Charizard (SSB4): Difference between revisions

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{{Infobox Character
{{Infobox Character
|name = Charizard
|name = Charizard
|image = [[File:Charizard SSB4.png|300px]]
|image = [[File:Charizard SSB4.png|250px]]
|game = SSB4
|game = SSB4
|ssbgame1 = SSBB
|ssbgame1 = SSBB
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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = E
|tier = E
|ranking = 43
|ranking = 42
}}
}}
:{{Cquote|Charizard Fires It Up!|cite=Introduction Tagline}}
:{{Cquote|Charizard Fires It Up!|cite=Introduction Tagline}}
'''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'']] fighter {{SSB4|Greninja}} was also revealed.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> It is no longer a part of {{SSBB|Pokémon Trainer}}, who, along with {{SSBB|Squirtle}} and {{SSBB|Ivysaur}}, did not return. 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. 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.
Charizard is ranked 42nd out of 54 on the [[tier list]], placing it in the E tier. This is roughly similar to 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.


Charizard also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright; its 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.
Charizard also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright; its 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.
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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 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 easily exploitable.


In the early stages of ''SSB4''{{'}}s metagame, Charizard endured very poor tournament representation and results, to the point of being widely considered the single worst character in the game. Thanks to consistently receiving very useful buffs via game updates, however, Charizard's tournament presence has considerably improved at a very gradual pace, particularly in regional tournaments outside of North America. This success has been reflected by Charizard's current status as a mid-tier character.
In the early stages of ''SSB4''{{'}}s metagame, Charizard endured very poor tournament representation and results, to the point of being widely considered the single worst character in the game. Thanks to consistently receiving very useful buffs via game updates, however, Charizard's tournament presence has considerably improved at a gradual pace, particularly in regional tournaments outside of North America. This success has been reflected by Charizard's current status as a mid-tier character.


==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.
{{Cleanup|some paragraphs could be merged and some could be moved to competitive history section}}
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 hurtboxes and mobility. Charizard does not have hurtboxes on its wings, and they only cover 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 [[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]].
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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.


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 not having hurtboxes. 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.
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===Aesthetics===
===Aesthetics===
*{{change|Charizard's design has changed. It has smaller teeth and a slightly less pronounced snout; the corners of its mouth are curved upward; and its wings' metacarpal joints are slightly longer and slightly thinner. Additionally, Charizard's teeth are now white instead of beige; its patagium's interior is now midnight green instead of Persian green; and its tail's flame is now orange instead of vermilion. Lastly, the aesthetic used in ''SSB4'' has resulted in Charizard having a sleeker design, and the orange portion of its skin being more vibrant. Altogether, these changes make Charizard appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Charizard's design has changed. It has smaller teeth and a slightly less pronounced snout; the corners of its mouth are curved upward; and its wings' metacarpal joints are slightly longer and slightly thinner. Additionally, Charizard's teeth are now white instead of beige; its patagium's interior is now midnight green instead of Persian green; and its tail's flame is now orange instead of vermilion. Lastly, the aesthetic used in ''SSB4'' has resulted in Charizard having a sleeker design, and the orange portion of its skin being more vibrant. Altogether, these changes make Charizard appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Charizard has received four new [[alternate costume]]s.}}
*{{change|Charizard has received three new [[alternate costume]]s.}}
*{{change|Charizard is slightly more expressive. Its irises now shrink during its [[sidestep]] and when it is hit or launched. The majority of Charizard's animations are also more fluid.}}
*{{change|Charizard is slightly more expressive. Its irises now shrink during its [[sidestep]] and when it is hit or launched. The majority of Charizard's animations are also more fluid.}}
*{{change|Charizard has new voice clips. Its grunts and roars now match how they sound in the ''Pokémon'' anime.}}
*{{change|Charizard has new voice clips. Its grunts and roars now match how they sound in the ''Pokémon'' anime.}}
*{{change|Due to being separate from {{SSBB|Pokémon Trainer}}, Charizard has a new [[victory pose]] that replaces the one that involves Pokémon Trainer petting it. Its new victory pose consists of Charizard using its new side special, [[Flare Blitz]], to descend from the air and crash into ground before striking a pose.}}
*{{change|Due to being separate from {{SSBB|Pokémon Trainer}}, Charizard has a new [[victory pose]] that replaces the one that involves Pokémon Trainer petting it. Its new victory pose consists of Charizard using its new side special, [[Flare Blitz]], to descend from the air and crash into ground before striking a pose.}}
*{{change|Charizard's body now faces the screen regardless of whether it's facing left or right.}}
*{{change|Charizard's body now faces the screen regardless of whether it's facing left or right.}}
*{{change|Dash's animation has slightly changed. Charizard now flaps its wings while dashing.}}


===Attributes===
===Attributes===
*{{change|Charizard is heavier (110 → 116). This improves its endurance, but makes it more susceptible to combos.}}
*{{change|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Charizard is no longer connected to Pokémon Trainer via [[Pokémon Change]] or [[character selection screen]] input.<ref name="Direct"/>}}
*{{buff|Charizard [[walk]]s faster (0.7 → 1.2) no longer having the slowest walk speed.}}
**{{buff|As a result, Charizard is no longer affected by [[Pokémon Change#Stamina|stamina]] or [[type effectiveness]] (although the former is far more beneficial than the latter), allowing Charizard to be consistently powerful throughout an entire match.}}
**{{nerf|However, Charizard can no longer switch to [[Squirtle]] (and subsequently [[Ivysaur]]) to adapt to different matchups and cover up its own weaknesses.}}
*{{buff|Charizard [[walk]]s much faster (0.7 → 1.2), going from the slowest out of 39 characters to the 15th fastest out of 58.}}
*{{buff|Charizard [[dash]]es faster (1.8 → 2.0).}}
*{{buff|Charizard [[dash]]es faster (1.8 → 2.0).}}
*{{nerf|Charizard's initial dash is slower (1.3 → 1) now being the slowest initial dash in the game.}}
*{{nerf|Charizard's initial dash is slower (1.3 → 1), now being tied with Bowser for the slowest initial dash in the game.}}
*{{nerf|Charizard's [[air speed]] is slower (0.987 → 0.92) going from the 14th fastest to the 12th slowest.}}
*{{nerf|Charizard's [[air speed]] is slower (0.987 → 0.92), going from the 14th fastest to the 12th slowest.}}
*{{change|Charizard [[Falling speed|falls]] faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{change|Charizard [[Falling speed|falls]] faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{change|Charizard's gravity is higher (0.085 → 0.11).}}  
*{{change|Charizard's gravity is higher (0.085 → 0.11).}}
*{{nerf|Charizard's [[traction]] is lower (0.055 → 0.04).}}
**{{buff|Despite this, Charizard's mid air [[jump]]s are higher.}}
*{{buff|Charizard is heavier (110 → 116).}}
*{{nerf|Charizard's [[traction]] is lower (0.055 → 0.04). When combined with Charizard's slower grab and up smash, this significantly hinders Charizard's ability to punish [[out of shield]].}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 35 (forward)/FAF 36 (backward) → 33 (both)).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 35 (forward)/FAF 36 (backward) → 33 (both)).}}
*{{nerf|[[Spotdodge]] has increased ending lag (FAF 26 28).}}
*{{nerf|Roll have decreased intangibility (frames 4-19 4-18).}}
*{{buff|[[Air dodge]] has decreased ending lag (FAF 39 → 34).}}
*{{nerf|[[Spot dodge]] has more startup lag with a short duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).}}
*{{nerf|Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-18 (rolls), frames 2-20 → 3-18 (sidestep)).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 40 34).}}
*{{nerf|[[Jumpsquat]] is slower (6 frames 7).}}
*{{buff|[[Item throw]] is stronger (1.198 → 1.208).}}
*{{buff|[[Item throw]] is stronger (1.198 → 1.208).}}
*{{change|Dash's animation has slightly changed. Charizard now flaps its wings while dashing.}}
*{{buff|Charizard no longer has [[hurtbox]]es on its wings. This makes it harder to hit from above, especially during animations such as its midair jumps, and causes its wing attacks to effectively be fully disjointed.}}
*{{change|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Charizard is no longer connected to Pokémon Trainer via [[Pokémon Change]] or [[character selection screen]] input.<ref name="Direct"/> As a result, it is no longer affected by [[Pokémon Change#Stamina|stamina]] or [[type effectiveness]] (although the former is far more beneficial than the latter), but it is less capable of adapting to matchups.}}
*{{nerf|The removal of [[gliding]] significantly hinders Charizard's recovery.<ref name="Direct"/> This also means that Charizard no longer has a glide attack, removing Charizard's safest aerial/KO option.}}
*{{nerf|The removal of [[gliding]] significantly hinders Charizard's recovery.<ref name="Direct"/>}} This also means that Charizard no longer has a glide attack.
*{{buff|The removal of meteor canceling significantly improves Charizard's endurance against meteor smashes as it previously had one of the least effective meteor cancel windows in ''Brawl'', while its down aerial is also a more effective meteor smash.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{nerf|Neutral attack's last hit deals 1% less damage (6% 5%), although its knockback was compensated (40 (base)/110 (growth) → 60/130). All hits also have a shorter durations ((frames 4-6 → 4-5) (hit 1), frames 5-7 → 5-6 (hit 2), frames 7-10 → 7-9 (hit 3)).}}
**{{buff|The first two hits transition into the next hit slightly faster (frame 10 9).}}
**{{buff|The final hit deals more knockback (40 (base), 110 (scaling) → 60/130).}}
**{{change|The far hitbox for the first two hits now takes priority (ID #3 → 0).}}
**{{nerf|All hits have a shorter duration (frames 4-7 → 4-5 (hit 1), frames 5-7 → 5-6 (hit 2), frames 7-10 → 7-9 (hit 3)).}}
**{{nerf|The far hitbox for the first two hits is smaller (5u → 4.5u) and has been moved closer to Charizard.}}
**{{nerf|The hitbox the furthest inside Charizard's body (for the first two hits) has been removed.}}
**{{nerf|The final hit deals less damage (6% → 5%).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Sourspotted forward tilt deals 3% less damage (10% 7%).}}
**{{buff|Forward tilt has less startup lag (frame 12 11).}}
**{{buff|Sweetspotted forward tilt has increased base knockback (35 → 40), improving its KO potential.}}
**{{buff|Forward tilt has increased base knockback (35 → 40), improving the sweetspot's 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|The sweetspot launches opponents at a more favorable angle (361° → 40°).}}
**{{nerf|Forward tilt has increased ending lag (FAF 42 → 43).}}
**{{buff|Forward tilt now has two sweetspot hitboxes rather than just one.}}
**{{nerf|The sourspot deals less damage (10% 7%).}}
**{{nerf|The original sweetspot has a smaller hitbox (5.5u 4u).}}
**{{nerf|Forward tilt has more ending lag (FAF 42 → 43).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Up tilt's animation has slightly changed. Charizard now slightly fans out its wings while thrusting them upward. This new animation slightly increases its horizontal range, but shortens its duration (frames 9-16 → 9-13).}}
**{{change|Up tilt's animation has changed. Charizard now slightly fans out its wings while thrusting them upward.}}
**{{buff|The wing hitbox reaches higher (y offset: 28 → 30).}}
**{{change|Up tilt's hitboxes have been moved backwards (z offset: 2.5 → 0). This increases its range behind Charizard but reduces its range in front of Charizard.}}
**{{change|Up tilt no longer grants intangibility to Charizard's wings although since Charizard's wings now lack hurtboxes, this change has no impact.}}
**{{nerf|Up tilt has a shorter duration (frames 9-15 → 9-13).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Charizard has a new down tilt, a battering ram. Compared to the previous down tilt, it deals consistent damage (12% (head)/8% (neck) 10%).}}
**{{change|Charizard's down tilt has an altered animation. While Charizard still thrusts its head forward, it no longer bites.}}
**{{nerf|Down tilt has different knockback (40 (base)/100 (growth) → 60/60) compared to the previous down tilt, making it significantly worse for KOing. It also has more startup (frame 8 → 9) and ending lag (FAF 28 → 31).}}
**{{change|Down tilt now has one extended hitbox rather than three normal hitboxes (3.5u/5u/5u 3.5u).}}
***{{buff|This makes the move consistently powerful and it is now disjointed; rather than failing to fully cover Charizard's head.}}
***{{nerf|However, this slightly decreases the move's vertical range.}}
**{{buff|Down tilt now has a windbox from frames 5-7.}}
**{{buff|Charizard's neck deals more damage (8% → 10%) although its knockback was compensated (20 (base), 100 (scaling) → 60/60).}}
**{{buff|Down tilt is now a [[semi-spike]] (361°/65°/75° → 30°).}}
**{{change|Down tilt has a reduced [[trip]] chance (40%/50% → 30%) although it is still incapable of tripping due to its knockback and angle.}}
**{{nerf|Down tilt has more startup (frame 8 → 9) and ending lag (FAF 28 → 31).}}
**{{nerf|Charizard's head deals less damage (12% → 10%) and knockback (40 (base), 100 (scaling) → 60/60), significantly hindering its KO potential.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has decreased ending lag (FAF 45 → 40).}}
**{{buff|Dash attack has less ending lag (FAF 45 → 40).}}
**{{buff|Dash attack deals more knockback (70 (base), 50 (scaling) → 100/45 (clean), 45/30 → 100/30 (late)).}}
**{{change|Dash attack launches opponents at a lower angle (80°/90°/100° → 50°/60° (clean), (80°/90°/110° → 60°/75° (late)).}}
**{{nerf|Dash attack has smaller hitboxes (4.5u/4.5u/4.5u → 4.5u/4u (clean), 4u/4u/4u → 4u/3.5u (late)) and it has lost its hitbox which was the furthest inside Charizard.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Forward smash deals less damage (5% (hit 1), 17% (hit 2) 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)}}
**{{buff|Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range.}}
**{{nerf|Forward smash has decreased intangibility frames (frames 22-26 → 22-25).}}
***{{nerf|However, the move now has two extended hitboxes rather than four normal hitboxes (6u/6u/6u/6u 6u/5.5u), decreasing its vertical range and making it cover less of Charizard's body.}}
**{{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 (FAF 69 70).}}
**{{buff|Forward smash deals more knockback (40 (base), 98 (scaling) → 60/94), improving the neck hitbox's KO potential.}}
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward smash's shield pressuring potential.}}
**{{nerf|Forward smash has lost its initial hit, shortening its duration (frames 22-27 (hit 1)/28-30 (hit 2) → 22-24) and making it deal less damage overall (22% → 17%).}}
***{{nerf|This also increases its ending lag as its total duration was unchanged.}}
***{{nerf|Additionally, The head hitbox has a shorter duration (3 frames → 2) and deals less damage (17% → 14%), hindering its KO potential.}}
**{{nerf|Charizard starts charging forward smash slightly earlier (frame 17 → 16).}}
**{{nerf|Forward smash has decreased intangibility (frames 22-26 → 22-25).}}
**{{nerf|Forward smash now launches opponents at a consistent angle (45°/40°/35°/361° 45°), no longer being able to semi-spike opponents.}}
**{{buff|The 1.19x damage multiplier against [[shield]]s and the increase to [[shieldstun]] significantly improve forward smash's shield pressuring potential, although it still remains easily punishable on shield.}}
*[[Up smash]]:
*[[Up smash]]:
**{{nerf|Up smash has a shorter duration (frames 6-21 → 6-22) and no longer has [[transcendent priority]]. The second hit also has decreased knockback growth (110 → 107) although it now lacks weaker sourspots.}}
**{{buff|Due to Charizard's wings no longer possessing hurtboxes, up smash is a much safer anti-air option, allowing it to always beat out attacks from opponents above Charizard.}}
**{{change|Charizard no longer slides when performing a dashing up smash. This makes its hits connect together better. However, when coupled with the removal of [[DACUS]], this hinders its approach potential.}}
**{{buff|The first hit's upper wing hitbox is larger (4u → 5u).}}
**{{buff|The second hit has less startup lag with a longer duration (frames 17-21 → 16-21).}}
**{{buff|The second hit has larger hitboxes (5.5u/4.5u/3.5u/2.5u → 5.5u/5u/4.5u).}}
**{{buff|The second hit no longer has sourspots on the top of Charizard's wing with lower knockback scaling (100/90 → 107).}}
**{{change|Charizard no longer slides nearly as far when performing a dashing up smash (although Charizard still travels further than its [[DACUS]] variant in ''Brawl''). This makes its hits connect together better. However, this hinders its approach potential.}}
**{{change|The first hit's launching hit has higher set knockback (90/80 → 100) and its angle has been altered 115°/105° → 110°).}}
**{{change|The first hit's lower wing hitboxes have altered set knockback (60 (lower wing)/40 (middle wing) → 30/60).}}
**{{change|The first hit's middle wing hitbox now takes priority over the lower wing hitbox (ID#1 → 0).}}
**{{change|The first hit's middle and upper wing hitboxes have altered angles (100° → 140°/280°).}}
***{{buff|This allows them to connect more reliably into the second hit against aerial oppoents.}}
***{{nerf|However, this hinders the move's ability to lead into the second hit against smaller characters.}}
**{{nerf|The first hit has more startup lag with a shorter duration (frames 5-11 → 6-11), no longer being tied for the fastest up smash.}}
**{{nerf|Up smash no longer has [[transcendent priority]].}}
**{{nerf|Charizard starts charging up smash smash slightly earlier (frame 4 → 3).}}
**{{nerf|The first hit now only has one launching hitbox, with the hitbox positioned within Charizard being removed.}}
**{{nerf|The first hit's middle wing hitbox is smaller (5u → 4.2u).}}
**{{nerf|The second hit's previous sweetspots have decreased knockback scaling (110 → 107).}}
*[[Down smash]]:
*[[Down smash]]:
**{{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|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve down smash's shield pressuring potential.}}
**{{change|Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, instead of both feet.}}
**{{change|Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, instead of both feet.}}
**{{buff|Down smash has increased knockback scaling (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.}}
**{{buff|Down smash can now hit aerial opponents.}}
**{{buff|The sweetspot is now a semi-spike (80° → 33°), improving its KO and edgeguarding potential.}}
**{{nerf|The sourspot's angle has been altered (80° → 46°). While this improves its KO potential near the horizontal blastzone, it also significantly hinders its KO potential near the vertical blastzone, as well as its overall KO potential.}}
**{{nerf|The sweetspot's have smaller hitboxes (10u/10u → 6u/6u). As the sweetspot's are postioned at the end of Charizard's wings, this significantly decreases down smash's range despite the sweetspots being repositioned further horizontally (z offset: 19/-13 → 21/-15).}}
**{{nerf|Charizard starts charging down smash smash slightly earlier (frame 3 → 2).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral, forward, up and down aerials have decreased landing lag (22 frames → 20 (neutral/up), 32 frames → 22 (forward), 35 frames → 33 (down)).}}
*{{buff|All aerials except back aerial have decreased landing lag (22 frames → 20 (neutral/up), 32 frames → 22 (forward), 35 frames → 33 (down)).}}
 
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial has smaller hitboxes (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u) and it has increased start-up lag with a shorter duration (frames 8-28 → 9-25). It also has decreased knockback growth (90 → 78).}}
**{{nerf|Neutral aerial has smaller hitboxes (4u/4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), as well as losing the hitbox on Charizard's body.}}
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 8-27 → 9-25).}}
**{{nerf|Neutral aerial has decreased knockback scaling (90 → 78).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{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)) making it significantly better at KOing despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)). It also has less start-up (frame 9 → 8) and ending lag (FAF 48 → 47).}}
**{{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)/11% (total) → 12% (early)/13% (clean tip)), significantly improving its KO potential despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)).}}
**{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11), [[auto-cancel]]s later (frame 26 → 35) and has smaller hitboxes (6u/8u/11u/13u → 4.6u/4u/3u/4.8u) compared to the previous forward aerial. It also has much less base knockback (70/60 35) and it no longer [[semi-spike]]s opponents (25° → 361°) hindering its edgeguarding potential.}}
**{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}}
**{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11).}}
**{{nerf|Forward aerial [[auto-cancel]]s later (frame 26 → 35), now requiring perfect timing to be auto-cancelled in a short hop.}}
**{{nerf|Forward aerial has smaller hitboxes (6u/8u/11u/13u → 4.6u/4u/3u/4.8u).}}
**{{nerf|Forward aerial launches opponents at a less favorable angle (25° 361° (early)/34° (clean)), which along with its lower base knockback hinders its edgeguarding potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), improving its KO potential despite its decreased knockback (30 (base)/130/100 (scaling) → 50/90). Its sweetspot is also larger (4.5u → 5u) and its other hitboxes have been re-positioned farther outward.}}
**{{buff|Back aerial has a new animation where Charizard thrusts its tail much further, with its hitboxes being re-positioned accordingly. This significantly increasing its range.}}
**{{nerf|Back aerial has a shorter duration (frames 7-11 → 14-16). The sourspot can also no longer link into the sweetspot making the sweetspot harder to land overall.}}
***{{nerf|However, this new animation is longer (41 frames → 52), increasing the amount of time Charizard cannot grab the ledge after using the move.}}
**{{buff|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.}}  
**{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential despite its decreased knockback (30 (base), 130/100 (scaling) → 50/90).}}
**{{nerf|However, this new animation increases its start-up (frame 7 → 14) and ending lag (FAF 42 → 46). It also has more landing lag (22 frames → 24), and it auto-cancels later (frame 24 → 44) removing its ability to auto-cancel with a short hop. These changes greatly hinder its approach potential despite its increased range.}}
**{{nerf|Back aerial no longer has an initial wing hitbox which in turn:}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted back aerial's shield pressuring potential.}}
***{{nerf|Significantly increases its startup lag and shortens its duration (frame 7-9 (hit 1)/10-12 (hit 2) → 14-16).}}
***{{nerf|Removes its ability to link into the clean hit, making the sweetspot harder to land.}}
**{{nerf|Back aerial has smaller hitboxes (6u/6u/6u/6u (hit 2) → 5u/4u/4u/2.8u).}}
**{{nerf|Back aerial has more ending lag (FAF 42 → 46).}}
**{{nerf|Back aerial has more landing lag (22 frames → 24).}}
**{{nerf|Back aerial auto-cancels much later (frame 24 → 44), removing its ability to auto-cancel with a short hop.}}
***{{nerf|Altogether, these changes greatly hinder back aerial's approach potential despite its increased range.}}
**{{buff|The changes to shields as well as back aerial's increased range and damage significantly improve its shield pressuring potential, especially the sweetspot.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{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|Charizard has a new up aerial. Charizards swings its head in an upwards arc (similar to {{SSB4|Bowser}}'s). It deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential compared to the previous up aerial.}}
**{{nerf|Up aerial's animation has slightly changed. Charizard now sways its head, instead of whipping it. This new animation increases its start-up lag and reduces its duration (frames 6-27 12-15).}}
**{{buff|Up aerial has more horizontal range due to its new animation.}}
**{{nerf|Up aerial has much more startup lag with a much shorter duration due to no longer possessing a late hit (frames 6-8 (clean)/9-27 (late) → 12-15).}}
**{{nerf|Up aerial grants less intangibility to Charizard's head/neck (frames 6-11 → 11-15).}}
**{{nerf|Up aerial has a shorter initial auto-cancel window despite its increased startup lag (frames 1-5 1-3).}}
**{{nerf|Up aerial has a longer animation (46 frames → 59). This increases the amount of time Charizard cannot grab the ledge after using the move although it now has [[interruptibility]] frames to compensate for its total duration.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{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.}}
**{{buff|Down aerial's upper hitbox can now hit aerial opponents, increasing the move's upwards reach against aerial opponents.}}
**{{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|Down aerial has received a late hitbox that deals 8% and launches at a horizontal angle. This lengthens its duration (frames 18-20 → 18-20 (clean)/21-26 (late)).}}
**{{nerf|Down aerial has much less range (8u/5u → 6u/5u) removing Charizard's ability to hit the entire cast with down aerial out of a full hop at max height and still auto-cancel the down aerial. The clean hit also now [[meteor smash]]es grounded opponents rather than sending them vertically (70° → 270°). While this means that down aerial can potentially [[trip]] opponents at lower percents, this also hinders its KO potential on stage especially since grounded opponents can now [[tech]] the down aerial.}}
***{{nerf|However, the late hit has had its knockback uncompensated, so the move is more susceptible to punishment at lower percents.}}
**{{buff|The removal of [[meteor canceling]] significantly improves clean down aerial's reliability.}}
**{{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]]. This animation is still the same length so this has no practical effect.}}
**{{change|Down aerial's upper hitbox has an altered angle (361° → 270°). This improves its edgeguarding potential but hinders its KO potential on stage.}}
**{{nerf|Down aerial's main hitbox is smaller (8u → 6u) and has been repositioned higher (y offset: -7 → -3), significantly reducing its downwards range (despite now being an extended hitbox). This removes Charizard's ability to hit the entire cast with down aerial out of a full hop at max height and still auto-cancel the down aerial.}}
**{{nerf|Down aerial's main hitbox now [[meteor smash]]es grounded opponents rather than sending them vertically (70° → 270°). While this means that down aerial can potentially [[trip]] opponents at lower percents, this also hinders its KO potential on stage, especially since grounded opponents can now [[tech]] the down aerial, combined with the upper hitbox now also being a meteor smash.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have decreased ranges.}}
*{{buff|All grabs have larger grabboxes (4u/3.5/3.5u (all) → 5.4u (standing/pivot)/4.3u (dash)). This increases pivot grab's range despite it not being extended as far out (z offset: -18 → z stretch: -17.6).}}
*{{nerf|All grabs have increased start-up (frame 6 → 8 (standing), frame 8 → 10 (dash), frame 10 → 11 (pivot)) and ending lag (FAF 30 → 34 (standing), FAF 38 → 42 (dash), FAF 36 → 40 (pivot)). Standing and dash grabs also have shorter durations (frames 6-8 → 8-9 (standing), frames 8-10 10-11 (dash)).}}
*{{nerf|All grabs have increased start-up (frame 6 → 8 (standing), frame 8 → 10 (dash), frame 10 → 11 (pivot)) and ending lag (FAF 30 → 34 (standing), FAF 37 → 42 (dash), FAF 36 → 40 (pivot)).}}
*{{nerf|Standing and dash grabs do not extend as far out (z offset: 17 (standing)/14 (dash)) → z stretch: 13.6/12.3), reducing their range despite their larger grabboxes.}}
**{{nerf|In addition to this, Charizard no longer takes a large step forward while performing standing grab, greatly reducing its range.}}
*[[Forward throw]]:
**{{change|Charizard releases opponents earlier from forward throw (frame 40 27).}}
***{{buff|This makes the throw harder to DI.}}
***{{nerf|However, this significantly increases its ending lag as its total duration was unchanged.}}
*[[Back throw]]:
**{{buff|Charizard releases opponents later from back throw (frame 16 → 29). While this makes back throw easier to DI, it also significantly decreases its ending lag as its total duration was unchanged, with the throw now being almost lagless.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Charizard has a new up throw, a dive-bombing slam, similar to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. Compared to the previous up throw, it has different knockback (70 (base)/140 (growth) → 50/220), making it significantly better at KOing.}}
**{{buff|Charizard has a new up throw, a dive-bombing slam, similar to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. Compared to the previous up throw, it deals much more knockback (70 (base), 140 (scaling) → 50/220), greatly improving its KO potential (now being the strongest up throw).}}
***{{buff|Additionally due to its new properties, Charizard can now land on a platform above it, further improving up throw's KO potential.}}
**{{buff|The collateral hit has a longer duration (frames 29-30 → 52-58) and has increased base knockback (40 → 60).}}
**{{nerf|Charizard releases opponents much later from up throw (frame 30 → 58), and it has more ending lag (FAF 50 → 80).}}
**{{nerf|Up throw launches opponents at a less favorable angle (90° → 70°), hindering its KO potential and making DI more effective against it (especially when combined with the previous point).}}
*[[Down throw]]:
*[[Down throw]]:
**{{change|Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (FAF 84 → 70). These changes grant it combo potential at low to medium percentages, but significantly hinder its KO potential.}}
**{{buff|Down throw has less ending lag (FAF 82 → 71).}}
**{{change|Down throw has more base knockback but much less knockback scaling (40 (base), 300 (scaling) → 70/130).}}
***{{buff|This significantly improves its combo potential, especially with its lower ending lag.}}
***{{nerf|However, this greatly hinders its KO potential.}}
**{{change|Down throw's visual effects have changed. Its flames are now orange, instead of vermilion.}}
**{{change|Down throw's visual effects have changed. Its flames are now orange, instead of vermilion.}}


===Special moves===
===Special moves===
*{{change|Flamethrower and [[Fly]] are higher pitched.}}
*[[Flamethrower]]:
*[[Flamethrower]]:
**{{buff|The weakening of [[SDI]] makes Flamethrower significantly more difficult to escape from.}}
**{{buff|[[Flamethrower]] has more base knockback (12/10 → 30/15) and larger hitboxes (4.0u → 5.0u).}}
**{{nerf|[[Flamethrower]] has increased start-up up (frame 19 → 20) and ending lag (FAF 68 → 71).}}
**{{buff|The flames have a lower [[SDI]] multiplier (1.2x → 0.5x). When combined with the weakening of said mechanic, this makes Flamethrower significantly more difficult to escape from.}}
**{{buff|Charizard no longer steps back when performing Flamethrower, increasing its range.}}
***{{nerf|However, this also makes Charizard easier to hit when it is initiating Flamethrower.}}
**{{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.}}
**{{nerf|Flamethrower has increased ending lag (FAF 69 → 71).}}
**{{nerf|The flames have an increased hitlag multiplier (0.5x → 1.0x).}}
**{{nerf|Charizard now gets pushed backwards when it lands Flamethrower. This significantly hinders Flamethrower's damage racking ability.}}
***{{nerf|Charizard can also easily slide off platforms when this occurs.}}
*[[Flare Blitz]]:
*[[Flare Blitz]]:
**{{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%.}}
**{{change|Due to the removal of [[Pokémon Change]], Charizard has a new side special, Flare Blitz. It is a [[Flame|flaming]], corkscrew tackle that deals respectable damage; propels Charizard far horizontally; and grants 30 frames of [[armor]] that can withstand a maximum of 15%. This move grants Charizard a new and powerful KO option and recovery tool however, it is rather laggy, causes [[recoil damage]] and Charizard can easily self destruct while using the move.}}
**{{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.}}
*[[Fly]]:
*[[Fly]]:
**{{buff|Fly's first and loop hits connect together better.}}
**{{buff|Fly covers more vertical distance, improving its recovery potential.}}
**{{buff|Fly covers more vertical distance, improving its recovery potential.}}
**{{buff|The weakening of [[SDI]] makes Fly significantly more difficult to escape from.}}
**{{buff|The weakening of [[SDI]] makes Fly significantly more difficult to escape from.}}
**{{nerf|Fly has decreased super armor frames (frames 4-16 → 4-15).}}
*[[Rock Smash]]:
*[[Rock Smash]]:
**{{change|Due to the addition of Flare Blitz, Rock Smash is now Charizard's down special move, instead of its side special move.}}
**{{change|Rock Smash is now Charizard's down special move, instead of its side special move.}}
**{{buff|Rock Smash now grants super armor on frames 5-23.}}
**{{buff|Rock Smash now grants super armor on frames 5-23.}}
**{{buff|The weakening of [[SDI]] makes Rock Smash significantly more difficult to escape from.}}
**{{buff|The weakening of [[SDI]] makes Rock Smash significantly more difficult to escape from.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Rock Smash's shield pressuring potential.}}
**{{buff|The 1.19x damage multiplier against shields overall improves Rock Smash's shield pressuring potential, even with its reduced damage output.}}
**{{nerf|Rock Smash deals less damage (18% (boulder)/5% (fragments) → 14%/3%) and has decreased knockback growth (80 → 60), hindering its KO potential. It also has increased ending lag (FAF 62 → 72) and its fragments have a shorter duration (frames 28-50 27-46).}}
**{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}}
**{{nerf|Unlike [[Pokémon Change]], neither Rock Smash nor Flare Blitz grant invincibility nor do they reset [[stale move negation]].}}
**{{nerf|If Charizard is prematurely hit out of Rock Smash (before the move gains super armor), the rock will no longer immediately break and trigger the fragments, hindering its use as a fast attack to use in pressure situations.}}
**{{nerf|Rock Smash deals less damage (18% (boulder)/5% (fragments) → 14%/3%). This hinders the rock's KO potential while also reducing the fragment's damage racking potential.}}
**{{nerf|The rock hitbox is smaller (8.5u (ground)/8u (air) 7.8u (both)).}}
**{{nerf|The fragments deal more knockback (55 (base), 30 (scaling) → 70/50), which makes them connect less reliably while still being far too weak to KO.}}
*[[Mega Charizard X]]:
*[[Mega Charizard X]]:
**{{change|Charizard has a new [[Final Smash]], [[Mega Charizard X]]. Charizard undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Charizard X. Like [[Triple Finish]], Mega Charizard X can use [[bulbapedia:Fire Blast (move)|Fire Blast]]. Unlike Triple Finish, Mega Charizard X is a transformation-based Final Smash that can fly freely across the stage; use Fire Blast as a projectile, similarly to [[Super Dragon]]; use [[bulbapedia:Dragon Rush (move)|Dragon Rush]], regardless of whether or not [[Character customization|custom moves]] are enabled; and grants both super armor and [[flinch]] resistance throughout its duration. However, Mega Charizard X's duration will shorten upon receiving damage.}}
**{{change|Charizard has a new [[Final Smash]], [[Mega Charizard X]]. Charizard undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Charizard X. Like [[Triple Finish]], Mega Charizard X can use [[bulbapedia:Fire Blast (move)|Fire Blast]]. Unlike Triple Finish, Mega Charizard X is a transformation-based Final Smash that can fly freely across the stage; use Fire Blast as a projectile, similarly to [[Super Dragon]]; use [[bulbapedia:Dragon Rush (move)|Dragon Rush]], regardless of whether or not [[Character customization|custom moves]] are enabled; and grants both super armor and [[flinch]] resistance throughout its duration. However, Mega Charizard X's duration will shorten upon receiving damage.}}
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'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Down tilt's start-up|frame 11|9 and ending lag decreased: frame 33 → 31.}}
*{{buff|Down tilt's startup (frame 11 9) and total duration decreased (FAF 33 → 31).}}
*{{change|Forward aerial's sweetspot and sourspot's positions switched.}}
*{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 8-28 → 9-25).}}
*{{buff|Up throw deals 3% more damage|8%|11%, restoring its damage output from ''Brawl''.}}
*{{nerf|Neutral aerial has smaller hitboxes (4u/4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), with the move losing one of its hitboxes.}}
*{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]]|4% (no contact)/9% (contact)|5%/10%.}}
*{{nerf|With the exception of the late claw hitbox, forward aerial deals less knockback (45 (base)/100 (scaling) → 35/92) hindering its KO potential.}}
*{{buff|Forward aerial's late claw hitbox deals more knockback (25 (base)/80 (scaling) → 32/97), significantly improving its KO potential to the point of now being the move's sweetspot.}}
*{{buff|Back aerial's sweetspot is larger (4u → 4.5u) and it has been positioned further along Charizard's tail (z offset: 0 → -1), improving its range.}}
*{{buff|Up throw deals 3% more damage (8% 11%), restoring its damage output from ''Brawl'' and improving its KO potential.}}
*{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]] (4% (no contact)/9% (contact) 5%/10%).}}


'''{{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 has higher set knockback (15/10 26/22). This notably means it is no longer possible for the opponent to shield the second hit if they are hit by the near first 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.}}
*{{buff|The first two hits of neutral attack transition slightly faster (frame 11 → 10).}}
*{{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|The third hit of neutral attack has higher knockback scaling (110 130), improving its KO potential.}}
*{{buff|Back aerial's sweetspot's size increased|4u|4.5u and its other hitboxes re-positioned outward, improving its range.}}
*{{buff|Forward aerial's claw hitbox is larger (4.3u (early)/4.5u (late) 4.6u/4.8u).}}
*{{buff|Up throw's knockback growth increased|160|220 and its angle altered: 60° 70°, significantly improving its KO potential.}}
*{{buff|Forward aerial has a longer duration (frames 8-11 → 8-12).}}
*{{change|Down throw's knockback altered|40 (base)/300 (growth)|70/130 and ending lag decreased: frame 80 72. These changes grant it combo potential at low to medium percentages, but significantly hinder its KO potential.}}
*{{buff|Up throw launches opponents at a higher angle (60° → 70°) and it has much higher knockback scaling (160 → 220). This not only greatly improves its KO potential (to the point of becoming the strongest up throw in the game without DI) but this also improves its combo potential at lower percents.}}
*{{buff|Down throw has less ending lag (FAF 82 73).}}
*{{change|Down throw deals drastically less knockback (40 (base)/300 (scaling) 70/130) and it launches opponents at a higher angle (361° 70°). This completely removes its KO potential but when combined with its lower ending lag, this grants it combo potential.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Sweetspotted forward tilt deals 1% more damage|10%|11%.}}
*{{buff|Forward tilt deals more damage on its sweetspot (10% 11%), improving its KO potential.}}
*{{buff|One of forward tilt's three sourspots has become a sweetspot.}}
*{{buff|The second furthest hitbox on forward tilt is now a sweetspot, dealing much more damage (7% → 11%) and having higher base knockback (30 → 40), greatly improving its KO potential.}}
*{{buff|Down tilt received a [[windbox]] that [[Windbox#Pushing attacks|pushes]] opponents inward, removing its blind spot.}}
*{{buff|Down tilt has received a [[windbox]] from frames 5-7 that pushes opponents forwards. This notably prevents down tilt from whiffing at close range.}}
*{{buff|Back aerial's landing lag decreased|36 frames|33.}}
*{{buff|Back aerial has less landing lag (36 frames 33).}}
*{{buff|Down throw's ending lag decreased|frame 72|70.}}
*{{buff|Down throw has less ending lag (FAF 73 → 71).}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Sinking Skull deals more damage|10% (grounded)/9% (aerial)|12%/10% and its ending lag decreased.}}
*{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}}
*{{buff|Sinking Skull has less startup lag (frame 23 → 21).}}
**{{nerf|However, its total duration was unchanged, giving it slightly more ending lag.}}
*{{buff|Sinking Skull deals more damage (10% (grounded)/9% (aerial) 12%/10%).}}
*{{nerf|Rock Hurl has more ending lag (FAF 56 → 64).}}


'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''
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==Moveset==
==Moveset==
''For a gallery of Charizard's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
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|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=&nbsp;
|utiltname=Wing Thrust ({{ja|はねあげ|Hane Age}})
|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. It also 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 not having hurtboxes in 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=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=10%
|dtiltdmg=10%
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|usmashname=&nbsp;
|usmashname=&nbsp;
|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 [[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.  
|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 not having hurtboxes in 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=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdesc=Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, which makes it very useful for punishing rolls. Due to having [[quake]] hitboxes, it is also capable of hitting opponents slightly above ground or hanging on the edge. When coupled with its respectable damage output and its sweetspot being a semi-spike, it is also very useful for edge-guarding. Its sourspot launches at a slightly higher angle, but is also reliable for edge-guarding, thanks to its slightly higher knockback growth. While near the edge of Final Destination, its sweetspot KOs middleweights at 101%/91% (''3DS''/''Wii U''), whereas its sourspot KOs them at 106%/97% (''3DS''/''Wii U''). Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable.
|dsmashdesc=Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, which makes it very useful for punishing rolls. Due to having quake hitboxes, it is also capable of hitting opponents slightly above ground or hanging on the edge. When coupled with its respectable damage output and its sweetspot being a semi-spike, it is also very useful for edge-guarding. Its sourspot launches at a slightly higher angle, but is also reliable for edge-guarding, thanks to its slightly higher knockback growth. While near the edge of Final Destination, its sweetspot KOs middleweights at 101%/91% (''3DS''/''Wii U''), whereas its sourspot KOs them at 106%/97% (''3DS''/''Wii U''). Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable.
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=12% (flame), 9% (tail)
|nairdmg=12% (flame), 9% (tail)
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|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdesc=A downward slash with its claws. It hits on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, while its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable either as a follow-up from down throw, or as a KOing option. While near the edge of Final Destination, its sweetspot KOs middleweights at 108%/97% (''3DS''/''Wii U''). However, it has moderate ending and landing lag, and is punishable from out of shield by most characters.
|fairdesc=A downward slash with its claws. It hits on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, while its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable either as a follow-up from down throw, or as a KOing option. While near the edge of Final Destination, its sweetspot KOs middleweights at 108%/97% (''3DS''/''Wii U''). However, it has moderate ending and landing lag, and is punishable from out of shield by most characters.
|bairname=&nbsp;
|bairname=Aerial Tail ({{ja|くうちゅうしっぽ|Kūchū Shippo}})
|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 flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. While near the edge of Final Destination, its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U''). Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98%/87% (''3DS''/''Wii U'') while near the edge of Final Destination. Its high damage output and long range also make it safe on shield when spaced properly. Due to it hitting on frame 14, however, it has the second highest amount of start-up lag out of Charizard's aerials.
|bairdesc=Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. While near the edge of Final Destination, its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U''). Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98%/87% (''3DS''/''Wii U'') while near the edge of Final Destination. Its high damage output and long range also make it safe on shield when spaced properly. Due to it hitting on frame 14, however, it has the second highest amount of start-up lag out of Charizard's aerials.
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|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.
|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=&nbsp;
|grabname=&nbsp;
|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.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
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|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edge-guard. Unlike forward throw, it has very low ending lag. As a result, it can combo into dash attack or Flare Blitz at 0%, or forward aerial at 0%-15%. Like forward throw, it has below-average base knockback and knockback growth, which make it much less reliable for KOing than up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U'').
|bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edge-guard. Unlike forward throw, it has very low ending lag. As a result, it can combo into dash attack or Flare Blitz at 0%, or forward aerial at 0%-15%. Like forward throw, it has below-average base knockback and knockback growth, which make it much less reliable for KOing than up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U'').
|uthrowname=&nbsp;
|uthrowname={{s|bulbapedia|Seismic Toss}}
|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 is significantly higher, 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. It KOs middleweights at 134%/124% (''3DS''/''Wii U'') from anywhere on Final Destination. It is even more effective on stages with platforms; it KOs middleweights at 107%/104% (''3DS''/''Wii U'') upon landing on {{SSB4|Battlefield}}'s top platform. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is only effective at 0%-10% and is easily avoidable via proper DI. Despite being the strongest up throw in the game, proper directional influence hinders its KO potential to the point that {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, KOs more reliably in comparison.
|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 is significantly higher, 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. It KOs middleweights at 134%/124% (''3DS''/''Wii U'') from anywhere on Final Destination. It is even more effective on stages with platforms; it KOs middleweights at 107%/104% (''3DS''/''Wii U'') upon landing on {{SSB4|Battlefield}}'s top platform. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is only effective at 0%-10% and is easily avoidable via proper DI. Despite being the strongest up throw in the game, proper directional influence hinders its KO potential to the point that {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, KOs more reliably in comparison.
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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; [[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.  
|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)
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|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.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 116
|rweight = 4
|dash = 1
|rdash = 57-58
|run = 2
|rrun = 9
|walk = 1.2
|rwalk = 15-16
|trac = 0.04
|rtrac = 56-57
|airfric = 0.008
|rairfric = 37-42
|air = 0.92
|rair = 47
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.11
|rgravity = 10-12
|fall = 1.4
|rfall = 40-41
|ff = 2.24
|rff = 39-41
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 32
|rjumpheight = 38-40
|shorthop = 15.42625
|rshorthop = 40
|djump = 28, 18
|rdjump = 48-49
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Charizard English Announcer SSB4.wav|English
Charizard Japanese Announcer SSB4.wav|Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
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 game updates consistently granted Charizard buffs that were substantial at best and decent at worst. 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.
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, 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 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 42nd on the fourth and final tier list, which has reassessed it as a mid-tier character.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1321
|set10=1321
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding IntroSpecktive.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
====Active====
<!--Please do not add IntroSpecktive unless he actually starts playing in tournaments-->
*{{Sm|Angis|Canada}} - Placed 4th at [[Vancouver Battle Royale]]. He has a win over {{Sm|ANTi}}.
*{{Sm|Bloodcross|USA}} - Placed 17th at [[CEO Dreamland]]. He has wins over [[smasher1001]], {{Sm|ADHD}}, Orion, and {{Sm|Ntarps}}.
*{{Sm|Blue|USA}} - Placed 9th at [[Collision XIV]]. Ranked 9th on the [[New Jersey Power Rankings]]. He has wins over ADHD, {{Sm|Vash}}, and Blazing Pasta.
*{{Sm|Chuck Nasty|USA}} - Placed 9th at [[King of the Springs 2]]; 13th at [[Low Tier City 5]]; 33rd at [[UGC Smash Open]]; and 65th at [[EVO 2016]]. Ranked 1st on the [[Oklahoma Power Rankings]]. He has wins over {{Sm|Konga}}, {{Sm|MJG}}, {{Sm|AeroLink}}, and {{Sm|Mr. Doom}}.
*{{Sm|Draquaza|USA}} - Placed 25th at [[DVDA 8]] and [[DVDA|9]], and 33rd at [[LVL UP EXPO 2016]]. Ranked 9th on the [[Las Vegas Power Rankings]].
*{{Sm|Fire|France}} - The best Charizard player 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]] and 7th at [[Smash Factor 6]]. He has wins over {{Sm|MkLeo}}, {{Sm|Javi|p=Smash 4}}, {{Sm|NAKAT}}, {{Sm|ANTi}}, {{Sm|Hyuga}}, and {{Sm|Wonf}}.
*{{Sm|Sharpyzard|Dominican Republic}} - Placed 33rd at [[CEO Dreamland]], [[GENESIS 5]] and [[CEO 2018]], and 49th at [[CEO 2017]]. Ranked 2nd on the Dominican Republic Power Rankings.
*{{Sm|Tauroneo|Canada}} - Placed 5th at [[Vancouver Battle Royale]]. He has wins over {{Sm|Konga}} and {{Sm|FoCus}}.
*{{Sm|Tosshi|Japan}} - Placed 13th at [[Single Game Championships: Umebura X Single-Chu]]; 25th at [[Umebura Japan Major]]; and 4th at [[Umebura 31]]. He has wins over {{Sm|Ranai}}, {{Sm|Nietono}}, {{Sm|Ri-ma}}, {{Sm|Ron}}, and {{Sm|Kie}}.
*{{Sm|Virum|UK}} - The best Charizard player in the United Kingdom, and one of the best Charizard players in Europe. Placed 25th at [[B.E.A.S.T 7]] and [[Syndicate 2017]], and 49th at [[2GGC: Nairo Saga]] and [[Shine 2017]]. He has wins over TraX, {{Sm|Izaw}}, Pika4Life, {{Sm|Kogarasuma}}, and {{Sm|El_Bardo}}. He also contributes to Charizard's metagame.
 
====Inactive====
*{{Sm|Chaoszard|USA}} - Placed 13th at [[GUMS 7]]; 25th at [[GUMS 6]], [[GUMS 9|9]] and [[GUMS 12|12]]; and 33rd at [[GUMS X]]. Formerly ranked 2nd on the [[New Hampshire Power Rankings]]. He has wins over {{Sm|IceArrow}}, {{Sm|Hero}}, {{Sm|Maverick}}, and CMK.
*{{Sm|Trela|USA}}


===Tier placement and history===
''See also: [[:Category:Charizard players (SSB4)]]''
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 game updates consistently granted Charizard buffs that were substantial at best and decent at worst. 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.


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.
*{{Sm|Chuck Nasty|USA}} - The best Charizard player in the United States. Known better regionally for his performances at 4th at {{Trn|No Man's Land}}, 9th at {{Trn|King of the Springs 2}}, 13th at {{Trn|Low Tier City 5}} and notably took a set over {{Sm|Lima}} at {{Trn|Aftershock 2016}}. His 33rd place at {{Trn|UGC Smash Open}} is the highest Charizard placement at a ''Smash 4'' supermajor.
*{{Sm|Fire|France}} - The best Charizard player in Europe. Commonly used Charizard at many events, most notably placing 2nd at {{Trn|ICARUS III}} using primarily Charizard. He regularly placed high at other European events such as 5th at {{Trn|MARS 2017}} and 17th at {{Trn|SALT}}. Ranked 40th on the [[European Smash 4 Power Rankings]].
*{{Sm|Sharpyzard|Dominican Republic}} - A player from the Dominican Republic who travelled to the United States on multiple occasions and has performed the best out of any Charizard player in terms of majors, placing 33rd at {{Trn|CEO Dreamland}}, {{Trn|GENESIS 5}} defeating {{Sm|AC}}, and {{Trn|CEO 2018}}. His 49th place finish at {{Trn|CEO 2017}} marked one of the few times a solo-Charizard player made top 64 at a supermajor.
*{{Sm|Tosshi|Japan}} - The best Charizard player in Japan. His best performance in the country was with his 4th place at {{Trn|Umebura 31}}, defeating top Japanese players {{Sm|Nietono}} and {{Sm|Kome}} in his bracket. He also placed 13th at {{Trn|Single Game Championships: Umebura X Single-Chu}} defeating {{Sm|Ranai}}, 17th at {{Trn|Umebura 28}}, and 25th at {{Trn|Umebura Japan Major}}.
*{{Sm|Virum|UK}} - One of the best Charizard players in Europe. He was the second-best Charizard in terms of regional placements in the country, placing 25th at {{Trn|BEAST 7}} and {{Trn|Syndicate 2017}}. Internationally, he notably placed 25th at the major {{Trn|SwitchFest}} and made top 64 at a few supermajors, placing 49th at {{Trn|2GGC: Nairo Saga}} and {{Trn|Shine 2017}}.


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.
==[[Trophies]]==
{{Trophy/Fighter
|name=Charizard
|image-3ds=CharizardTrophy3DS.png
|image-wiiu=CharizardTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air, seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move—a move so strong, it even injures the user!
|desc-wiiu-ntsc=The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move—a move so strong, it even injures the user!
|desc-pal=Charizard, a Fire- and Flying-type Pokémon, can burn through anything with the flames it breathes. It is constantly on the lookout for powerful opponents, and where better to find them than in this game? Its huge build and special moves mean it can inflict massive damage, and its Flare Blitz is so powerful, it even hurts Charizard itself!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


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.
{{Trophy/Fighter
|name=Charizard (Alt.)
|image-3ds=CharizardAltTrophy3DS.png
|image-wiiu=CharizardAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Charizard's Flamethrower attack can be sustained by holding the button. The flames will gradually die, but a short break will recharge them. Charizard's down special Rock Smash crushes a rock and hits foes with the pieces. Charizard won't flinch while crushing, but others can break the rock...
|desc-pal=When using Charizard's Flamethrower move, hold the button to keep breathing fire. The flames gradually die down, but you just need to rest for a bit before doing it again. If you get hit while you're using the down special Rock Smash, you won't flinch, but someone else can break the rock instead, making your attack fail.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


==Trophies==
{{Trophy/Fighter
:'''Charizard'''
|name=Mega Evolution (Charizard)
::{{flag|ntsc}} ''The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air, seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move— a move so strong, it even injures the user!''
|image=MegaCharizardTrophyWiiU.png
 
|desc-ntsc=In this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction or shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though—in fact, taking damage will actually reduce the time you can stay transformed.
::{{flag|pal}} ''Charizard, a Fire- and Flying-type Pokémon, can burn through anything with the flames it breathes. It is constantly on the lookout for powerful opponents. And where better to find them than in this game? Its huge build and special moves mean it can inflict massive damage, and its Flare Blitz is so powerful, it even hurts Charizard itself!''
|desc-pal=For this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction and shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though taking attacks will reduce the length of time it stays transformed.
 
|game=ssb4-wiiu
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
}}
 
{{clrl}}
:'''Charizard (Alt.)'''
::{{flag|ntsc}} ''Charizard's Flamethrower attack can be sustained by holding the button. The flames will gradually die, but a short break will recharge them. Charizard's down special Rock Smash crushes a rock and hits foes with the pieces. Charizard won't flinch while crushing, but others can break the rock...''
 
::{{flag|pal}} ''When using Charizard's Flamethrower move, hold the button to keep breathing fire. The flames gradually die down, but you just need to rest for a bit before doing it again. If you get hit while you're using the down special Rock Smash, you won't flinch, but someone else can break the rock instead, making your attack fail.''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
 
:'''Mega Evolution (Charizard)'''
::{{flag|ntsc}} ''In this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction or shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though-in fact, taking damage will actually reduce the time you can stay transformed.''
 
::{{flag|pal}} ''For this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction and shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though - taking attacks will reduce the length of time it stays transformed.''
 
<center>
<gallery>
CharizardTrophy3DS.png|Classic (3DS)
CharizardAltTrophy3DS.png|Alt. (3DS)
CharizardTrophyWiiU.png|Classic (Wii U)
CharizardAltTrophyWiiU.png|Alt. (Wii U)
MegaCharizardTrophyWiiU.png|[[Mega Charizard X]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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*'''[[Fire-Type Frenzy]]''': Charizard must defeat {{SSB4|Greninja}}, {{SSB4|Lucario}}, and {{SSB4|Pikachu}}. [[Fire Bar]]s, [[Fire Flower]]s, and [[Superspicy Curry]] are the only [[item]]s that appear.
*'''[[Fire-Type Frenzy]]''': Charizard must defeat {{SSB4|Greninja}}, {{SSB4|Lucario}}, and {{SSB4|Pikachu}}. [[Fire Bar]]s, [[Fire Flower]]s, and [[Superspicy Curry]] are the only [[item]]s that appear.
*'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Charizard, Pikachu, and Lucario.
*'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Charizard, Pikachu, and Lucario.
*'''[[The Falchion{{'}}s Seal]]''': As {{SSB4|Robin}}, the player must defeat a giant Charizard using his/her [[Final Smash]], [[Pair Up]]. Defeating it in any other way causes it to respawn.
*'''[[The Falchion{{'}}s Seal]]''': As {{SSB4|Robin}}, the player must defeat a giant Charizard using their [[Final Smash]], [[Pair Up]]. Defeating it in any other way causes it to respawn.


===Co-Op Events===
===Co-Op Events===
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{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Charizard Palette (SSB4).png|link=Palette swap (SSB4)#Charizard]]
|colspan=8|[[File:Charizard Palette (SSB4).png|link=Palette swap (SSB4)#Charizard]]
|-
|-
|{{Head|Charizard|g=SSB4|s=50px}}
|{{Head|Charizard|g=SSB4|s=50px}}
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**It knows {{iw|bulbapedia|Flare Blitz}} like Red's in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']].
**It knows {{iw|bulbapedia|Flare Blitz}} like Red's in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']].
**It can use {{iw|bulbapedia|Blast Burn|move}} like Red (albeit only in ''Pokémon HeartGold'' and ''SoulSilver Versions'') and Alain's.
**It can use {{iw|bulbapedia|Blast Burn|move}} like Red (albeit only in ''Pokémon HeartGold'' and ''SoulSilver Versions'') and Alain's.
**It can undergo [[Mega Evolution]] like Red and Alain's.
**It can undergo {{iw|bulbapedia|Mega Evolution}} like Red and Alain's.
**It is voiced by Shin'ichirō Miki, who voices Ash and Red's.
*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.
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*Charizard is the first character to have one of its special move inputs changed between games since the transition from ''[[Super Smash Bros.]]'' to ''[[Melee]]'', with the second being {{SSBU|Palutena}} in ''[[Ultimate]]''.
*Charizard is the first character to have one of its special move inputs changed between games since the transition from ''[[Super Smash Bros.]]'' to ''[[Melee]]'', with the second being {{SSBU|Palutena}} in ''[[Ultimate]]''.
*Charizard is supposed to have a 6-frame jumpsquat according to its parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
*Charizard is supposed to have a 6-frame jumpsquat according to its parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
*Due to Charizard being a standalone character, it is the only non-DLC veteran to have splash art.
*Due to Charizard going from part of Pokémon Trainer to a standalone character, it is the only non-DLC veteran to have unique splash art. While Zero Suit Samus, Sheik, and Yoshi also had taglines upon their reveals in the 2014 Direct, they instead used their official renders.
*In between the 3DS and Wii U versions, Charziard's the only character who uses a different victory pose when being on a winning team in Team Battles. <ref>https://www.youtube.com/watch?v=Kl7WzudWkAA</ref><ref>https://youtu.be/oyd_j-RggZA?t=127</ref>
*In between the 3DS and Wii U versions, Charizard's the only character who uses a different victory pose when being on a winning team in Team Battles.<ref>https://www.youtube.com/watch?v=Kl7WzudWkAA</ref><ref>https://youtu.be/oyd_j-RggZA?t=127</ref>
**This makes it the only character to use all three of its victory poses in Team Battles when concluding both versions of the game.
**This makes it the only character to use all three of its victory poses in Team Battles when concluding both versions of the game.


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