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'''Charizard''' ({{ja|リザードン|Rizādon}}, ''Lizardon'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, during which its fellow [[Pokémon (universe)|''Pokémon'']] representative {{SSB4|Greninja}} was also revealed.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> Shin'ichirō Miki reprises his role as Charizard's voice actor, albeit via re-recorded voice clips that match how it sounds in the ''Pokémon'' anime.
'''Charizard''' ({{ja|リザードン|Rizādon}}, ''Lizardon'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, during which its fellow [[Pokémon (universe)|''Pokémon'']] representative {{SSB4|Greninja}} was also revealed.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> Shin'ichirō Miki reprises his role as Charizard's voice actor, albeit via re-recorded voice clips that match how it sounds in the ''Pokémon'' anime.


Charizard is currently ranked 43rd out of 55 on the [[tier list]], placing it in the E tier. This is roughly on par with {{SSBB|Pokémon Trainer}}'s placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 29th out of 38.
Charizard is currently ranked 43rd out of 55 on the [[tier list]], placing it in the E tier. This is roughly on par with {{SSBB|Pokémon Trainer}}'s placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 29th out of 38. Due to now being a standalone character, Charizard's playstyle is much more consistent, and its moveset is no longer burdened by [[Pokémon Change#Stamina|stamina]].


Due to now being a standalone character, Charizard's playstyle is much more consistent, and its moveset is no longer burdened by [[Pokémon Change#Stamina|stamina]]. Charizard also boasts overall fast mobility for a super heavyweight: its [[walk]]ing and [[dash]]ing speeds are among the fastest in the game, while a number of its moves boast the useful combination of respectable utility and minimal start-up lag.
Fittingly for a super heavyweight, Charizard boasts an array of strong KOing options and impressive endurance, which are supplemented by [[rage]] and its varied recovery, respectively. It also boasts a potent grab game that allows for combos; KO set-ups; and even KOing outright; Charizard's up throw, in particular, is the second strongest throw of any kind in the game. Lastly, Charizard's overall mobility is quite fast for a super heavyweight. Its [[walk]]ing and [[dash]]ing speeds are among the fastest in the game, while a number of its moves boast minimal start-up lag alongside respectable utility.


Fittingly for a super heavyweight, Charizard boasts an array of strong KOing options and impressive endurance, which are supplemented by [[rage]] and its varied recovery, respectively. It also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright. Charizard's up throw is particularly notable, as it is the second strongest throw of any kind in the game.  
However, Charizard has some very noticeable weaknesses. Despite having a number of regular moves with minimal start-up lag, its overall frame data is nevertheless below-average compared to most of the cast. Unsurprisingly for a super heavyweight, Charizard is susceptible to combos and juggling; although it has options to escape from a disadvantaged state, they are also easily exploitable.


However, Charizard has some very noticeable weaknesses. Despite having a number of regular moves with minimal start-up lag, its overall frame data is nevertheless below-average compared to most of the cast. Like heavyweights and its fellow super heavyweights, Charizard is susceptible to juggling; although its options to escape from a disadvantaged state exist, they are also easily exploitable.
In the early stages of ''SSB4''{{'}}s metagame, Charizard endured very poor tournament representation and results, to the point of widely being considered the single worst character in the game. However, thanks to consistently receiving very useful buffs via game updates over ''SSB4''{{'}}s lifespan, Charizard's tournament presence, particularly in regional tournaments outside of North America, has considerably improved at a very gradual pace. As a result, it has managed to rise from initially being at the middle of the bottom-tier to currently being in the lower portion of the mid-tier, which reflects the general consensus of its tier status even prior to its tier reassessment.
 
In the early metagame, Charizard endured very poor tournament representation and results, to the point of widely being considered the single worst character in the game. However, thanks to consistently receiving very useful buffs via game updates over the ''SSB4''{{'}}s lifespan, Charizard's tournament presence, particularly in regional tournaments outside of North America, has considerably improved at a very gradual pace. As a result, it has managed to rise from initially being at the middle of the bottom-tier to currently being in the lower portion of the mid-tier, which reflects the general consensus of its tier status even prior to its tier reassessment.


==Attributes==
==Attributes==
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 hurtbox and mobility. Like Mewtwo, Charizard's hurtbox has a deceptive size: due to its model's [[Hitbox#Hitboxes in three dimensions|z-axis]] position, its hurtbox does not extend to its wings, and only covers 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 hurtbox and mobility. Like Mewtwo, Charizard's hurtbox has a deceptive size: due to its model's [[Hitbox#Hitboxes in three dimensions|z-axis]] position, its hurtbox does not extend to its wings, and only covers 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.


In regard to mobility, Charizard's [[dash]]ing speed is the ninth fastest in the game, whereas its [[walk]]ing speed is tied with Mewtwo's for the fifteenth fastest in the game. Like {{SSB4|Pit}} and {{SSB4|Dark Pit}}, it has below-average [[falling speed]] and [[Jump#Multiple double jumps|multiple double jumps]]: the former makes it [[Falling speed#Floatiness|floaty]] in spite of its weight and thus enables it to avoid certain set-ups, whereas the latter assists its recovery. However, Charizard's mobility also has very apparent flaws. Its [[traction]] is tied with Mewtwo's for the second lowest in the game, while its [[roll]]s are among the slowest in the game. By extension, its below-average [[air speed]] hinders its otherwise varied recovery, and its falling speed makes it more susceptible to combos and being KO'd vertically because of its high [[gravity]].
In regard to mobility, Charizard's [[dash]]ing speed is the ninth fastest in the game, whereas its [[walk]]ing speed is tied with Mewtwo's for the fifteenth fastest in the game. Like {{SSB4|Pit}} and {{SSB4|Dark Pit}}, it has below-average [[falling speed]] and [[Jump#Multiple double jumps|multiple double jumps]]: the former makes it [[floaty]] in spite of its weight and thus enables it to avoid certain set-ups, whereas the latter assists its recovery. However, Charizard's mobility also has very apparent flaws. Its [[traction]] is tied with Mewtwo's for the second lowest in the game, while its [[roll]]s are among the slowest in the game. By extension, Charizard's below-average [[air speed]] hinders its otherwise varied recovery, and its falling speed makes it more susceptible to combos and being KO'd vertically because of its high [[gravity]].


Charizard's greatest strength is its KO potential, thanks to its plethora of KOing options enable it to easily and/or reliably KO opponents either on the ground or in the air. Charizard's sweetspotted forward smash, Flare Blitz and sweetspotted back aerial are its strongest attacks: while near the [[edge]] of {{SSB4|Final Destination}}, each of them KO middleweights below 85% and 75% in {{for3ds}} and {{forwiiu}}, respectively. Although sweetspotted forward aerial, up smash, down smash, up aerial and [[Fly]] are weaker in comparison, they KO easily regardless of positioning.
Charizard's greatest strength is its KO potential: thanks to its plethora of KOing options, it can easily and/or reliably KO opponents either on the ground or in the air. Sweetspotted forward smash, sweetspotted back aerial, and Flare Blitz are Charizard's strongest attacks: while near the [[edge]] of {{SSB4|Final Destination}}, each of them KO middleweights below 85% and 75% in {{for3ds}} and {{forwiiu}}, respectively. Alternatively, Charizard possesses a few safer, albeit somewhat weaker KOing options in sweetspotted forward tilt; up tilt; down smash; sweetspotted forward aerial; up aerial; up smash and up throw.


Alternatively, Charizard possesses a few safer, albeit somewhat weaker KOing options in the forms of up tilt, sweetspotted forward tilt, up throw and [[Rock Smash]]. Out of these weaker options, up smash and up throw are the most effective. Up smash hits aerial and grounded opponents on frame 6 and 7, respectively, deals respectable damage and KOs reliably, regardless of whether it hits grounded or aerial opponents. Conversely, up throw is the second strongest throw of any kind in the game (surpassed only by {{SSB4|Ness}}' back throw), which enables it to KO reliably even without the aid of a [[platform]], but landing on one will make it kill even earlier.
Out of these weaker KOing options, up smash and up throw are the most effective. Up smash hits grounded and aerial opponents on frame 6 and 7, respectively; deals respectable damage; and reliably KOs either grounded or aerial opponents. Conversely, up throw is the second strongest throw of any kind in the game (surpassed only by {{SSB4|Ness}}' back throw), which enables it to KO reliably, even without the aid of a [[platform]].


Another of Charizard's strengths is the utility of its moveset, with its neutral attack being a prime example. In addition to being among the most damaging of its kind in the game, Charizard's neutral attack can be [[jab cancel]]ed reliably, while its speed and deceptively long range make it very useful for spacing or as an [[out of shield]] option. Down tilt, neutral aerial and forward aerial have significant ranges and fairly minimal lag, which make them useful for spacing like neutral attack. These three particular attacks also have specific perks: down tilt and sweetspotted forward aerial are useful edge-guarding options thanks to being [[semi-spike]]s, whereas neutral aerial is a useful combo starter from low to medium percentages, yet decently safe on shield or when missed thanks to its auto-cancel window and hitbox placements.
Another of Charizard's strengths is the utility of its moveset. Neutral attack is a prime example of this utility: it is among the most damaging of its kind in the game; possesses deceptive speed and range; and is decent at [[jab cancel]]ing. Down tilt, neutral aerial and forward aerial have significant ranges and fairly minimal lag, which make them useful for spacing like neutral attack. These three particular attacks also have specific perks: down tilt and sweetspotted forward aerial are useful edge-guarding options thanks to being [[semi-spike]]s, whereas neutral aerial is a useful combo starter from low to medium percentages, yet decently safe on shield or when missed thanks to its auto-cancel window and hitbox placements.


Forward smash and up aerial grant [[intangibility]] throughout their durations, which essentially enables Charizard to use them to retaliate against incoming attacks. Up tilt and up smash are reliable anti-air attacks, thanks to their ranges and Charizard's wings being unaffected by its hurtbox. Down smash simultaneously hits in front of and behind Charizard. When coupled with its [[quake]] hitboxes and its sweetspot being a semi-spike, it is very useful for punishing rolls and edge-guarding. In addition to up throw's aforementioned KO potential, the remainder of Charizard's grab game possesses respectable utility: its forward and back throws have decent damage outputs and are reliable for setting up edge-guards, whereas its down throw is a reliable combo starter from low to medium percentages.
Forward smash and up aerial grant [[intangibility]] throughout their durations, which essentially enables Charizard to use them to retaliate against incoming attacks. Up tilt and up smash are reliable anti-air attacks, thanks to their ranges and Charizard's wings being unaffected by its hurtbox. Down smash simultaneously hits in front of and behind Charizard. When coupled with its [[quake]] hitboxes and its sweetspot being a semi-spike, it is very useful for punishing rolls and edge-guarding. In addition to up throw's aforementioned KO potential, the remainder of Charizard's grab game possesses respectable utility: its forward and back throws have decent damage outputs and are reliable for setting up edge-guards, whereas its down throw is a reliable combo starter from low to medium percentages.


The respectable level of utility within Charizard's moveset also extends to its [[special move]]s. [[Flamethrower]] is a short-ranged [[projectile]] that can be angled to safely rack up damage, intercept approaches and some other projectiles, or gimp recoveries. Rock Smash grants 18 frames of super [[armor]] beginning on frame 5, which makes it useful against incoming attacks and a somewhat safe landing option. Lastly, Flare Blitz and Fly are both highly protective recovery options. Flare Blitz covers a great amount of horizontal distance, and grants 30 frames of armor that begin on frame 23 and can withstand a maximum of 15%. Conversely, Fly has fairly minimal start-up lag, and grants 11 frames of super armor beginning on frame 4.
The respectable level of utility within Charizard's moveset also extends to its [[special move]]s. [[Flamethrower]] is a short-ranged [[projectile]] that can be angled to safely rack up damage; intercept approaches and some other projectiles; or gimp recoveries. Rock Smash grants 18 frames of super [[armor]] beginning on frame 5, which makes it useful against incoming attacks, and a somewhat safe landing option. Lastly, Flare Blitz and Fly are both highly protective recovery options. Flare Blitz covers a great amount of horizontal distance, and grants 30 frames of armor that begin on frame 23 and can withstand a maximum of 15%. Conversely, Fly has fairly minimal start-up lag, and grants 11 frames of super armor beginning on frame 4.


However, Charizard has significant flaws. Like its fellow super heavyweights, it suffers from a lack of reliable landing options; when coupled with its slow air speed and air acceleration weakening its landing mix-ups, Charizard has only neutral aerial and Rock Smash as fairly safe landing options. Charizard's [[neutral game]] is also limited because of its lack of safety on shield. Although its neutral game has decent defensive potential, it suffers against opponents that can pressure it safely and force it to approach unsafely, such as {{SSB4|Zero Suit Samus}}.
However, Charizard has significant flaws. Like its fellow super heavyweights, it suffers from a lack of reliable landing options; when coupled with its slow air speed and air acceleration weakening its landing mix-ups, Charizard has only neutral aerial and Rock Smash as fairly safe landing options. Charizard's [[neutral game]] is also limited because of its lack of safety on shield. Although its neutral game has decent defensive potential, it suffers against opponents that can pressure it safely and force it to approach unsafely, such as {{SSB4|Zero Suit Samus}}.


Although a number of Charizard's normal moves have minimal start-up lag, its overall frame data is below-average compared to most of the cast. This is especially evident with several of its most useful and/or potent attacks: up aerial and Flamethrower have considerable amounts of start-up lag, whereas forward smash, down smash, back and down aerials, Flare Blitz and Rock Smash each have considerable amounts of start-up and ending lag. In addition, some of Charizard's most useful and/or potent attacks have specific flaws aside from lag. Flamethrower's decay can prevent it from spacing effectively when used frequently. Flare Blitz's [[recoil damage]] makes it best used strictly as a punishment option. Forward smash, forward aerial, back aerial, down aerial and Rock Smash require their sweetspots to KO reliably, whereas up throw's KO potential can be hindered via [[directional influence]].
Although a number of Charizard's normal moves have minimal start-up lag, its overall frame data is below-average compared to most of the cast. This is especially apparent with several of its most useful and/or potent attacks: up aerial and Flamethrower have considerable amounts of start-up lag, whereas forward/down smashes; back/down aerials; Flare Blitz and Rock Smash each have considerable amounts of start-up and ending lag. In addition, some of Charizard's most useful and/or potent attacks have specific flaws aside from lag. Flamethrower's decay can prevent it from spacing effectively when used frequently. Flare Blitz's [[recoil damage]] makes it best used strictly as a punishment option. Forward smash, forward aerial, back aerial, down aerial and Rock Smash require their sweetspots to KO reliably, whereas up throw's KO potential can be hindered via [[directional influence]].
 
A few of Charizard's [[Character customization|custom moves]] alleviate some of its weaknesses. Dragon Rush is effectively its best custom move: although it deals slightly less damage and has very minimal KO potential, it hits multiple times, cannot be blocked by opponents when recovering, has less lag and lacks recoil damage. Rising Cyclone is drastically stronger, to the point that it is capable of KOing most characters under 80%. However, it covers much less distance, to the point that it travels roughly as high as [[Rising Uppercut]]. Fly High covers slightly more distance, but at the cost of not dealing any damage. Lastly, Sinking Skull is slightly faster, [[buries]] grounded opponents and, when sweetspotted, meteor smashes aerial opponents. However, it does not have any super armor, so it worsens Charizards already poor landing options.
 
Overall, Charizard is essentially an "all-rounder" version of a super heavyweight, yet it is also comparable to {{SSB4|Bowser}} in certain ways: its air physics and a number of its moves are similar to his, while its grab game is very useful for combos and KOing. Unlike Bowser, however, Charizard possesses faster grounded mobility, greater moveset utility, and a better recovery at the cost of raw power and balanced aerial mobility.


A few of Charizard's [[Character customization|custom moves]] alleviate some of its weaknesses. Dragon Rush is effectively its best custom move: although it deals slightly less damage and has very minimal KO potential, it hits multiple times, cannot be blocked by opponents when recovering, has less lag and lacks recoil damage. Rising Cyclone is drastically stronger, to the point that it is capable of KOing most characters under 80%. However, it covers much less distance, to the point that it travels roughly as high as [[Rising Uppercut]]. Fly High covers slightly more distance, but at the cost of not dealing any damage. Lastly, Sinking Skull is slightly faster, [[Bury|buries]] grounded opponents and, when sweetspotted, meteor smashes aerial opponents. However, it does not have any super armor, so it worsens Charizards already poor landing options.
These traits make Charizard's playstyle require patience like Bowser's, yet deviate from his by requiring an appropriate balance of offense and defense, instead of being largely defensive. [[Read]]s and [[bait]]s can also be very beneficial for Charizard's most potent punishment options, particularly its smash attacks and sweetspotted back aerial. However, its other useful assets enable it to not be as dependent on mindgames like Bowser is.


Overall, Charizard is essentially an "all-rounder" version of a super heavyweight, yet it is also comparable to {{SSB4|Bowser}} in certain ways: its air physics and a number of its moves are similar to his, while its grab game is very useful for combos and KOing. Unlike Bowser, however, Charizard possesses faster grounded mobility, greater moveset utility, and a better recovery at the cost of raw power and balanced aerial mobility. These traits make Charizard's playstyle require patience like Bowser's, yet deviate from his by requiring an appropriate balance of offense and defense, instead of being largely defensive. [[Mindgame#Predicting|Reads]] and [[Mindgame#Baiting|baits]] can also be very beneficial for Charizard's most potent punishment options, particularly as its smash attacks and sweetspotted back aerial, although its other useful assets enable it to not be as dependent on mindgames like Bowser is.
From a competitive standpoint, Charizard is currently placed in the lower portion of the mid-tier. While it had been previously regarded as a bottom-tier character, and even the single worst character in the game prior to update [[1.0.6]], the substantial buffs it consistently received from game updates lead it to be widely regarded as a potential low-tier or mid-tier character even before its improved results and official tier reassessment.


From a competitive standpoint, Charizard is currently placed in the lower portion of the mid-tier. While it had been previously regarded as a bottom-tier character, and even the single worst character in the game prior to update [[1.0.6]], the substantial buffs it consistently received from game updates lead it to be widely regarded as a potential low-tier or mid-tier character even before its improved results and official tier reassessment. Despite being well-rounded for a super heavyweight, many players cite Charizard as one of the more complex heavyweights to utilize, which was reflected by its generally below-average tournament representation in North America prior to 2017. Nevertheless, Charizard has managed to achieve sparse, but notable results in tournaments outside of North America, such as winning some regional tournaments. In addition, its tournament success in North America began to show improvement in 2017, as shown by {{Sm|Bloodcross}} and {{Sm|Sharpy}} placing 17th and 33rd, respectively, at [[CEO Dreamland]].
Despite being well-rounded for a super heavyweight, many players cite Charizard as one of the more complex heavyweights to utilize, which was reflected by its generally below-average tournament representation in North America prior to 2017. Nevertheless, Charizard has managed to achieve sparse, but notable results in tournaments outside of North America, such as winning some regional tournaments. In addition, its tournament success in North America began to show improvement in 2017, as shown by {{Sm|Bloodcross}} and {{Sm|Sharpy}} placing 17th and 33rd, respectively, at [[CEO Dreamland]].


==Changes from ''Brawl''==
==Changes from ''Brawl''==
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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 [[Glide|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. In regard to individual nerfs, Charizard's heavier weight, faster [[falling speed]], and slower [[air speed]] collectively make it more vulnerable to combos. 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. Lastly, Charizard's overall grab range has been shortened, although it is still above-average compared to most of the cast's.
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. 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. 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. Lastly, Charizard's overall grab range has been shortened, although it is still above-average compared to most of the cast's.


===Aesthetics===
===Aesthetics===
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*{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential. Its sweetspot is also larger (4.5u → 5u) and its other hitboxes have been re-positioned farther outward.}}
*{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential. Its sweetspot is also larger (4.5u → 5u) and its other hitboxes have been re-positioned farther outward.}}
*{{nerf|Back aerial has a shorter duration (frames 7-11 → 14-16).}}
*{{nerf|Back aerial has a shorter duration (frames 7-11 → 14-16).}}
*{{change|Back aerial's animation has slightly changed. Charizard now swings its tail in a more pronounced motion. When coupled with its re-positioned hitboxes, this significantly improves its range. However, this new animation increases its start-up (frame 7 → 14), ending (frame 42 → 46) and landing lag (22 frames → 24), and removes its ability to auto-cancel with a short hop.}}
*{{change|Back aerial's animation has slightly changed. Charizard now swings its tail in a more pronounced motion. When coupled with its re-positioned hitboxes, this significantly improves its range. However, this new animation increases its start-up (frame 7 → 14); ending (frame 42 → 46); and landing lag (22 frames → 24), and removes its ability to auto-cancel with a short hop.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted back aerial's shield pressuring potential.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted back aerial's shield pressuring potential.}}
*{{buff|Up aerial deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential. It also now grants intangibility to Charizard's head on frames 11-15.}}
*{{buff|Up aerial deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential. It also now grants intangibility to Charizard's head on frames 11-15.}}
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*{{change|Down aerial has received a late hitbox that deals 8% and launches at 55°/[[Sakurai angle|361°]]. This lengthens its duration (frames 18-20 → 18-26), but makes it more susceptible to punishment at low to medium percentages.}}
*{{change|Down aerial has received a late hitbox that deals 8% and launches at 55°/[[Sakurai angle|361°]]. This lengthens its duration (frames 18-20 → 18-26), but makes it more susceptible to punishment at low to medium percentages.}}
*{{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]].}}
*{{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]].}}
*{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves clean down aerial's reliability.}}
*{{buff|The removal of [[meteor canceling]] significantly improves clean down aerial's reliability.}}


===Throws/other attacks===
===Throws/other attacks===
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*{{change|Flamethrower's visual effects have changed. It now appears as a consistent stream of orange flames, instead of individual vermilion flames separated by small gaps.}}
*{{change|Flamethrower's visual effects have changed. It now appears as a consistent stream of orange flames, instead of individual vermilion flames separated by small gaps.}}
*{{change|Flamethrower and [[Fly]] are higher pitched.}}
*{{change|Flamethrower and [[Fly]] are higher pitched.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes Flamethrower, Fly and [[Rock Smash]] significantly more difficult to escape from.}}
*{{buff|The weakening of [[SDI]] makes Flamethrower, Fly and [[Rock Smash]] significantly more difficult to escape from.}}
*{{buff|Charizard has a new side special, [[Flare Blitz]]. It is a [[Flame|fiery]], corkscrew tackle that deals respectable damage; propels Charizard horizontally; and grants 30 frames of [[armor]] that can withstand a maximum of 15%.}}
*{{buff|Charizard has a new side special, [[Flare Blitz]]. It is a [[Flame|fiery]], corkscrew tackle that deals respectable damage; propels Charizard horizontally; and grants 30 frames of [[armor]] that can withstand a maximum of 15%.}}
*{{nerf|Flare Blitz deals [[recoil damage]] regardless of whether or not Charizard hits an opponent. It also has a very high amount of overall lag.}}
*{{nerf|Flare Blitz deals [[recoil damage]] regardless of whether or not Charizard hits an opponent. It also has a very high amount of overall lag.}}