Editing Charizard (SSB4)/Up smash

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==Application==
==Application==
Due to its power and ease of landing, this is one of Charizard's primary KO moves and overall its best KO move. It can be easily landed through a soft [[read]] and can be realistically landed as a raw move in [[neutral]], though is usually landed on an opponent in [[disadvantage]], particularly as they're landing as the move works wonderfully for covering opponent's landings. Charizard additionally possesses an effective and semi-reliable kill setup into the move; at KO percents when Charizard has an opponent caught in its [[Charizard (SSB4)/Neutral attack|jab]], the [[Charizard (SSB4)/Neutral attack/Hit 2|second hit]] will lightly pop the opponent up, where the hitstun + lag from landing shortly afterward will allow Charizard to wait out the window for following through with the final hit and instead go for an up smash that can hit the opponent in this situation. If the opponent [[airdodge]]s in this situation, the second hit will still usually hit them and KO, while if they try jumping out, the range of the first hit may still nab them
Due to its power and ease of landing, this is one of Charizard's primary KO moves and overall its best KO move. It can be easily landed through a soft [[read]] and can be realistically landed as a raw move in [[neutral]], though is usually landed on an opponent in [[disadvantage]], particularly as they're landing as the move works wonderfully for covering opponent's landings. Charizard additionally possesses an effective and semi-reliable kill setup into the move; at KO percents when Charizard has opponent caught in its [[Charizard (SSB4)/Neutral attack|jab]], the [[Charizard (SSB4)/Neutral attack/Hit 2|second hit]] will lightly pop the opponent up, where the hitstun + lag from landing shortly afterward will allow Charizard to wait out the window for following through with the final hit and instead go for an up smash that can hit the opponent in this situation. If the opponent [[airdodge]]s in this situation, the second hit will still usually hit them and KO, while if they try jumping out, the range of the first hit may still nab them


Besides KOing, the move is a key part of Charizard's exceptional [[advantage]] state. It's a fast and very effective anti-air as previously covered, so when combined with Charizard's very fast dashing speed, Charizard can cover landings extremely well, and opponents will have to actively out-think and out-maneuver Charizard to avoid being caught in it. Then with its vertical launch trajectory and high knockback, it puts opponents right back in the air to be potentially caught again and put into a cycle where they cannot land; it's not uncommon for Charizards to land multiple up smashes in a row once they get the opponent in the air, which with its high damage output, will snowball their damage at a rapid rate. As such, alongside being a primary KO move, it also serves as an important damage racker for Charizard. [[Stale-move negation]] is of little concern with repeatedly using up smash, as an immediate usage after a fresh usage will KO only 4-6% later and each additional immediate successive usage will KO later at half that rate, so the damage output from Charizard's up smash will well outpace the staling rate and remain an effective KO move, while Charizard possesses plenty of other good KO moves to KO with.
Besides KOing, the move is a key part of Charizard's exceptional [[advantage]] state. It's a fast and very effective anti-air as previously covered, so when combined with Charizard's very fast dashing speed, Charizard can cover landings extremely well, and opponents will have to actively out-think and out-maneuver Charizard to avoid being caught in it. Then with its vertical launch trajectory and high knockback, it puts opponents right back in the air to be potentially caught again and put into a cycle where they cannot land; it's not uncommon for Charizards to land multiple up smashes in a row once they get the opponent in the air, which with its high damage output, will snowball their damage at a rapid rate. As such, alongside being a primary KO move, it also serves as an important damage racker for Charizard. [[Stale-move negation]] is of little concern with repeatedly using up smash, as an immediate usage after a fresh usage will KO only 4-6% later and each additional immediate successive usage will KO later at half that rate, so the damage output from Charizard's up smash will well outpace the staling rate and remain an effective KO move, while Charizard possesses plenty of other good KO moves to KO with.

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