Editing Charizard (SSB4)/Up smash

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Usually the first hit will connect opponents seamlessly into the second hit regardless of rage. However the farthest hitbox of the first swing is a [[meteor smash]] with nearly nonexistent [[set knockback]]. When this hitbox connects on a grounded opponent, they will not be lifted off the ground and they can act before the second hit comes out, meaning they can put their shield up before the second hit comes if they're in position to be hit by it. If it connects with an aerial opponent, it'll drop them down right next to Charizard in a standing ready position while the second hit usually soars harmlessly above them. When this hit connects, the opponent is in a prime position to harshly [[punish]] Charizard if they react fast enough, as seen in this [https://www.youtube.com/watch?v=zhDnDd7Z8-M example].
Usually the first hit will connect opponents seamlessly into the second hit regardless of rage. However the farthest hitbox of the first swing is a [[meteor smash]] with nearly nonexistent [[set knockback]]. When this hitbox connects on a grounded opponent, they will not be lifted off the ground and they can act before the second hit comes out, meaning they can put their shield up before the second hit comes if they're in position to be hit by it. If it connects with an aerial opponent, it'll drop them down right next to Charizard in a standing ready position while the second hit usually soars harmlessly above them. When this hit connects, the opponent is in a prime position to harshly [[punish]] Charizard if they react fast enough, as seen in this [https://www.youtube.com/watch?v=zhDnDd7Z8-M example].


For ending lag, the final hitbox ceases on frame 22, while Charizard can first act on frame 49, so the move has a decently low 27 frames' worth of endlag. However due to the nature of the move, rarely will Charizard hit an opposing [[shield]] with this last frame. Against an opponent on an above platform, the second hit will usually connect on its first active frame, resulting in effectively 32 frames of endlag, which with its only moderate damage output, results in only moderate shieldstun, giving a shielding opponent 23 frames to act before Charizard. This is enough time for opponents to drop their shield and fall through a platform to punish with an aerial without needing to [[shield drop]]. If the first hit connects with a shielding opponent on its first hitbox while they're out of range for the second hit, the move is severely punishable; the move will have a severely high 42 frames of endlag with a shielding opponent having 37 frames of advantage while being barely pushed back. The move's decently high total duration also means should the move whiff completely, there's a decently wide window for the opponent to punish Charizard. Overall the move fares poorly on shield and can be whiff punished with ease, so while it can be landed easily, Charizards can't mindlessly use the move without getting punished for it.
For ending lag, the final hitbox ceases on frame 22, while Charizard can first act on frame 49, so the move has a decently low 27 frames worth of endlag. However due to the nature of the move, rarely will Charizard hit an opposing [[shield]] with this last frame. Against an opponent on an above platform, the second hit will usually connect on its first active frame, resulting in effectively 32 frames of endlag, which with its only moderate damage output, results in only moderate shieldstun, giving a shielding opponent 23 frames to act before Charizard. This is enough time for opponents to drop their shield and fall through a platform to punish with an aerial without needing to [[shield drop]]. If the first hit connects with a shielding opponent on its first hitbox while they're out of range for the second hit, the move is severely punishable; the move will have a severely high 42 frames of endlag with a shielding opponent having 37 frames of advantage while being barely pushed back. The move's decently high total duration also means should the move whiff completely, there's a decently wide window for the opponent to punish Charizard. Overall the move fares poorly on shield and can be whiff punished with ease, so while it can be landed easily, Charizards can't mindlessly use the move without getting punished for it.


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