Charizard (SSB4): Difference between revisions

Tag: Reverted
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==Attributes==
==Attributes==
{{Cleanup|some paragraphs could be merged and some could be moved to competitive history section}}
Unlike the other playable Pokémon, who are either lightweights ({{SSB4|Pikachu}}, {{SSB4|Jigglypuff}} and {{SSB4|Mewtwo}}) or middleweights ({{SSB4|Lucario}} and {{SSB4|Greninja}}), Charizard is a super [[Weight|heavyweight]]. Although its overall damage output and endurance are fittingly very high, it deviates from its weight class' archetype in a few ways. The most noticeable of these differences are its hurtboxes and mobility. Charizard does not have hurtboxes on its wings, and they only cover slightly more than the base of its tail.<ref>[https://smashboards.com/guides/ignition-in-depth-breakdown-and-guide-to-charizard.973/ Ignition - In-Depth Breakdown and Guide to Charizard by SilentDoom]</ref><ref>[https://twitter.com/KuroganeHammer/status/891937046570295297 Kurogane Hammer detailing Charizard's back aerial]</ref> As a result, Charizard's wings and the majority of its tail are effectively immune to opposing hitboxes.
Unlike the other playable Pokémon, who are either lightweights ({{SSB4|Pikachu}}, {{SSB4|Jigglypuff}} and {{SSB4|Mewtwo}}) or middleweights ({{SSB4|Lucario}} and {{SSB4|Greninja}}), Charizard is a super [[Weight|heavyweight]]. Although its overall damage output and endurance are fittingly very high, it deviates from its weight class' archetype in a few ways. The most noticeable of these differences are its hurtboxes and mobility. Charizard does not have hurtboxes on its wings, and they only cover slightly more than the base of its tail.<ref>[https://smashboards.com/guides/ignition-in-depth-breakdown-and-guide-to-charizard.973/ Ignition - In-Depth Breakdown and Guide to Charizard by SilentDoom]</ref><ref>[https://twitter.com/KuroganeHammer/status/891937046570295297 Kurogane Hammer detailing Charizard's back aerial]</ref> As a result, Charizard's wings and the majority of its tail are effectively immune to opposing hitboxes.


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Charizard's grab game has also improved: up throw is now a reliable KOing option and the second strongest throw of any kind in the game, whereas down throw has been re-purposed from a KOing option into a reliable combo starter at low to medium percentages. Lastly, Rock Smash now grants super [[armor]] and Flare Blitz, its new side special, boasts KO and recovery potential.
Charizard's grab game has also improved: up throw is now a reliable KOing option and the second strongest throw of any kind in the game, whereas down throw has been re-purposed from a KOing option into a reliable combo starter at low to medium percentages. Lastly, Rock Smash now grants super [[armor]] and Flare Blitz, its new side special, boasts KO and recovery potential.


However, Charizard has also received nerfs. The removal of [[gliding]] has greatly weakened its recovery, while Flare Blitz is not as flexible for horizontal recovery like gliding was. Flare Blitz is also burdened with [[recoil damage]], regardless of whether or not it hits a target and its extremely slow nature makes it very difficult to connect and it is highly punishable if it misses. In regard to individual nerfs, Charizard's heavier weight; faster [[falling speed]]; and slower [[air speed]] collectively make it more vulnerable to combos and juggling especially when combined with the removal of [[hitstun canceling]] which overall does not benefit Charizard much as its combo grab is limited outside of its throws. While some of its moves deal more knockback and are thus able to KO earlier, this in turn makes them less suitable for combos past medium percentages and despite having stronger KO options, some of Charizard's move such as down tilt, down throw and [[Rock Smash]] have reduced KO potential. Charizard's aerial game has also seen some nerfs. Not only is its air speed slower but it's neutral aerial has smaller hitboxes, forward aerial is less effective as an edgeguarding tool, back and up aerials are much slower, forward and back aerial have worse autocancel windows, with the latter no longer autocanceling in a short hop, down aerial has considerably decreased range and Charizard has lost its glide attack. Lastly, Charizard's overall grab range has been shortened and all of its grabs are slower meaning that despite its stronger grab game, Charizard has more difficulty actually getting the grabs it needs.
However, Charizard has also received nerfs. The removal of [[gliding]] has greatly weakened its recovery, while Flare Blitz is not as flexible for horizontal recovery like gliding was. Flare Blitz is also burdened with [[recoil damage]], regardless of whether or not it hits a target and its extremely slow nature makes it very difficult to connect and it is highly punishable if it misses. In regard to individual nerfs, Charizard's heavier weight; faster [[falling speed]]; and slower [[air speed]] collectively make it more vulnerable to combos and juggling especially when combined with the removal of [[hitstun canceling]] which overall does not benefit Charizard much as its combo grab is limited outside of its throws. While some of its moves deal more knockback and are thus able to KO earlier, this in turn makes them less suitable for combos past medium percentages and despite having stronger KO options, some of Charizard's move such as down tilt, down throw and [[Rock Smash]] have reduced KO potential. Charizard's aerial game has also seen some nerfs. Not only is its air speed slower but it's neutral aerial has smaller hitboxes, forward aerial is less effective as an edgeguarding tool, back and up aerials are much slower, down aerial has considerably decreased range and Charizard has lost its glide attack. Lastly, Charizard's overall grab range has been shortened and all of its grabs are slower meaning that despite its stronger grab game, Charizard has more difficulty actually getting the grabs it needs.


===Aesthetics===
===Aesthetics===
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**{{nerf|Up tilt has a shorter duration (frames 9-15 → 9-13).}}
**{{nerf|Up tilt has a shorter duration (frames 9-15 → 9-13).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Charizard's down tilt has an altered animation. While Charizard still thrusts its head forward, it no longer bites, but now hits with an headbutt.}}
**{{change|Charizard's down tilt has an altered animation. While Charizard still thrusts its head forward, it no longer bites.}}
**{{change|Down tilt now has one extended hitbox rather than three normal hitboxes (3.5u/5u/5u → 3.5u).}}
**{{change|Down tilt now has one extended hitbox rather than three normal hitboxes (3.5u/5u/5u → 3.5u).}}
***{{buff|This makes the move consistently powerful and it is now disjointed; rather than failing to fully cover Charizard's head.}}
***{{buff|This makes the move consistently powerful and it is now disjointed; rather than failing to fully cover Charizard's head.}}
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**{{nerf|Neutral aerial has decreased knockback scaling (90 → 78).}}
**{{nerf|Neutral aerial has decreased knockback scaling (90 → 78).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Charizard has a new forward aerial: a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest)/11% (total) → 12% (early)/13% (clean tip)), significantly improving its KO potential despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)).}}
**{{buff|Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest)/11% (total) → 12% (early)/13% (clean tip)), significantly improving its KO potential despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)).}}
**{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}}
**{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}}
**{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11).}}
**{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11).}}
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***{{nerf|However, this new animation is longer (41 frames → 52), increasing the amount of time Charizard cannot grab the ledge after using the move.}}
***{{nerf|However, this new animation is longer (41 frames → 52), increasing the amount of time Charizard cannot grab the ledge after using the move.}}
**{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential despite its decreased knockback (30 (base), 130/100 (scaling) → 50/90).}}
**{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential despite its decreased knockback (30 (base), 130/100 (scaling) → 50/90).}}
**{{nerf|Charizard no longer hits with its wing before the main attack, which in turn:}}
**{{nerf|Back aerial no longer has an initial wing hitbox which in turn:}}
***{{nerf|Significantly increases its startup lag and shortens its duration (frame 7-9 (hit 1)/10-12 (hit 2) → 14-16).}}
***{{nerf|Significantly increases its startup lag and shortens its duration (frame 7-9 (hit 1)/10-12 (hit 2) → 14-16).}}
***{{nerf|Removes its ability to link into the clean hit, making the sweetspot harder to land.}}
***{{nerf|Removes its ability to link into the clean hit, making the sweetspot harder to land.}}
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**{{buff|The changes to shields as well as back aerial's increased range and damage significantly improve its shield pressuring potential, especially the sweetspot.}}
**{{buff|The changes to shields as well as back aerial's increased range and damage significantly improve its shield pressuring potential, especially the sweetspot.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Charizard has a new up aerial: a headbutt in an upwards arc, similar to {{SSB4|Bowser}}'s. It deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential compared to the previous up aerial.}}
**{{buff|Charizard has a new up aerial. Charizards swings its head in an upwards arc (similar to {{SSB4|Bowser}}'s). It deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential compared to the previous up aerial.}}
**{{buff|Up aerial has more horizontal range due to its new animation.}}
**{{buff|Up aerial has more horizontal range due to its new animation.}}
**{{nerf|Up aerial has much more startup lag with a much shorter duration due to no longer possessing a late hit (frames 6-8 (clean)/9-27 (late) → 12-15).}}
**{{nerf|Up aerial has much more startup lag with a much shorter duration due to no longer possessing a late hit (frames 6-8 (clean)/9-27 (late) → 12-15).}}
**{{nerf|Up aerial grants less intangibility to Charizard's head and neck (frames 6-11 → 11-15).}}
**{{nerf|Up aerial grants less intangibility to Charizard's head/neck (frames 6-11 → 11-15).}}
**{{nerf|Up aerial has a shorter initial auto-cancel window despite its increased startup lag (frames 1-5 → 1-3).}}
**{{nerf|Up aerial has a shorter initial auto-cancel window despite its increased startup lag (frames 1-5 → 1-3).}}
**{{nerf|Up aerial has a longer animation (46 frames → 59). This increases the amount of time Charizard cannot grab the ledge after using the move although it now has [[interruptibility]] frames to compensate for its total duration.}}
**{{nerf|Up aerial has a longer animation (46 frames → 59). This increases the amount of time Charizard cannot grab the ledge after using the move although it now has [[interruptibility]] frames to compensate for its total duration.}}
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**{{buff|Down aerial has received a late hitbox that deals 8% and launches at a horizontal angle. This lengthens its duration (frames 18-20 → 18-20 (clean)/21-26 (late)).}}
**{{buff|Down aerial has received a late hitbox that deals 8% and launches at a horizontal angle. This lengthens its duration (frames 18-20 → 18-20 (clean)/21-26 (late)).}}
***{{nerf|However, the late hit has had its knockback uncompensated, so the move is more susceptible to punishment at lower percents.}}
***{{nerf|However, the late hit has had its knockback uncompensated, so the move is more susceptible to punishment at lower percents.}}
**{{change|Down aerial's animation has slightly changed. Charizard now stomps with one foot instead of [[wikipedia:Professional wrestling attacks#Double foot stomp|both]]. This animation is still the same length so this has no practical effect.}}
**{{change|Down aerial's animation has slightly changed. Charizard now performs a stomp with one foot, instead of a [[wikipedia:Professional wrestling attacks#Double foot stomp|double foot stomp]]. This animation is still the same length so this has no practical effect.}}
**{{change|Down aerial's upper hitbox has an altered angle (361° → 270°). This improves its edgeguarding potential but hinders its KO potential on stage.}}
**{{change|Down aerial's upper hitbox has an altered angle (361° → 270°). This improves its edgeguarding potential but hinders its KO potential on stage.}}
**{{nerf|Down aerial's main hitbox is smaller (8u → 6u) and has been repositioned higher (y offset: -7 → -3), significantly reducing its downwards range (despite now being an extended hitbox). This removes Charizard's ability to hit the entire cast with down aerial out of a full hop at max height and still auto-cancel the down aerial.}}
**{{nerf|Down aerial's main hitbox is smaller (8u → 6u) and has been repositioned higher (y offset: -7 → -3), significantly reducing its downwards range (despite now being an extended hitbox). This removes Charizard's ability to hit the entire cast with down aerial out of a full hop at max height and still auto-cancel the down aerial.}}
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''See also: [[:Category:Charizard players (SSB4)]]''
''See also: [[:Category:Charizard players (SSB4)]]''


*{{Sm|Chuck Nasty|USA}} - The best Charizard player in the United States Placed 4th at {{Trn|No Man's Land}}, 9th at {{Trn|King of the Springs 2}}, 13th at {{Trn|Low Tier City 5}}, 17th at {{Trn|King of the Springs 3}}, and 33rd at {{Trn|UGC Smash Open}} with wins over players such as {{Sm|Lima}} and {{Sm|Konga}}. Ranked 1st on the [[Oklahoma Power Rankings]].
*{{Sm|Chuck Nasty|USA}} - The best Charizard player in the United States. Known better regionally for his performances at 4th at {{Trn|No Man's Land}}, 9th at {{Trn|King of the Springs 2}}, 13th at {{Trn|Low Tier City 5}} and notably took a set over {{Sm|Lima}} at {{Trn|Aftershock 2016}}. His 33rd place at {{Trn|UGC Smash Open}} is the highest Charizard placement at a ''Smash 4'' supermajor.
*{{Sm|Fire|France}} - The best Charizard player in Europe. Placed 2nd at {{Trn|ICARUS III}}, 5th at {{Trn|MARS 2017}}, 17th at {{Trn|SALT}}, and 25th at {{Trn|Smashdown World}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Meru}}, and {{Sm|Homika}}. Ranked 40th on the [[European Smash 4 Power Rankings]].
*{{Sm|Fire|France}} - The best Charizard player in Europe. Commonly used Charizard at many events, most notably placing 2nd at {{Trn|ICARUS III}} using primarily Charizard. He regularly placed high at other European events such as 5th at {{Trn|MARS 2017}} and 17th at {{Trn|SALT}}. Ranked 40th on the [[European Smash 4 Power Rankings]].
*{{Sm|Sharpyzard|Dominican Republic}} - Placed 33rd at {{Trn|CEO Dreamland}}, {{Trn|GENESIS 5}}, and {{Trn|CEO 2018}} with wins over players such as {{Sm|AC}} and {{Sm|VaLoR}}. Ranked 2nd on the [[Dominican Republic Power Rankings]].
*{{Sm|Sharpyzard|Dominican Republic}} - A player from the Dominican Republic who travelled to the United States on multiple occasions and has performed the best out of any Charizard player in terms of majors, placing 33rd at {{Trn|CEO Dreamland}}, {{Trn|GENESIS 5}} defeating {{Sm|AC}}, and {{Trn|CEO 2018}}. His 49th place finish at {{Trn|CEO 2017}} marked one of the few times a solo-Charizard player made top 64 at a supermajor.
*{{Sm|Tosshi|Japan}} - The best Charizard player in Japan. Placed 4th at {{Trn|Umebura 31}}, 13th at {{Trn|Single Game Championships: Umebura X Single-Chu}}, 17th at {{Trn|Umebura 28}}, and 25th at {{Trn|Umebura Japan Major}} with wins over players such as {{Sm|Ranai}}, {{Sm|Nietono}}, and {{Sm|Kie}}.
*{{Sm|Tosshi|Japan}} - The best Charizard player in Japan. His best performance in the country was with his 4th place at {{Trn|Umebura 31}}, defeating top Japanese players {{Sm|Nietono}} and {{Sm|Kome}} in his bracket. He also placed 13th at {{Trn|Single Game Championships: Umebura X Single-Chu}} defeating {{Sm|Ranai}}, 17th at {{Trn|Umebura 28}}, and 25th at {{Trn|Umebura Japan Major}}.
*{{Sm|Virum|UK}} - One of the best Charizard players in Europe. Placed 25th at {{Trn|BEAST 7}}, {{Trn|Syndicate 2017}}, and {{Trn|SwitchFest}}, as well as 49th at {{Trn|2GGC: Nairo Saga}} and {{Trn|Shine 2017}} with wins over players such as {{Sm|Kogarasuma}}, {{Sm|VaLoR}}, and {{Sm|El_Bardo}}.
*{{Sm|Virum|UK}} - One of the best Charizard players in Europe. He was the second-best Charizard in terms of regional placements in the country, placing 25th at {{Trn|BEAST 7}} and {{Trn|Syndicate 2017}}. Internationally, he notably placed 25th at the major {{Trn|SwitchFest}} and made top 64 at a few supermajors, placing 49th at {{Trn|2GGC: Nairo Saga}} and {{Trn|Shine 2017}}.


==[[Trophies]]==
==[[Trophies]]==
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