Charizard (SSB4): Difference between revisions

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Charizard's special moves are all useful for its general playstyle. [[Flamethrower]] is a short-ranged [[projectile]] that can rack up damage, intercept projectiles, interrupt approaches, and gimp recoveries. Compared to {{SSB4|Bowser}}'s [[Fire Breath]], it boasts better versatility due to having less ending lag and causing flinching more easily. [[Rock Smash]] is an essential move due to its offensive and defensive capabilities. In addition to dealing high damage and knockback, it provides Charizard with high amounts of armor, which allows it to avoid being launched or juggled by all but the fastest moves and functions as a somewhat safe landing option.
Charizard's special moves are all useful for its general playstyle. [[Flamethrower]] is a short-ranged [[projectile]] that can rack up damage, intercept projectiles, interrupt approaches, and gimp recoveries. Compared to {{SSB4|Bowser}}'s [[Fire Breath]], it boasts better versatility due to having less ending lag and causing flinching more easily. [[Rock Smash]] is an essential move due to its offensive and defensive capabilities. In addition to dealing high damage and knockback, it provides Charizard with high amounts of armor, which allows it to avoid being launched or juggled by all but the fastest moves and functions as a somewhat safe landing option.


[[Flare Blitz]] and [[Fly]] are highly protective recovery options. While Flare Blitz is somewhat situational as a recovery option, deals [[recoil damage]], and is punishable due to its lag, it grants a large amount of horizontal distance quickly, deals respectable damage and knockback, and can be used as a punishment option in its own right due to its [[armor]]. In comparison, [[Fly]] grants a decent amount of vertical distance, but deals high knockback and provides armor like Flare Blitz does.
[[Flare Blitz]] and [[Fly]] are highly protective recovery options. Flare Blitz grants a great amount of horizontal distance quickly, deals respectable damage and knockback, and can be used as a punishment option due to its [[armor]]. However, it deals [[recoil damage]] and is highly punishable due to its lag, making it a situational recovery option. [[Fly]] grants a decent amount of vertical distance, and, like Flare Blitz provides armor and deals high knockback, making it a risky move for opponents to intercept.


However, Charizard has noticeable flaws. One of which is its lack of a very useful projectile; despite Flamethrower's strengths, its sub-par range and moderately fast decay can prevent it from aiding Charizard significantly. Charizard also is easy to combo and generally hit due to its size and weight, although this factor can be overcome with the use of defensive moves such as Rock Smash, Fly, dodging, and even Flare Blitz to escape from foes. Additionally, while Charizard's frame data is better overall than other heavyweights (even {{SSB4|Bowser}}'s), it is still generally poor compared to most of the cast, although this is not necessarily a glaring problem depending on the moves used. While Charizard's [[air speed]] has been greatly improved and is no longer among the slowest in the game, it is still below average overall. Its [[out of shield]] game is considered a weakness as well; despite having some of the best out of shield options available, such as Fly and its up throw, they are hindered by Charizard's aforementioned poor traction.
However, Charizard has noticeable flaws. One of which is its lack of a very useful projectile; despite Flamethrower's strengths, its sub-par range and moderately fast decay can prevent it from aiding Charizard significantly. Charizard is also easy to combo and generally hit due to its size and weight, although this factor can be overcome with the use of defensive moves such as Rock Smash, Fly, dodging, and even Flare Blitz to escape from foes. Additionally, while Charizard's frame data is better overall than other heavyweights (even {{SSB4|Bowser}}'s), it is still generally poor compared to most of the cast, although this is not necessarily a glaring problem depending on the moves used. While Charizard's [[air speed]] has been greatly improved and is no longer among the slowest in the game, it is still below average overall. Its [[out of shield]] game is considered a weakness as well; despite having some of the best out of shield options available, such as Fly and its up throw, they are hindered by Charizard's aforementioned poor traction.


A few of Charizard's [[Character customization|custom moves]] address some of its shortcomings. Dragon Rush is arguably its best custom move, as it is a pressuring and rushdown option that has less lag, no recoil and cannot be blocked by opponents when recovering. Fly High slightly improves its vertical recovery, although it loses one of its fastest punishing moves in the process. Rising Cyclone sacrifices some recovery height for very high launching power that can KO most characters around as low as 56% while near the upper [[blast line]]. Rock Hurl, while sacrificing damage output, provides much greater range, speed, and super armor (starting on frame 1) than Rock Smash.
A few of Charizard's [[Character customization|custom moves]] address some of its shortcomings. Dragon Rush is arguably its best custom move, as it is a pressuring and rushdown option that has less lag, no recoil and cannot be blocked by opponents when recovering. Fly High slightly improves its vertical recovery, although it loses one of its fastest punishing moves in the process. Rising Cyclone sacrifices some recovery height for very high launching power that can KO most characters around as low as 56% while near the upper [[blast line]]. Rock Hurl, while sacrificing damage output, provides much greater range, speed, and super armor (starting on frame 1) than Rock Smash.