Charizard (SSB4): Difference between revisions

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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]].
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]].


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, 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.


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. 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.


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 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. This success has been reflected by Charizard's current status as a mid-tier character.


==Attributes==
==Attributes==
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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]].
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, 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.
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.  


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]].
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. 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. 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.
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.
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*{{buff|Neutral attack's second hit has decreased start-up lag (frame 10 → 5). Its second and last hits also have longer durations (frame 10 → 5-6 (hit 2), frames 7-8 → 7-9 (hit 3)). These changes make its hits connect together significantly better.}}
*{{buff|Neutral attack's second hit has decreased start-up lag (frame 10 → 5). Its second and last hits also have longer durations (frame 10 → 5-6 (hit 2), frames 7-8 → 7-9 (hit 3)). These changes make its hits connect together significantly better.}}
*{{nerf|Sourspotted forward tilt deals 3% less damage (10% → 7%).}}
*{{nerf|Sourspotted forward tilt deals 3% less damage (10% → 7%).}}
*{{buff|Sweetspotted forward tilt has increased base knockback (35 → 40), slightly improving its KO potential.}}
*{{buff|Sweetspotted forward tilt has increased base knockback (35 → 40), improving its KO potential.}}
*{{buff|Forward tilt has decreased start-up lag (frame 12 → 11) and a longer duration (frames 12-13 → 11-13). One of its sourspots is also now a sweetspot.}}
*{{buff|Forward tilt has decreased start-up lag (frame 12 → 11) and a longer duration (frames 12-13 → 11-13). One of its sourspots is also now a sweetspot.}}
*{{nerf|Forward tilt has increased ending lag (frame 42 → 43).}}
*{{nerf|Forward tilt has increased ending lag (frame 42 → 43).}}
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*{{buff|Down tilt has less start-up lag (frame 8 → 7) and a longer duration (frames 8-9 → 7-10) compared to the previous down tilt.}}
*{{buff|Down tilt has less start-up lag (frame 8 → 7) and a longer duration (frames 8-9 → 7-10) compared to the previous down tilt.}}
*{{buff|Dash attack has decreased ending lag (frame 45 → 40) and a longer duration (frames 10-18 → 10-20).}}
*{{buff|Dash attack has decreased ending lag (frame 45 → 40) and a longer duration (frames 10-18 → 10-20).}}
*{{nerf|Due to its initial hitbox being removed, forward smash deals less damage (22% → 17% (clean/late body)/14% (late head)) and has a shorter duration (frames 22-29 → 22-24). However, its knockback was somewhat compensated (40 (base)/98 (growth) → 60/94).}}
*{{nerf|Forward smash deals less damage (22% → 17% (clean/late body)/14% (late head)), although its knockback was somewhat compensated (40 (base)/98 (growth) → 60/94). Due to its initial hitbox being removed, forward smash also has a shorter duration (frames 22-29 → 22-24)}}
*{{nerf|Forward smash has decreased intangibility frames (frames 22-26 → 22-25).}}
*{{nerf|Forward smash has decreased intangibility frames (frames 22-26 → 22-25).}}
*{{change|Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range, but increases its ending lag (frame 69 → 70).}}
*{{change|Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range, but increases its ending lag (frame 69 → 70).}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward and down smash's shield pressuring potentials.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward and down smash's shield pressuring potentials.}}
*{{change|Charizard no longer slides when performing a running up smash. This hinders its approach potential but makes it connect more reliably although Charizard could perform a stationary running up smash in ''Brawl'' by performing a [[DACUS]].}}
*{{change|Charizard no longer slides when performing a running up smash. This makes its hits connect together better, but hinder its approach potential.}}
*{{nerf|Up smash has a shorter duration (frames 6-21 → 6-22) and no longer has [[Priority#Transcendent priority|transcendent priority]].}}
*{{nerf|Up smash has a shorter duration (frames 6-21 → 6-22) and no longer has [[transcendent priority]].}}
*{{buff|Down smash has increased knockback growth (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.}}
*{{buff|Down smash has increased knockback growth (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.}}
*{{buff|Due to its angle being altered (80° → 33° (sweetspot)/46° (sourspot)), sweetspotted down smash is now a [[semi-spike]] and sourspotted down smash has improved edge-guarding potential.}}
*{{buff|Due to its angle being altered (80° → 33° (sweetspot)/46° (sourspot)), sweetspotted down smash is now a [[semi-spike]] and sourspotted down smash has improved edge-guarding potential.}}
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*{{nerf|Neutral aerial has smaller hitboxes (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), increased start-up lag (frame 8 → 9) and a shorter duration (frames 8-28 → 9-25).}}
*{{nerf|Neutral aerial has smaller hitboxes (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), increased start-up lag (frame 8 → 9) and a shorter duration (frames 8-28 → 9-25).}}
*{{buff|Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest) → 12% (early/clean arm)/13% (clean tip)) and has more knockback, making it significantly better at KOing. It also has less start-up (frame 9 → 8), ending (frame 48 → 47) and landing lag (32 frames → 22), making it better for spacing.}}
*{{buff|Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest) → 12% (early/clean arm)/13% (clean tip)) and has more knockback, making it significantly better at KOing. It also has less start-up (frame 9 → 8), ending (frame 48 → 47) and landing lag (32 frames → 22), making it better for spacing.}}
*{{nerf|Forward aerial has a shorter duration compared to the previous forward aerial (frames 9-16 → 8-11).}}
*{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11) compared to the previous forward aerial.}}
*{{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|Flamethrower and [[Fly]] are higher pitched.}}
*{{change|Flamethrower and [[Fly]] are higher pitched.}}
*{{buff|The weakening of [[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|flaming]], 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.}}
*{{buff|Fly's first and loop hits connect together better. Its last hit also has increased knockback, improving its KO potential.}}
*{{buff|Fly's first and loop hits connect together better. Its last hit also has increased knockback, improving its KO potential.}}
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'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Neutral attack's first hit's weight-based knockback increased|15/10|26/22 and it transitions faster into its second hit.}}
*{{buff|Neutral attack's first hit's weight-based knockback increased|15/10|26/22 and it transitions faster into its second hit.}}
*{{nerf|Neutral aerial's hitbox sizes decreased|4u/4u/4u/4u|3.5u/3u/1.5u/3.5u, its start-up lag increased: frame 8 → 9, and its duration decreased: frames 8-28 → 9-25.}}
*{{nerf|Neutral aerial's hitbox sizes decreased|4u/4u/4u/4u|3.5u/3u/1.5u/3.5u; its start-up lag increased: frame 8 → 9; and its duration decreased: frames 8-28 → 9-25.}}
*{{buff|Forward aerial's hitbox sizes increased|4.3u (sweetspot)/4.5u (sourspot)|4.6u/4.8u and its duration increased: frames 8-10 → 8-11.}}
*{{buff|Forward aerial's hitbox sizes increased|4.3u (sweetspot)/4.5u (sourspot)|4.6u/4.8u and its duration increased: frames 8-10 → 8-11.}}
*{{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.}}
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*{{buff|Sweetspotted forward tilt deals 1% more damage|10%|11%.}}
*{{buff|Sweetspotted forward tilt deals 1% more damage|10%|11%.}}
*{{buff|One of forward tilt's three sourspots has become a sweetspot.}}
*{{buff|One of forward tilt's three sourspots has become a sweetspot.}}
*{{buff|Down tilt received a [[wind]]box that [[Wind#Pushing attacks|pushes]] opponents inward, removing its blind spot.}}
*{{buff|Down tilt received a [[windbox]] that [[Windbox#Pushing attacks|pushes]] opponents inward, removing its blind spot.}}
*{{buff|Back aerial's landing lag decreased|36 frames|33.}}
*{{buff|Back aerial's landing lag decreased|36 frames|33.}}
*{{buff|Down throw's ending lag decreased|frame 72|70.}}
*{{buff|Down throw's ending lag decreased|frame 72|70.}}
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|neutral2dmg=4%
|neutral2dmg=4%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=Two alternating slashes with its claws, followed by swinging one of its wings upward. Thanks to its impressive damage output, minimal start-up lag, very high knockback growth and deceptively long range, it is reliable for damage racking and spacing. Its second hit can be [[jab cancel]]ed into down tilt, a grab, or [[Fly]], although the opponent can potentially evade these follow-ups with proper [[directional influence]]. In comparison, its last hit launches opponents at differing angles: the wing's inner portion launches them vertically, whereas its tip launches them horizontally. Due to these strengths, it is considered one of the most effective neutral attacks in the game.
|neutraldesc=Two alternating slashes with its claws, followed by swinging one of its wings upward. Thanks to its impressive damage output; minimal start-up lag; very high knockback growth; and deceptively long range, it is reliable for damage racking and spacing. Its second hit can be [[jab cancel]]ed into down tilt, a grab, or [[Fly]], although the opponent can potentially evade these follow-ups with proper [[DI]]. In comparison, its last hit launches opponents at differing angles: the wing's inner portion launches them vertically, whereas its tip launches them horizontally. Due to its strengths, it is considered one of the most effective neutral attacks in the game.
|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%/111% (''3DS''/''Wii U''). 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%/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.
|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. It also has fairly minimal horizontal range.
|dtiltname= 
|dtiltname= 
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=A battering ram. It has a [[wind]]box that hits on frame 7, which makes it deceptively fast. It is also a [[semi-spike]], which makes very useful for edge-guarding. Despite its decent damage output, its base knockback and knockback growth are both below-average, which make it unsuited for KOing.
|dtiltdesc=A battering ram. It has a [[windbox]] that hits on frame 7, which makes it deceptively fast. It is also a [[semi-spike]], which makes very useful for edge-guarding. Despite its decent damage output, its base knockback and knockback growth are both below-average, which make it unsuited for KOing.
|dashname= 
|dashname= 
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
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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%/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.
|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 [[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%/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.  
|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 [[jab reset]] opponents behind Charizard. However, its hits do not connect together well behind Charizard, while 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}}
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|dairname= 
|dairname= 
|dairdmg=14% (clean), 8% (late)
|dairdmg=14% (clean), 8% (late)
|dairdesc=A [[Stomp (archetype)|stomp]]. Its sweetspot is a very powerful [[meteor smash]]. In comparison, its sourspot launches opponents either diagonally or at the [[Sakurai angle]]. Due to it hitting on frame 18 and having 33 frames of landing lag, however, it is very punishable. Its sourspot is also much less effective than its sweetspot in regard to edge-guarding.
|dairdesc=A stomp. Its sweetspot is a very powerful [[meteor smash]]. In comparison, its sourspot launches opponents either diagonally or at the [[Sakurai angle]]. Due to it hitting on frame 18 and having 33 frames of landing lag, however, it is very punishable. Its sourspot is also much less effective than its sweetspot in regard to edge-guarding.
|grabname= 
|grabname= 
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Despite having decreased since ''Brawl'', Charizard's overall grab range is still above-average.  
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Despite having decreased since ''Brawl'', Charizard's overall grab range is still above-average.  
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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%/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.
|ssdefdesc=[[bulbapedia:Flare Blitz (move)|A flaming, 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 [[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)
|ssc1desc=A fiery, corkscrew tackle that concludes with [[bulbapedia:Blast Burn (move)|a powerful explosion]]. It deals significantly more damage, has higher knockback and launches opponents vertically, which enables it to KO middleweights at 75% from anywhere on Final Destination in the ''3DS'' version. Like Flare Blitz, it grants armor that can withstand a maximum of 15%. However, it travels slower, covers much less distance, and deals more recoil damage (6% at its beginning and 10% on contact).
|ssc1desc=A flaming, corkscrew tackle that concludes with [[bulbapedia:Blast Burn (move)|a powerful explosion]]. It deals significantly more damage; has higher knockback; and launches opponents vertically. Altogether, these traits enable it to KO middleweights at 75% from anywhere on Final Destination in the ''3DS'' version. Like Flare Blitz, it grants armor that can withstand a maximum of 15%. However, it travels slower; covers much less distance; and deals more recoil damage (6% at its beginning and 10% on contact).
|ssc2name=Dragon Rush
|ssc2name=Dragon Rush
|ssc2dmg=1.2% (hits 1-6), 4% (hit 7)
|ssc2dmg=1.2% (hits 1-6), 4% (hit 7)
|ssc2desc=[[bulbapedia:Dragon Rush (move)|A corkscrew tackle]]. It has less start-up lag, does not deal recoil damage, and its loop hits drag opponents along during the tackle, all of which make it safer than Flare Blitz and Blast Burn. However, its damage output and knockback are lower than Flare Blitz and Blast Burn's, which result in it having minimal KO potential in comparison. It also covers very slightly less distance than Flare Blitz. Due to its strengths outweighing its weaknesses, however, it is Charizard's most effective custom move.
|ssc2desc=[[bulbapedia:Dragon Rush (move)|A corkscrew tackle]]. It has less start-up lag; does not deal recoil damage; and its loop hits drag opponents along during the tackle. Altogether, these traits make it safer than Flare Blitz and Blast Burn. However, its damage output and knockback are lower than Flare Blitz and Blast Burn's, which result in it having minimal KO potential in comparison. It also covers very slightly less distance than Flare Blitz. Due to its strengths outweighing its weaknesses, however, it is Charizard's most effective custom move.
|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)
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|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)
|usc1desc=[[Wind#Pulling attacks|Vacuums]] opponents and launches them. Its last hit is also much stronger, as it KOs middleweights at 86% from anywhere on Final Destination in the ''3DS'' version. Like Fly, it grants super armor at its beginning. However, it has more start-up lag and covers much less distance.
|usc1desc=[[Windbox#Pulling attacks|Vacuums]] opponents and launches them. Its last hit is also much stronger, as it KOs middleweights at 86% from anywhere on Final Destination in the ''3DS'' version. Like Fly, it grants super armor at its beginning. However, it has more start-up lag and covers much less distance.
|usc2name=Fly High
|usc2name=Fly High
|usc2dmg=—
|usc2dmg=—
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|dsc1name=Sinking Skull
|dsc1name=Sinking Skull
|dsc1dmg=12% (sweetspot), 10% (sourspot)
|dsc1dmg=12% (sweetspot), 10% (sourspot)
|dsc1desc=A downward headbutt. It has less start-up lag, [[Bury|buries]] grounded opponents, and meteor smashes aerial ones. However, its lack of a boulder results in it having a much lower overall damage output, less range, and no super armor. In addition, only its sweetspot is a meteor smash, whereas its sourspot very weakly launches aerial opponents diagonally.  
|dsc1desc=A downward headbutt. It has less start-up lag; [[buries]] grounded opponents; and meteor smashes aerial ones. However, its lack of a boulder results in it having a much lower overall damage output and less range. It also lacks super armor and only its sweetspot is a meteor smash, whereas its sourspot very weakly launches aerial opponents diagonally.  
|dsc2name=Rock Hurl
|dsc2name=Rock Hurl
|dsc2dmg=8% (boulder), 2% (fragments)
|dsc2dmg=8% (boulder), 2% (fragments)
|dsc2desc=Grants super armor beginning on frame 1 and has more vertical range, thanks to the boulder's fragments flying much farther. However, it deals less damage, the fragments have slightly less horizontal range, and the boulder lacks KO potential.
|dsc2desc=Grants super armor beginning on frame 1 and has more vertical range, thanks to the boulder's fragments flying much farther. However, it deals less damage; the fragments have slightly less horizontal range; and the boulder lacks KO potential.
|fsname=Mega Charizard X
|fsname=Mega Charizard X
|fsdmg=2% (Dragon Rush hits 1-7), 10% (Dragon Rush hit 8), 5% (Fire Blast hit 1), 1% (Fire Blast hits 2-7), 5% (Fire Blast hit 8)
|fsdmg=2% (Dragon Rush hits 1-7), 10% (Dragon Rush hit 8), 5% (Fire Blast hit 1), 1% (Fire Blast hits 2-7), 5% (Fire Blast hit 8)
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Charizard X. As Mega Charizard X, it can fly freely around the stage, similarly to [[Super Dragon]]. Unlike Super Dragon, Mega Charizard X has super armor and flinch resistance instead of [[invincibility]], and receiving damage will shorten its duration. Pressing the attack and special attack buttons causes Mega Charizard X to use Dragon Rush and [[bulbapedia:Fire Blast (move)|Fire Blast]], respectively. Compared to the Dragon Rush custom move, Mega Charizard X's Dragon Rush possesses longer range, the ability to propel Mega Charizard X in any given direction, and actual KO potential thanks to its higher damage output and knockback. In comparison, Fire Blast is a fiery projectile that covers slightly more than the entirety of Final Destination and hits multiple times, with its last hit possessing KO potential. Dragon Rush and Fire Blast's last hits KO middleweights at 108% and 123%, respectively, while near the edge of Final Destination in the ''3DS'' version.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Charizard X. As Mega Charizard X, it can fly freely around the stage, similarly to [[Super Dragon]]. Unlike Super Dragon, Mega Charizard X has super armor and flinch resistance instead of [[invincibility]], and receiving damage will shorten its duration. Pressing the attack and special attack buttons causes Mega Charizard X to use Dragon Rush and [[bulbapedia:Fire Blast (move)|Fire Blast]], respectively. Compared to the Dragon Rush custom move, Mega Charizard X's Dragon Rush possesses longer range; the ability to propel Mega Charizard X in any given direction; and actual KO potential, thanks to its higher damage output and knockback. In comparison, Fire Blast is a fiery projectile that covers slightly more than the entirety of Final Destination and hits multiple times, with its last hit possessing KO potential. Dragon Rush and Fire Blast's last hits KO middleweights at 108% and 123%, respectively, while near the edge of Final Destination in the ''3DS'' version.
}}
}}


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===Tier placement and history===
===Tier placement and history===
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. This negative perception was further enforced due to it already being considered one of the worse members of Pokemon Trainer's team in ''Brawl'', with some players even viewing it as being heavily nerfed since ''Brawl'' even after losing its partner characters, {{SSBB|Squirtle}} and {{SSBB|Ivysaur}}. It would fail to shake this perception 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.
Due to its sluggish moveset; predictable and exploitable recovery; very slow air speed; susceptibility to combos; and newfound lack of teammates, Charizard initially garnered a very poor reputation by the majority of players during ''SSB4''{{'}}s early metagame. Update [[1.0.8]], however, began a trend in which Charizard would receive consistent and substantial buffs from game updates. The buffs from this particular update noticeably improved Charizard's KO potential, combo game and frame data to the point that it lost its candidacy for the worst character in the game.
 
Although some players even argued in favor of Charizard now becoming 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]], confirming its status as a bottom-tier character.  


Beginning with update [[1.0.8]], however, Charizard began to receive consistent and substantial buffs from game updates. Although these buffs noticeably improved its KO potential, combo game, frame data, and mobility to the point that some players argued in favor of Charizard becoming somewhat viable, it was still widely attested that these buffs were not sufficient enough to significantly improve its representation and results, though the general consensus no longer considered it a candidate for the worst character in the game. As a result, Charizard was ranked 49th on the first [[tier list]], confirming its status as a bottom-tier character.  
Despite this placement, Charizard's viability became heavily contested ever since update [[1.1.5]], thanks to its sporadic instances of success and 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. This perception persisted into the second tier list, but was not reinforced by the second tier list itself, as Charizard was ranked 51st and thus placed at the top of the bottom-tier.


Despite this placement, Charizard's viability became heavily contested ever since update [[1.1.5]], thanks to its sporadic instances of success and 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. This perception persisted into the second tier list, but was not reinforced by the second tier list itself, as Charizard was ranked 51st and thus placed at the top of the bottom-tier. Despite this, 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, due to having some niche matchups against some of them, like {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further supplemented 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 this placement, many players kept arguing in favor of Charizard's viability. Notably, {{Sm|MkLeo}} has claimed that Charizard can fare well against top-tier characters, thanks to it having some niche matchups against some of them, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further supplemented by its tournament results slowly, but noticeably, improving; dedicated players like {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} would go on to actually win regional tournaments while exclusively using Charizard.  


Thanks to its newfound success, Charizard was ranked 45th on the third tier list, which reassessed it as a low-tier character. International players such as {{Sm|Tosshi}}, {{Sm|Fire}} and {{Sm|SilentDoom}} would also achieve 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. Although Charizard's results in North America have been more sparse than other regions, they eventually improved in a similar manner; numerous players have achieved notable placements at national tournaments while exclusively using Charizard, such as {{sm|Bloodcross}} and Sharpy placing 17th and 33rd, respectively, at [[CEO Dreamland]], and Chuck Nasty placing 13th at [[Low Tier City 5]]. Thanks to this steady amount of tournament success, Charizard has been ranked 43rd on the fourth and current tier list, which has reassessed it as a mid-tier character.
Thanks to its newfound success, Charizard was ranked 45th on the third tier list, which reassessed it as a low-tier character. International players like {{Sm|Tosshi}}, {{Sm|Fire}} and {{Sm|SilentDoom}} would also achieve 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. Although Charizard's results in North America have been more sparse than other regions, they eventually improved in a similar manner. Notable examples include {{sm|Bloodcross}} and Sharpy placing 17th and 33rd, respectively, at [[CEO Dreamland]], and Chuck Nasty placing 13th at [[Low Tier City 5]]. Thanks to this steady amount of tournament success, Charizard has been ranked 43rd on the fourth and current tier list, which has reassessed it as a mid-tier character.


==Trophies==
==Trophies==
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