Charizard (SSBB): Difference between revisions

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(→‎Trivia: Most noticeable with down taunt (head); least noticeable with side taunt)
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==Attributes==
==Attributes==
Charizard is significantly different from the other heavyweights featured in Brawl in abilities, though he is a common heavyweight in terms of stats. He is also the only heavyweight Pokémon in the Smash Bros. Series.  Charizard has a surprisingly fast running speed (tied with [[Pikachu (SSBB)|Pikachu]]) for a character of its weight.  Charizard is also one of only three playable characters to possess wings (the others being [[Pit (SSBB)|Pit]] and [[Meta Knight (SSBB)|Meta Knight]]), and as such is gifted with two, very small mid-air 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.  He is easy to hit, but can take lots of damage before getting KOed.
Charizard is significantly different from the other heavyweights featured in Brawl in abilities, though he is a common heavyweight in terms of stats. He is also the only heavyweight Pokémon in the Smash Bros. Series.  Charizard has a surprisingly fast dashing speed (tied with [[Pikachu (SSBB)|Pikachu]]) for a character of its weight, but it also has the slowest walking speed in the game.  Charizard is one of only three playable characters to possess wings (the others being [[Pit (SSBB)|Pit]] and [[Meta Knight (SSBB)|Meta Knight]]), and as such is gifted with two, very small mid-air 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.  He is easy to hit due to being a very large target, but can take lots of damage before getting KOed due to its heavyweight.  Like all three of the Pokémon Trainer's Pokémon, Charizard is susceptible to stamina; 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 side smash being capable of KOing a little below 80%.  Charizard can put decent offensive pressure on the opponent with its multiple jumps, Flamethrower, b-air, up-tilt, and up-smash, and can also give out more defensive damage with moves like f-tilt, d-tilt and f-air (f-air is especially useful when properly ledge-hopped).  N-air and Rock Smash work both defensively and offensively, so overall Charizard has balanced attack capabilities.  Charizard also has potent specials.  Its [[Flamethrower]] is great at racking up the damage at close range, and it also works well as an edge-guard or stalling tactic at mid-range.  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% sometimes while using Rock Smash when an opponent is strike you in a continous way you can use Rock Smash to hit your opponent giving them more damage to them more than you are receiving.  Charizard's up special [[Fly]] has super-armor frames and significant knockback (although it has a linear path and is a somewhat poor recovery move), which both contribute to its recovery and can surprise high-speed, high-priority rushdown moves (like Meta Knight's glide attack) by busting through for a potential kill.   
Predictably, Charizard is a powerful character with long attack range.  Its Smash Attacks are all quite powerful, with its side 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, b-air, up-tilt, and up-smash, and can also give out more defensive damage with moves like f-tilt, d-tilt and f-air (f-air is especially useful when properly ledge-hopped).  N-air and Rock Smash work both defensively and offensively, so overall Charizard has balanced attack capabilities.  Despite its good range, Charizard suffers against well-spaced disjointed hitboxes; Charizard fights best at mid-close range, where swords and the like are generally superior (a Marth f-air can even cut through all of Rock Smash). Charizard specials are potent.  Its [[Flamethrower]] is great at racking up the damage at close range, and it also works well as an edge-guard or stalling tactic at mid-range.  On the downside, Charizard lacks both a long-ranged projectile and a sufficient defense against opponents' projectiles.  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% sometimes while using Rock Smash when an opponent is strike you in a continous way you can use Rock Smash to hit your opponent giving them more damage to them more than you are receiving.  Charizard's up special [[Fly]] has super-armor frames and significant knockback (although it has a linear path and is a somewhat poor recovery move), which both contribute to its recovery and can surprise high-speed, high-priority rushdown moves (like Meta Knight's glide attack) by busting through for a potential kill.   


Charizard's greatest asset is its grab; Charizard's long neck gives the second longest standing grab in the game, next to Dedede.  The range is immensely helpful when dealing with higher-tier characters who have an easier time controlling the match.  At low-percents, rushing in after a forward throw can usually net another grab, with another throw racking up a quick 20% at the beginning of matches.  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).  At percents above 120%, Charizard's down-throw is an effective killing move, should the opponent prove difficult to kill with standard attacks.
Charizard's greatest asset is its grab; Charizard's long neck gives the second longest standing grab in the game, next to Dedede.  The range is immensely helpful when dealing with higher-tier characters who have an easier time controlling the match.  At low-percents, rushing in after a forward throw can usually net another grab, with another throw racking up a quick 20% at the beginning of matches.  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).  At percents above 120%, Charizard's down-throw is an effective killing move, should the opponent prove difficult to kill with standard attacks.
Despite its pros, Charizard suffers glaring cons.  Its main weaknesses stem from a significant amount of ending lag after its power moves, being a very large target and its lack of both a proper projectile and a sufficient defense against them (though his weight also means he is harder to KO).  Additionally, Charizard suffers against well-spaced disjointed hitboxes; Charizard fights best at mid-close range, where swords and the like are generally superior (a Marth f-air can even cut through all of Rock Smash). Also, despite having the fastest running speeds, Charizard has the slowest walking speed of all. Finally, like all three of the Pokémon Trainer's Pokémon, Charizard is susceptible to stamina; 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.
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REMEMBER: Nintendo's official stance is that all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
REMEMBER: Nintendo's official stance is that all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".

Revision as of 13:47, November 7, 2009

For other uses please see Charizard (disambiguation).
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, Squirtle, and Ivysaur.
Charizard
Charizard
PokemonSymbol.svg
Universe Pokémon
Appears in SSBB
Availability Starter

Charizard 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 originated from the original Pokémon as the second evolved form of Charmander, one of the initial monsters the player can start out with at the beginning of the adventure.

Attributes

Charizard is significantly different from the other heavyweights featured in Brawl in abilities, though he is a common heavyweight in terms of stats. He is also the only heavyweight Pokémon in the Smash Bros. Series. Charizard has a surprisingly fast dashing speed (tied with Pikachu) for a character of its weight, but it also has the slowest walking speed in the game. 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 mid-air 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. He is easy to hit due to being a very large target, but can take lots of damage before getting KOed due to its heavyweight. Like all three of the Pokémon Trainer's Pokémon, Charizard is susceptible to stamina; 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 side 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, b-air, up-tilt, and up-smash, and can also give out more defensive damage with moves like f-tilt, d-tilt and f-air (f-air is especially useful when properly ledge-hopped). N-air and Rock Smash work both defensively and offensively, so overall Charizard has balanced attack capabilities. Despite its good range, Charizard suffers against well-spaced disjointed hitboxes; Charizard fights best at mid-close range, where swords and the like are generally superior (a Marth f-air can even cut through all of Rock Smash). Charizard specials are potent. Its Flamethrower is great at racking up the damage at close range, and it also works well as an edge-guard or stalling tactic at mid-range. On the downside, Charizard lacks both a long-ranged projectile and a sufficient defense against opponents' projectiles. 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% sometimes while using Rock Smash when an opponent is strike you in a continous way you can use Rock Smash to hit your opponent giving them more damage to them more than you are receiving. Charizard's up special Fly has super-armor frames and significant knockback (although it has a linear path and is a somewhat poor recovery move), which both contribute to its recovery and can surprise high-speed, high-priority rushdown moves (like Meta Knight's glide attack) by busting through for a potential kill.

Charizard's greatest asset is its grab; Charizard's long neck gives the second longest standing grab in the game, next to Dedede. The range is immensely helpful when dealing with higher-tier characters who have an easier time controlling the match. At low-percents, rushing in after a forward throw can usually net another grab, with another throw racking up a quick 20% at the beginning of matches. 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). At percents above 120%, Charizard's down-throw is an effective killing move, should the opponent prove difficult to kill with standard attacks.


Moveset


Normal Moves

Ground
  • 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.
  • Dashing 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.
  • Up Tilt - Hops into a triangular dual-wing stab above its head. Quick with excellent knockback, working well in conjunction with up-smash and n-air. Does 8% damage.
  • Forward Tilt - Sweeps flaming tail forward. Long range range and decent power (on sweet-spot), but ill-advised at close-range. 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.
Aerial
  • 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.
  • Forward Aerial - Breathes a cone of flame forward and a little down. Good knockback, quick, and can work as a mildly effective Fence 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.
  • Back Aerial - Hits quickly behind it with its mouth and fiery tail. The upper hit-box can Meteor Smash, but it is weak and exists only to knock the opponent into the more-powerful tail swipe. Most reliable aerial kill move when sweet-spotted. Does 7% damage.
  • Up Aerial - Bites upwards. Fairly poor range and knockback. Move has significant sex-kick attributes. Does 10% damage.
  • Down Aerial - Stomps downward. This move will always Meteor Smash. This makes Charizard along King Dedede, the only flying/multiple-jump character in the game with a dedicated, single-hit Meteor Smash in its arsenal of regular attacks (Kirby's d-air becomes a drill after the initial hitbox), allowing it to meteor smash opponents more safely/reliably than others. Does 14% damage. Hit also has an invisible hitbox like Snake's f-tilt and u-tilt, except it's vertical.
  • 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. Does 12% damage.
Smash
  • 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. First hit does 7% damage and second hit does 23% damage if fully charged.
  • Up Smash - Bats upwards 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.
  • 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 and will only hit if the opponent is grounded. Does 16-22% damage.


Other
  • 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.

Special Moves

Template:Charizard Special Moves Template:Pokémon Trainer Special Moves

Grabs and Throws

  • 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 at near-0% percents. Does 10% damage.
  • Back Throw - Throws the opponent behind it quickly. His 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, and then breathes fire on them. Largely horizontal knockback. A reliable, if easy to DI, KO move at high percents, but the weakest of his throws damage-wise. Can even damage a victim with a Franklin Badge. Does 6% damage.

Taunts

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

Role in The Subspace Emissary

File:Charizard SSE.jpg
Pokemon Trainer and Lucas see Charizard fly past

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.

Trivia

  • It is the only playable Pokémon who has different names but has the same voice in all versions (Possibly due to the fact that instead of saying its own name everytime it speaks, it roars.)
  • Charizard is one of several characters that can perform a Reverse Hyrule Jump, thanks to its glide.
  • All of Charizard's taunts involve a stomp.
  • Charizard is the only playable Pokémon to make the shift from item to playable.
  • All of Charizard's taunts are slightly different depending on the direction it's facing.

External links