Editing Fly

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==Overview==
==Overview==
[[File:Charizard fly.jpg|thumb|Fly in ''Brawl''.]]
[[File:Charizard fly.jpg|thumb|Fly in ''Brawl''.]]
Performing the move in ''[[Super Smash Bros. Brawl]]'' makes Charizard rise up while surrounded in flames, setting anyone that makes contact with it ablaze with a multi-hitting attack. In ''[[Super Smash Bros. 4]]'', the flame effect is removed. The ending [[hitbox]] has somewhat forceful knockback, which allows this move to KO rather effectively at high percents and makes it a solid [[out of shield]] option. Frames 4-15 of this attack provide [[armor]]. This can be most easily shown by performing this move next to a [[Smart Bomb]]; Charizard will take all damage it would normally but will not be knocked back. In ''[[Super Smash Bros. Brawl]]'', the move is considered subpar for recovery, gaining poor horizontal distance and suffering from 30 frames of the landing lag glitch while also being extremely susceptible to [[edgehogging]]. In ''[[Super Smash Bros. 4]]'' however, the move was buffed, traveling more vertical distance and dealing more knockback. The move is largely unchanged in ''[[Super Smash Bros. Ultimate]]'', with the exception of its loop hits being altered to allow it to connect better into itself and making it more reliable overall.
Performing the move in ''[[Super Smash Bros. Brawl]]'' makes Charizard rise up while surrounded in flames, setting anyone that makes contact with it ablaze with a multi-hitting attack. In ''[[Super Smash Bros. 4]]'', the flame effect is removed. The ending [[hitbox]] has somewhat forceful knockback, which allows this move to KO rather effectively at high percents and makes it a solid [[out of shield]] option. Frames 4-13 of this attack provide [[armor]]. This can be most easily shown by performing this move next to a [[Smart Bomb]]; Charizard will take all damage it would normally but will not be knocked back. In ''[[Super Smash Bros. Brawl]]'', the move is considered subpar for recovery, gaining poor horizontal distance and suffering from 30 frames of the landing lag glitch while also being extremely susceptible to [[edgehogging]]. In ''[[Super Smash Bros. 4]]'' however, the move was buffed, traveling more vertical distance and dealing more knockback. The move is largely unchanged in ''[[Super Smash Bros. Ultimate]]'', with the exception of its loop hits being altered to allow it to connect better into itself and making it more reliable overall.
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