down D and A, you might want to try standing B canceled with qcf + D at close range while being at mid screen (it can be a tricky combination while your opponent is getting up).

     Charlotte slash would be a bit harder to play with the same effectiveness, altought not impossible. Her splash font can't be used as freely as her violent lounge at bust, as it does have enought recovery time for your opponent to strike back on a missed attempt (altought it does come out faster), especially when you do it very close from your opponent (would be easier to recover if done at the edge of the move reach). If your opponent manage to block the first hit of the move and purposely let himself hurt by the last hits, the attack won't result into a knockdown and it will give him even more time to retaliate. You can also try to lure your opponent by canceling her taunt into this move, altought if he come to realise the trick that might not work endlessly. At close range, standing B canceled with splash font done with A can also prove to be usefull as it come out surprisingly fast. Splash font also does a pretty interesting amount of chipping damage, as it can come handy to terminate that half dead cockroach turtling on corner, or to give some rought time to a weaponless adversary. Qcf + S does pretty well at long range, as it can also be delayed to deceive your opponent. You should refrain from using her super out of the open (beside while getting up if you anticipate that your opponent is going for a fireball alike move) as your opponent only have to block it once to be able to move freely withing the star (most likely on your back and you know it can't be good for your health).

     Conclusion: Charlotte is a terrible grappler, a slow runner, low defence, but nontheless can proove to be one of the most annoying character of the cast, especially against those who rush head down. She have a very unique way of fighting and it would be a terrible mistake just to handle her in a similar way you would do for galford for example. She is an extremely consistent character that will most defenetly give a hard time against players who goes for risky moves and try to catch up on the the second part of the round. Charlotte does pretty well on short, medium and long range (especially bust for the later) and does amazingly well by the hand of someone with quick reflexes for small but frequent punitive strike, and intuition for distance in order to give charlotte the right position for the tactic he want to use.