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Charizard (SSB4)

Revision as of 00:04, April 1, 2017 by Unowninator (talk | contribs) ("Quiet human. From now on I am the one who makes the rules.")
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. 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. Shin'ichirō Miki reprises his role as Charizard's voice actor, though he 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 top 15. He's a good character. He's underrated. Everyone thinks he's bad, but he's actually not. He's top 15. MKLeo said so. He has it all: speed, KO power, 100% off throws, and disjoint. Let's not forget that in his own respective series, he learns Sunny Day and Solar Beam. His presence all over the stage should not be ignored; a single read can kill at 20%, puts you at risk when you try to gimp him, and his back air is completely lagless and can OHKO you. He may be combo food, but he wants that R A G E so he can kill you at 0% with a read. Charizard is the real top 15 character.

Attributes

Charizard's jab is really good; it's super fast, you can time your hits, it hits reach far away, and it hits hard. If the opponent is right next to you, just jab. If the opponent is approaching you, just jab their approach. If the opponent is anywhere near you, jab. It will beat out nigh any option, and frustrate your opponents to no end as they can't get past Charizard's big meaty claws.

If the opponent is a little campy bitch, just get a bit near them, and spit out your Flamethrower. Charizard's hot breath will immolate pussy projectiles, and break down your opponent's tent as the fire burns them away, giving you stage control and putting them in position to then get pounded by your jab jab jab.

If your opponent gets sent offstage, get near the ledge, and then unleash your flame vomit. It will 2 frame them, or burn them the instant they lose ledge invincibility or do a getup. Keep alternating between just standing there and breathing fire, until your opponent does a dumb roll, where you can give them the hands again or up smash.

If the opponent is ever above you, just chase them and up smash. Up smash will beat literally every landing option in the game with good timing; it too is super fast, your wings' combination of horizontal range, vertical range, and intangibility, will make Snake's up tilt blush, and it's really strong. Make Cloud mains everywhere cry when they can no longer land for free as your up smash eats up their supposedly safe down aerial.

If the opponent is over 100%, just run at them and up smash, Mario isn't the only character this advanced technique works with. You might get punished, but Charizard is a fatass and it will just make his up smash even stronger. Just keep up smashing until they die.

If you're ever offstage, just Flare Blitz to the ledge or over your opponent's head back to the stage as they stand there dumbfounded. Maybe your opponent will jump into your Flare Blitz in a pitiful edge-guarding attempt and get you a free kill.

If you ever find yourself in the air trying to land, just Rock Smash as your opponent gets near. Either they will make the foolish decision to try throwing out some pitiful attack that your super armor will tank through with ease, and then launch them up for an up smash opportunity (which can even be a true combo at 0% that deals 47% if all your rock pebbles connect), or they will shield. They may get an easy punish if they shield, but their shield will take massive damage, and as they hit you away, you can just Rock Smash again and again as you land, until they eventually throw out an attack you can tank, or until their shield inevitably breaks, giving you an opportunity to hit them with a super-charged up smash.

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 due to 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 Charizard's teammates makes it easier to play and manage than Pokémon Trainer was, but less capable of covering its weaknesses and adapting to different opponents and situations.

Charizard has received some notable buffs, such as no longer having to contend with running out of stamina due to now being an individual character. Additionally, its already fast dashing 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 percents, 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.

Charizard has also received nerfs, however. 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. In regard to individual nerfs, its heavier weight, faster falling speed and slower air speed all make it more vulnerable to combos, while the removal of gliding has greatly weakened its recovery. Its new side special, Flare Blitz, is not as flexible for horizontal recovery like gliding was, and also deals recoil damage even if it does not hit a target. While some of Charizard's 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, its overall grab range has also been shortened and is slightly slower, although it is still rather long-ranged.

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 now ambidextrous.
  •   Charizard 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.
  •   Rolls have decreased ending lag (IASA 35 (forward)/36 (backward) → 33).
  •   Sidestep has increased ending lag (IASA 25 → 28).
  •   Air dodge has decreased ending lag (IASA 39 → 34).
  •   Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-18 (rolls), frames 2-20 → 3-18 (sidestep)).
  •   Charizard's jumpsquat is 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. The removal of type effectiveness also 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 no characters having grass-based attacks.
  •   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 (FAF 41 → 43).
  •   Up tilt has increased ending lag (FAF 33 → 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 while thrusting them upward.
  •   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. It also has increased start-up (frame 8 → 9) and ending lag (FAF 27 → 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 (FAF 44 → 40).
  •   Forward smash deals less damage (22% → 17% (clean, late body)/14% (late head)) due to its initial hitbox being removed. It also has increased ending lag (FAF 68 → 70).
  •   Forward smash has altered knockback (40 (base)/98 (growth) → 60/94) and has increased horizontal range.
  •   Up smash has increased ending lag (FAF 48 → 49) and no longer has transcendent priority.
  •   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.
  •   Down smash has increased ending lag (FAF 60 → 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 (FAF 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).
  •   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. It also 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. Its sweetspot is also larger (4.5u → 5u) and its other hitboxes have been re-positioned outward, improving its range.
  •   Back aerial has increased ending (FAF 41 → 46) and landing lag (22 frames → 24). It also lost its ability to 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. It also grants 4 frames of partial intangibility beginning on frame 11.
  •   Up aerial has increased start-up (frame 6 → 12) and ending lag (FAF 45 → 46). Its lingering hitbox has also 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 (FAF 51 → 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 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), 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

  •   Flamethrower has increased ending lag (FAF 67 → 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. It also 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. It is also laggy overall.
  •   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 now grants 22 frames of armor beginning on frame 5.
  •   Rock Smash deals less damage (18% (headbutt)/5% (fragments) → 14%/3%) and knockback, hindering its KO potential. It also has increased ending lag (FAF 61 → 72).
  •   Fly's 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.
  •   Charizard has a new Final Smash, Mega Charizard X. Charizard undergoes Mega Evolution to become Mega Charizard X, which enables it function similarly to 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 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 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: FAF 33 → 31.
  •   Forward aerial's sweetspot and sourspot's positions switched.
  •   Up throw deals 3% more damage: 8% → 11%.
  •   Flare Blitz deals 1% more recoil damage: 4% (no contact)/9% (contact) → 5%/10%.

  1.0.8

  •   Neutral attack's first hit's weight-based knockback increased: 15/10 → 26/22 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 hitboxes' sizes increased: 4.3u (clean)/4.5u (late) → 4.6u/4.8u.
  •   Forward aerial's duration increased: frames 8-10 → 8-11.
  •   Back aerial's sweetspot's 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°, significantly improving its KO potential.
  •   Down throw's knockback altered: 40 (base)/300 (growth) → 70/130 and ending lag decreased: FAF 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.

  1.1.0

  •   Sweetspotted forward tilt deals 1% more damage: 10% → 11%.
  •   One of forward tilt's three sourspots 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: FAF 72 → 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% Two alternating slashes with its claws, followed by swinging one of its wings upward. The last hit has very high knockback growth, 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. It is a semi-spike, which makes it 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 throughout its duration.
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 to cause a small earthquake. It hits in front of and behind Charizard, and 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 with 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 with a short hop. However, it has moderate landing lag.
Back aerial   11% (body), 14% (tail), 16% (flame) BETTER THAN THE KNEE.
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, while its lingering hitbox launches 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% (hit 2) 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 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% (hit 6) 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 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 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 farthest 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, corkscrewing 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 15%. However, it is very unsafe on shield due to its extreme amount of overall lag. Additionally, the move travels a long distance, which could give Charizard an inevitable self-destruct if it uses it near a stage ledge.
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 15%.
Custom 2 Dragon Rush 1.2% (hits 1-6), 4% (hit 7), 11.2% (all hits connect) A corkscrewing 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. The move's travel distance is also shorter, which can help avoid accidental self-destructs when used near stage ledges.
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) Covers 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 covers 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 then rears back to roar upward 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

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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 starting 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 low ranking, Charizard's viability had been heavily contested ever since update 1.1.5 due 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 at 51st place (as the highest-ranked bottom-tier character), many players would keep arguing in its favor. MKLeo, in particular, has even claimed that Charizard can fare well against top-tier characters, such as Cloud. In addition, Charizard's tournament results began to slowly, but noticeably improve, with dedicated players such as Chuck Nasty, Sharpy and Serge even winning regional tournaments while exclusively using Charizard.

This is reflected in Charizard's current tier status, as it is now ranked 45th on the third and current tier list. This tier rise is notable for two reasons: Charizard became the only character to rise out of the lowest tier in the transition, and it is also no longer within the bottom 10 on the tier list, in a similar vein to Samus and Palutena's placements over time. While Charizard's results in North America continue to be sparse, it also fares better in the international scene; aside from the aforementioned players, players such as Tosshi, Fire and SilentDoom have also achieved significant wins and results while using Charizard.

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.

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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 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 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 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 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.