Editing Charizard (SSBU)

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|usmashname=Wing Bash ({{ja|ウイングバッシュ|Uingu Basshu}})
|usmashname=Wing Bash ({{ja|ウイングバッシュ|Uingu Basshu}})
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|usmashdesc=Chops away with its wings in an overhead, fanning motion. Charizard's up smash possesses wide range and disjoint and KOs most characters within the 100%-120% range. It is also among the quickest up smashes in the game (hitting grounded opponents on frame 6 and aerial opponents on frame 7), making it a potent anti-air and out-of-shield option.
|usmashdesc=Swings its wings upward in a fan motion. This is the fastest of Charizard's smash attacks and one of the fastest smash attacks in the game, hitting grounded opponents on frame 6 and aerial opponents on frame 7. The move has long-range and disjoint, and because up smashes cancel shield dropping, it is very useful not only as an anti-air attack but also out of shield. The move KOs in the 100%-120% range against most characters.
|dsmashname=Wing Attack ({{ja|つばさでうつ|Tsubasa De Utsu}})
|dsmashname=Wing Attack ({{ja|つばさでうつ|Tsubasa De Utsu}})
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdesc= Stomps the ground, creating a shock wave. It hits on both sides of Charizard and launches at a semi-spike angle, making it potent for edgeguarding. However, it has slow startup and extremely high ending lag.
|dsmashdesc= Strongly stomps the ground, creating a shock wave. It hits on both sides of Charizard and launches at a semi-spike angle, making it potent for edgeguarding. However, it has slow startup and extremely high ending lag.
|nairname=Charizard Turn ({{ja|リザードンターン|Rizādon Tān}}, ''Lizardon Turn'')
|nairname=Charizard Turn ({{ja|リザードンターン|Rizādon Tān}}, ''Lizardon Turn'')
|nairdmg={{ShortHopDmgSSBU|12}} (flame), {{ShortHopDmgSSBU|9}} (tail)
|nairdmg={{ShortHopDmgSSBU|12}} (flame), {{ShortHopDmgSSBU|9}} (tail)
|nairdesc=Somersaults forward, striking with its tail. Its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel in a short hop and quickly hits all around Charizard. Has strong combo potential (especially when used while landing) and gimping potential. It is also a satisfactory landing option. At its fastest, neutral air hits behind Charizard and is thus best used out of a [[reverse aerial rush]].
|nairdesc=Somersaults forward, striking with its tail. Its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel in a short hop and quickly hits all around Charizard. Has strong combo potential (especially when used while landing) and gimping potential. It is also a satisfactory landing option. At its fastest, neutral air hits behind Charizard and is thus best used out of a [[reverse aerial rush]].
|fairname=Aerial Claw ({{ja|くうちゅうひっかき|Kūchū Hikkaki}})
|fairname=Aerial Scratch ({{ja|くうちゅうひっかき|Kūchū Hikkaki}})
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|13}} (clean)
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|13}} (clean)
|fairdesc=A downward arcing slash with its claws. Its high power, speed (frame 8) and semi-spike angle make it reliable as an edgeguarding and KOing option. However, it has high landing lag and cannot auto-cancel in a short hop, limiting its utility in the neutral.
|fairdesc=A downward arcing slash with its claws. Its high power, speed (frame 8) and semi-spike angle make it reliable as an edgeguarding and KOing option. However, it has high landing lag and cannot auto-cancel in a short hop, limiting its usefulness in neutral.
|bairname=Aerial Tail ({{ja|くうちゅうしっぽ|Kūchū Shippo}})
|bairname=Aerial Tail ({{ja|くうちゅうしっぽ|Kūchū Shippo}})
|bairdmg={{ShortHopDmgSSBU|16}} (flame), {{ShortHopDmgSSBU|14}} (tail), {{ShortHopDmgSSBU|11}} (body)
|bairdmg={{ShortHopDmgSSBU|16}} (flame), {{ShortHopDmgSSBU|14}} (tail), {{ShortHopDmgSSBU|11}} (body)
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|dairdesc=Kicks straight down. The clean hit is a [[meteor smash]], with a sourspot on Charizard's body that deals high sideways knockback. Down aerial has the highest overall lag of Charizard's aerials, but can function as a niche combo starter against grounded opponents, allowing for a potential KO setup into up aerial at higher percents.
|dairdesc=Kicks straight down. The clean hit is a [[meteor smash]], with a sourspot on Charizard's body that deals high sideways knockback. Down aerial has the highest overall lag of Charizard's aerials, but can function as a niche combo starter against grounded opponents, allowing for a potential KO setup into up aerial at higher percents.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Charizard's grab range is above average.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Its grab range is above average.
|pummelname=Biting and Tearing ({{ja|かみちぎり|Kamichigiri}})
|pummelname=Biting and Tearing ({{ja|かみちぎり|Kamichigiri}})
|pummeldmg=1.6%
|pummeldmg=1.6%
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|fthrowname=Biting Throw ({{ja|かみとばし|Kamitobashi}})
|fthrowname=Biting Throw ({{ja|かみとばし|Kamitobashi}})
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Hurls the opponent forward with its teeth. Charizard's forward throw is among the strongest in the game, KOing middleweights near the edge of Final Destination at around 105% without [[rage]]. It can also be used as a [[DI]] trap against opponents attempting to DI Charizard's up throw.
|fthrowdesc=Quickly flings the opponent forward. It is Charizard's strongest kill throw as well as one of the strongest forward throws in the game, KOing middleweights near the edge of Final Destination at around 105% without [[rage]]. It can also be used for a [[DI]] trap, as the optimal DI up throw (down and out) is poor for forward throw.
|bthrowname=Rear Biting Throw ({{ja|うしろかみとばし|Ushiro Kamitobashi}})
|bthrowname=Rear Biting Throw ({{ja|うしろかみとばし|Ushiro Kamitobashi}})
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Hurls the opponent backward with its teeth. This is considered Charizard's most versatile throw, capable of setting up edgeguards, KO'ing middleweights at around 130% at the edge of Final Destination, and leading to a wide range of high-damage bread-and-butter combos and 50/50 situations with only 5 frames of ending lag. True combos from Charizard's back throw include dash attack, [[reverse aerial rush]] neutral aerial, and up smash at very low percents, and forward aerial or back aerial up to around 50% percents. It can also follow up into Flare Blitz, but this is not a true combo.
|bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edgeguard. Back throw is Charizard's central combo starter, leading into dash attack, neutral aerial, and up smash at very low percents, and forward aerial or back aerial up to mid percents. It can also follow up into Flare Blitz, but this is not a true combo. The throw itself can KO middleweights at around 130% at the edge of Final Destination.
|uthrowname=Seismic Toss ({{ja|ちきゅうなげ|Chikyu Nage}}, ''Earth Throw'')
|uthrowname=Seismic Toss ({{ja|ちきゅうなげ|Chikyu Nage}}, ''Earth Throw'')
|uthrowdmg=8% (hit 1), 3% (throw)
|uthrowdmg=8% (hit 1), 3% (throw)
|uthrowdesc=Flies into the air and dives into the ground to suplex the opponent, akin to {{SSBU|Kirby}} and {{SSBU|Meta Knight}}'s up throws. It is one of the strongest throws in the game without DI, but its mostly vertical, yet more horizontal angle than other up throws allows the target to easily DI down and away, surviving the move up to around 160% at ground level without rage, though platforms such as those on [[Battlefield]] and [[Town and City]] alleviate this issue. Resembles the Pokémon move {{s|bulbapedia|Seismic Toss}}.
|uthrowdesc=Jumps up before doing a powerful suplex, akin to {{SSBU|Kirby}} and {{SSBU|Meta Knight}}'s up throws. It is one of the strongest throws in the game without DI, but its mostly vertical, yet more horizontal angle than other up throws allows for the victim to apply both optimal DI and [[LSI]] against the move. This weakens it to an extent where middleweights can survive it up to around 160% without rage. The throw's poor knockback for its archetype can be alleviated by being used under a high platform. Resembles the Pokémon move {{s|bulbapedia|Seismic Toss}}.
|dthrowname=Roasting Heat ({{ja|あぶりやき|Aburi Yaki}})
|dthrowname=Roasting Heat ({{ja|あぶりやき|Aburi Yaki}})
|dthrowdmg=1% (hits 1-5), 1% (throw)
|dthrowdmg=1% (hits 1-5), 1% (throw)
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|nsname=Flamethrower
|nsname=Flamethrower
|nsdmg=2% (clean), 1% (late)
|nsdmg=2% (clean), 1% (late)
|nsdesc=[[bulbapedia:Flamethrower (move)|Expels a stream of flames from its mouth]], almost identically to [[Fire Breath]]. Flamethrower remains active as long as the user holds down the B button, but its power and range gradually decreases with prolonged or continuous use. It can also be angled slightly up or down, making it useful for ledgetrapping purposes and [[Gimp|interrupting]] low recoveries. Compared to Fire Breath, Flamethrower deals lower damage but is capable of causing [[flinch]]ing at far ranges.
|nsdesc=[[bulbapedia:Flamethrower (move)|Expels a stream of flames from its mouth]], almost identically to [[Fire Breath]]. The move can be angled, which makes it useful for gimping low recoveries and ledgetrapping. Compared to Fire Breath, Flamethrower is inferior at damage racking, but its farthest hitboxes still cause [[flinch]]ing. It has considerable startup and ending lag, and its power and range gradually decrease over time. Charizard must stop using Flamethrower for a short while for it to regain full power.
|ssname=Flare Blitz
|ssname=Flare Blitz
|ssdmg=6% (collision), 18% (explosion)
|ssdmg=6% (collision), 18% (explosion)
|ssdesc=[[bulbapedia:Flare Blitz (move)|A flaming corkscrew tackle]] that also hurts Charizard. Flare Blitz is extremely powerful, KOing middleweights under 80% from the center of Final Destination and possessing incredible horizontal burst range. It also grants [[heavy armor]] on frames 23-53 that sustains 15% (18% in 1v1)<ref>https://docs.google.com/spreadsheets/d/1thw3dkxtnvoA6bDKRnZiCeBwcmHmRLqBSv_dpmy4Nfg/edit?usp=sharing</ref> damage, enabling it to bypass most weaker attacks and projectiles. However, it deals 5% of recoil damage upon activation and an additional 5% on contact, and contains extreme amounts of cooldown, enabling opponents to punish it out of shield just as hard. In the same way, Flare Blitz can be used off the ledge to KO opponents at disproportionally low percentages at the risk of a self-destruct in the event it misses.
|ssdesc=[[bulbapedia:Flare Blitz (move)|A flaming corkscrew tackle]] that also hurts Charizard. It is very powerful, KOing middleweights under 80% from the center of Final Destination. Flare Blitz covers an impressive amount of horizontal distance and grants [[heavy armor]] on frames 23-53 that sustains 15% (18% in 1v1)<ref>https://docs.google.com/spreadsheets/d/1thw3dkxtnvoA6bDKRnZiCeBwcmHmRLqBSv_dpmy4Nfg/edit?usp=sharing</ref>, enabling it to extend Charizard's recovery and power through opposing attacks. However, it deals 5% of recoil damage and an additional 5% upon hitting an opponent. It is very risky to use outside of punishes, having extreme amounts of cooldown. When used carelessly near the edge, its impressive horizontal distance can also result in an inadvertent self-destruct.
|usname=Fly
|usname=Fly
|usdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6)
|usdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6)
|usdesc=[[bulbapedia:Fly (move)|Flies upward]] in a corkscrewing motion. Fly covers an average amount of vertical distance. Has the lowest amount of startup out of Charizard's special moves, connecting as early as frame 9. It grants super armor during frames 4-15, enabling it to intercept airborne combos and punish opponents [[out of shield]]. It deals a respectable 17% damage when all hits connect, and can KO airborne targets reliably at high percents.
|usdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. Fly covers an average amount of vertical distance. Due to its hitting on frame 9, it has the lowest amount of startup out of Charizard's special move. It also grants super armor during frames 4-15, allowing it to break combos and work [[out of shield]]. It deals respectable damage when all of its hits connect, and can KO reliably at high percents.
|dsname=Pokémon Change
|dsname=Pokémon Change
|dsdmg=—
|dsdmg=—
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|fsname=Triple Finish
|fsname=Triple Finish
|fsdmg=5% (Fire Blast, first four), 7.5% (Fire Blast, final)
|fsdmg=5% (Fire Blast, first four), 7.5% (Fire Blast, final)
|fsdesc={{SSBU|Squirtle}} and {{SSBU|Ivysaur}} are sent out alongside Charizard, and all three Pokémon perform a synchronized team attack directly in front of them. Charizard expels five {{iw|bulbapedia|Fire Blast|move}}s in a row, with the last one having the highest power.
|fsdesc=The {{SSBU|Pokémon Trainer}} sends out both {{SSBU|Squirtle}} and {{SSBU|Ivysaur}}, and all three Pokémon perform a synchronized combo attack with long horizontal range. Charizard dishes out five {{iw|bulbapedia|Fire Blast|move}}s in a row for massive damage, with the last one having the highest power.
}}
}}


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