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 other projectiles, interrupt approaches, and gimp recoveries. [[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 both 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.
Charizard's special moves are all useful for its general playstyle. [[Flamethrower]] is a short-ranged [[projectile]] that can rack up damage, intercept other projectiles, interrupt approaches, and gimp recoveries. [[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 both 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 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 increased to the point of 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. Lastly, Flare Blitz is a highly situational move, as it damages Charizard even when used for recovery and is so telegraphed that it can be avoided and exploited by more competent players when used as an attack.
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), some of its moves still have mediocre frame data 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 increased to the point of no longer among the slowest in the game, it is a key factor that hinders its air physics as a whole. 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, lessening the number of options Charizard has when his shield hits a particularly strong move. Lastly, Flare Blitz is a highly situational move, as it damages Charizard even when used for recovery and is so telegraphed that it can be avoided and punished by suspecting players.


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 increased range, speed and super armor, the latter of which starts on frame 1.
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 increased range, speed and super armor, the latter of which starts on frame 1.
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