Charizard (SSBB)

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This article is about Charizard's appearance in Super Smash Bros. Brawl. For other uses, see Charizard. In addition, for information about Charizard in regards to Pokémon Trainer, see Pokémon Trainer (SSBB), Squirtle (SSBB), and Ivysaur (SSBB).
in Super Smash Bros. Brawl
Universe Pokémon
Shares character slot with Pokémon Trainer
Other Smash Bros. appearance in SSB4

Availability Starter
Final Smash Triple Finish

Charizard (リザードン, Lizardon) is a playable character in Super Smash Bros. Brawl in a sense; it is one of three Pokémon that are played through Pokémon Trainer, the other two being Squirtle and Ivysaur. Charizard originates from the original Pokémon games as the second and final evolved form of Charmander, one of the initial Pokémon the player can start out with at the beginning of the adventure.


Despite being the fifth heaviest character in Brawl, it differs greatly from the other heavyweights in abilities, though it does share their stats. Charizard is also the only heavyweight Pokémon in the Super Smash Bros. series. It has a surprisingly fast dashing speed (slightly faster than Pikachu though the difference is extremely small.) for a character of its weight, but it also has the slowest walking speed in the game (Jigglypuff shares the same problem). It is also the second fastest heavyweight in game, next only to Captain Falcon. It is almost unaffected by type effectiveness; both grass and water-type attacks are only used by 2 characters each. Charizard is one of only three playable characters to possess wings (the others being Pit and Meta Knight), and as such is gifted with two, very small midair jumps and the ability to glide. Both the start-up and the actual glide are significantly slower than the other two gliders though, making it difficult to incorporate into strategies outside of safer, less-predictable recoveries and infinite horizontal recovery. Charizard is easy to hit due to being a very large target, but can take lots of damage before getting KO'd due to its large weight. Like all three of the Pokémon Trainer's Pokémon, Charizard is susceptible to stamina fatigue; after two minutes of play, its moves will be noticeably less powerful (in both damage and knockback). Given Charizard's high KO power and staying ability, however, it could be said it is the least affected by stamina of the three.

Predictably, Charizard is a powerful character with long attack range. Its smash attacks are all quite powerful, with its forward smash being capable of KOing a little below 80%. Charizard's power and range are counter-balanced by having a significant amount of ending lag after its power moves. Charizard can put decent offensive pressure on the opponent with its multiple jumps, Flamethrower, back aerial, up tilt, and up smash, and can also give out more defensive damage with moves like its forward tilt, down tilt and forward aerial (the last of which is especially useful when properly ledge-hopped). Neutral aerial and Rock Smash work both defensively and offensively, so overall Charizard has balanced attack capabilities. Despite its good range, Charizard's approach suffers against well-spaced disjointed hitboxes; Charizard fights best at mid to close range, where swords and the like are generally superior (Marth's forward aerial can even cut through all of Rock Smash). Charizard's specials are potent. Its Flamethrower is great at racking up the damage at close range, and also works well as an edge-guard or stalling tactic at mid-range. On the downside, Charizard lacks a long-ranged projectile. Complementing the damage-racking of Flamethrower is Charizard's side special, Rock Smash. It provides Charizard with an additional, relatively-safe power move; the headbutt packs a more portable punch than its smashes, and damage dealt from the rock fragments can combine to over 50%. Charizard's up special Fly has launch resistance frames and significant knockback (although it has a linear path and is a somewhat poor recovery move, more because it suffers from 30 frames of the landing lag glitch), which both contribute to its recovery and can surprise high-speed rushdown moves (like Meta Knight's glide attack) by bursting through for a potential KO. Also, due the start-up, poor push-away and large landing lag of Charizard's aerials, it has a very poor air game. It is even easy to tech-chase when it lies on the ground due to its terrible get-up rolls (for example, it can't even roll behind Snake who stays stationary after it down throws him).

Charizard's greatest asset is its grab; Charizard's long neck gives it the second longest standing grab in the game, next to King Dedede. The range is immensely helpful when dealing with higher-tier characters who have an easier time controlling the match. At low damage percentages, rushing in after a forward throw can usually net another grab, with another throw racking up a quick 20% at the beginning of matches. Its forward and back throws are also easily followed up with short-hopped Flamethrowers/Rock Smashes, depending on what the situation calls for (opponent retreating/advancing). Above 120% damage, Charizard's down throw is an effective KO'ing move, should the opponent prove difficult to KO with standard attacks.


Charizard's moveset includes attacks that are within its ability; Charizard attacks with its wings, teeth, tail, head, and claws. In the Pokémon Universe, Charizard is capable (in one way or another) of learning moves involving said body parts.

Ground attacks[edit]


  • Neutral attack - Right hand slash, left hand slash, then a smack with the right wing. Does 3% damage on first hit, 4% damage on second hit, and 6% damage on third hit for a total of 13% damage if all hits connect. Start-up of 4 frames.
  • Dash attack - Slides forwards and raises one leg for a sliding kick. Slows Charizard significantly out of dash, and is easily shield-grabbed. Does 11% damage. Hits on frame 10-18. Resembles Donkey Kong´s dash attack.
  • Up tilt - Hops into a triangular dual-wing stab above its head. Quick with excellent knockback, working well in conjunction with up smash and neutral aerial. Does 8% damage. Hits from frame 9 to 14.
  • Forward tilt - Sweeps flaming tail forward. Long range and decent power (on the sweet spot), but ill-advised at close-range. Hits on frame 12-13. Does 10% damage if sourspotted and 11% damage if sweetspotted.
  • Down tilt - Bites forward at the ground in front of it. Quick move and great range with useful pop-up in-close, and powerful knockback at the jaws. Does 8% damage if sourspotted and 12% damage if sweetspotted. Hitbox out on frame 8.

Smash attacks[edit]

  • Forward smash - Sweeps its head forward from bottom to top. Slow, but very powerful and far-reaching attack. Two-hit attack. First hit does 5% damage and second hit does 17% damage if uncharged. When the move is fully charged and both hits connect, it can KO at 58%. First hit does 7% damage and second hit does 23% damage if fully charged. Hits on frame 22-24, then on frame 26-30.
  • Up smash - Bats upward with both of its wings, hitting twice. Decent knockback; maximum damage is given if both wings strike. Initial wing-swipe is very fast, making running up-smashes very effective. First hit does 5% damage and second hit does 11% damage if uncharged. First hit does 7% damage and second hit does 15% damage if fully charged. Start-up of 6 frames, ending on frame 22.
  • Down smash - Stomps the ground once with both feet, causing earth to erupt from either side of it. Vertical knockback. Hits simultaneously on both sides with fantastic range and good power, but has a laggy start/finish (hits on frame 14-15) and will only hit on ground opponents. Does 16-22% damage.

Other attacks[edit]

  • Ledge attack - A slow, biting headbutt with little range. Does 8% damage.
  • 100% ledge attack - A mid-range tail swipe with moderate knockback. Has a sweet-spot at the flaming tip, burning the opponent for more damage and knockback. Does 10% damage.
  • Floor attack - A combination rising bite and tail sweep, which hits on both sides quickly. Does 6% damage.

Aerial attacks[edit]

  • Neutral aerial - Spins entire body in a somersault, hitting with its tail. Hitbox for sweetspot is very small, and otherwise has very little knockback. Has a long-lasting hitbox and cancels quickly, making it effective for defense or for attacking from beneath low-level platforms. Does 9% damage. Hits on frame 8-26.
  • Forward aerial - Breathes a cone of flame forward and a little down. Good knockback, quick, and can work as a mildly effective wall of pain. However, the attack has no knockback further away from initial flame-blast near the mouth, and has noticeable landing lag. Does 10% damage if all hits connect. Start-up of 9 frames.
  • Back aerial - Hits quickly behind it with its wing, claw, and fiery tail. The upper hitbox can meteor smash, but it is weak and exists only to knock the opponent into the more-powerful tail swipe. Most reliable aerial KO move when sweet-spotted. Does 7% damage. 16% when hit with all attacks and sweetspotted fire on tail. Hitbox out on frame 7.
  • Up aerial - Bites upward. Fairly poor range and knockback. Move has significant sex-kick attributes. Does 10% damage. Hits on frame 6-27.
  • Down aerial - Stomps downward. This move will always meteor smash. This makes Charizard the only flying/multiple-jump character in the game with a dedicated, single-hit meteor smash in its arsenal of regular attacks (Kirby's down aerial becomes a drill after the initial hitbox), allowing it to meteor smash opponents more safely/reliably than others. This meteor is unique as it is the only meteor that hits grounded opponents harder than aerial opponents. It is in fact, the second strongest meteor on grounded opponents, being able to star KO under 125% (it still pales in comparison to Ganondorf's down aerial). Its power is only above average on airborne opponents. Does 14% damage. The hit also has an invisible hitbox, similar to Snake's forward and up tilts, which is vertical. Hits on frame 18-20.
  • Glide attack - Spins out of glide and hits with wings/jaws for solid knockback; a good interruption move and easily followed up on when used near ground. Strongest glide attack in the game. Does 12% damage.

Grabs and throws[edit]

  • Pummel - Bites with sharp fangs. Very fast. Does 2% damage.
  • Forward throw - Grabs opponent in jaws, spins them, then releases them in front of itself. A pseudo-chain throw on many characters with damage percentages near 0%. Does 10% damage.
  • Back throw - Throws the opponent behind it quickly. Charizard's fastest throw. Does 10% damage.
  • Up throw - Sets opponent above itself, then slams them with its head. Does 11% damage.
  • Down throw - Sets its opponent on the floor, planting its foot on the victim's stomach, then breathes fire on them. Largely horizontal knockback. A reliable, if not DI'd KO move at high damage percentages, but the weakest of its throws damage-wise. Can even damage a victim with a Franklin Badge. Does 6% damage.

Special moves[edit]

Charizard's special moves
SSBB Icon.png SSB4 Icon.png
Neutral special Flamethrower
Side special Rock Smash Flare Blitz
Up special Fly
Down special (Pokémon Change) Rock Smash


All of Charizard's taunts are slightly different depending on the direction it's facing. This is most noticeable with its down taunt and least noticeable with its side taunt. Additionally, all of Charizard's taunts involve a stomp.

  • Up - Stomps and roars to the sky, while flapping its wings.
  • Side - Stomps and makes a odd purring sound, and also flaps its wings once.
  • Down - Stomps violently.

Brawl manual description[edit]

A flame Pokémon that can fly and breathe fire.

In competitive play[edit]


Role in The Subspace Emissary[edit]

The Pokémon Trainer and Lucas watch Charizard flying by

Charizard is first seen flying into a cave by Lucas and the Pokémon Trainer. The Pokémon Trainer recognizes that Charizard is one of the Pokémon he had been trying to catch. Lucas and the Pokémon Trainer head into the cave to attempt to capture Charizard. In the process, they encounter Ivysaur and capture it as well. Eventually, Lucas and the Pokémon Trainer defeat Charizard in battle and capture it. Unlike many of the characters in The Subspace Emissary, Charizard does not serve any story roles after its capture. The Pokémon Trainer retains this role and the player is free to choose whichever of the Pokémon he/she wants during play.


Charizard's trophy is obtained by clearing Classic Mode with Pokémon Trainer and delivering the final hit to Master Hand with Charizard.

Charizard's trophy in Brawl


A Flame Pokémon. Its fiery breath is hot enough to burn up rocks, and its wings let it fly up to 4,600 feet into the air. It's a proud Pokémon that will never use its flame breath on an opponent weaker than itself. The flame on its tail is a barometer of how much vitality it has remaining. Its signature move, Flamethrower, is a reliable technique.

Game Boy: Pokémon Red/Blue
GB Advance: Pokémon FireRed/LeafGreen


  • Charizard is the only playable Pokémon to make the shift from being a spawnable Pokémon from the Poké Ball item to being a fully playable character.
  • Charizard is one of the four characters whose four throws can all KO in Sudden Death.
  • The Pokédex states that if the flame on Charmander, Charmeleon or Charizard's tail is extinguished, the Pokémon will die. Despite this however, in Brawl, Charizard can swim. When landing in the water, Charizard's entire body (including its tail) will submerge, but nothing happens to its stamina or the flame itself. When surfacing, however, Charizard holds the tip of its tail above the water.
  • Charizard is the only Pokémon in the Pokémon Trainer's party whose primary special moves are not all its own primary elemental type (Fire-type in Charizard's case).
  • Out of the Pokémon Trainer's Pokémon, Charizard is the only one unable to crawl.

External links[edit]