Charizard (SSB4): Difference between revisions

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*{{nerf|All grabs have increased start-up (frame 6 → 8 (standing), frame 8 → 10 (dash), frame 10 → 11 (pivot)) and ending lag (frame 30 → 34 (standing), frame 38 → 42 (dash), frame 36 → 40 (pivot)). Standing and dash grabs also have shorter durations (frames 6-8 → 8-9 (standing), frames 8-10 → 10-11 (dash)).}}
*{{nerf|All grabs have increased start-up (frame 6 → 8 (standing), frame 8 → 10 (dash), frame 10 → 11 (pivot)) and ending lag (frame 30 → 34 (standing), frame 38 → 42 (dash), frame 36 → 40 (pivot)). Standing and dash grabs also have shorter durations (frames 6-8 → 8-9 (standing), frames 8-10 → 10-11 (dash)).}}
*{{buff|Charizard has a new up throw, a dive-bombing slam, similar to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. Compared to the previous up throw, it has altered knockback (70 (base)/140 (growth) → 50/220), making it significantly better at KOing.}}
*{{buff|Charizard has a new up throw, a dive-bombing slam, similar to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. Compared to the previous up throw, it has altered knockback (70 (base)/140 (growth) → 50/220), making it significantly better at KOing.}}
*{{change|Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (frame 84 → 70). These changes grant it combo potential at low to medium percentages, but remove its KO potential.}}
*{{change|Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (frame 84 → 70). These changes grant it combo potential at low to medium percentages, but significantly hinder its KO potential.}}
*{{change|Down throw's visual effects have changed. Its flames are now orange, instead of vermilion.}}
*{{change|Down throw's visual effects have changed. Its flames are now orange, instead of vermilion.}}


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*{{buff|Back aerial's sweetspot's size increased|4u|4.5u and its other hitboxes re-positioned outward, improving its range.}}
*{{buff|Back aerial's sweetspot's size increased|4u|4.5u and its other hitboxes re-positioned outward, improving its range.}}
*{{buff|Up throw's knockback growth increased|160|220 and its angle altered: 60° → 70°, significantly improving its KO potential.}}
*{{buff|Up throw's knockback growth increased|160|220 and its angle altered: 60° → 70°, significantly improving its KO potential.}}
*{{change|Down throw's knockback altered|40 (base)/300 (growth)|70/130 and ending lag decreased: frame 80 → 72. These changes grant it combo potential at low to medium percentages, but remove its KO potential.}}
*{{change|Down throw's knockback altered|40 (base)/300 (growth)|70/130 and ending lag decreased: frame 80 → 72. These changes grant it combo potential at low to medium percentages, but significantly hinder its KO potential.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
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|ftiltname= 
|ftiltname= 
|ftiltdmg=11% (flame), 7% (tail)
|ftiltdmg=11% (flame), 7% (tail)
|ftiltdesc=Swings its tail forward. It can be angled, has long range, and its sweetspot is at the [[Flame|flaming]] tip of Charizard's tail. When sweetspotted, it is one of the strongest forward tilts in the game. Its sweetspot KOs middleweights at 122% while near the edge of {{SSB4|Final Destination}} in {{for3ds}}, and at 111% in {{forwiiu}}. Due to it hitting on frame 11 and having 29 frames of ending lag, however, it is punishable.
|ftiltdesc=Swings its tail forward. It can be angled, has long range, and its sweetspot is at the [[Flame|flaming]] tip of Charizard's tail. When sweetspotted, it is one of the strongest forward tilts in the game. Its sweetspot KOs middleweights at 122%/111% (''3DS''/''Wii U''). Due to it hitting on frame 11 and having 29 frames of ending lag, however, it is punishable.
|utiltname= 
|utiltname= 
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=Hunches in order to thrust its wings upward. It hits on frame 9 and has very high knockback growth for a tilt attack. These traits make it a fairly fast, yet capable KOing option, as it KOs middleweights at 135% from anywhere on Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a safe anti-air attack. However, it is Charizard's least damaging tilt attack, and has fairly minimal horizontal range.
|utiltdesc=Hunches in order to thrust its wings upward. It hits on frame 9 and has very high knockback growth for a tilt attack. These traits make it a fairly fast, yet capable KOing option, as it KOs middleweights at 135%/126% (''3DS''/''Wii U'') from anywhere on Final Destination. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a safe anti-air attack. However, it is Charizard's least damaging tilt attack, and has fairly minimal horizontal range.
|dtiltname= 
|dtiltname= 
|dtiltdmg=10%
|dtiltdmg=10%
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|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|fsmashdesc=Rears back its head and then performs a lunging headbutt. It is very strong, as its sweetspots KO middleweights at 70% while near the edge of Final Destination in the ''3DS'' version, and at 61% in the ''Wii U'' version. It also renders Charizard [[Intangibility|intangible]] throughout its duration. Due to it hitting on frame 22 and having 45 frames of ending lag, however, it is very punishable.
|fsmashdesc=Rears back its head and then performs a lunging headbutt. It is very strong, as its sweetspots KO middleweights at 70%/61% (''3DS''/''Wii U'') while near the edge of Final Destination. It also renders Charizard [[Intangibility|intangible]] throughout its duration. Due to it hitting on frame 22 and having 45 frames of ending lag, however, it is very punishable.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdesc=Rears back in order to swing its wings upward twice in an overhead fanning motion. Due to it hitting aerial and grounded opponents on frame 6 and 7, respectively, it is Charizard's fastest smash attack. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a very useful anti-air attack. Despite being Charizard's weakest smash attack, it is still strong enough to KO reliably. Its second hit KOs middleweights at 118% from anywhere on Final Destination in the ''3DS'' version, and at 114% in the ''Wii U'' version. Despite its animation, its first hit can [[Lock|jab reset]] opponents behind Charizard, yet its hits do not connect together well behind Charizard, and its first hit has minimal horizontal range against aerial opponents. Its 27 frames of ending lag also make it punishable.  
|usmashdesc=Rears back in order to swing its wings upward twice in an overhead fanning motion. Due to it hitting aerial and grounded opponents on frame 6 and 7, respectively, it is Charizard's fastest smash attack. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a very useful anti-air attack. Despite being Charizard's weakest smash attack, it is still strong enough to KO reliably. Its second hit KOs middleweights at 118%/114% (''3DS''/''Wii U'') from anywhere on Final Destination. Despite its animation, its first hit can [[Lock|jab reset]] opponents behind Charizard, yet its hits do not connect together well behind Charizard, and its first hit has minimal horizontal range against aerial opponents. Its 27 frames of ending lag also make it punishable.  
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdesc=Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, which makes it very useful for punishing rolls. Due to having [[quake]] hitboxes, it is also capable of hitting opponents slightly above ground or hanging on the edge. When coupled with its respectable damage output and its sweetspot being a semi-spike, it is also very useful for edge-guarding. Its sourspot launches at a slightly higher angle, but is also reliable for edge-guarding, thanks to its slightly higher knockback growth. In the ''3DS'' version, its sweetspot and sourspot KO middleweights at 101% and 106%, respectively, while near the edge of Final Destination. In the ''Wii U'' version, they KO at 91% and 97%, respectively. Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable.
|dsmashdesc=Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, which makes it very useful for punishing rolls. Due to having [[quake]] hitboxes, it is also capable of hitting opponents slightly above ground or hanging on the edge. When coupled with its respectable damage output and its sweetspot being a semi-spike, it is also very useful for edge-guarding. Its sourspot launches at a slightly higher angle, but is also reliable for edge-guarding, thanks to its slightly higher knockback growth. While near the edge of Final Destination, its sweetspot KOs middleweights at 101%/91% (''3DS''/''Wii U''), whereas its sourspot KOs them at 106%/97% (''3DS''/''Wii U''). Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable.
|nairname= 
|nairname= 
|nairdmg=12% (flame), 9% (tail)
|nairdmg=12% (flame), 9% (tail)
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|fairname= 
|fairname= 
|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdesc=A downward slash with its claws. It hits on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, while its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable either as a follow-up from down throw, or as a KOing option. Its sweetspot KOs middleweights at 108% while near the edge of Final Destination in the ''3DS'' version, and at 97% in the ''Wii U'' version. However, it has moderate ending and landing lag, and is punishable from out of shield by most characters.
|fairdesc=A downward slash with its claws. It hits on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, while its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable either as a follow-up from down throw, or as a KOing option. While near the edge of Final Destination, its sweetspot KOs middleweights at 108%/97% (''3DS''/''Wii U''). However, it has moderate ending and landing lag, and is punishable from out of shield by most characters.
|bairname= 
|bairname= 
|bairdmg=11% (body), 14% (tail), 16% (flame)
|bairdmg=11% (body), 14% (tail), 16% (flame)
|bairdesc=Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. Its sweetspot KO middleweights at 84% while near the edge of Final Destination in the ''3DS'' version, and at 74% in the ''Wii U'' version. Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98% while near the edge of Final Destination in the ''3DS'' version, and at 87% in the ''Wii U'' version. Its high damage output and long range also make it safe on shield when spaced properly. Due to it hitting on frame 14, however, it has the second highest amount of start-up lag out of Charizard's aerials.
|bairdesc=Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. While near the edge of Final Destination, its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U''). Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98%/87% (''3DS''/''Wii U'') while near the edge of Final Destination. Its high damage output and long range also make it safe on shield when spaced properly. Due to it hitting on frame 14, however, it has the second highest amount of start-up lag out of Charizard's aerials.
|uairname= 
|uairname= 
|uairdmg=13%
|uairdmg=13%
|uairdesc=An upward headbutt. Its respectable damage output and very high knockback growth allow it to KO middleweights at 86% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 80% in the ''Wii U'' version. It also renders Charizard's head intangible throughout its duration, and is tied with its neutral aerial for having the lowest amount of landing lag out of its aerials. However, it has minimal horizontal range.
|uairdesc=An upward headbutt. Its respectable damage output and very high knockback growth allow it to KO middleweights at 86%/80% (''3DS''/''Wii U'') while near the upper [[blast line]] of Final Destination. It also renders Charizard's head intangible throughout its duration, and is tied with its neutral aerial for having the lowest amount of landing lag out of its aerials. However, it has minimal horizontal range.
|dairname= 
|dairname= 
|dairdmg=14% (clean), 8% (late)
|dairdmg=14% (clean), 8% (late)
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|fthrowname= 
|fthrowname= 
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edge-guard. However, its base knockback and knockback growth are both below-average, which make it much less reliable for KOing compared to up throw. It KOs at 175% while near the edge of Final Destination in the ''3DS'' version, and at 169% in the ''Wii U'' version.
|fthrowdesc=Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edge-guard. However, its base knockback and knockback growth are both below-average, which make it much less reliable for KOing compared to up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U'').
|bthrowname= 
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edge-guard. Unlike forward throw, it has very low ending lag. As a result, it can combo into dash attack or Flare Blitz at 0%, or forward aerial at 0%-15%. Like forward throw, it has below-average base knockback and knockback growth, which make it much less reliable for KOing than up throw. It KOs at 175% while near the edge of Final Destination in the ''3DS'' version, and at 169% in the ''Wii U'' version.
|bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edge-guard. Unlike forward throw, it has very low ending lag. As a result, it can combo into dash attack or Flare Blitz at 0%, or forward aerial at 0%-15%. Like forward throw, it has below-average base knockback and knockback growth, which make it much less reliable for KOing than up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U'').
|uthrowname= 
|uthrowname= 
|uthrowdmg=8% (hit 1), 3% (throw)
|uthrowdmg=8% (hit 1), 3% (throw)
|uthrowdesc=Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. As of update 1.0.8, its knockback is significantly higher, making it the strongest up throw in the game. It is also the second strongest throw of any kind in the game, being surpassed only by {{SSB4|Ness}}' back throw. It KOs middleweights at 134% from anywhere on Final Destination in the ''3DS'' version, and at 124% in the ''Wii U'' version. It is even more effective on stages with platforms; it KOs middleweights at 107% upon landing on {{SSB4|Battlefield}}'s top platform in the ''3DS'' version, and at 104% in the ''Wii U'' version. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is only effective at 0%-10% and is easily avoidable via proper DI. Despite being the strongest up throw in the game, proper directional influence hinders its KO potential to the point that {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, KOs more reliably in comparison.
|uthrowdesc=Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. As of update 1.0.8, its knockback is significantly higher, making it the strongest up throw in the game. It is also the second strongest throw of any kind in the game, being surpassed only by {{SSB4|Ness}}' back throw. It KOs middleweights at 134%/124% (''3DS''/''Wii U'') from anywhere on Final Destination. It is even more effective on stages with platforms; it KOs middleweights at 107%/104% (''3DS''/''Wii U'') upon landing on {{SSB4|Battlefield}}'s top platform. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is only effective at 0%-10% and is easily avoidable via proper DI. Despite being the strongest up throw in the game, proper directional influence hinders its KO potential to the point that {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, KOs more reliably in comparison.
|dthrowname= 
|dthrowname= 
|dthrowdmg=1% (hits 1-5), 1% (throw)
|dthrowdmg=1% (hits 1-5), 1% (throw)
|dthrowdesc=Pins the opponent to the ground and then expels embers from its mouth onto them. Prior to update 1.0.8, its knockback growth was the highest in the game, to the point that it could KO middleweights at 125%. As of update 1.0.8, its base knockback and knockback growth were both altered, which removed its KO potential and re-purposed it into a reliable combo starter. Notable follow-ups include a dashing up smash from 0%-15%, and neutral, forward, and up aerials from low to medium percentages.
|dthrowdesc=Pins the opponent to the ground and then expels embers from its mouth onto them. Prior to update 1.0.8, its knockback growth was the highest in the game, to the point that it could KO middleweights at 125%. As of update 1.0.8, its base knockback and knockback growth were both altered, which re-purposed it into a reliable combo starter at the cost of significantly hindering its KO potential. Notable follow-ups include a dashing up smash from 0%-15%, and neutral, forward, and up aerials from low to medium percentages.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsc1name=Fire Fang
|nsc1name=Fire Fang
|nsc1dmg=2% (embers), 8% (explosion)
|nsc1dmg=2% (embers), 8% (explosion)
|nsc1desc=Expels a very short-ranged stream of embers from its mouth, which hit multiple times. Releasing the special attack button makes Charizard perform [[bulbapedia:Fire Fang (move)|a small, explosive bite]] that is strong enough to KO middleweights at 124% while near the edge of Final Destination in the ''3DS'' version. However, it has much shorter range.
|nsc1desc=Expels a very short-ranged stream of embers from its mouth, which hit multiple times. Releasing the special attack button makes Charizard perform [[bulbapedia:Fire Fang (move)|a small, explosive bite]] that is strong enough to KO middleweights at 124% while near the edge of Final Destination in {{for3ds}}. However, it has much shorter range.
|nsc2name=Fireball Cannon
|nsc2name=Fireball Cannon
|nsc2dmg=3% (clean), 2% (late)
|nsc2dmg=3% (clean), 2% (late)
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|ssdefname=Flare Blitz
|ssdefname=Flare Blitz
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdesc=[[bulbapedia:Flare Blitz (move)|A fiery, corkscrew tackle]]. It is very powerful, as it KOs middleweights at 81% while near the edge of Final Destination in the ''3DS'' version, and at 69% in the ''Wii U'' version. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants [[armor]] on frames 23-53 that can withstand a maximum of 15%, which make it a capable and safe recovery option. However, it is very risky to use: it deals 5% [[recoil damage]] both at its beginning and on contact, and is very unsafe on shield because of its extreme amount of overall lag and how it forces Charizard into a [[Tumbling|tumble]] that cannot be [[tech]]ed. When used unwisely, its impressive horizontal distance can also result in an inadvertent self-destruct when used near an edge.
|ssdefdesc=[[bulbapedia:Flare Blitz (move)|A fiery, corkscrew tackle]]. It is very powerful, as it KOs middleweights at 81%/69% (''3DS''/''Wii U'') while near the edge of Final Destination. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants [[armor]] on frames 23-53 that can withstand a maximum of 15%. However, it is very risky to use: it deals 5% [[recoil damage]] both at its beginning and on contact, and is very unsafe on shield because of its extreme amount of overall lag and how it forces Charizard into a [[Tumbling|tumble]] that cannot be [[tech]]ed. When used unwisely, its impressive horizontal distance can also result in an inadvertent self-destruct when used near an edge.
|ssc1name=Blast Burn
|ssc1name=Blast Burn
|ssc1dmg=4% (collision), 5% (explosion hits 1-3), 9% (explosion hit 4)
|ssc1dmg=4% (collision), 5% (explosion hits 1-3), 9% (explosion hit 4)
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|usdefname=Fly
|usdefname=Fly
|usdefdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6)
|usdefdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6)
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. It can be angled and covers a relatively average amount of vertical distance. Due to it hitting on frame 9, it has the lowest amount of start-up lag out of Charizard's special moves. When coupled with it granting super armor on frames 4-15, this enables it to function as an effective out of shield option. It also deals respectable damage when all of its hits connect, while its last hit's very high knockback allows it to KO middleweights at 125% while near the upper blast line of Final Destination in the ''3DS'' version, and at 110% in the ''Wii U'' version. However, it covers only minimal horizontal distance, even when angled forward. Its loop hits can also be DI'd out of when Charizard is affected by [[rage]].
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. It can be angled and covers a relatively average amount of vertical distance. Due to it hitting on frame 9, it has the lowest amount of start-up lag out of Charizard's special moves. When coupled with it granting super armor on frames 4-15, this enables it to function as an effective out of shield option. It also deals respectable damage when all of its hits connect, while its last hit's very high knockback allows it to KO middleweights at 125%/110% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. However, it covers only minimal horizontal distance, even when angled forward. Its loop hits can also be DI'd out of when Charizard is affected by [[rage]].
|usc1name=Rising Cyclone
|usc1name=Rising Cyclone
|usc1dmg=4% (hit 1), 2% (hits 2-7), 6% (hit 8)
|usc1dmg=4% (hit 1), 2% (hits 2-7), 6% (hit 8)
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|dsdefname=Rock Smash
|dsdefname=Rock Smash
|dsdefdmg=14% (boulder), 3% (fragments)
|dsdefdmg=14% (boulder), 3% (fragments)
|dsdefdesc=Pulls out a boulder and [[bulbapedia:Rock Smash (move)|headbutts it, breaking it into fragments]]. It can deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. The boulder itself is also strong enough to KO middleweights at 139% while near the edge of Final Destination in the ''3DS'' version, and at 129% in the ''Wii U'' version. It also grants super armor on frames 5-23, which makes useful against incoming attacks and a somewhat safe landing option. However, it has considerable start-up and ending lag.
|dsdefdesc=Pulls out a boulder and [[bulbapedia:Rock Smash (move)|headbutts it, breaking it into fragments]]. It can deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. The boulder itself is also strong enough to KO middleweights at 139%/129% (''3DS''/''Wii U'') while near the edge of Final Destination. It also grants super armor on frames 5-23, which makes it a somewhat safe landing option and useful against incoming attacks. However, it has considerable start-up and ending lag.
|dsc1name=Sinking Skull
|dsc1name=Sinking Skull
|dsc1dmg=12% (sweetspot), 10% (sourspot)
|dsc1dmg=12% (sweetspot), 10% (sourspot)
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====Inactive====
====Inactive====
*{{Sm|Chaoszard|USA}} - Placed 13th at [[GUMS 7]]; 25th at [[GUMS 6]], [[GUMS 9|9]] and [[GUMS 12|12]]; and 33rd at [[GUMS X]]. He has wins over {{Sm|IceArrow}}, {{Sm|Hero}}, {{Sm|Maverick}}, and CMK. Formerly ranked 2nd on the [[New Hampshire Power Rankings]].
*{{Sm|Chaoszard|USA}} - Placed 13th at [[GUMS 7]]; 25th at [[GUMS 6]], [[GUMS 9|9]] and [[GUMS 12|12]]; and 33rd at [[GUMS X]]. Formerly ranked 2nd on the [[New Hampshire Power Rankings]]. He has wins over {{Sm|IceArrow}}, {{Sm|Hero}}, {{Sm|Maverick}}, and CMK.
*{{Sm|Trela|USA}}
*{{Sm|Trela|USA}}


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==Trivia==
==Trivia==
*Unlike in ''Brawl'', Charizard draws inspiration from {{s|bulbapedia|Ash's Charizard}}, {{s|bulbapedia|Red's Charizard}}, and {{s|bulbapedia|Alain's Charizard}}:
*Compared to its appearance in ''Brawl'', Charizard now draws inspiration not only from {{s|bulbapedia|Ash's Charizard}}, but also {{s|bulbapedia|Red's Charizard}} and {{s|bulbapedia|Alain's Charizard}}:
**The animations of its neutral attack's first two hits are similar to Red's when repeatedly using {{iw|bulbapedia|Slash|move}} against [[Mewtwo]].
**Its forward aerial's animation is identical to Alain's when it uses {{iw|bulbapedia|Dragon Claw|move}}.
**The animations of its neutral and forward aerials are identical to Ash and Alain's when they use {{iw|bulbapedia|Dragon Tail|move}} and {{iw|bulbapedia|Dragon Claw|move}}, respectively.
**Its up throw's animation is similar to Ash and Red's when they use {{s|bulbapedia|Seismic Toss}}.
**The animation of its up throw is similar to Ash and Red's when they use {{s|bulbapedia|Seismic Toss}}.
**It knows {{iw|bulbapedia|Flare Blitz}} like Red's in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']].
**It can use {{iw|bulbapedia|Fire Blast|move}} (albeit only via [[Mega Evolution]]) and {{iw|bulbapedia|Blast Burn|move}} like Red and Alain's, respectively.
**It can use {{iw|bulbapedia|Blast Burn|move}} like Red (albeit only in ''Pokémon HeartGold'' and ''SoulSilver Versions'') and Alain's.
**It can Mega Evolve into Mega Charizard X like Red and Alain's.
**It can undergo [[Mega Evolution]] like Red and Alain's.
**It has an idle pose that sees it turn its head and spit out an ember like Ash's did during its disobedient phase.
**It is voiced by Shin'ichirō Miki, who voices Ash and Red's.
**It is voiced by Shin'ichirō Miki, who voices Ash and Red's.
*Due to having access to both X Attack and Fake Nails in the attack category, Charizard is the only character capable of using two types of specialized/non-badge [[equipment]] within the same category.
*Due to having access to both X Attack and Fake Nails in the attack category, Charizard is the only character capable of using two types of specialized/non-badge [[equipment]] within the same category.