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Charizard (SSB4): Difference between revisions

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(I'm not sure what you're trying to say but do not remove valid information. Also up throw stops itself at the point where the throw was used, even if the platform moves.)
(→‎Attributes: Fine. If you really can't see then I'll just remove the OTHER place where back aeral was in THE SAME SENTENCE and move the extra part.)
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Unlike the other playable Pokémon, who are either lightweights or middleweights, Charizard is a super [[Weight|heavyweight]]. As such, Charizard fittingly possesses impressive power and endurance, yet deviates from its weight class' archetype in a few ways. Its most atypical attributes are its grounded mobility, recovery, and frame data. Charizard's [[dash]]ing speed is the ninth fastest in the game, while its [[walk]]ing speed is tied with {{SSB4|Mewtwo}}'s for the fifteenth fastest in the game. However, it is burdened with low [[traction]], which is tied with Mewtwo's as the second lowest in the game. Charizard's overall recovery is quite versatile: it is one of the only two heavyweights that has [[Jump#Multiple double jumps|multiple double jumps]], with the other being {{SSB4|King Dedede}}, while [[Fly]] and [[Flare Blitz]] each cover respectable distances and grant [[armor]]. Lastly, Charizard's frame data is also decently fast, making it arguably the fastest of the super heavyweights, and thus results in it fitting the "lightning bruiser" archetype like {{SSB4|Captain Falcon}}.
Unlike the other playable Pokémon, who are either lightweights or middleweights, Charizard is a super [[Weight|heavyweight]]. As such, Charizard fittingly possesses impressive power and endurance, yet deviates from its weight class' archetype in a few ways. Its most atypical attributes are its grounded mobility, recovery, and frame data. Charizard's [[dash]]ing speed is the ninth fastest in the game, while its [[walk]]ing speed is tied with {{SSB4|Mewtwo}}'s for the fifteenth fastest in the game. However, it is burdened with low [[traction]], which is tied with Mewtwo's as the second lowest in the game. Charizard's overall recovery is quite versatile: it is one of the only two heavyweights that has [[Jump#Multiple double jumps|multiple double jumps]], with the other being {{SSB4|King Dedede}}, while [[Fly]] and [[Flare Blitz]] each cover respectable distances and grant [[armor]]. Lastly, Charizard's frame data is also decently fast, making it arguably the fastest of the super heavyweights, and thus results in it fitting the "lightning bruiser" archetype like {{SSB4|Captain Falcon}}.


One of Charizard's strengths is its KO potential: it possesses numerous KOing options in the forms of back aerial, [[Fly]], its smash attacks, its sweetspotted forward tilt, its forward, up, sweetspotted back, and down aerials, and its post-update [[1.0.8]] up throw, all of which become even more lethal courtesy of the [[rage]] mechanic. Another of Charizard's strengths is its grab game: its up throw is the second strongest throw of any kind in the game, and its down throw is a reliable combo starter from low to medium percents. Charizard's very fast dashing speed further complements its grab game, as it enables it to land dash and pivot grabs easier than other heavyweights.
One of Charizard's strengths is its KO potential: it possesses numerous KOing options in the forms of sweetspotted back aerial, [[Fly]], its smash attacks, its sweetspotted forward tilt, its forward, up, and down aerials, and its post-update [[1.0.8]] up throw, all of which become even more lethal courtesy of the [[rage]] mechanic. Another of Charizard's strengths is its grab game: its up throw is the second strongest throw of any kind in the game, and its down throw is a reliable combo starter from low to medium percents. Charizard's very fast dashing speed further complements its grab game, as it enables it to land dash and pivot grabs easier than other heavyweights.


Charizard's special moves are all useful for its general playstyle. [[Flamethrower]] is a short-ranged [[projectile]] that can rack up damage, intercept other projectiles, interrupt approaches, and gimp recoveries. [[Rock Smash]] is very useful thanks to its offensive and defensive capabilities: in addition to its high damage output and knockback, it grants super armor on frame 5, which allows it to function as a somewhat safe landing option and enables Charizard to avoid being launched or juggled by all but the fastest moves. [[Flare Blitz]] and [[Fly]] are both highly protective recovery options: Flare Blitz covers a great amount of horizontal distance, deals respectable damage, and can be used as a punishment option thanks to its [[armor]], whereas [[Fly]] quickly covers a decent amount of vertical distance, has very high knockback, and, like Flare Blitz, grants armor.
Charizard's special moves are all useful for its general playstyle. [[Flamethrower]] is a short-ranged [[projectile]] that can rack up damage, intercept other projectiles, interrupt approaches, and gimp recoveries. [[Rock Smash]] is very useful thanks to its offensive and defensive capabilities: in addition to its high damage output and knockback, it grants super armor on frame 5, which allows it to function as a somewhat safe landing option and enables Charizard to avoid being launched or juggled by all but the fastest moves. [[Flare Blitz]] and [[Fly]] are both highly protective recovery options: Flare Blitz covers a great amount of horizontal distance, deals respectable damage, and can be used as a punishment option thanks to its [[armor]], whereas [[Fly]] quickly covers a decent amount of vertical distance, has very high knockback, and, like Flare Blitz, grants armor.

Revision as of 09:38, August 22, 2017

This article is about Charizard's appearance in Super Smash Bros. 4. For the character in other contexts, see Charizard.
Charizard
in Super Smash Bros. 4
Charizard
PokemonSymbol.svg
Universe Pokémon
Other playable appearance in Brawl


Availability Starter
Final Smash Mega Charizard X
Tier E (45)
Charizard's stock icon in Super Smash Bros. for Wii U.
Charizard Fires It Up!
—Introduction Tagline

Charizard (リザードン, Lizardon) is a playable character in Super Smash Bros. 4. Its return to the series was announced during a Super Smash Bros. Direct on April 8th, 2014, during which its fellow Pokémon representative Greninja was also revealed.[1] Shin'ichirō Miki reprises his role as Charizard's voice actor, although he re-recorded Charizard's grunts and roars to match how it sounds in the Pokémon anime, instead of re-recording its coarser grunts and roars from Super Smash Bros. Brawl.

Charizard is currently ranked 45th out of 58 on the tier list, placing it in the E tier, and making it the third highest ranked super heavyweight. This is a slight improvement from Pokémon Trainer's placement in Brawl, where he was ranked 29th out of 38. Due to becoming a standalone character, Charizard's playstyle is much more consistent, and its moveset is no longer burdened by stamina. Charizard also boasts overall fast mobility for a super heavyweight: its walking and dashing speeds are among the fastest in the game, while several of its moves have less than 10 frames of start-up lag.

Unsurprisingly for a super heavyweight, Charizard benefits from an array of strong KOing options and impressive endurance, the latter of which is supplemented by its multiple double jumps. However, it also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright. Charizard's up throw is particularly notable: it is the second strongest throw of any kind in the game (surpassed only by Ness' back throw), and is especially potent when used on a platform.

However, Charizard has some exploitable weaknesses. Despite having better frame data than its fellow super heavyweights, some of its attacks are still laggy and punishable compared to the many combo-oriented characters prevalent in the metagame. Charizard also suffers from a vulnerability to juggling, a common problem among heavyweights and super heavyweights; although its options to escape from a disadvantaged state exist, they can be easy to exploit.

In the early metagame, Charizard endured very poor tournament representation and results, to the point of widely being considered the single worst character in the game. However, thanks to consistently receiving very useful buffs via game updates over the game's lifespan, Charizard's tournament presence, particularly in regional tournaments outside of North America, has considerably improved at a very gradual pace. As a result, it has managed to rise from initially being at the middle of the bottom-tier, to currently being in the upper portion of the low-tier, which reflects the general consensus of its tier status even prior to its tier reassessment.

Attributes

Unlike the other playable Pokémon, who are either lightweights or middleweights, Charizard is a super heavyweight. As such, Charizard fittingly possesses impressive power and endurance, yet deviates from its weight class' archetype in a few ways. Its most atypical attributes are its grounded mobility, recovery, and frame data. Charizard's dashing speed is the ninth fastest in the game, while its walking speed is tied with Mewtwo's for the fifteenth fastest in the game. However, it is burdened with low traction, which is tied with Mewtwo's as the second lowest in the game. Charizard's overall recovery is quite versatile: it is one of the only two heavyweights that has multiple double jumps, with the other being King Dedede, while Fly and Flare Blitz each cover respectable distances and grant armor. Lastly, Charizard's frame data is also decently fast, making it arguably the fastest of the super heavyweights, and thus results in it fitting the "lightning bruiser" archetype like Captain Falcon.

One of Charizard's strengths is its KO potential: it possesses numerous KOing options in the forms of sweetspotted back aerial, Fly, its smash attacks, its sweetspotted forward tilt, its forward, up, and down aerials, and its post-update 1.0.8 up throw, all of which become even more lethal courtesy of the rage mechanic. Another of Charizard's strengths is its grab game: its up throw is the second strongest throw of any kind in the game, and its down throw is a reliable combo starter from low to medium percents. Charizard's very fast dashing speed further complements its grab game, as it enables it to land dash and pivot grabs easier than other heavyweights.

Charizard's special moves are all useful for its general playstyle. Flamethrower is a short-ranged projectile that can rack up damage, intercept other projectiles, interrupt approaches, and gimp recoveries. Rock Smash is very useful thanks to its offensive and defensive capabilities: in addition to its high damage output and knockback, it grants super armor on frame 5, which allows it to function as a somewhat safe landing option and enables Charizard to avoid being launched or juggled by all but the fastest moves. Flare Blitz and Fly are both highly protective recovery options: Flare Blitz covers a great amount of horizontal distance, deals respectable damage, and can be used as a punishment option thanks to its armor, whereas Fly quickly covers a decent amount of vertical distance, has very high knockback, and, like Flare Blitz, grants armor.

However, Charizard has noticeable flaws. Despite Flamethrower's strengths, its sub-par start-up and moderately fast decay can prevent it from spacing effectively. Charizard is also easy to juggle because of its size and poor aerial mobility. Additionally, while its frame data is overall better than its fellow super heavyweights, some of its moves still have mediocre frame data compared to most of the cast, although this is not necessarily a glaring problem depending on the moves used. While Charizard's air speed has been increased to the point of no longer among the slowest in the game, it is a key factor that hinders its air physics as a whole. Lastly, its neutral game is limited because of its lack of safety on shield; while it has a decent defensive neutral game, it suffers against opponents that can pressure it safely or force it to approach unsafely regularly.

A few of Charizard's custom moves alleviate some of its weaknesses. Dragon Rush is arguably its best custom move, as it is a pressuring and rushdown option that has less lag, no recoil, and cannot be blocked by opponents when recovering. Fly High provides slightly better recovery, but at the cost of dealing damage. Conversely, Rising Cyclone provides less recovery, but is significantly stronger, to the point that it can KO most characters around as low as 56% while near the upper blast line. Lastly, Rock Hurl provides increased range and speed alongside super armor that is active upon start-up, but at the cost of dealing less damage.

Overall, Charizard is well-rounded for a super heavyweight, and is comparable to Bowser in both moveset and playstyle: it has a number of moves with similar uses, relies on its potent grab game for combos and KOing, and possesses a nearly identical projectile. Unlike Bowser, however, it exchanges grab utility and power, balanced aerial mobility and raw power for faster grounded mobility, better offensive pokes, usable defensive tools, and a better recovery. These traits result in Charizard's playstyle requiring patience like Bowser's, yet it deviates from his by also requiring an appropriate balance of offense and defense, instead of being largely defensive. Reads and baits can also be pivotal for Charizard's best punishment options, such as back aerial and its smash attacks, although it is not as singularly dependent on them like Ganondorf and Jigglypuff are thanks to its other assets.

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

Changes from Brawl

Charizard has received a mix of buffs and nerfs in the transition from Brawl to SSB4. Direct comparisons to its appearance in Brawl are somewhat abstract because of the fact that it could not be played as an individual character; however, it is generally agreed that Charizard itself has been buffed. Charizard's playstyle is drastically different from that of Pokémon Trainer as a whole: in general, the loss of its teammates makes its playstyle much more consistent than Pokémon Trainer's, but less capable of adapting to matchups.

Charizard has received some notable buffs. The removal of stamina grants its moveset consistent power, which is further supplemented by the rage mechanic enabling its wide array of KOing options to become even more potent. In regard to individual buffs, Charizard's grounded mobility has greatly improved: its already fast dashing speed has become the ninth fastest in SSB4, while its walking speed has gone from being the slowest in Brawl to being tied with Mewtwo's as the fifteenth fastest in SSB4. Charizard's grab game has also improved: up throw is now a reliable KOing option and the second strongest throw of any kind in the game, whereas down throw has been re-purposed from a KOing option into a reliable combo starter at low to medium percents. Lastly, Rock Smash and its new side special, Flare Blitz, grant super armor and thus improve its defensive presence, while Flare Blitz also boasts KO and recovery potential.

However, Charizard has also received nerfs. The removal of gliding has greatly weakened its recovery, while Flare Blitz is not as flexible for horizontal recovery like gliding was. Flare Blitz is also burdened with recoil damage, regardless of whether or not it hits a target. In regard to individual nerfs, Charizard's heavier weight, faster falling speed, and slower air speed collectively make it more vulnerable to combos. While some of its moves deal more knockback and are thus able to KO earlier, this, in turn, makes them more difficult to use for combos past medium percents. Lastly, Charizard's overall grab range has been shortened, though it is still above average compared to most of the cast's overall grab ranges.

Aesthetics

  • Change Due to the aesthetic used in SSB4, Charizard has a sleeker design, its skin is a more vibrant shade of orange, its teeth are white instead of flax, and its claws are a lighter shade of flax. It also has slightly smaller teeth, a slightly less pronounced snout, and the metacarpal joints on its wings are slightly larger. Altogether, these changes make Charizard appear much more in line with its design in the Pokémon core series as of generation VI.
  • Change Charizard is slightly more expressive. Its irises now shrink during its sidestep and when it is hit or launched.
  • 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 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.

Attributes

  • Change Charizard is heavier (110 → 116). This improves its endurance, but makes it more susceptible to combos.
  • Buff Charizard walks faster (0.7 → 1.2).
  • Buff Charizard dashes faster (1.8 → 2.0).
  • Nerf Charizard's air speed is slower (0.987 → 0.92).
  • Change Charizard falls faster (1.35 → 1.4).
  • Nerf Charizard's traction is lower (0.055 → 0.04).
  • Buff Rolls have decreased ending lag (IASA 35 (forward)/IASA 36 (backward) → 33).
  • Nerf Sidestep has increased ending lag (IASA 25 → 28).
  • Buff Air dodge has decreased ending lag (IASA 39 → 34).
  • Nerf Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-18 (rolls), frames 2-20 → 3-18 (sidestep)).
  • Nerf Jumpsquat is slower (6 frames → 7).
  • Buff Item throw is stronger (1.198 → 1.208).
  • Change Dash's animation has slightly changed. Charizard now flaps its wings while dashing.
  • Change Charizard is no longer connected to Pokémon Trainer via Pokémon Change or character selection screen input.[1] As a result, it is no longer affected by stamina or type effectiveness, but it is less capable of adapting to matchups.
  • Nerf The removal of gliding significantly hinders Charizard's recovery.[1]

Ground attacks

  • Nerf Neutral attack's last hit deals 1% less damage (6% → 5%).
  • Buff Neutral attack's last hit has increased knockback (40 (base)/110 (growth) → 60/130). Neutral attack also transitions significantly faster.
  • Nerf Sourspotted forward tilt deals 3% less damage (10% → 7%).
  • Buff Sweetspotted forward tilt has increased base knockback (35 → 40), slightly improving its KO and spacing potential.
  • Buff Forward tilt has decreased start-up lag (frame 12 → 11), a longer duration (frames 12-13 → 11-13) and one of its previous sourspots is now a sweetspot.
  • Nerf Forward tilt has increased ending lag (frame 41 → 43).
  • Nerf Up tilt has increased ending lag (frame 33 → 34) and a shorter duration (frames 9-15 → 9-13).
  • Buff Up tilt's animation has slightly changed. Charizard now very slightly fans out its wings while thrusting them upward. This new animation slightly increases its horizontal range.
  • Nerf Due to its sweetspot being removed, down tilt deals less damage (12% (head)/8% (neck) → 10%) and has altered knockback (40 (base)/100 (growth) → 60/60), removing its KO potential. It also has increased start-up (frame 8 → 9) and ending lag (frame 27 → 31).
  • Buff Down tilt has received a windbox that pushes opponents inward, making it unable to whiff at point-blank range.
  • Change Down tilt's animation has slightly changed. Charizard now performs a headbutt, instead of a bite.
  • Buff Dash attack has decreased ending lag (frame 44 → 40).
  • Nerf Due to its initial hitbox being removed, forward smash deals less damage (22% → 17% (clean, late body)/14% (late head)). It also has increased ending lag (frame 68 → 70).
  • Change Forward smash has altered knockback (40 (base)/98 (growth) → 60/94).
  • Buff Forward smash has increased horizontal range.
  • Nerf Up smash has increased ending lag (frame 48 → 49) and no longer has transcendent priority.
  • Buff Down smash has increased knockback growth (75 → 79/85), improving its KO potential. Its angle has also been altered (80° → 33°/46°), improving its edge-guarding potential.
  • Nerf Down smash has increased ending lag (frame 60 → 61).
  • Change Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, instead of both feet.

Aerial attacks

  • Buff Neutral, up and down aerials have decreased landing lag (22 frames → 20 (neutral, up), 35 frames → 33 (down)).
  • Nerf Neutral aerial has increased start-up (frame 8 → 9) and ending lag (frame 59 → 60), a shorter duration (frames 8-28 → 9-25) and its hitboxes are smaller (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u).
  • Buff Charizard has a new forward aerial, a slash with its claws. Compared to the previous forward aerial, it deals more damage (2%-4% → 12% (early, clean arm)/13% (clean tip)) and has more knockback, making it significantly better at KOing. It also has less start-up (frame 9 → 8) and landing lag (32 frames → 22).
  • Buff Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential. Its sweetspot is also larger (4.5u → 5u) and its other hitboxes have been re-positioned farther outward, improving its range.
  • Nerf Back aerial has increased ending (frame 41 → 46) and landing lag (22 frames → 24). It also lost its ability to auto-cancel from a short hop.
  • Buff Up aerial deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), improving its KO potential. It also now grants 4 frames of partial intangibility beginning on frame 11.
  • Nerf Up aerial has increased start-up (frame 6 → 12) and ending lag (frame 45 → 46). Its lingering hitbox has also been removed.
  • Change Up aerial's animation has slightly changed. Charizard now performs a headbutt, instead of a bite.
  • Change Down aerial has received a sourspot that deals 8% and launches at 55°/361°. This lengthens its duration (frames 18-20 → 18-26) and improves its KO potential, but makes it more susceptible to punishment at low to medium percents and worsens edgeguarding ability.
  • Nerf Down aerial has increased ending lag (frame 51 → 52).
  • Change Down aerial's animation has slightly changed. Charizard now performs a stomp with one foot, instead of a double foot stomp.

Throws/other attacks

  • Nerf All grabs have decreased ranges.
  • Nerf Dash and pivot grabs have increased start-up lag (frame 8 → 10 (dash), frame 10 → 11 (pivot)).
  • Buff Charizard has a new up throw, a dive-bombing slam, similar to Kirby and Meta Knight's up throws. Compared to the previous up throw, it has altered knockback (70 (base)/140 (growth) → 50/220), making it significantly better at KOing.
  • Buff Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (frame 80 → 70), significantly improving its combo potential at low to to medium percents. Although this removes its KO potential, this is completely mitigated by up throw's improved KO potential.

Special moves

  • Nerf Flamethrower has increased ending lag (frame 67 → 71).
  • Buff Charizard has a new side special, Flare Blitz.[2] It is a fiery, corkscrew tackle that deals impressive damage,[2] propels Charizard horizontally, and grants 30 frames of heavy armor that can withstand a maximum of 15%.
  • Nerf Flare Blitz deals recoil damage regardless of whether or not Charizard hits an opponent.[2] It is also an overall laggy attack.
  • Change Due to the addition of Flare Blitz, Rock Smash is now Charizard's down special, instead of its side special.[2]
  • Buff Rock Smash now grants 22 frames of super armor beginning on frame 5.
  • Nerf Rock Smash deals less damage (18% (boulder)/5% (fragments) → 14%/3%) and has decreased knockback, hindering its KO potential. It also has increased ending lag (frame 61 → 72).
  • Buff Fly covers more vertical distance, improving its recovery potential. Its first and loop hits also connect together better, while its last hit has increased knockback, improving its KO potential.
  • Change Charizard has a new Final Smash, Mega Charizard X. Charizard undergoes Mega Evolution to become Mega Charizard X. Like Triple Finish, Mega Charizard X can use Fire Blast. Unlike Triple Finish, Mega Charizard X is a transformation-based Final Smash that can fly freely across the stage and use Fire Blast as a projectile, similarly to Super Dragon. Mega Charizard X can also use Dragon Rush, regardless of whether or not custom moves are enabled, and has both super armor and flinch resistance throughout its duration. However, its duration will shorten upon receiving damage.

Update history

Initially considered one of the worst characters in the game and arguably the worst among the cast, Charizard has been drastically buffed via game updates. Notably, update 1.0.8 drastically improved two of Charizard's most useful moves, as well as its grab game. Its neutral attack connects more reliably and its neutral aerial is much faster, so much so that it can auto-cancel with a short hop, which greatly increases its spacing potential. Its up throw now has significantly more knockback, making it the strongest up throw in the game and one of the strongest throws overall in the game. However, it is easier to mitigate with DI because of its launching angle. Charizard's down throw has also been re-purposed into becoming its best combo starter, as it can now lead into short, but impressively damaging combos.

In spite of Charizard's below average out of shield game, changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 also help it due to its attacks' high hitlag and damage outputs. Lastly, update 1.1.5 increased Charizard's air speed to a more usable speed, increased the damage outputs and decreased the landing lag on its aerials (especially its forward and back aerials), and gave Flare Blitz an additional hitbox that can allow it to punish a wider variety of maneuvers.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Four frames of intangibility have been added to Charizard's head for its shielding animation. This leaves Charizard less susceptible to shield stabbing, as its head is not covered by the shield during these first frames even at full health, and could therefore be hit prior to the change.
  • Nerf Dragon Rush deals less damage: 15% → 11%.
  • Change Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.


Super Smash Bros. 4 1.0.6

  • Buff Down tilt's start-up: frame 11 → 9 and ending lag decreased: frame 33 → 31.
  • Change Forward aerial's sweetspot and sourspot's positions switched.
  • Buff Up throw deals 3% more damage: 8% → 11%, restoring its damage output from Brawl.
  • Nerf Flare Blitz deals 1% more recoil damage: 4% (no contact)/9% (contact) → 5%/10%.

Super Smash Bros. 4 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.
  • Nerf Neutral aerial's start-up lag increased: frame 8 → 9, its duration decreased: frames 8-28 → 9-25 and its hitboxes' sizes decreased: 4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u.
  • Buff Forward aerial's hitboxes' sizes increased: 4.3u (clean)/4.5u (late) → 4.6u/4.8u.
  • Buff Forward aerial's duration increased: frames 8-10 → 8-11.
  • Buff Back aerial's sweetspot's size increased: 4u → 4.5u and its other hitboxes re-positioned outward, improving its range.
  • Buff Up throw's knockback growth increased: 160 → 220 and its angle altered: 60° → 70°, significantly improving its KO potential.
  • Buff Down throw's knockback altered: 40 (base)/300 (growth) → 70/130 and ending lag decreased: frame 80 → 72, significantly improving its combo potential at low to medium percents. Although this removes its KO potential, this is completely mitigated by up throw's improved KO potential.

Super Smash Bros. 4 1.1.0

  • Buff Sweetspotted forward tilt deals 1% more damage: 10% → 11%.
  • Buff One of forward tilt's three sourspots has become a sweetspot.
  • Buff Down tilt received a windbox that pushes opponents inward, making it unable to whiff at point-blank range.
  • Buff Back aerial's landing lag decreased: 36 frames → 33.
  • Buff Down throw's ending lag decreased: frame 72 → 70.

Super Smash Bros. 4 1.1.1

  • Buff Sinking Skull deals more damage: 10% (grounded)/9% (aerial) → 12%/10% and its ending lag decreased.

Super Smash Bros. 4 1.1.3

  • Buff Dash attack has less ending lag (FAF 45 → 40).
  • Change Dash attack launches opponents at a lower angle: 70°/80° (near/far) → 50° (near clean)/60° (near late/far clean)/75° (far late)).
  • Change Up smash has received several minor tweaks.
  • Buff Down smashhas higher knockback scaling (76 (far)/82 (near) → 79/85), improving its KO potential.


Super Smash Bros. 4 1.1.4

  • Change First hit of up smash's hitbox placements modified significantly and have angle modifications and/or increased knockback.
  • Buff Second hit of up smash deals more knockback.
  • Nerf Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


Super Smash Bros. 4 1.1.5

  • Buff Air speed: 0.87 → 0.92
  • Buff Weight: 115 → 116
  • Buff Neutral (22 → 20), forward (31 → 22), back (33 → 24), up (22 → 20), and down air (35 → 33) all have less landing lag.
  • Buff Neutral aerial deals 2% more damage: 10%/7%/7%/7% → 12%/9%/9%/9% but with knockback compensated (90 → 78).
  • Buff Forward aerial deals 1% more damage: 11%/12% → 12%/13%.
  • Buff Back aerial deals 1% more damage: 15%/13%/10%/10% → 16%/14%/11%/11% and has a larger sweetspot (4.5u → 5u).
  • Buff Flare Blitz explosion knockback growth: 78 → 84
  • Buff Flare Blitz has an additional hitbox that extends its reach to behind Charizard.
  • Buff Max Walk speed with heavy items increased: 1.198 → 1.208


Moveset

  Name Damage Description
Neutral attack   3% Two alternating slashes with its claws, followed by swinging one of its wings upward. Thanks to its damage output, speed and very high knockback growth, it is a reliable for damage racking and spacing. However, it can also be jab canceled into down tilt, a grab and Fly. Its last hit also launches opponents at differing angles, with the wing's inner portion launching them vertically, whereas its tip launches them horizontally, allowing it to set up an edge-guard. Due to its strengths, it is considered one of the most effective neutral attacks in the game.
4%
5%
Forward tilt   11% (flame), 7% (tail) Swings its tail forward. It can be angled, has long range and its sweetspot is at the flaming tip of Charizard's tail. It is one of the strongest forward tilts in the game, as its sweetspot KOs middleweights at 133% while near the edge. Due to it hitting on frame 11, however, it has the highest amount of start-up lag out of Charizard's tilt attacks.
Up tilt   8% Hunches forward in order to thrust its wings upward. Its very high knockback growth makes it quite powerful for a tilt attack, to the point that it KOs middleweights at 143%. It also renders Charizard's wings intangible throughout its duration. However, it is Charizard's least damaging tilt attack.
Down tilt   10% A ground-hugging headbutt. It has a windbox that hits on frame 7, which makes it deceptively fast. It is also a semi-spike, which makes it useful for edge-guarding. Despite having a decent damage output, it is ineffective at KOing because of its base knockback and knockback growth both being below average.
Dash attack   11% (clean), 8% (late) A braking side kick. Its very high base knockback makes it useful for spacing, while its long duration makes it decent at punishing.
Forward smash   17% (clean, late body), 14% (late head) Rears back its head and then performs a headbutt while emitting flames from its mouth. It is very strong, as its sweetspots KO middleweights at 87% while near the edge, and it renders Charizard intangible throughout its duration. Due to it hitting on frame 22 and having 45 frames of ending lag, however, it is very punishable.
Up smash   5% (hit 1), 11% (hit 2) Rears back in order to swing its wings upward twice in a fanning motion. It is Charizard's fastest smash attack, thanks to it hitting on frame 6 (which is very fast for a smash attack) and having 27 frames of ending lag. Despite its animation, its first hit can act as a jab reset against opponents behind Charizard. Its impressive range also enables it to function as a useful anti-air attack. However, it is Charizard's weakest smash attack, as it KOs middleweights at 128%.
Down smash   16% Stomps the ground to cause a small earthquake. It hits in front of and behind Charizard, and is a powerful semi-spike when sweetspotted, as it KOs middleweights at 117% while near the edge. Its hitboxes are very large, which make it possible to hit opponents hanging on the edge and even slightly above ground. Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable.
Neutral aerial   12% (flame), 9% (tail) Somersaults forward to strike with its tail. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel with a short hop, and its hitboxes end in front of and under Charizard just before it auto-cancels. All of these traits make it a relatively safe landing option and combo starter when auto-canceled, with followups including neutral attack, dash attack and forward aerial. However, its very low base knockback and average knockback growth make it very unsuitable for KOing.
Forward aerial   12% (early, clean arm), 13% (clean tip) Swipes downward with a claw. It comes out on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, and its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable as a follow-up from down throw, or as a KOing option. Its sweetspot KOs middleweights at 121% while near the edge. However, it has moderate landing lag, and is punishable out of shield by most characters when auto-canceled.
Back aerial   11% (body), 14% (tail), 16% (flame) 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, to the point that it is strong enough to KO middleweights at 100% while near the edge. 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.
Up aerial   13% An upward headbutt. Its respectable damage output and very high knockback growth allow it to KO middleweights at 99% while near the upper blast line. It also renders Charizard's head intangible throughout its duration, and is tied with its neutral aerial for having the lowest amount of landing lag out of Charizard's aerials. However, it has minimal horizontal range.
Down aerial   14% (clean), 8% (late) Briefly pauses before stomping down with one foot. When sweetspotted, it is a very powerful meteor smash. In comparison, its sourspot launches opponents either diagonally or at the Sakurai angle. Due to it coming out on frame 18 and having 33 frames of landing lag, however, it is very punishable.
Grab   Clinches the opponent. Despite having been decreased since Brawl, Charizard's overall grab range is still above average.
Pummel   2% A bite. A fairly fast pummel.
Forward throw   10% Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edge-guard. However, its base knockback and knockback growth are both below average, to the point that it KOs at 182% while near the edge.
Back throw   10% Flings the opponent backward. It deals respectable damage, while its very low ending lag allows Charizard to pursue the opponent with a dash or, in some cases, a short hopped/jumping Flare Blitz. However, this is only effective at low percents. In addition, its base knockback and knockback growth are both below average like forward throw's, to the point that it KOs middleweights at 182% while near the edge.
Up throw   8% (hit 1), 3% (throw) Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to Kirby and Meta Knight's up throws. As of update 1.0.8, its knockback has been drastically increased, making it the strongest up throw in the game. It is also the second strongest throw of any kind in the game, being surpassed only by Ness' back throw. Although directional influence is more effective in hindering its KO potential compared to Mewtwo's up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs middleweights at 144%. It is even more effective on stages with platforms, such as being able to KO middleweights at 118% upon landing on Battlefield's top platform. It can also act as a set-up into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is easily avoidable due to its vertical launch angle and requiring the opponent to have very minimal damage.
Down throw   1% (hits 1-5), 1% (throw) Pins the opponent to the ground and then expels embers from its mouth onto them. Prior to update 1.0.8, its knockback growth was the highest in the game, to the point that it could KO middleweights at 125%. As of update 1.0.8, its base knockback and knockback growth were both altered, which benefits Charizard due to these changes re-purposing it into a very good combo starter at low to medium percents. Notable follow-ups include a dashing up smash, a neutral aerial (which can be potentially followed up with another grab or up smash), a forward aerial (which can be performed on most characters until around 60%), and an up aerial (which is a potent KO set-up beginning at 80%).
Floor attack (front)   7% Swings its tail backward, then headbutts forward.
Floor attack (back)   7% Gets up and performs a semi-circular slash with its claws.
Floor attack (trip)   5% Gets up and performs a slash with its claws.
Edge attack   8% Performs a headbutt while climbing up.
Neutral special Default Flamethrower 2% (clean), 1% (late) Expels a stream of flames from its mouth. It gradually weakens if used, similarly to Fire Breath. Unlike Fire Breath, Flamethrower's farthest hitboxes will make the opponent flinch.
Custom 1 Fire Fang 2% (embers), 8% (explosion) Expels a very short-ranged stream of embers from its mouth, which traps opponents. Releasing the special attack button results in a small flaming bite that has KO potential. However, it has significantly shorter range.
Custom 2 Fireball Cannon 3% (clean), 2% (late) Expels fireballs from its mouth that deal slightly more damage, do not weaken over time, and travel farther, dealing less damage at a distance. However, it has more start-up lag and Charizard must expel three fireballs before it concludes.
Side special Default Flare Blitz 4% (collision), 15% (explosion) Cloaks itself in flames before rushing forward with a fiery, corkscrew tackle. It is very powerful, as it KOs middleweights at 100% while near the edge, and grants heavy armor that can withstand a maximum of 15%. In addition to its offensive potential, it covers an impressive amount of horizontal distance, which makes it a capable recovery option. However, it is a very unsafe move due a number of factors: it deals 5% recoil damage both at its beginning and on contact, is very unsafe on shield because of its extreme amount of overall lag, and Charizard is forced into an untechable tumble if the move hits. When used unwisely, its impressive travel distance can also result in an inevitable self-destruct if used near an edge.
Custom 1 Blast Burn 4% (collision), 5% (explosion loop), 9% (explosion last) A slower fiery tackle that concludes with a powerful fiery explosion. It deals significantly more damage and knockback and, like, Flare Blitz, grants heavy armor that can withstand a maximum of 15%. However, it travels slower and has less range, and also deals more recoil damage (6% at its beginning and 10% on contact).
Custom 2 Dragon Rush 1.2% (hits 1-6), 4% (hit 7), 11.2% (all hits connect) Rushes forward in a spiraling motion. Lacks a flame effect, an explosion on hit and recoil damage; instead, the move hits multiple times and drags opponents along during the tackle, making it both a safer move and a better recovery option. However, it deals less damage, has lower knockback and covers less distance. It is generally considered to be Charizard's best custom move due to its recovery potential and inability to be interrupted like Flare Blitz or Blast Burn, while still boasting KO potential like Flare Blitz and Blast Burn.
Up special Default Fly 5% (hit 1), 2% (loop), 4% (last) Flies upward while corkscrewing. It deals respectable damage when all of its hits connect, while the last hit has very high knockback, which allows it to KO middleweights at 130%. It also grants super armor at its beginning. It can be angled and covers fairly good vertical distance, but covers only minimal horizontal distance, even when angled forward. Additionally, the looping hits can be rather easily DI'd out of, especially if Charizard has rage.
Custom 1 Rising Cyclone 4% (hit 1), 2% (loop), 6% (last) Vacuums opponents and launches them, with its last hit being noticeably stronger, making it more effectively offensively. Like Fly, it grants super armor at its beginning. However, it covers less distance.
Custom 2 Fly High Covers more vertical distance and grants super armor at its beginning like Fly. However, it deals no damage.
Down special Default Rock Smash 14% (boulder hit 1), 6% (boulder hit 2), 3% (fragments) Pulls out a boulder and headbutts it, breaking it into fragments. It grants super armor on frames 5-22, which makes it a fairly safe landing option. It can also deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. Although the boulder itself deals respectable damage, it has below average base knockback and average knockback growth, to the point that it KOs middleweights at 153% while near the edge.
Custom 1 Sinking Skull 10% (grounded), 12%/9% (aerial) Headbutts the air without holding a boulder, which buries grounded opponents and meteor smashes aerial ones. However, it deals less damage.
Custom 2 Rock Hurl 8% (boulder hit 1), 4% (boulder hit 2), 2% (fragments) Grants super armor beginning on frame 1 and has more vertical range, thanks to the boulder's fragments flying farther. However, the move deals less damage.
Final Smash Mega Charizard X 2% (Dragon Rush loop), 10% (Dragon Rush last), 5% (Fire Blast collision), 1% (Fire Blast loop), 5% (Fire Blast last) 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. This form has two attacks: special attack causes Charizard to use Fire Blast, a fiery projectile that bursts into the kanji 大 ("big"), which is strong enough to KO middleweights at 128% while near the edge. Standard attack performs Dragon Rush, similar to Flare Blitz's custom version, albeit with the ability to rush in any singular direction and having KO potential at around 112% while near the edge.

On-screen appearance

CharizardOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Stomps once and then rears back to roar upward while flapping its wings.
  • Side taunt: Faces the camera while stomping once and growling while spreading its wings out.
  • Down taunt: Violently stomps twice while facing the camera.
Up taunt Side taunt Down taunt
Charizard's up taunt in Smash 4 Charizard's side taunt in Smash 4 Charizard's down taunt in Smash 4

Idle poses

  • Leans back and then stomps once.
  • Turns its head to the side and quickly spits an ember onto the ground.
Charizard's first idle pose in Super Smash Bros. for Wii U. Charizard's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description Char-izard! Liz-ar-don!
Pitch Group chant Group chant

Victory poses

An orchestral excerpt of the title theme from Pokémon Red, Blue and Green Versions, which has since become the main theme of the Pokémon series.
  • Roars and then strikes a pose.
  • Stomps forward before rearing its head back to roar upward while expelling flames from its mouth, and then strikes a pose.
  • Uses Flare Blitz to descend from the sky, crashing into the ground before striking a pose.
CharizardPose1WiiU.gif CharizardPose2WiiU.gif CharizardPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Charizard's stock icon in Super Smash Bros. for Wii U. Charizard 1311 1313 1331 1333 1113
1211 1213 3311 2311 1321

Notable players

Active

Inactive

Tier placement and history

Upon the initial release of SSB4, Charizard was poorly perceived by the majority of players due to its very sluggish moveset, predictable and exploitable recovery, very slow air speed, and susceptibility to combos. Its negative perception led some players to view it as being heavily nerfed since Brawl even when not including Squirtle and Ivysaur, and many considered it to be the single worst character in the game up until update 1.0.6, with its representation throughout most of SSB4's lifespan being notoriously poor in spite of its consistent popularity within its home series. However, Charizard began to receive a consistent amount of substantial buffs in game updates beginning with update 1.0.8, which noticeably improved its KO potential, combo game, frame data, and mobility. While some players argued that Charizard had become somewhat viable, it was still widely attested that these buffs were not sufficient enough to significantly improve its representation and results. As a result, Charizard was ranked 49th on the first tier list, perpetuating its perception as a bottom-tier character.

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

Thanks to its newfound success, Charizard is ranked 45th on the third and current tier list, which reassesses it as a low-tier character. This tier rise is also notable for signalling the end of Charizard's status as a bottom 10 character, similarly to Samus and Palutena. International players such as Tosshi, Fire, and SilentDoom have also achieved significant wins and results while using Charizard, such as the latter placing 25th at B.E.A.S.T 7 while using both Charizard and Cloud. While Charizard's results in North America have been more sparse than other regions, they eventually improved in the same manner; numerous players have achieved notable placements at national tournaments while exclusively using Charizard, such as Bloodcross and Sharpy placing 17th and 33rd, respectively, at CEO Dreamland, and Chuck Nasty placing 13th at Low Tier City 5.

Trophies

Charizard
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!
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!
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Charizard (Alt.)
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...
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.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Mega Evolution (Charizard)
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.
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.

In Event Matches

Solo Events

Co-Op Events

Reveal trailer

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Alternate costumes

Charizard Palette (SSB4).png
Charizard's stock icon in Super Smash Bros. for Wii U. CharizardHeadRedSSB4-U.png CharizardHeadGreenSSB4-U.png CharizardHeadPinkSSB4-U.png CharizardHeadYellowSSB4-U.png CharizardHeadWhiteSSB4-U.png CharizardHeadBlueSSB4-U.png CharizardHeadPurpleSSB4-U.png

Gallery

Trivia

  • Unlike in Brawl, Charizard draws inspiration from Ash's Charizard, Red's Charizard, and Alain's Charizard:
    • The animations of its neutral attack's first two hits are similar to Red's when repeatedly using Slash against Mewtwo.
    • The animations of its neutral and forward aerials are identical to Ash and Alain's when they use Dragon Tail and Dragon Claw, respectively.
    • The animation of its up throw is similar to Ash and Red's when they use Seismic Toss.
    • It can use Fire Blast (albeit only via Mega Evolution) and Blast Burn like Red and Alain's, respectively.
    • It can Mega Evolve into Mega Charizard X like Red and Alain's.
    • It has an idle pose that sees it turn its head and spit out an ember like Ash's did during its disobedient phase.
    • It is voiced by Shin'ichirō Miki, who voiced both 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.
    • This also makes it the only Pokémon that can equip something other than badges and Pokémon equipment.
  • Charizard knows eight official Pokémon moves in SSB4, all of which it can learn legally in the Pokémon core series. In addition to Flamethrower, Flare Blitz, Fly and Rock Smash, it can use Fire Fang and Blast Burn as custom moves, Fire Blast as part of its Final Smash, and Dragon Rush either as a custom move or as part of its Final Smash.
    • As Squirtle did not return from Brawl, Charizard is also the only playable Pokémon in SSB4 to know moves that were HMs prior to generation VII (Fly and Rock Smash).
  • In the PAL version of Super Smash Bros. for Nintendo 3DS, one of the tips about Rock Smash refers to Charizard using masculine pronouns: "Right before smashing a rock, Charizard gets super armor, meaning he won't even flinch if he's attacked!"
  • Charizard is the only Pokémon without a chargeable special move, and the only one that lacks an aerial attack that hits more than once.
  • Charizard is the only character to have one of its special move inputs changed between games outside of SSB.