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Charizard (SSB4)

Revision as of 00:34, May 13, 2017 by Black Vulpine (talk | contribs) (Changed all instances of IASA to frame.)
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 currently ranked 45th out of 58 on the current 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. Charizard's overall moveset is more consistent and, unlike in Brawl, it is no longer burdened with stamina due to becoming a standalone character. 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 high durability, 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. Its 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, although its knockback can be mitigated somewhat via directional influence.

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 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 widely being considered the single worst character among the cast. 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 reflected the general consensus on 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 survivability, yet deviates from its weight class' 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 KO potential: it possesses numerous KOing options in the forms of 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, all of which 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 grabs' ranges are among the longest in the game despite not being tether grabs, 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 other projectiles, interrupt approaches, and gimp recoveries. 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 both 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), 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. 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, lessening the number of options Charizard has when his shield hits a particularly strong move. Lastly, Flare Blitz is a highly situational move, as it damages Charizard even when used for recovery and is so telegraphed that it can be avoided and punished by suspecting players.

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 increased range, speed and super armor, the latter of which starts on frame 1.

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, heavily relies on its potent grab game for combos and KOing, and possesses a nearly identical projectile. Unlike Bowser, however, it exchanges out of shield options, balanced aerial mobility and raw power for faster grounded mobility, usable defensive tools, better frame data 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 mindgames can also 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 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 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).
  •   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).
  •   Rolls have decreased ending lag (frame 35 (forward)/frame 36 (backward) → 33).
  •   Sidestep has increased ending lag (frame 25 → 28).
  •   Air dodge has decreased ending lag (frame 39 → 34).
  •   Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-18 (rolls), frames 2-20 → 3-18 (sidestep)).
  •   Jumpsquat is slower (6 frames → 7).
  •   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 (FAF 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

  •   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. A very useful damage racking option due to its damage output and speed, it can be jab canceled and is useful for spacing due to its last hit having very high knockback growth. Its last hit also launches opponents at differing angles, with the wing's inner portion launching them vertically, whereas its tip launches them horizontally.
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. While primarily a spacing option, its sweetspot is powerful enough to KO middleweights at 148% while near the edge.
Up tilt   8% Thrusts both of its wings upward. Charizard's wings are intangible as long as the hitbox is active. It has very high knockback growth, which allows it to KO middleweights at 143%.
Down tilt   10% A low-angle headbutt. It is a semi-spike, but unlike Charizard's other tilt attacks, it is ineffective at KOing due to its base knockback and knockback growth both being below average Despite this, it is still useful 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 its sweetspot KOs middleweights at 87% while near the edge, and it renders Charizard intangible throughout its duration. However, it has high ending lag.
Up smash   5% (hit 1), 11% (hit 2) Bats its wings upward. It has the lowest amount of start-up and ending lag out of Charizard's smash attacks, and despite its appearance, the first hit can act as a jab reset against opponents behind Charizard. It is also a useful anti-air attack, but 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, as it KOs middleweights at 117% while near the edge. 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. It has the second lowest amount of start-up lag out of Charizard's aerials, can auto-cancel with a short hop, and is tied with up aerial for having the lowest amount of landing lag out of Charizard's aerials. All of these traits make it a useful approach option. However, its average knockback growth makes it Charizard's most ineffective aerial in regard to KOing, as its sweetspot does not KO middleweights until 156% while near the edge.
Forward aerial   12% (early, clean arm), 13% (clean tip) Slashes with its claws. It has the lowest amount of start-up lag out Charizard's aerials, 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, it is a viable KOing option, as it KOs middleweights at 121% while near the edge. 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. When sweetspotted, it is Charizard's most damaging aerial, and is strong enough to KO middleweights at 100% while near the edge. It also has relatively low landing lag for its range, making it safe on shield when spaced properly. However, it has the second highest amount of start-up lag out of Charizard's aerials.
Up aerial   13% An upward headbutt. It has the highest knockback growth out of Charizard's aerials, which allows it to KO middleweights at 101% while near the upper blast line. It also renders Charizard's head intangible throughout its duration, and is tied with 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) A stomp. Its sweetspot is not only a very powerful meteor smash, but also makes it Charizard's second most damaging aerial. In comparison, its sourspot deals less damage and launches opponents either diagonally or at the Sakurai angle. However, it has the highest amount of landing lag out of Charizard's aerials.
Grab   Clinches the opponent with its arms and mouth. Despite having been shortened since Brawl, Charizard's overall grab range is 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 being 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 can KO even earlier on stages with platforms, such as being able to KO middleweights at 118% when landing on Battlefield's top platform. Although it is a KOing option, 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 and requires 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 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 from its mouth 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. 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, it is very unsafe on shield due to its extreme amount of overall lag, and it can result in an inevitable self-destruct if used near an edge due to the amount of distance it covers.
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 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 boasting KO potential like Flare Blitz and Blast Burn. The move's travel distance is also shorter, which can help avoid accidental self-destructs when used near an edge.
Up special Default Fly 5% (hit 1), 2% (loop), 4% (last) Flies upward while corkscrewing. 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.
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 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) 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 grants super armor beginning on frame 1 and the boulder's fragments fly farther.
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

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, 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 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 has been ranked 45th on the third and current tier list, which reassessed 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 have begun to improve as well, with Bloodcross and Sharpy placing 17th and 33rd respectively at CEO Dreamland while exclusively 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.

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 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 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.