Charizard (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 14: Line 14:
Charizard is currently ranked 45th out of 58 on the current [[tier list]], placing it in the E tier and making it the third highest ranked super heavyweight. This is a slight improvement from {{SSBB|Pokémon Trainer}}'s placement in ''Brawl'', where he was ranked 29th out of 38. Charizard's overall moveset is more consistent and, unlike in ''Brawl'', it is no longer burdened with [[stamina]] due to becoming a standalone character. Charizard also boasts overall fast mobility for a super heavyweight: its [[walking]] and [[dash]]ing speeds are among the fastest in the game, while several of its moves have less than 10 frames of start-up lag.
Charizard is currently ranked 45th out of 58 on the current [[tier list]], placing it in the E tier and making it the third highest ranked super heavyweight. This is a slight improvement from {{SSBB|Pokémon Trainer}}'s placement in ''Brawl'', where he was ranked 29th out of 38. Charizard's overall moveset is more consistent and, unlike in ''Brawl'', it is no longer burdened with [[stamina]] due to becoming a standalone character. Charizard also boasts overall fast mobility for a super heavyweight: its [[walking]] and [[dash]]ing speeds are among the fastest in the game, while several of its moves have less than 10 frames of start-up lag.


Unsurprisingly for a super heavyweight, Charizard benefits from an array of strong KOing options and high durability. However, it also boasts a potent grab game that allows for combos, KO set-ups, or KOing outright. Its up throw is particularly notable due to being the strongest in the game, although its KO power is most effective on stages with platforms and its knockback can be mitigated via [[directional influence]]. Additionally, its special moveset is more consistent than in ''Brawl'' and is useful both for punishing and defensive purposes.
Unsurprisingly for a super heavyweight, Charizard benefits from an array of strong KOing options and high durability, the latter of which is supplemented by its [[Jump#Multiple double jumps|multiple double jumps]]. However, it also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright. Its up throw is particularly notable: it is the second strongest throw of any kind in the game (surpassed only by {{SSB4|Ness}}' back throw), and is especially potent when used on a [[platform]], although its knockback can be mitigated somewhat via [[directional influence]].


However, Charizard has some exploitable weaknesses. Despite having better frame data than its fellow super heavyweights, some of its attacks are still laggy and punishable compared to the many combo-oriented characters prevalent in the [[metagame]]. Charizard also suffers from a vulnerability to combos, a common problem among heavyweights and super heavyweights; although its escape options are assorted, they can be easy to exploit.
However, Charizard has some exploitable weaknesses. Despite having better frame data than its fellow super heavyweights, some of its attacks are still laggy and punishable compared to the many combo-oriented characters prevalent in the [[metagame]]. Charizard also suffers from a vulnerability to combos, a common problem among heavyweights and super heavyweights; although its escape options are assorted, they can be easy to exploit.
Line 164: Line 164:
|neutral2dmg=4%
|neutral2dmg=4%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=Two alternating slashes with its claws, followed by swinging one of its wings upward. The last hit has very high knockback growth, with the wing's inner portion launching opponents vertically, while its tip launches horizontally. It can be [[jab cancel]]ed, with its most notable follow-ups being [[Fly]] and a grab.
|neutraldesc=Two alternating slashes with its claws, followed by swinging one of its wings upward. A very useful damage racking option due to its damage output and speed, it can be [[jab cancel]]ed and is useful for spacing due to its last hit having very high knockback growth. Its last hit also launches opponents at differing angles, with the wing's inner portion launching them vertically, whereas its tip launches them horizontally.
|ftiltname= 
|ftiltname= 
|ftiltdmg=11% (flame), 7% (tail)
|ftiltdmg=11% (flame), 7% (tail)
|ftiltdesc=Swings its tail forward. Its sweetspot is at the tip of Charizard's tail, which has a [[flame]] effect. Useful for spacing and can KO at 148% when sweetspotted.
|ftiltdesc=Swings its tail forward. Its sweetspot is at the tip of Charizard's tail, which has a [[flame]] effect. While primarily a spacing option, its sweetspot is powerful enough to KO middleweights at 148% while near the edge.
|utiltname= 
|utiltname= 
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=Thrusts both of its wings upward. Charizard's wings are [[Intangibility|intangible]] as long as the hitbox is active. It has decent vertical knockback and KOs around 135%.
|utiltdesc=Thrusts both of its wings upward. Charizard's wings are [[Intangibility|intangible]] as long as the hitbox is active. It has very high knockback growth, which allows it to KO middleweights at 143%.
|dtiltname= 
|dtiltname= 
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=A low-angle headbutt. It is a [[semi-spike]], which makes it suitable for edge-guarding.
|dtiltdesc=A low-angle headbutt. It is a [[semi-spike]], but unlike Charizard's other tilt attacks, it is ineffective at KOing due to its base knockback and knockback growth both being below average Despite this, it is still useful for edge-guarding.
|dashname= 
|dashname= 
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
Line 179: Line 179:
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|fsmashdesc=Rears its head back and then performs a headbutt. It is very strong, as it can KO at 91% when sweetspotted, but has high ending lag. Charizard is also [[Invincibility|invincible]] throughout its duration.
|fsmashdesc=Rears its head back and then performs a headbutt. It is very strong, as its sweetspot KOs middleweights at 87% while near the edge, and it renders Charizard intangible throughout its duration. However, it has high ending lag.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdesc=Bats its wings upward. It has the lowest ending lag of all of Charizard's smash attacks, but the first hit requires the attack to be initiated with the opponent in front of Charizard to reliably connect. Despite this, it can act as a [[jab reset]] if they are not behind it. It can KO at 115%.
|usmashdesc=Bats its wings upward. It has the lowest amount of start-up and ending lag out of Charizard's smash attacks, and despite its appearance, the first hit can act as a [[jab reset]] against opponents behind Charizard. It is also a useful anti-air attack, but is Charizard's weakest smash attack, as it KOs middleweights at 128%.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdesc=Stomps the ground to cause a small earthquake. It hits in front of and behind Charizard, and is a fairly powerful [[semi-spike]], as it can KO at 132%. However, its hitboxes are mostly grounded, which can make it difficult to hit an aerial opponent. It also has high ending lag.
|dsmashdesc=Stomps the ground to cause a small earthquake. It hits in front of and behind Charizard, and is a powerful semi-spike, as it KOs middleweights at 117% while near the edge. However, its hitboxes are mostly grounded, which can make it difficult to hit an aerial opponent. It also has high ending lag.
|nairname= 
|nairname= 
|nairdmg=12% (flame), 9% (tail)
|nairdmg=12% (flame), 9% (tail)
|nairdesc=Somersaults to strike with its tail. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. Can auto-cancel with a short hop.
|nairdesc=Somersaults to strike with its tail. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. It has the second lowest amount of start-up lag out of Charizard's aerials, can auto-cancel with a short hop, and is tied with up aerial for having the lowest amount of landing lag out of Charizard's aerials. All of these traits make it a useful approach option. However, its average knockback growth makes it Charizard's most ineffective aerial in regard to KOing, as its sweetspot does not KO middleweights until 156% while near the edge.
|fairname= 
|fairname= 
|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdesc=Slashes with its claws. Deals good knockback, which can enable it to KO early if hits with the tip. It is also relatively quick and auto-cancels with a short hop. However, it has moderate landing lag.
|fairdesc=Slashes with its claws. It has the lowest amount of start-up lag out Charizard's aerials, auto-cancels with a short hop, and its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, it is a viable KOing option, as it KOs middleweights at 121% while near the edge. However, it has moderate landing lag.
|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 tip of Charizard's tail and has a flame effect. Its sweetspot's power is on par with a sweetspotted [[Knee Smash]], which enables it to KO at 105% from center-stage. It also has relatively low landing lag for its range, making it safe on shield when spaced properly.
|bairdesc=Swings its tail backward. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. When sweetspotted, it is Charizard's most damaging aerial, and is strong enough to KO middleweights at 100% while near the edge. It also has relatively low landing lag for its range, making it safe on shield when spaced properly. 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. It is very strong, as it KOs at 107% from a short hop, and also renders Charizard's head partially intangible during its active frames. However, it has minimal horizontal range.
|uairdesc=An upward headbutt. It has the highest knockback growth out of Charizard's aerials, which allows it to KO middleweights at 101% while near the upper [[blast line]]. It also renders Charizard's head intangible throughout its duration, and is tied with neutral aerial for having the lowest amount of landing lag out of Charizard's aerials. However, it has minimal horizontal range.
|dairname= 
|dairname= 
|dairdmg=14% (clean), 8% (late)
|dairdmg=14% (clean), 8% (late)
|dairdesc=A stomp. It is a very powerful [[meteor smash]] from frames 1-3, while its lingering hitbox launches opponents either vertically or at the [[Sakurai angle]]. However, it has high landing lag.
|dairdesc=A stomp. Its sweetspot is not only a very powerful [[meteor smash]], but also makes it Charizard's second most damaging aerial. In comparison, its sourspot deals less damage and launches opponents either diagonally or at the [[Sakurai angle]]. However, it has the highest amount of landing lag out of Charizard's aerials.
|grabname= 
|grabname= 
|grabdesc=Clinches the opponent with its arms and mouth. Despite having been decreased since ''Brawl'', Charizard's grab ranges are still above average.
|grabdesc=Clinches the opponent with its arms and mouth. Despite having been shortened since ''Brawl'', Charizard's overall grab range is above average.
|pummelname= 
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
Line 208: Line 208:
|fthrowname= 
|fthrowname= 
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Sways its head with the opponent in tow and then flings them forward. Fairly high knockback and can KO some middleweights near the edge at 147%. Can be used as a mix-up while facing the edge with its up throw, though it can potentially KO earlier than up throw if the opponent DIs away from Charizard.
|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 being below average, to the point that it KOs at 182% while near the edge.
|bthrowname= 
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Flings the opponent backward. Has very low ending lag, meaning that at low percents, Charizard can pursue a thrown opponent with a dash immediately after, or even with a short hopped/jumping Flare Blitz in some cases. It has fairly high knockback like its forward throw, but due to it launching at the [[Sakurai angle]], it KOs later (beginning at 155%) while near the edge.
|bthrowdesc=Flings the opponent backward. It deals respectable damage, while its very low ending lag allows Charizard to pursue the opponent with a dash or, in some cases, a short hopped/jumping Flare Blitz. However, this is only effective at low percents. In addition, its base knockback and knockback growth are both below average like forward throw's, to the point that it KOs middleweights at 182% while near the edge.
|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 has been drastically increased, 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. Although [[directional influence]] is more effective in hindering its KO potential than {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs beginning at 130%. It can KO even earlier on stages with platforms, such as {{SSB4|Battlefield}}, beginning at 95%. While its knockback makes it best suited for KOing, it can also act as a set-up for Flare Blitz, which deals 30% altogether. However, this combo is very situational due to requiring the opponent to be at low percents, as well as the fact that it can be acted out of.
|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 has been drastically increased, 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. Although [[directional influence]] is more effective in hindering its KO potential compared to {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs middleweights at 144%. It can KO even earlier on stages with platforms, such as being able to KO middleweights at 118% when landing on {{SSB4|Battlefield}}'s top platform. Although it is a KOing option, it can also act as a set-up into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is easily avoidable and requires the opponent to have very minimal damage.
|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, it had high knockback and could KO beginning at 125%. As of update 1.0.8, its knockback has been altered, which is beneficial to Charizard due to it now being re-purposed into a very good combo starter at low to medium percents. Notable follow-ups include a dashing up smash, a neutral aerial (which can be potentially followed up with another grab or up smash), a forward aerial (which can be performed on most characters until around 60%), and an up aerial (which can KO beginning at 80% and especially if the opponent DIs vertically).
|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 benefits Charizard due to these changes re-purposing it into a very good combo starter at low to medium percents. Notable follow-ups include a dashing up smash, a neutral aerial (which can be potentially followed up with another grab or up smash), a forward aerial (which can be performed on most characters until around 60%), and an up aerial (which is a potent KO set-up beginning at 80%).
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 238: Line 238:
|nsc2name=Fireball Cannon
|nsc2name=Fireball Cannon
|nsc2dmg=3% (clean), 2% (late)
|nsc2dmg=3% (clean), 2% (late)
|nsc2desc=Expels fireballs that travel far and weaken slightly over time, though they deal slightly more damage. In addition to having more start-up lag, Charizard must expel three fireballs before it concludes.
|nsc2desc=Expels fireballs from its mouth that travel far and weaken slightly over time, though they deal slightly more damage. In addition to having more start-up lag, Charizard must expel three fireballs before it concludes.
|ssdefname=Flare Blitz
|ssdefname=Flare Blitz
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdesc=[[bulbapedia:Flare Blitz (move)|A fiery, corkscrewing tackle]]. Deals 5% [[recoil damage]] both at its beginning and on contact. KOs at 110% from center-stage and grants heavy [[armor]] that can withstand a maximum of 15%. However, it is very unsafe on shield due to its extreme amount of overall lag. Additionally, the move travels a long distance, which could give Charizard an inevitable self-destruct if it uses it near a stage ledge.
|ssdefdesc=[[bulbapedia:Flare Blitz (move)|A fiery, corkscrewing tackle]]. It is very powerful, as it KOs middleweights at 100% while near the edge, and grants heavy [[armor]] that can withstand a maximum of 15%. In addition to its offensive potential, it covers an impressive amount of horizontal distance, which makes it a capable recovery option. However, it is a very unsafe move due a number of factors: it deals 5% [[recoil damage]] both at its beginning and on contact, it is very unsafe on shield due to its extreme amount of overall lag, and it can result in an inevitable self-destruct if used near an edge due to the amount of distance it covers.
|ssc1name=Blast Burn
|ssc1name=Blast Burn
|ssc1dmg=4% (collision), 5% (explosion loop), 9% (explosion last)
|ssc1dmg=4% (collision), 5% (explosion loop), 9% (explosion last)
Line 247: Line 247:
|ssc2name=Dragon Rush
|ssc2name=Dragon Rush
|ssc2dmg=1.2% (hits 1-6), 4% (hit 7), 11.2% (all hits connect)
|ssc2dmg=1.2% (hits 1-6), 4% (hit 7), 11.2% (all hits connect)
|ssc2desc=[[bulbapedia:Dragon Rush (move)|A corkscrewing tackle]] that hits multiple times, similarly to Fly. It deals less damage and knockback overall, but it does not deal recoil damage. In addition, it will not stop moving if it hits an opponent, which makes it a better recovery option. It is generally considered to be Charizard's best custom move due to its aforementioned recovery potential, its inability to be interrupted like Flare Blitz or Blast Burn, and having KO potential near the edge. The move's travel distance is also shorter, which can help avoid accidental self-destructs when used near stage ledges.
|ssc2desc=[[bulbapedia:Dragon Rush (move)|A corkscrewing tackle]] that hits multiple times, similarly to Fly. It deals less damage and knockback overall, but does not deal recoil damage. In addition, it will not stop moving if it hits an opponent, which makes it a better recovery option. It is generally considered to be Charizard's best custom move due to its aforementioned recovery potential, its inability to be interrupted like Flare Blitz or Blast Burn, and boasting KO potential like Flare Blitz and Blast Burn. The move's travel distance is also shorter, which can help avoid accidental self-destructs when used near an edge.
|usdefname=Fly
|usdefname=Fly
|usdefdmg=5% (hit 1), 2% (loop), 4% (last)
|usdefdmg=5% (hit 1), 2% (loop), 4% (last)
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. The last hit deals powerful knockback and can KO at 115% from center-stage. Grants super armor at its beginning.
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. Deals respectable damage when all of its hits connect, while the last hit has very high knockback, which allows it to KO middleweights at 130%. It also grants super armor at its beginning. It can be angled and covers fairly good vertical distance, but covers only minimal horizontal distance, even when angled forward.
|usc1name=Rising Cyclone
|usc1name=Rising Cyclone
|usc1dmg=4% (hit 1), 2% (loop), 6% (last)
|usc1dmg=4% (hit 1), 2% (loop), 6% (last)
Line 259: Line 259:
|dsdefname=Rock Smash
|dsdefname=Rock Smash
|dsdefdmg=14% (boulder hit 1), 6% (boulder hit 2), 3% (fragments)
|dsdefdmg=14% (boulder hit 1), 6% (boulder hit 2), 3% (fragments)
|dsdefdesc=Pulls out a boulder and [[bulbapedia:Rock Smash (move)|headbutts it, breaking it into pieces]]. Grants super armor on frames 5-22 before breaking the boulder. KOs at 139% from center-stage.
|dsdefdesc=Pulls out a boulder and [[bulbapedia:Rock Smash (move)|headbutts it, breaking it into fragments]]. It grants super armor on frames 5-22, which makes it a fairly safe landing option. It can also deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. Although the boulder itself deals respectable damage, it has below average base knockback and average knockback growth, to the point that it KOs middleweights at 153% while near the edge.
|dsc1name=Sinking Skull
|dsc1name=Sinking Skull
|dsc1dmg=10% (grounded), 12%/9% (aerial)
|dsc1dmg=10% (grounded), 12%/9% (aerial)
Line 265: Line 265:
|dsc2name=Rock Hurl
|dsc2name=Rock Hurl
|dsc2dmg=8% (boulder hit 1), 4% (boulder hit 2), 2% (fragments)
|dsc2dmg=8% (boulder hit 1), 4% (boulder hit 2), 2% (fragments)
|dsc2desc=Deals less damage overall, but the boulder fragments fly farther and it grants super armor beginning on frame 1.
|dsc2desc=Deals less damage overall, but grants super armor beginning on frame 1 and the boulder's fragments fly farther.
|fsname=Mega Charizard X
|fsname=Mega Charizard X
|fsdmg=2% (Dragon Rush loop), 10% (Dragon Rush last), 5% (Fire Blast collision), 1% (Fire Blast loop), 5% (Fire Blast last)
|fsdmg=2% (Dragon Rush loop), 10% (Dragon Rush last), 5% (Fire Blast collision), 1% (Fire Blast loop), 5% (Fire Blast last)
Line 336: Line 336:
*{{Sm|Fire|France}} - The best Charizard player in France, and one of the best Charizard players in Europe. He has wins over {{Sm|Glutonny}}, {{Sm|Neath}}, {{Sm|Mana}}, {{Sm|Robo~Luigi}}, {{Sm|Sim-Max}}, {{Sm|Homika}}, {{Sm|Griffith}}, and {{Sm|MarthForever}}.
*{{Sm|Fire|France}} - The best Charizard player in France, and one of the best Charizard players in Europe. He has wins over {{Sm|Glutonny}}, {{Sm|Neath}}, {{Sm|Mana}}, {{Sm|Robo~Luigi}}, {{Sm|Sim-Max}}, {{Sm|Homika}}, {{Sm|Griffith}}, and {{Sm|MarthForever}}.
*{{Sm|Serge|Mexico}} - Placed 5th at [[Smash Factor 5]]. He has wins over {{Sm|NAKAT}}, ANTi, {{Sm|Hyuga}}, and {{Sm|Wonf}}.
*{{Sm|Serge|Mexico}} - Placed 5th at [[Smash Factor 5]]. He has wins over {{Sm|NAKAT}}, ANTi, {{Sm|Hyuga}}, and {{Sm|Wonf}}.
*{{Sm|Sharpy|Dominican Republic}} - Placed 1st at BeSmash2016, 7th at Fighting Fest 2016, and 33rd at CEO Dreamland. Ranked 3rd on the Dominican Republic Power Rankings.
*{{Sm|Sharpy|Dominican Republic}} - Placed 7th at Fighting Fest 2016 and 33rd at CEO Dreamland. Ranked 3rd on the Dominican Republic Power Rankings.
*{{Sm|SilentDoom|UK}} - One of the best Charizard players in Europe. Placed 25th at [[B.E.A.S.T 7]]. He has wins over TraX, {{Sm|Izaw}}, and Pika4Life and contributes to Charizard's metagame.
*{{Sm|SilentDoom|UK}} - One of the best Charizard players in Europe. Placed 25th at [[B.E.A.S.T 7]]. He has wins over TraX, {{Sm|Izaw}}, and Pika4Life and contributes to Charizard's metagame.
*{{Sm|Steeler|USA}} - Contributes to Charizard's metagame.
*{{Sm|Steeler|USA}} - Contributes to Charizard's metagame.
Line 347: Line 347:
Upon the initial release of ''SSB4'', Charizard was poorly perceived by the majority of players due to its very sluggish moveset, predictable and exploitable recovery, very slow air speed, and susceptibility to combos. Its negative perception led some players to view it as being heavily nerfed since ''Brawl'' even when not including {{SSBB|Squirtle}} and {{SSBB|Ivysaur}}, and many considered it to be the single worst character in the game up until update [[1.0.6]], with its representation throughout most of ''SSB4''{{'}}s lifespan being notoriously poor in spite of its consistent popularity within its home series. However, Charizard began to receive a consistent amount of substantial buffs in game updates beginning with update [[1.0.8]], which noticeably improved its KO potential, combo game, frame data, and mobility. While some players argued that Charizard had become somewhat viable, it was still widely attested that these buffs were not sufficient enough to significantly improve its representation and results. As a result, Charizard was ranked 49th on the first [[tier list]], perpetuating its perception as a bottom-tier character.  
Upon the initial release of ''SSB4'', Charizard was poorly perceived by the majority of players due to its very sluggish moveset, predictable and exploitable recovery, very slow air speed, and susceptibility to combos. Its negative perception led some players to view it as being heavily nerfed since ''Brawl'' even when not including {{SSBB|Squirtle}} and {{SSBB|Ivysaur}}, and many considered it to be the single worst character in the game up until update [[1.0.6]], with its representation throughout most of ''SSB4''{{'}}s lifespan being notoriously poor in spite of its consistent popularity within its home series. However, Charizard began to receive a consistent amount of substantial buffs in game updates beginning with update [[1.0.8]], which noticeably improved its KO potential, combo game, frame data, and mobility. While some players argued that Charizard had become somewhat viable, it was still widely attested that these buffs were not sufficient enough to significantly improve its representation and results. As a result, Charizard was ranked 49th on the first [[tier list]], perpetuating its perception as a bottom-tier character.  


Despite its low ranking, Charizard's viability had been heavily contested ever since update [[1.1.5]] due to its sporadic results and overall strengths as a character. Numerous professionals, including {{Sm|ZeRo}} and {{Sm|ESAM}}, believed Charizard to be somewhat viable and labeled it as a potential low-tier or even mid-tier character. While this perception persisted into the second tier list, where it was ranked 51st and thus placed at the top of the bottom-tier, many players kept arguing in favor of Charizard's viability. {{Sm|MKLeo}}, in particular, has even claimed that Charizard can fare well against top-tier characters, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further strengthened by its tournament results slowly, but noticeably improving, with dedicated players such as {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} even winning regional tournaments while exclusively using it.  
Despite its bottom-tier placement, Charizard's viability became heavily contested ever since update [[1.1.5]], due to its sporadic results and overall strengths as a character. Numerous professionals, including {{Sm|ZeRo}} and {{Sm|ESAM}}, believed Charizard to be somewhat viable and labeled it as a potential low-tier or even mid-tier character. While this perception persisted into the second tier list, where it was ranked 51st and thus placed at the top of the bottom-tier, many players kept arguing in favor of Charizard's viability. {{Sm|MKLeo}}, in particular, has even claimed that Charizard can fare well against top-tier characters, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further strengthened by its tournament results slowly, but noticeably improving, with dedicated players such as {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} even winning regional tournaments while exclusively using it.  


Thanks to its newfound success, Charizard has been ranked 45th on the third and current tier list, which reassessed it as a low-tier character. This tier rise is also notable for signalling the end of Charizard's status as a bottom 10 character, similarly to {{SSB4|Samus}} and {{SSB4|Palutena}}. International players such as {{Sm|Tosshi}}, {{Sm|Fire}} and {{Sm|SilentDoom}} have also achieved significant wins and results while using Charizard, such as the latter placing 25th at [[B.E.A.S.T 7]] while using both Charizard and Cloud. While Charizard's results in North America have been more sparse than other regions, they have begun to improve as well, with {{sm|Bloodcross}} and Sharpy placing 17th and 33rd respectively at [[CEO Dreamland]] while exclusively using Charizard.
Thanks to its newfound success, Charizard has been ranked 45th on the third and current tier list, which reassessed it as a low-tier character. This tier rise is also notable for signalling the end of Charizard's status as a bottom 10 character, similarly to {{SSB4|Samus}} and {{SSB4|Palutena}}. International players such as {{Sm|Tosshi}}, {{Sm|Fire}} and {{Sm|SilentDoom}} have also achieved significant wins and results while using Charizard, such as the latter placing 25th at [[B.E.A.S.T 7]] while using both Charizard and Cloud. While Charizard's results in North America have been more sparse than other regions, they have begun to improve as well, with {{sm|Bloodcross}} and Sharpy placing 17th and 33rd respectively at [[CEO Dreamland]] while exclusively using Charizard.
Line 444: Line 444:
*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.
**This also makes it the only Pokémon that can equip something other than badges and Pokémon equipment.
**This also makes it the only Pokémon that can equip something other than badges and Pokémon equipment.
*Charizard knows eight official Pokémon {{s|bulbapedia|move}}s in ''SSB4'', all of which it can learn legally in the ''Pokémon'' {{s|bulbapedia|core series}}. In addition to {{iw|bulbapedia|Flamethrower|move}}, {{iw|bulbapedia|Flare Blitz|move}}, {{iw|bulbapedia|Fly|move}} and {{iw|bulbapedia|Rock Smash|move}}, it can also use {{iw|bulbapedia|Fire Fang|move}} and Blast Burn as custom moves, Fire Blast as part of its [[Final Smash]] and {{iw|bulbapedia|Dragon Rush|move}} as both a custom move and as part of its Final Smash.
*Charizard knows eight official Pokémon {{s|bulbapedia|move}}s in ''SSB4'', all of which it can learn legally in the ''Pokémon'' {{s|bulbapedia|core series}}. In addition to {{iw|bulbapedia|Flamethrower|move}}, {{iw|bulbapedia|Flare Blitz|move}}, {{iw|bulbapedia|Fly|move}} and {{iw|bulbapedia|Rock Smash|move}}, it can also use {{iw|bulbapedia|Fire Fang|move}} and Blast Burn as [[Character customization|custom moves]], Fire Blast as part of its [[Final Smash]], and {{iw|bulbapedia|Dragon Rush|move}} as both a custom move and as part of its Final Smash.
**As {{SSBB|Squirtle}} did not return from ''Brawl'', Charizard is now the only Pokémon in ''SSB4'' to know at least one HM move, due to it knowing Fly.
**As {{SSBB|Squirtle}} did not return from ''Brawl'', Charizard is now the only Pokémon in ''SSB4'' to know at least one HM move, due to it knowing Fly.
*In the [[PAL]] version of {{for3ds}}, one of the [[tips]] about Rock Smash refers to Charizard using masculine pronouns: "''Right before smashing a rock, Charizard gets super armor, meaning '''he''' won't even flinch if '''he'''{{'}}s attacked!''"
*In the [[PAL]] version of {{for3ds}}, one of the [[tips]] about Rock Smash refers to Charizard using masculine pronouns: "''Right before smashing a rock, Charizard gets super armor, meaning '''he''' won't even flinch if '''he'''{{'}}s attacked!''"