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 H (51)
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. Charizard's return to the series was confirmed as part of the April 8th, 2014 Super Smash Bros. Direct, during which its fellow Pokémon representative Greninja was also confirmed. Charizard is once again voiced by Shin'ichirō Miki, who re-recorded Charizard's grunts and roars to match how it sounds in the Pokémon anime, rather than redo its coarser grunts and roars from Brawl.

Charizard is currently ranked 51st out of 58 on the current tier list, placing it at the top of the H tier and making it the highest ranking bottom-tier character. This is a significant drop from Pokémon Trainer's standing in Brawl, where he had been ranked 29th out of 38. Now an individual character, Charizard no longer has to contend with stamina reducing its power and has a more consistent moveset, but is unable to switch out with other Pokémon in order to cover its significant weaknesses. Charizard is a fast character for its weight class: its boasts a decent walking speed, one of the fastest dashing speeds, and several moves with reasonable speed and combo potential.

Charizard also benefits from an array of strong KOing options, high durability thanks to its weight, and a grab game that allows for combos, KO set-ups or KOing outright. Its up throw is particularly notable due to being the strongest in the game, although its KO power is most effective on stages with platforms and its knockback can be mitigated via directional influence. Additionally, its special moveset is more consistent than in Brawl and is useful both for punishing and defensive purposes.

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

In the early metagame, Charizard endured very poor tournament representation and results, to the point of being considered the single worst character. While Charizard has been consistently and heavily buffed via game updates, it still has an underwhelming presence in the competitive scene. Despite this, its results have gradually improved over time. The most notable instance was Sharpy winning the regional tournament BeSmash 2016 while exclusively using Charizard, an achievement that other current bottom-tier characters have failed to match. Soon afterwards, Hitomoshi achieved the same level of success by winning the regional tournament Tamisuma 63 while exclusively using Charizard. As a result, its tier placement and overall viability are highly contested, with some professionals having a much higher opinion of Charizard, such as ZeRo and ESAM ranking it 35th and 41st on their respective personal tier lists.

Attributes

Unlike the other playable Pokémon, who are either lightweights or middleweights, Charizard is a super heavyweight. As such, it fittingly possesses impressive power and survivability, yet deviates from its weight class's archetype in a few ways. Its most atypical attributes are its grounded mobility and versatile recovery: Charizard boasts very good grounded mobility, with its walking speed being tied with Mewtwo's for the fifteenth fastest in the game, and its dashing speed being the ninth fastest in the game, whereas its recovery covers good distance and possesses armor. 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 multiple double jumps, with the other being 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. 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 grabs 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 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. Flare Blitz grants a great amount of horizontal distance quickly, deals respectable damage and knockback, and can be used as a punishment option due to its armor. However, it deals recoil damage and is highly punishable due to its lag, making it a situational recovery option. Fly grants a decent amount of vertical distance, and, like Flare Blitz, provides armor and deals high knockback, making it a risky move for opponents to intercept.

However, Charizard has noticeable flaws. One of which is its lack of a very useful projectile; despite Flamethrower's strengths, its sub-par range and moderately fast decay can prevent it from aiding Charizard significantly. Charizard is also easy to combo and generally hit due to its size and weight, although this factor can be overcome with the use of defensive moves such as Rock Smash, Fly, dodging, and even Flare Blitz to escape from foes. Additionally, while Charizard's frame data is better overall than other heavyweights (even Bowser's), it is still generally poor 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 greatly improved and is no longer among the slowest in the game, it is still below average overall. Its out of shield game is considered a weakness as well; despite having some of the best out of shield options available, such as Fly and its up throw, they are hindered by Charizard's aforementioned poor traction.

A few of Charizard's custom moves address some of its shortcomings. 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 slightly improves its vertical recovery, although it loses one of its fastest punishing moves in the process. Rising Cyclone sacrifices some recovery height for very high launching power that can KO most characters around as low as 56% while near the upper blast line. Rock Hurl, while sacrificing damage output, provides much greater range, speed, and super armor (starting on frame 1) than Rock Smash.

Overall, Charizard's strengths are generally on par with its cons; whether one outweighs the other is dependent on the other character and player it is facing. It can be considered a variation of Bowser that exchanges out of shield options and raw power for speed, mobility, usable defensive tools and better recovery. Charizard's playstyle requires patience, similarly to Bowser's, yet requires it to appropriately balance offensive and defensive tactics instead of being mainly defensive like Bowser. Purely offensive play exposes Charizard to harsh punishment, whereas purely defensive play fails to exploit Charizard's main advantages (namely its attack speed and mobility) over its fellow super heavyweights. Like its fellow super heavyweights, Charizard should not be afraid to exchange blows with the opponent, as a few strong hits from it can give it the advantage in many cases. Reads and mindgames can be pivotal for Charizard's best punishment options, such as Flare Blitz 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 ranked at the top of the bottom-tier on the current tier list and has had generally below average tournament representation to reflect this, with many players citing it as one of the more complex heavyweights to utilize. Despite being initially regarded as a non-viable character, its results have begun to improve consistently. The most notable instances have been Sharpy and Hitomoshi winning the Dominican Republic tournament BeSmash 2016 and the Japanese tournament Tamisuma 63, respectively, both of whom did so while only using Charizard. As such, the topic of whether or not Charizard has viability in competitive play is debatable; some professionals have a more favorable opinion of Charizard than the tier list would suggest, such as ZeRo labeling it as a potential mid-tier character.

Changes from Brawl

Charizard has received a mix of buffs and nerfs in the transition from Brawl to SSB4. It can be seen as either buffed or nerfed overall depending on its status as an individual character or as part of a team, respectively. As an individual character, Charizard was seen as nerfed during the early days of SSB4, but it has since received consistent buffs that make it difficult to determine whether it was buffed or nerfed overall. Its heavier weight, faster falling speed and slower air speed make it more vulnerable to combos, while the removal of gliding has greatly weakened Charizard's recovery. Its new side special, Flare Blitz, is not as flexible for horizontal recovery like gliding was, and also deals damage to itself. Some of Charizard's moves deal more knockback, making it it easier for Charizard to KO but more difficult to combo opponents past medium percentages. Its grab range has also been nerfed and is slightly slower, although it is still rather wide in its range. The most notable change Charizard has underwent is that it now lacks other Pokémon as teammates that are better suited for specific matchups, making it less adaptable than Pokémon Trainer.

However, Charizard has received some notable buffs. Charizard no longer has to contend with running out of stamina due to now being an individual character. Additionally, its already fast dash speed has become even faster, now being the ninth fastest in the game, while its walking speed has also become drastically faster, having gone from being the slowest in Brawl to being tied with Mewtwo's as the fifteenth fastest in SSB4. Charizard's down throw is also better for combos at low to medium percentages, while up throw is now a reliable KOing option. Flare Blitz and Rock Smash also grant super armor, which can help Charizard start or escape from combos. Lastly, Charizard greatly benefits from the rage mechanic, which allows its wide array of KOing options to become even more potent.

Aesthetics

  •   Due to the aesthetic used in SSB4, Charizard is a more vibrant shade of orange and it is sleeker overall. Additionally, its proportions are more akin to its appearances in the Pokémon core series as of generation VI. This includes slightly smaller fangs, a slightly less pronounced snout, and the metacarpal joints on its wings being slightly larger. Lastly, Charizard is more expressive overall and is ambidextrous.
  •   Charizard's has new voice clips. Its grunts and roars now match how they sound in the Pokémon anime.
  •   Dash's animation has slightly changed. Charizard now flaps its wings while dashing.
  •   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 Flare Blitz to descend from the air and crash into ground before striking a pose.

Attributes

  •   Charizard is heavier (110 → 116). This improves its endurance, but makes it more susceptible to combos.
  •   Charizard walks faster (0.7 → 1.2), going from being tied for the slowest in Brawl to being tied for the fifteenth fastest in SSB4.
  •   Charizard dashes faster (1.8 → 2.0).
  •   Charizard's air speed is slower (0.987 → 0.92).
  •   Charizard falls faster (1.35 → 1.4).
  •   Charizard's traction is lower (0.055 → 0.04), going from being average in Brawl to being tied for the second lowest in SSB4.
  •   Charizard's jumpsquat is 1 frame slower (frame 6 → 7).
  •   Charizard's item throw is stronger (1.198 → 1.208).
  •   Charizard is no longer connected to Pokémon Trainer via Pokémon Change or menu input usage.
  •   Due to being separate from Pokémon Trainer, Charizard is no longer affected by stamina. Additionally, the removal of type effectiveness removes Charizard's water weakness and grass resistance. Although it is extremely minor, it is a buff nonetheless due to five characters having water-based attacks, most notably Greninja, while the loss of its grass resistance is inconsequential due to Mega Man's Leaf Shield being the only grass-based attack in SSB4.
  •   The removal of gliding significantly hinders Charizard's recovery.

Ground attacks

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

Aerial attacks

  •   Neutral, up and down aerials have decreased landing lag (22 frames → 20 (neutral, up), 35 frames → 33 (down)).
  •   Neutral aerial has increased start-up (frame 8 → 9) and ending lag (59 frames → 60), a shorter duration (frames 8-28 → 9-25) and its hitboxes' sizes have decreased (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u).
  •   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 knockback, making it significantly better at KOing. Additionally, it has less start-up (frame 9 → 8) and landing lag (32 frames → 22).
  •   Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential. Additionally, its sweetspot is larger (4.5u → 5u) and its other hitboxes have been re-positioned outward, improving its range.
  •   Back aerial has increased ending (41 frames → 46) and landing lag (22 frames → 24). Additionally, it can no longer auto-cancel from a short hop.
  •   Up aerial deals more damage (10% (clean)/7% (late) → 13%) and base knockback (20 → 30), improving its KO potential. Additionally, it provides 4 frames of partial intangibility beginning on frame 11.
  •   Up aerial has increased start-up (frame 6 → 12) and ending lag (45 frames → 46). Additionally, its lingering hitbox has been removed.
  •   Up aerial's animation has slightly changed. Charizard now performs a headbutt, rather than a bite.
  •   Down aerial has received a lingering sourspot that deals 8% and launches at 55°/361°. This slightly improves its follow-up potential while in midair and grants it edge-guarding potential, but makes it more susceptible to punishment at low percents.
  •   Down aerial has increased ending lag (51 frames → 52).
  •   Down aerial's animation has slightly changed. Charizard now performs a stomp with one foot, rather than a double foot stomp.

Throws/other attacks

  •   All grabs have decreased ranges.
  •   Dash and pivot grabs have increased start-up lag (frame 8 → 10 (dash), frame 10 → 11 (pivot)).
  •   Charizard has a new up throw, a dive-bombing slam, similar to Kirby's 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.
  •   Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (80 frames → 70), 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

  •   Flamethrower has increased ending lag (67 frames → 71).
  •   Charizard has a new side special, Flare Blitz. It is a flaming, corkscrewing tackle that deals respectable damage and knockback, making it a KOing option. Additionally, it propels Charizard horizontally and grants 30 frames of armor, making it a recovery option.
  •   Flare Blitz deals recoil damage regardless of whether or not Charizard hits an opponent. Additionally, it is a laggy overall, as it has 23 frames of start-up lag and 102 frames of ending lag.
  •   Due to the addition of Flare Blitz and the removal of Pokémon Change, Rock Smash is now Charizard's down special, rather than its side special.
  •   Rock Smash grants Charizard 22 frames of armor.
  •   Rock Smash deals less damage (18% (headbutt)/5% (fragments) → 14%/3%) and knockback, hindering its KO potential. Additionally, it has increased ending lag (61 frames → 72).
  •   Fly's covers more vertical distance, improving its recovery potential. Additionally, its first and loop hits connect together better and its last hit has increased knockback, improving its KO potential.
  •   Charizard has a new Final Smash, Mega Charizard X. Charizard undergoes Mega Evolution to become Mega Charizard X, which enables it function similarly to Yoshi's Super Dragon in that it can fly freely across the screen instead of being forced into a stationary position like with Triple Finish, launch fiery attacks, and gain resistance to both flinching and launching. In addition to Fire Blast, Mega Charizard X can also perform Dragon Rush instead of Flare Blitz, regardless of whether or not custom moves are enabled. However, Mega Charizard X's duration is not fixed like Triple Finish's, as Mega Charizard X will end earlier if Charizard takes damage while Mega Evolved.

Update history

Initially considered one of the worst characters in the game and arguably the worst among the cast, Charizard has been noticeably 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 from 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 due to its launching trajectory. 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.

  1.0.4

  •   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.
  •   Dragon Rush deals less damage: 15% → 11%.
  •   Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.


  1.0.6

  •   Down tilt's start-up: frame 11 → 9 and ending lag decreased: 33 frames → 31.
  •   Forward aerial's sweetspot and sourspot hitbox positions switched.
  •   Up throw deals 3% more damage: 8% → 11%.
  •   Flare Blitz deals 1% more recoil damage: 4% (no collision)/9% (collision) → 5%/10%.

  1.0.8

  •   Neutral attack's first hit's weight-based knockback increased and it transitions faster into its second hit.
  •   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.
  •   Forward aerial's duration and hitbox size increased.
  •   Back aerial's sweetspot hitbox size increased: 4u → 4.5u and its other hitboxes re-positioned outward, improving its range.
  •   Up throw's knockback growth increased: 160 → 220 and its angle altered: 60° → 70°, improving its KO potential.
  •   Down throw's knockback altered: 40 (base)/300 (growth) → 70/130 and ending lag decreased: 80 frames → 72, 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.

  1.1.0

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

  1.1.1

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

  1.1.3

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


  1.1.4

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


  1.1.5

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


Moveset

  Name Damage Description
Neutral attack   3% Slashes twice with its claws and then strikes with one of its wings. The last hit has high knockback, with the wing's inner portion launching opponents vertically, while its tip launches horizontally. It can be jab canceled, with its most notable follow-ups being Fly and a grab.
4%
5%
Forward tilt   11% (flame), 7% (tail) Swings its tail forward. Its sweetspot is at the tip of Charizard's tail, which has a flame effect. Useful for spacing and can KO at 148% when sweetspotted.
Up tilt   8% Thrusts both of its wings upward. Charizard's wings are intangible as long as the hitbox is active. It has decent vertical knockback and KOs around 135%.
Down tilt   10% A low-angle headbutt. Due to being a semi-spike, it is suitable for edge-guarding.
Dash attack   11% (clean), 8% (late) A side kick. It can be used to catch landing opponents.
Forward smash   17% (clean, late body), 14% (late head) Rears its head back and then performs a headbutt. It is very strong, as it can KO at 91% when sweetspotted, but has high ending lag. Charizard is also invincible during the active frames of this attack.
Up smash   5% (hit 1), 11% (hit 2) Bats its wings upward. It has the lowest ending lag of all of Charizard's smash attacks, but the first hit requires the attack to be initiated with the opponent in front of Charizard to reliably connect. Despite this, it can act as a jab reset if they are not behind it. It can KO at 115%.
Down smash   16% Stomps the ground, causing the ground to erupt on either side of it. It is a fairly powerful semi-spike, as it can KO at 132%. However, its hitboxes are mostly grounded, which can make it difficult to hit an aerial opponent. It also has high ending lag.
Neutral aerial   12% (flame), 9% (tail) Somersaults to strike with its tail. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. Can auto-cancel from a short hop.
Forward aerial   12% (early, clean arm), 13% (clean tip) Slashes with its claws. Deals good knockback, which can enable it to KO early if hits with the tip. It is also relatively quick and auto-cancels from a short hop. However, it has moderate landing lag.
Back aerial   11% (body), 14% (tail), 16% (flame) Swings its tail backward. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. Its sweetspot's power is on par with Captain Falcon's sweetspotted Knee Smash, which enables it to KO at 105% from center-stage. It also has relatively low landing lag for its range, making it safe on shield when spaced properly.
Up aerial   13% An upward headbutt. It is very strong, as it KOs at 107% from a short hop, and also renders Charizard's head partially intangible during its active frames. However, it has minimal horizontal range.
Down aerial   14% (clean), 8% (late) A stomp. It is a very powerful meteor smash from frames 1-3, with its lingering hitbox launching opponents either vertically or at the Sakurai angle. However, it has high landing lag.
Grab   Clinches the opponent with its arms and mouth. Despite having been decreased since Brawl, Charizard's grab ranges are 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. Fairly high knockback and can KO some middleweights near the edge at 147%. Can be used as a mix-up while facing the edge with its up throw, though it can potentially KO earlier than up throw if the opponent DIs away from Charizard.
Back throw   10% Flings the opponent backward. Has very low ending lag, meaning that at low percents, Charizard can pursue a thrown opponent with a dash immediately after, or even with a short hopped/jumping Flare Blitz in some cases. It has fairly high knockback like its forward throw, but due to it launching at the Sakurai angle, it KOs later (beginning at 155%) while near the edge.
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's 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 than Mewtwo's up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs beginning at 130%. It can KO even earlier on stages with platforms, such as Battlefield, beginning at 95%. While its knockback makes it best suited for KOing, it can also act as a set-up for Flare Blitz, which deals 30% altogether. However, this combo is very situational due to requiring the opponent to be at low percents, as well as the fact that it can be acted out of.
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, it had high knockback and could KO beginning at 125%. As of update 1.0.8, its knockback has been altered, which is beneficial to Charizard due to it now being re-purposed into a very good combo starter at low to medium percents. Notable follow-ups include dashing up smash, a neutral aerial (which can be potentially followed up with another grab or up smash), a forward aerial (which can be performed on most characters until around 60%), and an up aerial (which can KO beginning at 80% and especially if the opponent DIs vertically).
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 long-ranged hitboxes will make the opponent flinch.
Custom 1 Fire Fang 2% (embers), 8% (explosion) Expels a short-ranged stream of embers from its mouth that hit quickly. Releasing the special button results in a small explosion.
Custom 2 Fireball Cannon 3% (clean), 2% (late) Expels fireballs that travel far and weaken slightly over time, though they deal slightly more damage. In addition to having more start-up lag, Charizard must expel three fireballs before it concludes.
Side special Default Flare Blitz 4% (collision), 15% (explosion) A fiery, corkscrew tackle. Deals 5% recoil damage both at its beginning and on contact. KOs at 110% from center-stage and grants heavy armor that can withstand a maximum of 14%, extremely unsafe on shield.
Custom 1 Blast Burn 4% (collision), 5% (explosion loop), 9% (explosion last) A slower, short-ranged version that concludes with a fiery explosion. Deals noticeably more damage, but more recoil damage as well, with 6% at its beginning and 10% on contact. Like the default version, it grants heavy armor that can withstand a maximum of 14%.
Custom 2 Dragon Rush 1.2% (hits 1-6), 4% (hit 7), 11.2% (all hits connect) A corkscrew tackle that hits multiple times, similarly to Fly. It deals less damage and knockback overall, but it does not deal recoil damage. In addition, it will not stop moving if it hits an opponent, which makes it a better recovery option. It is generally considered to be Charizard's best custom move due to its aforementioned recovery potential, its inability to be interrupted like Flare Blitz or Blast Burn, and having KO potential near the edge.
Up special Default Fly 5% (hit 1), 2% (loop), 4% (last) Flies upward while corkscrewing. The last hit deals powerful knockback and can KO at 115% from center-stage. Grants super armor at its beginning.
Custom 1 Rising Cyclone 4% (hit 1), 2% (loop), 6% (last) Grants less distance, but Charizard can vacuum opponents and launch them. The last hit is also noticeably stronger and like the default version, it grants super armor at its beginning.
Custom 2 Fly High Deals no damage, but grants more vertical distance. Like the default version, it grants super armor at its beginning.
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 pieces. Grants super armor on frames 5-22 before breaking the boulder. KOs at 139% from center-stage.
Custom 1 Sinking Skull 10% (grounded), 12%/9% (aerial) A headbutt. Deals less damage, but it buries grounded opponents and meteor smashes aerial opponents.
Custom 2 Rock Hurl 8% (boulder hit 1), 4% (boulder hit 2), 2% (fragments) Deals less damage overall, but the boulder fragments fly farther and it grants super armor beginning on frame 1.
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. Mega Charizard X consistently hovers around the stage, similarly to Super Dragon. Unlike Super Dragon, Mega Charizard X has infinite super armor rather than invincibility, and dealing damage to Mega Charizard X will shorten its duration. As Mega Charizard X, it can use Fire Blast, a powerful projectile, and Dragon Rush, a powerful corkscrewing tackle. Unlike the Dragon Rush custom move, Mega Charizard X's Dragon Rush can move in any given direction.

On-screen appearance

 

Taunts

  • Up taunt: Stomps once and roars to the sky while flapping its wings.
  • Side taunt: Faces the camera while stomping once and growling while flapping its wings once.
  • Down taunt: Violently stomps twice while facing the camera.
Up taunt Side taunt Down taunt
     

Idle poses

  • Leans back and then stomps once.
  • Turns its head to the side and quickly spits an ember onto the ground.
   

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, then roars upward with flames coming out of its mouth and then strikes a pose.
  • Descends from the sky while using Flare Blitz to crash into the ground and then strikes a pose.
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  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 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. As a result, Charizard's representation throughout SSB4's lifespan has been notoriously poor, despite its consistent popularity within its home series.

However, Charizard began to receive consistent, substantial buffs in game updates beginning with update 1.0.8, which noticeably improved its KO power, combo ability, 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, placing it in the I tier and perpetuating its perception as a bottom-tier character. Even as these buffs continued through update 1.1.5, Charizard did not see the same immediate leap in competitive success as other similarly buffed bottom-tier characters, such as Palutena and Lucina. Charizard's tier status has therefore only slightly improved: it remains within the bottom-tier at its current ranking of 51st, which places it in the H tier, but it is now at the top of the bottom-tier rather than in the middle of it.

Despite its consistently poor perception among the competitive community, numerous professionals, including ZeRo and ESAM, believe Charizard to be a somewhat viable character and have labeled it as a potential low-tier to mid-tier character. In fact, its tournament presence has begun to show some improvement, with Sharpy and Hitomoshi each winning regional tournaments (BeSmash 2016 and Tamisuma 63, respectively) while exclusively using Charizard. As a result, Charizard's current tier position has become one of the most contentious of the bottom-tier characters.

Trophies

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

 
               

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's and Alain's when they use Dragon Tail and Dragon Claw, respectively.
    • The animation of its up throw is similar to Ash's and Red's when they use Seismic Toss.
    • It can use Fire Blast and Blast Burn like Red's and Alain's, respectively.
      • However, it can only use Fire Blast while Mega Evolved.
    • It can Mega Evolve into Mega Charizard X like Red's 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's 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 also use Fire Fang and Blast Burn as custom moves, Fire Blast as part of its Final Smash and Dragon Rush as both a custom move and as part of its Final Smash.
    • As Squirtle did not return from Brawl, Charizard is now the only Pokémon in SSB4 to know at least one HM move, due to it knowing Fly.
  • In the PAL version of 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.