Charizard (SSB4): Difference between revisions

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Unlike the other playable Pokémon, who are either lightweights or middleweights, Charizard is a super [[Weight|heavyweight]]. As such, it fittingly possesses impressive power and survivability, yet deviates from its weight class's typicality in a few ways. The most noticeable factors are its grounded mobility and versatile recovery; Charizard boasts very good grounded mobility, with its [[walking]] speed being tied with {{SSB4|Mewtwo}}'s for the fifteenth fastest in the game, and its [[dash]]ing speed being the ninth fastest in the game, whereas its recovery is packed with good distance and amount of [[armor]], making it difficult to act on. 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. Despite its impressive grounded mobility, Charizard is burdened with low [[traction]], which is tied with Mewtwo's as the second lowest in the game. Lastly, Charizard is one of the only two heavyweights that has [[Jump#Multiple double jumps|multiple double jumps]], with the other being {{SSB4|King Dedede}}.
Unlike the other playable Pokémon, who are either lightweights or middleweights, Charizard is a super [[Weight|heavyweight]]. As such, it fittingly possesses impressive power and survivability, yet deviates from its weight class's typicality in a few ways. The most noticeable factors are its grounded mobility and versatile recovery; Charizard boasts very good grounded mobility, with its [[walking]] speed being tied with {{SSB4|Mewtwo}}'s for the fifteenth fastest in the game, and its [[dash]]ing speed being the ninth fastest in the game, whereas its recovery is packed with good distance and amount of [[armor]], making it difficult to act on. 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. Despite its impressive grounded mobility, Charizard is burdened with low [[traction]], which is tied with Mewtwo's as the second lowest in the game. Lastly, Charizard is one of the only two heavyweights that has [[Jump#Multiple double jumps|multiple double jumps]], with the other being {{SSB4|King Dedede}}.


One of Charizard's strengths is its KOing ability, as it possesses numerous KOing options ([[Flare Blitz]], [[Fly]], [[Rock Smash]], its smash attacks, its sweetspotted forward tilt, its forward, up, back, and down aerials, and its post-update [[1.0.8]] up throw) that become even more lethal courtesy of the [[rage]] mechanic that ''SSB4'' introduced. As of update 1.1.5, Charizard's back aerial in particular is one of its most fearsome moves, as it deals outstanding knockback and has excellent range. Another of Charizard's strengths is its grab game. Its overall grab range is one of the longest for a non-[[tether grab]] in ''SSB4'', its up throw can potentially KO below 95%, and its down throw is a reliable combo starter. Its very fast dashing speed further compliments it grab game by allowing Charizard to land dash and pivot grabs easier than other heavyweights.
One of Charizard's strengths is its KOing ability, as it possesses numerous KOing options ([[Flare Blitz]], [[Fly]], [[Rock Smash]], its smash attacks, its sweetspotted forward tilt, its forward, up, back, and down aerials, and its post-update [[1.0.8]] up throw) that become even more lethal courtesy of the [[rage]] mechanic. As of update 1.1.5, Charizard's back aerial in particular is one of its most fearsome moves, as it deals outstanding knockback and has excellent range. Another of Charizard's strengths is its grab game. Its overall grab range makes it one of the longest non-[[tether grab]]s in the game, its up throw can potentially KO below 95%, and its down throw is a reliable combo starter. Its very fast dashing speed further complements its grab game by allowing Charizard 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 projectiles, interrupt approaches, and gimp recoveries. Compared to {{SSB4|Bowser}}'s [[Fire Breath]], it also boasts better versatility due to having less ending lag and causing flinching more easily. [[Rock Smash]] is an essential move due to its offensive and defensive capabilities. In addition to dealing high damage and knockback, it provides Charizard with high amounts of armor, which allows it to avoid being launched or juggled by all but the fastest moves and function as a somewhat safe landing option.
Charizard's special moves are all useful for its general playstyle. [[Flamethrower]] is a short-ranged [[projectile]] that can rack up damage, intercept projectiles, interrupt approaches, and gimp recoveries. Compared to {{SSB4|Bowser}}'s [[Fire Breath]], it boasts better versatility due to having less ending lag and causing flinching more easily. [[Rock Smash]] is an essential move due to its offensive and defensive capabilities. In addition to dealing high damage and knockback, it provides Charizard with high amounts of armor, which allows it to avoid being launched or juggled by all but the fastest moves and functions as a somewhat safe landing option.


[[Flare Blitz]] and [[Fly]] are highly protective recovery options. While Flare Blitz is somewhat situational as a recovery option, deals [[recoil damage]], and is punishable due to its lag, it grants a large amount of horizontal distance quickly, deals respectable damage and knockback, and can be used as a punishment option in its own right due to its [[armor]]. In comparison, [[Fly]] grants a decent amount of vertical distance, but deals high knockback and provides armor like Flare Blitz does.
[[Flare Blitz]] and [[Fly]] are highly protective recovery options. While Flare Blitz is somewhat situational as a recovery option, deals [[recoil damage]], and is punishable due to its lag, it grants a large amount of horizontal distance quickly, deals respectable damage and knockback, and can be used as a punishment option in its own right due to its [[armor]]. In comparison, [[Fly]] grants a decent amount of vertical distance, but deals high knockback and provides armor like Flare Blitz does.