Editing Charizard (SSB4)/Up smash

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Despite being a smash attack, the move has some defensive utility. Being such a good and quick anti-air, Charizard can use it to defend itself from aerial approaches that aren't attacking Charizard from sufficiently far enough horizontally. The move also has utility as an effective [[out of shield]] option, with a jump-cancelled up smash being a frame 6 OoS move (thus beating out Charizard's grab for its fastest OoS option and being as fast as the fastest grabs in the game), while having enough horizontal reach in front of Charizard to OoS punish poorly spaced moves, and quick, weak short-ranged moves like various jabs and tilts. It can also of course OoS punish moves while the opponent is in some vicinity above Charizard that he can't shieldgrab or safely hit with [[Charizard (SSB4)/Up special/Default|Fly]], such as a {{SSB4|Bayonetta}} going through its shield with [[Bayonetta (SSB4)/Side special/Default|Afterburner Kick]].
Despite being a smash attack, the move has some defensive utility. Being such a good and quick anti-air, Charizard can use it to defend itself from aerial approaches that aren't attacking Charizard from sufficiently far enough horizontally. The move also has utility as an effective [[out of shield]] option, with a jump-cancelled up smash being a frame 6 OoS move (thus beating out Charizard's grab for its fastest OoS option and being as fast as the fastest grabs in the game), while having enough horizontal reach in front of Charizard to OoS punish poorly spaced moves, and quick, weak short-ranged moves like various jabs and tilts. It can also of course OoS punish moves while the opponent is in some vicinity above Charizard that he can't shieldgrab or safely hit with [[Charizard (SSB4)/Up special/Default|Fly]], such as a {{SSB4|Bayonetta}} going through its shield with [[Bayonetta (SSB4)/Side special/Default|Afterburner Kick]].


For a final utility, while the meteor hitbox on the first swing is usually a drastic detriment that prevents the second hit from hitting and causes Charizard to get punished for landing up smash, it's weak enough that it can be used to [[jab lock]] opponents. This usage rarely pops up, as Charizard can only hit the biggest opponents knocked down on the ground with this hitbox when at equivalent ground levels. A scenario to jab lock with it usually only occurs when an opponent is knocked down on a platform above Charizard, though should the jab lock occur and the second hit misses, Charizard doesn't have enough time to jump up onto the platform to get a more substantial punish, and thus can only charge up smash for its most substantial punish, overall resulting in only slightly more damage than both hits connecting initially on the opponent would have caused. The most substantial usage of this utility occurs in the Charizard [[ditto match]]; should a Charizard hit the other's shield with [[Charizard (SSB4)/Side special/Default|Flare Blitz]], a properly-spaced running reverse up smash will hit the knocked down Charizard with the meteor hitbox and jab lock them, allowing them to then be punished with a charged [[Charizard (SSB4)/Forward smash|forward smash]].
For a final utility, while the meteor hitbox on the first swing is usually a drastic detriment that prevents the second hit from hitting and causes Charizard to get punished for landing up smash, it's weak enough that it can be used to [[jab lock]] opponents. This usage rarely pops up, as Charizard can only hit the biggest opponents knocked down on the ground with this hitbox when at equivalent ground levels. A scenario to jab lock with it usually only occurs when an opponent is knocked down on a platform above Charizard, though should the jab lock occur and the second hit misses, Charizard doesn't have enough time to jump up onto the platform to get a more substantial punish, and thus can only charge up smash for its most substantial punish, overall resulting in only slightly more damage than both hits connecting initially on the opponent would have caused. The most substantial usage of this utility occurs in the Charizard [[ditto]]; should a Charizard hit the other's shield with [[Charizard (SSB4)/Side special/Default|Flare Blitz]], a properly-spaced running reverse up smash will hit the knocked down Charizard with the meteor hitbox and jab lock them, allowing them to then be punished with a charged [[Charizard (SSB4)/Forward smash|forward smash]].


Overall Charizard's up smash is one of its best moves and one of the best up smashes in the game despite its punishability and occasional connection issues, and learning how to effectively utilise it in all its utilities is important for a player to effectively push Charizard's advantage and defensive games.
Overall Charizard's up smash is one of its best moves and one of the best up smashes in the game despite its punishability and occasional connection issues, and learning how to effectively utilise it in all its utilities is important for a player to effectively push Charizard's advantage and defensive games.

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