Editing Charizard (SSBU)

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Charizard is a super heavyweight fighter, and one of the characters made playable from [[Pokémon Trainer]], alongside the likes of [[Squirtle]] and [[Ivysaur]]. While {{SSBU|Squirtle}} will automatically be the first Pokémon on-screen if Pokémon Trainer is selected, pressing the [[Y button]] twice on the character select screen will toggle Charizard as first. In relation to [[Pokémon Change]], the order is always Charizard-Squirtle-{{SSBU|Ivysaur}}. If Ivysaur is [[KO]]'d, Charizard will always appear on the next [[revival platform]].
Charizard is a super heavyweight fighter and one of the characters made playable from [[Pokémon Trainer]], alongside the likes of [[Squirtle]] and [[Ivysaur]]. While {{SSBU|Squirtle}} will automatically be the first Pokémon on-screen if Pokémon Trainer is selected, pressing the [[Y button]] twice on the character select screen will toggle Charizard as first. In relation to [[Pokémon Change]], the order is always Charizard-Squirtle-{{SSBU|Ivysaur}}. If Ivysaur is [[KO]]'d, Charizard will always appear on the next [[revival platform]].


Charizard deviates from the other super heavyweight characters in mobility, with high stats in its initial dash and run speed. This provides it excellent spacing capabilities in the ground, as attacks that would normally hit its head hurtbox can be avoided by simply turning around or dashing in the opposite direction. Charizard's normals, such as forward tilt and neutral attack, are supplemented by skid canceling. Its high traction and quick out-of-shield options like up special and up smash suit its close-quarters combat well. Up smash hits on frame 6, KOs at reliable percents, and functions as an effective juggling and anti-air tool alongside up tilt.
Charizard deviates from the other super heavyweight characters in mobility, with high stats in its initial dash and run speed. This provides it excellent spacing capabilities in the ground, as attacks that would normally hit its head hurtbox can be avoided by simply turning around or dashing in the opposite direction. Charizard's normals such as forward tilt and neutral attack are supplemented by skid canceling. Its high traction and quick out-of-shield options like up special and up smash suit its close-quarters combat well. Up smash hits on frame 6, KOs at reliable percents, and functions as an effective juggling and anti-air tool alongside up tilt.


Charizard's neutral air is a multi-purpose tool that is useful for starting and extending combos, juggling, edge guarding opponents, and helping Charizard land. It is capable of stringing into itself, forward air, and back air, especially out of a fast fall. Its forward air is fast (frame 8) and has considerable power as a combo finisher and KO tool. Up air renders Charizard's head intangible and is one of the strongest in the game, making it a reliable juggling tool and finisher. Used out of a fast-fall, it is also an effective combo starter at low to middle percent ranges. Back air's power cannot be understated; it features extensive disjoint and a wide diagonal arc that overpowers opponents above and behind Charizard, especially those recovering high or otherwise attempting to return to center stage. Lastly, down air's sweet spot hitbox is large and powerful, allowing it to easily [[meteor smash]] opponents on the ledge and KO at low percents.
Charizard's neutral air is a multi-purpose tool that is useful at starting and extending combos, juggling, edge guarding opponents, and helping Charizard land. It is capable of stringing into itself, forward air, and back air, especially out of a fast fall. Its forward air is fast (frame 8) and has considerable power as a combo finisher and KO tool. Up air renders Charizard's head intangible and is one of the strongest in the game, making it a reliable juggling tool and finisher. Used out of a fast-fall, it is also an effective combo starter at low to middle percent ranges. Back air's power cannot be understated; it features extensive disjoint and a wide diagonal arc that overpowers opponents above and behind Charizard, especially those recovering high or otherwise attempting to return to center stage. Lastly, Down air's sweet spot hitbox is large and powerful, allowing it to easily [[meteor smash]] opponents on the ledge and KO at low percents.


Charizard's grab game is highly flexible, being capable of setting up combos and positioning the opponent, as well as outright KOing them. Having minimal ending lag, back throw is a versatile combo tool that leads to the likes of forward air, back air, and reverse neutral air. It positions the opponent off-stage at higher percentages as well. Down throw is capable of initiating combos and mix-ups much like back throw, though it is much less effective. Forward throw has higher knockback than back throw, being able to set up edge guards and ledge traps earlier, as well as KO'ing at higher percents. Lastly, up throw works as a last-resort KO option at 150% and above, or even earlier on stages with platforms.
Charizard's grab game is highly flexible, being capable of setting up combos and positioning the opponent, as well as outright KOing them. Having minimal ending lag, back throw is a versatile combo tool that leads to the likes of forward air, back air, and reverse neutral air. It positions the opponent off-stage at higher percents as well. Down throw is capable of initiating combos and mix-ups much like back throw, though it is much less effective. Forward throw has higher knockback than back throw, being able to set up edge guards and ledge traps earlier, as well as KO'ing at higher percents. Lastly, up throw works as a last-resort KO option at 150% and above, or even earlier on stages with platforms.


Of Charizard's special moves, Flamethrower sees the most utility, having a long range and being able to angle up or down. It pressures opponents to approach, counteracts weak projectiles, and is a useful ledge-trapping move. Fly has super armor at its startup, not only granting Charizard a safer recovery but also a reliable option out of parry against attacks with multiple hits. Flare Blitz is a strong attack that effectively tech chases opponents and inflicts significant damage and knockback.
Of Charizard's special moves, Flamethrower sees the most utility, having a long range and being able to angle up or down. It pressures opponents to approach, counteracts weak projectiles, and is a useful ledge-trapping move. Fly has super armor at its startup, not only granting Charizard a safer recovery but also a reliable option out of parry against attacks with multiple hits. Flare Blitz is a strong attack that effectively tech chases opponents and inflicts significant damage and knockback.


Overall, Charizard's main benefits include its robust advantage state, damage-racking capabilities, and KO potential. It can build significant damage from just a few hits thanks to its high returns from its combos and strings, mainly out of its back throw. Charizard is at its most advantageous when it is below the opponent. Its neutral air, up tilt, up smash, and back air are disjointed and cover wide arcs against opponents above it. Charizard also comes with respectable edgeguarding and ledge-trapping abilities. Flamethrower covers many get-up options when adequately spaced, and the player can punish them on reaction with down smash, up smash, forward tilt, or neutral air. Forward tilt (angled downwards) and down smash are also capable of hitting characters at the ledge.
Overall, Charizard's main benefits include its robust advantage state, damage-racking capabilities, and KO potential. It can build significant damage from just a few hits thanks to its high returns from its combos and strings, mainly out of its back throw. Charizard is the most advantaged when it is below the opponent. Its neutral air, up tilt, up smash, and back air are disjointed and cover wide arcs against opponents above it. Charizard also comes with respectable edgeguarding and ledge-trapping abilities. Flamethrower covers many get-up options when adequately spaced, and the player can punish them on reaction with down smash, up smash, forward tilt, or neutral air. Forward tilt (angled downwards) and down smash are also capable of hitting characters at the ledge.


Additionally, Charizard's neutral game is considered mediocre. Flamethrower's decay prevents it from being usable for a long time, and its few safe-on-shield options, such as back air, neutral air, and forward tilt, require precise spacing and timing for the highest benefit. Its moveset contains several flaws that offset its strengths, including forward air not being able to autocancel out of a short hop. As a result, its playstyle requires patience and high commitment, resulting in heavy reliance on movement and reads to control the tempo of the game. While Charizard can maintain a strong advantage state, its combo and juggling tools consist entirely of single-hit attacks with short active durations and are built to target paths the opponent is taking instead of juggling them aggressively. Charizard’s biggest weakness is against characters that can rush it down with combos such as {{SSBU|Squirtle}}, {{SSBU|Mario}}, {{SSBU|Palutena}}, {{SSBU|Lucina}}, and {{SSBU|Corrin}}, as its few combo-breaking moves are either too risky or too slow to be consistent for this purpose.
Additionally, Charizard's neutral game is considered mediocre. Flamethrower's decay prevents it from being usable for a long time, and its few safe-on-shield options, such as back air, neutral air, and forward tilt, require precise spacing and timing for the highest benefit. Its moveset contains several flaws that offset its strengths, including forward air not being able to autocancel out of a short hop. As a result, its playstyle requires patience and high commitment, resulting in heavy reliance on movement and reads to control the tempo of the game. While Charizard can maintain a strong advantage state, its combo and juggling tools consist entirely of single-hit attacks with short active durations and are built to target paths the opponent is taking instead of juggling them aggressively. Charizard’s biggest weakness is against characters that can rush it down with combos such as {{SSBU|Squirtle}}, {{SSBU|Mario}}, {{SSBU|Palutena}}, {{SSBU|Lucina}}, and {{SSBU|Corrin}}, as its few combo-breaking moves are either too risky or too slow to be consistent for this purpose.


All in all, Charizard is a well-rounded super heavyweight but has the weakest autopilot of the three Pokémon in the Pokémon Trainer's party. It must take full advantage of its exceptional ground game and carefully play around the opponent's mistakes before committing to its strong punishment and KO capabilities. Charizard can function both offensively and defensively in the neutral, but it is up to the player to find the most advantageous position in this spectrum. Once it gains an advantage, it must capitalize on the opponent's mistakes to the greatest extent for the highest return. While Charizard is fully functional as an individual fighter like Squirtle and Ivysaur, it is the Pokémon of choice at 120% and above when playing with all three. Its high weight lets it survive blows that would otherwise be fatal to Squirtle and Ivysaur. Also, especially with rage, many of its attacks have the KO power required to swiftly finish an opponent already weakened by the other two Pokémon.
All in all, Charizard is a well-rounded super heavyweight but has the weakest auto-pilot of the three Pokémon in the Pokémon Trainer's party. It must take full advantage of its exceptional ground game and carefully play around the opponent's mistakes before committing to its strong punish and KO capabilities. Charizard can function both offensively and defensively in the neutral, but it is up to the player to find the most advantageous position in this spectrum. Once it gains advantage, it must capitalize on the opponent's mistakes to the greatest extent for the highest return. While Charizard is fully functional as an individual fighter like Squirtle and Ivysaur, it is the Pokémon of choice at 120% and above when playing with all three. Its high weight lets it survive blows that would otherwise be fatal to Squirtle and Ivysaur. Also, especially with rage, many of its attacks have the KO power required to swiftly finish an opponent already weakened by the other two Pokémon.


Charizard can be considered the best super heavyweight in the game, as its Trainer can call on it when its strength, endurance, and recovery are needed and remove it from situations that exploit the weaknesses it shares with fighters of its weight class. While Charizard requires more skill and prediction to use to its full potential than Squirtle and Ivysaur, Pokémon Trainers who have mastered the Flame Pokémon will be rewarded significantly with the options that it brings to the table.
Charizard can be considered the best super heavyweight in the game as its Trainer can call on it when its strength, endurance, and recovery are needed and remove it from situations that exploit the weaknesses it shares with fighters of its weight class. While Charizard requires more skill and prediction to use to its full potential than Squirtle and Ivysaur, Pokémon Trainers that have mastered the Flame Pokémon will be rewarded significantly with the options that it brings to the table.


If the player wishes to centralize their gameplan around Charizard, knowledge of Squirtle is recommended. It excels in areas where Charizard tends to be weak (combos, evasion, and frame data) and can be used most effectively in situations where Charizard would struggle, especially in racking up damage and avoiding enemy combos at low percents. Muscle memory with Squirtle can supplement Charizard's own combo game and movement as well.
If the player wishes to centralize their gameplan around Charizard, knowledge of Squirtle is recommended. It excels in areas where Charizard tends to be weak (combos, evasion, and frame data) and can be used most effectively in situations where Charizard would struggle, especially in racking up damage and avoiding enemy combos at low percents. Muscle memory with Squirtle can supplement Charizard's own combo game and movement as well.

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