Editing Charizard (SSB4)
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{{Infobox Character | {{Infobox Character | ||
|name = Charizard | |name = Charizard | ||
|image = [[File:Charizard SSB4.png| | |image = [[File:Charizard SSB4.png|300px]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = E | |tier = E | ||
|ranking = | |ranking = 43 | ||
}} | }} | ||
:{{Cquote|Charizard Fires It Up!|cite=Introduction Tagline}} | :{{Cquote|Charizard Fires It Up!|cite=Introduction Tagline}} | ||
'''Charizard''' ({{ja|リザードン|Rizādon}}, ''Lizardon'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, during which its fellow [[Pokémon (universe)|''Pokémon'']] fighter {{SSB4|Greninja}} was also revealed.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> | '''Charizard''' ({{ja|リザードン|Rizādon}}, ''Lizardon'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, during which its fellow [[Pokémon (universe)|''Pokémon'']] fighter {{SSB4|Greninja}} was also revealed.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> Shin'ichirō Miki reprises his role as Charizard's voice actor, albeit via re-recorded voice clips that match how it sounds in the ''Pokémon'' anime. | ||
Charizard is ranked | Charizard is ranked 43rd out of 55 on the [[tier list]], placing it in the E tier. This is roughly similar to {{SSBB|Pokémon Trainer}}'s placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 29th out of 38. Due to now being a standalone character, Charizard's playstyle is much more consistent, and its moveset is no longer burdened by [[Pokémon Change#Stamina|stamina]]. Fittingly for a super heavyweight, Charizard boasts an array of strong KOing options and impressive endurance, which are supplemented by [[rage]] and its varied recovery, respectively. | ||
Charizard also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright; its up throw, in particular, is the second strongest throw of any kind in the game. Lastly, Charizard's overall mobility is quite fast for a super heavyweight. Its [[walk]]ing and [[dash]]ing speeds are among the fastest in the game, while a number of its moves boast minimal start-up lag alongside respectable utility. | Charizard also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright; its up throw, in particular, is the second strongest throw of any kind in the game. Lastly, Charizard's overall mobility is quite fast for a super heavyweight. Its [[walk]]ing and [[dash]]ing speeds are among the fastest in the game, while a number of its moves boast minimal start-up lag alongside respectable utility. | ||
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==Attributes== | ==Attributes== | ||
Unlike the other playable Pokémon, who are either lightweights ({{SSB4|Pikachu}}, {{SSB4|Jigglypuff}} and {{SSB4|Mewtwo}}) or middleweights ({{SSB4|Lucario}} and {{SSB4|Greninja}}), Charizard is a super [[Weight|heavyweight]]. Although its overall damage output and endurance are fittingly very high, it deviates from its weight class' archetype in a few ways. The most noticeable of these differences are its hurtboxes and mobility. Charizard does not have hurtboxes on its wings, and they only cover slightly more than the base of its tail.<ref>[https://smashboards.com/guides/ignition-in-depth-breakdown-and-guide-to-charizard.973/ Ignition - In-Depth Breakdown and Guide to Charizard by SilentDoom]</ref><ref>[https://twitter.com/KuroganeHammer/status/891937046570295297 Kurogane Hammer detailing Charizard's back aerial]</ref> As a result, Charizard's wings and the majority of its tail are effectively immune to opposing hitboxes. | Unlike the other playable Pokémon, who are either lightweights ({{SSB4|Pikachu}}, {{SSB4|Jigglypuff}} and {{SSB4|Mewtwo}}) or middleweights ({{SSB4|Lucario}} and {{SSB4|Greninja}}), Charizard is a super [[Weight|heavyweight]]. Although its overall damage output and endurance are fittingly very high, it deviates from its weight class' archetype in a few ways. The most noticeable of these differences are its hurtboxes and mobility. Charizard does not have hurtboxes on its wings, and they only cover slightly more than the base of its tail.<ref>[https://smashboards.com/guides/ignition-in-depth-breakdown-and-guide-to-charizard.973/ Ignition - In-Depth Breakdown and Guide to Charizard by SilentDoom]</ref><ref>[https://twitter.com/KuroganeHammer/status/891937046570295297 Kurogane Hammer detailing Charizard's back aerial]</ref> As a result, Charizard's wings and the majority of its tail are effectively immune to opposing hitboxes. | ||
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Charizard's design has changed. It has smaller teeth and a slightly less pronounced snout; the corners of its mouth are curved upward; and its wings' metacarpal joints are slightly longer and slightly thinner. Additionally, Charizard's teeth are now white instead of beige; its patagium's interior is now midnight green instead of Persian green; and its tail's flame is now orange instead of vermilion. Lastly, the aesthetic used in ''SSB4'' has resulted in Charizard having a sleeker design, and the orange portion of its skin being more vibrant. Altogether, these changes make Charizard appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}} | *{{change|Charizard's design has changed. It has smaller teeth and a slightly less pronounced snout; the corners of its mouth are curved upward; and its wings' metacarpal joints are slightly longer and slightly thinner. Additionally, Charizard's teeth are now white instead of beige; its patagium's interior is now midnight green instead of Persian green; and its tail's flame is now orange instead of vermilion. Lastly, the aesthetic used in ''SSB4'' has resulted in Charizard having a sleeker design, and the orange portion of its skin being more vibrant. Altogether, these changes make Charizard appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}} | ||
*{{change|Charizard has received | *{{change|Charizard has received four new [[alternate costume]]s.}} | ||
*{{change|Charizard is slightly more expressive. Its irises now shrink during its [[sidestep]] and when it is hit or launched. The majority of Charizard's animations are also more fluid.}} | *{{change|Charizard is slightly more expressive. Its irises now shrink during its [[sidestep]] and when it is hit or launched. The majority of Charizard's animations are also more fluid.}} | ||
*{{change|Charizard has new voice clips. Its grunts and roars now match how they sound in the ''Pokémon'' anime.}} | *{{change|Charizard has new voice clips. Its grunts and roars now match how they sound in the ''Pokémon'' anime.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{change|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Charizard is no longer connected to Pokémon Trainer via [[Pokémon Change]] or [[character selection screen]] input.<ref name="Direct"/>}} | *{{change|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Charizard is no longer connected to Pokémon Trainer via [[Pokémon Change]] or [[character selection screen]] input.<ref name="Direct"/>}} | ||
**{{buff|As a result, Charizard is no longer affected by [[Pokémon Change#Stamina|stamina]] or [[type effectiveness]] (although the former is far more beneficial than the latter), allowing Charizard to be consistently powerful throughout an entire match.}} | **{{buff|As a result, Charizard is no longer affected by [[Pokémon Change#Stamina|stamina]] or [[type effectiveness]] (although the former is far more beneficial than the latter), allowing Charizard to be consistently powerful throughout an entire match.}} | ||
**{{nerf|However, Charizard can no longer switch to [[Squirtle]] (and subsequently [[Ivysaur]]) to adapt to different matchups and cover up its own weaknesses.}} | **{{nerf|However, Charizard can no longer switch to [[Squirtle]] (and subsequently [[Ivysaur]]) to adapt to different matchups and cover up its own weaknesses.}} | ||
*{{buff|Charizard [[walk]]s much faster (0.7 → 1.2), going from the slowest out of 39 characters to the 15th fastest out of 58.}} | *{{buff|Charizard [[walk]]s much faster (0.7 → 1.2), going from the slowest out of 39 characters to the 15th fastest out of 58.}} | ||
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*{{nerf|Charizard's [[traction]] is lower (0.055 → 0.04). When combined with Charizard's slower grab and up smash, this significantly hinders Charizard's ability to punish [[out of shield]].}} | *{{nerf|Charizard's [[traction]] is lower (0.055 → 0.04). When combined with Charizard's slower grab and up smash, this significantly hinders Charizard's ability to punish [[out of shield]].}} | ||
*{{buff|[[Roll]]s have decreased ending lag (FAF 35 (forward)/FAF 36 (backward) → 33 (both)).}} | *{{buff|[[Roll]]s have decreased ending lag (FAF 35 (forward)/FAF 36 (backward) → 33 (both)).}} | ||
*{{nerf|Roll have decreased intangibility (frames 4-19 → 4-18).}} | *{{nerf|Roll have decreased intangibility (frames 4-19 → 4-18).}} | ||
*{{nerf|[[Spot dodge]] has more startup lag with a short duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).}} | *{{nerf|[[Spot dodge]] has more startup lag with a short duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).}} | ||
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).}} | *{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).}} | ||
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**{{change|Down tilt has a reduced [[trip]] chance (40%/50% → 30%) although it is still incapable of tripping due to its knockback and angle.}} | **{{change|Down tilt has a reduced [[trip]] chance (40%/50% → 30%) although it is still incapable of tripping due to its knockback and angle.}} | ||
**{{nerf|Down tilt has more startup (frame 8 → 9) and ending lag (FAF 28 → 31).}} | **{{nerf|Down tilt has more startup (frame 8 → 9) and ending lag (FAF 28 → 31).}} | ||
**{{nerf|Charizard's head deals less damage (12% → 10%) and knockback (40 (base), 100 (scaling) → 60/60), significantly hindering its KO potential.}} | **{{nerf|Charizard's head deals less damage (12% → 10%) and knockback (40 (base), 100 (scaling) → 60/60), significantly hindering its KO potential.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less ending lag (FAF 45 → 40).}} | **{{buff|Dash attack has less ending lag (FAF 45 → 40).}} | ||
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**{{nerf|Neutral aerial has decreased knockback scaling (90 → 78).}} | **{{nerf|Neutral aerial has decreased knockback scaling (90 → 78).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest)/11% (total) → 12% (early)/13% (clean tip)), significantly improving its KO potential despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)).}} | **{{buff|Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest)/11% (total) → 12% (early)/13% (clean tip)), significantly improving its KO potential despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)).}} | ||
**{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}} | **{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}} | ||
**{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11).}} | **{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11).}} | ||
**{{nerf|Forward aerial [[auto-cancel]]s later (frame 26 → 35), now requiring perfect timing to be auto-cancelled in a short hop.}} | **{{nerf|Forward aerial [[auto-cancel]]s later (frame 26 → 35), now requiring perfect timing to be auto-cancelled in a short hop.}} | ||
**{{nerf|Forward aerial has smaller hitboxes (6u/8u/11u/13u → 4.6u/4u/3u/4.8u).}} | **{{nerf|Forward aerial has smaller hitboxes (6u/8u/11u/13u → 4.6u/4u/3u/4.8u).}} | ||
**{{nerf|Forward aerial launches opponents at a less favorable angle (25° → 361° (early)/34° (clean)), which along with its lower base knockback hinders its edgeguarding potential.}} | **{{nerf|Forward aerial launches opponents at a less favorable angle (25° → 361° (early)/34° (clean)), which along with its lower base knockback hinders its edgeguarding potential.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
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**{{nerf|Back aerial has smaller hitboxes (6u/6u/6u/6u (hit 2) → 5u/4u/4u/2.8u).}} | **{{nerf|Back aerial has smaller hitboxes (6u/6u/6u/6u (hit 2) → 5u/4u/4u/2.8u).}} | ||
**{{nerf|Back aerial has more ending lag (FAF 42 → 46).}} | **{{nerf|Back aerial has more ending lag (FAF 42 → 46).}} | ||
**{{nerf|Back aerial has more landing lag (22 frames → 24).}} | **{{nerf|Back aerial has more landing lag (22 frames → 24).}} | ||
**{{nerf|Back aerial auto-cancels much later (frame 24 → 44), removing its ability to auto-cancel with a short hop.}} | **{{nerf|Back aerial auto-cancels much later (frame 24 → 44), removing its ability to auto-cancel with a short hop.}} | ||
***{{nerf|Altogether, these changes greatly hinder back aerial's approach potential despite its increased range.}} | ***{{nerf|Altogether, these changes greatly hinder back aerial's approach potential despite its increased range.}} | ||
**{{buff|The changes to shields as well as back aerial's increased range and damage significantly improve its shield pressuring potential, especially the sweetspot.}} | **{{buff|The changes to shields as well as back aerial's increased range and damage significantly improve its shield pressuring potential, especially the sweetspot.}} | ||
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**{{buff|Charizard has a new up aerial. Charizards swings its head in an upwards arc (similar to {{SSB4|Bowser}}'s). It deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential compared to the previous up aerial.}} | **{{buff|Charizard has a new up aerial. Charizards swings its head in an upwards arc (similar to {{SSB4|Bowser}}'s). It deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential compared to the previous up aerial.}} | ||
**{{buff|Up aerial has more horizontal range due to its new animation.}} | **{{buff|Up aerial has more horizontal range due to its new animation.}} | ||
**{{nerf|Up aerial has much more startup lag with a much shorter duration due to no longer possessing a late hit (frames 6-8 (clean)/9-27 (late) → 12-15).}} | **{{nerf|Up aerial has much more startup lag with a much shorter duration due to no longer possessing a late hit (frames 6-8 (clean)/9-27 (late) → 12-15).}} | ||
**{{nerf|Up aerial grants less intangibility to Charizard's head/neck (frames 6-11 → 11-15).}} | **{{nerf|Up aerial grants less intangibility to Charizard's head/neck (frames 6-11 → 11-15).}} | ||
**{{nerf|Up aerial has a shorter initial auto-cancel window despite its increased startup lag (frames 1-5 → 1-3).}} | **{{nerf|Up aerial has a shorter initial auto-cancel window despite its increased startup lag (frames 1-5 → 1-3).}} | ||
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**{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}} | **{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}} | ||
**{{nerf|If Charizard is prematurely hit out of Rock Smash (before the move gains super armor), the rock will no longer immediately break and trigger the fragments, hindering its use as a fast attack to use in pressure situations.}} | **{{nerf|If Charizard is prematurely hit out of Rock Smash (before the move gains super armor), the rock will no longer immediately break and trigger the fragments, hindering its use as a fast attack to use in pressure situations.}} | ||
**{{nerf|Rock Smash deals less damage (18% (boulder)/5% (fragments) → 14%/3%). This hinders the rock's KO potential while also reducing the fragment's damage racking potential.}} | **{{nerf|Rock Smash deals less damage (18% (boulder)/5% (fragments) → 14%/3%). This hinders the rock's KO potential while also reducing the fragment's damage racking potential.}} | ||
**{{nerf|The rock hitbox is smaller (8.5u (ground)/8u (air) → 7.8u (both)).}} | **{{nerf|The rock hitbox is smaller (8.5u (ground)/8u (air) → 7.8u (both)).}} | ||
**{{nerf|The fragments deal more knockback (55 (base), 30 (scaling) → 70/50), which makes them connect less reliably while still being far too weak to KO.}} | **{{nerf|The fragments deal more knockback (55 (base), 30 (scaling) → 70/50), which makes them connect less reliably while still being far too weak to KO.}} | ||
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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{buff|Down tilt's | *{{buff|Down tilt's start-up (frame 11 → 9) and total duration decreased (FAF 33 → 31).}} | ||
*{{nerf| | *{{nerf|Forward aerial's sourspots deal less knockback (45 base/100 scaling → 35/92).}} | ||
*{{buff|Forward aerial's sweetspot deals more knockback (25 base/80 scaling → 32/97).}} | |||
*{{buff|Up throw deals 3% more damage (8% → 11%), restoring its damage output from ''Brawl''.}} | |||
*{{buff|Forward aerial's | |||
*{{buff|Up throw deals 3% more damage (8% → 11%), restoring its damage output from ''Brawl'' | |||
*{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]] (4% (no contact)/9% (contact) → 5%/10%).}} | *{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]] (4% (no contact)/9% (contact) → 5%/10%).}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Neutral attack's first hit | *{{buff|Neutral attack's first hit's weight-based knockback increased|15/10|26/22 and it transitions faster into its second hit.}} | ||
*{{ | *{{nerf|Neutral aerial's hitbox sizes decreased|4u/4u/4u/4u|3.5u/3u/1.5u/3.5u; its start-up lag increased: frame 8 → 9; and its duration decreased: frames 8-28 → 9-25.}} | ||
*{{buff|Forward aerial's hitbox sizes increased|4.3u (sweetspot)/4.5u (sourspot)|4.6u/4.8u and its duration increased: frames 8-10 → 8-11.}} | |||
*{{buff|Forward aerial's | *{{buff|Back aerial's sweetspot's size increased|4u|4.5u and its other hitboxes re-positioned outward, improving its range.}} | ||
*{{buff|Up throw's knockback growth increased|160|220 and its angle altered: 60° → 70°, significantly improving its KO potential.}} | |||
*{{buff| | *{{change|Down throw's knockback altered|40 (base)/300 (growth)|70/130 and ending lag decreased: frame 80 → 72. These changes grant it combo potential at low to medium percentages, but significantly hinder its KO potential.}} | ||
*{{buff| | |||
*{{change|Down throw | |||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff| | *Forward tilt: | ||
*{{buff| | **{{buff|Sweetspotted forward tilt deals 1% more damage|10%|11%.}} | ||
*{{buff|Down tilt | **{{buff|One of forward tilt's three sourspots has become a sweetspot.}} | ||
*{{buff|Back aerial | *{{buff|Down tilt received a [[windbox]] that [[Windbox#Pushing attacks|pushes]] opponents inward, removing its blind spot.}} | ||
*{{buff|Down throw | *{{buff|Back aerial's landing lag decreased|36 frames|33.}} | ||
*{{buff|Down throw's ending lag decreased|frame 72|70.}} | |||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}} | *{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}} | ||
*{{buff|Sinking Skull deals more damage (10% (grounded)/9% (aerial) → 12%/10%) and its startup and ending lag decreased.}} | |||
*{{buff|Sinking Skull deals more damage (10% (grounded)/9% (aerial) → 12%/10%) | |||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=4% | |neutral2dmg=4% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutraldesc=Two alternating slashes with its claws, followed by swinging one of its wings upward. Thanks to its impressive damage output; minimal start-up lag; very high knockback growth; and deceptively long range, it is reliable for damage racking and spacing. Its second hit can be [[jab cancel]]ed into down tilt, a grab, or [[Fly]], although the opponent can potentially evade these follow-ups with proper [[DI]]. In comparison, its last hit launches opponents at differing angles: the wing's inner portion launches them vertically, whereas its tip launches them horizontally. Due to its strengths, it is considered one of the most effective neutral attacks in the game. | |neutraldesc=Two alternating slashes with its claws, followed by swinging one of its wings upward. Thanks to its impressive damage output; minimal start-up lag; very high knockback growth; and deceptively long range, it is reliable for damage racking and spacing. Its second hit can be [[jab cancel]]ed into down tilt, a grab, or [[Fly]], although the opponent can potentially evade these follow-ups with proper [[DI]]. In comparison, its last hit launches opponents at differing angles: the wing's inner portion launches them vertically, whereas its tip launches them horizontally. Due to its strengths, it is considered one of the most effective neutral attacks in the game. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% (flame), 7% (tail) | |ftiltdmg=11% (flame), 7% (tail) | ||
|ftiltdesc=Swings its tail forward. It can be angled; has long range; and its sweetspot is at the [[Flame|flaming]] tip of Charizard's tail. When sweetspotted, it is one of the strongest forward tilts in the game. Its sweetspot KOs middleweights at 122%/111% (''3DS''/''Wii U''). Due to it hitting on frame 11 and having 29 frames of ending lag, however, it is punishable. | |ftiltdesc=Swings its tail forward. It can be angled; has long range; and its sweetspot is at the [[Flame|flaming]] tip of Charizard's tail. When sweetspotted, it is one of the strongest forward tilts in the game. Its sweetspot KOs middleweights at 122%/111% (''3DS''/''Wii U''). Due to it hitting on frame 11 and having 29 frames of ending lag, however, it is punishable. | ||
|utiltname=Wing Thrust | |utiltname=Wing Thrust | ||
|utiltdmg=8% | |utiltdmg=8% | ||
|utiltdesc=Hunches in order to thrust its wings upward. It hits on frame 9 and has very high knockback growth for a tilt attack. These traits make it a fairly fast, yet capable KOing option, as it KOs middleweights at 135%/126% (''3DS''/''Wii U'') from anywhere on Final Destination. Thanks to its long vertical range and Charizard not having hurtboxes in its wings, it is also a safe anti-air attack. However, it is Charizard's least damaging tilt attack. It also has fairly minimal horizontal range. | |utiltdesc=Hunches in order to thrust its wings upward. It hits on frame 9 and has very high knockback growth for a tilt attack. These traits make it a fairly fast, yet capable KOing option, as it KOs middleweights at 135%/126% (''3DS''/''Wii U'') from anywhere on Final Destination. Thanks to its long vertical range and Charizard not having hurtboxes in its wings, it is also a safe anti-air attack. However, it is Charizard's least damaging tilt attack. It also has fairly minimal horizontal range. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=A battering ram. It has a [[windbox]] that hits on frame 7, which makes it deceptively fast. It is also a [[semi-spike]], which makes very useful for edge-guarding. Despite its decent damage output, its base knockback and knockback growth are both below-average, which make it unsuited for KOing. | |dtiltdesc=A battering ram. It has a [[windbox]] that hits on frame 7, which makes it deceptively fast. It is also a [[semi-spike]], which makes very useful for edge-guarding. Despite its decent damage output, its base knockback and knockback growth are both below-average, which make it unsuited for KOing. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|dashdesc=A front kick. It has very high base knockback, and its range and long duration make it decent at punishing and zone breaking. | |dashdesc=A front kick. It has very high base knockback, and its range and long duration make it decent at punishing and zone breaking. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head) | |fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head) | ||
|fsmashdesc=Rears back its head and then performs a lunging headbutt. It is very strong, as its sweetspots KO middleweights at 70%/61% (''3DS''/''Wii U'') while near the edge of Final Destination. It also renders Charizard [[intangible]] throughout its duration. Due to it hitting on frame 22 and having 45 frames of ending lag, however, it is very punishable. | |fsmashdesc=Rears back its head and then performs a lunging headbutt. It is very strong, as its sweetspots KO middleweights at 70%/61% (''3DS''/''Wii U'') while near the edge of Final Destination. It also renders Charizard [[intangible]] throughout its duration. Due to it hitting on frame 22 and having 45 frames of ending lag, however, it is very punishable. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2) | ||
|usmashdesc=Rears back in order to swing its wings upward twice in an overhead fanning motion. Due to it hitting aerial and grounded opponents on frame 6 and 7, respectively, it is Charizard's fastest smash attack. Thanks to its long vertical range and Charizard not having hurtboxes in its wings, it is also a very useful anti-air attack. Despite being Charizard's weakest smash attack, it is still strong enough to KO reliably. Its second hit KOs middleweights at 118%/114% (''3DS''/''Wii U'') from anywhere on Final Destination. Despite its animation, its first hit can [[jab reset]] opponents behind Charizard. However, its hits do not connect together well behind Charizard, while its first hit has minimal horizontal range against aerial opponents. Its 27 frames of ending lag also make it punishable. | |usmashdesc=Rears back in order to swing its wings upward twice in an overhead fanning motion. Due to it hitting aerial and grounded opponents on frame 6 and 7, respectively, it is Charizard's fastest smash attack. Thanks to its long vertical range and Charizard not having hurtboxes in its wings, it is also a very useful anti-air attack. Despite being Charizard's weakest smash attack, it is still strong enough to KO reliably. Its second hit KOs middleweights at 118%/114% (''3DS''/''Wii U'') from anywhere on Final Destination. Despite its animation, its first hit can [[jab reset]] opponents behind Charizard. However, its hits do not connect together well behind Charizard, while its first hit has minimal horizontal range against aerial opponents. Its 27 frames of ending lag also make it punishable. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|16}} | |dsmashdmg={{ChargedSmashDmgSSB4|16}} | ||
|dsmashdesc=Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, which makes it very useful for punishing rolls. Due to having quake hitboxes, it is also capable of hitting opponents slightly above ground or hanging on the edge. When coupled with its respectable damage output and its sweetspot being a semi-spike, it is also very useful for edge-guarding. Its sourspot launches at a slightly higher angle, but is also reliable for edge-guarding, thanks to its slightly higher knockback growth. While near the edge of Final Destination, its sweetspot KOs middleweights at 101%/91% (''3DS''/''Wii U''), whereas its sourspot KOs them at 106%/97% (''3DS''/''Wii U''). Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable. | |dsmashdesc=Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, which makes it very useful for punishing rolls. Due to having quake hitboxes, it is also capable of hitting opponents slightly above ground or hanging on the edge. When coupled with its respectable damage output and its sweetspot being a semi-spike, it is also very useful for edge-guarding. Its sourspot launches at a slightly higher angle, but is also reliable for edge-guarding, thanks to its slightly higher knockback growth. While near the edge of Final Destination, its sweetspot KOs middleweights at 101%/91% (''3DS''/''Wii U''), whereas its sourspot KOs them at 106%/97% (''3DS''/''Wii U''). Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable. | ||
|nairname= | |nairname= | ||
|nairdmg=12% (flame), 9% (tail) | |nairdmg=12% (flame), 9% (tail) | ||
|nairdesc=Somersaults forward to strike with its tail. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel with a short hop, and its hitboxes end in front of and under Charizard just before it auto-cancels. All of these traits make it a fairly safe landing option and useful combo starter when auto-canceled, with follow-ups including neutral attack, dash attack and forward aerial. However, its very low base knockback and average knockback growth make it unsuited for KOing, even when sweetspotted. | |nairdesc=Somersaults forward to strike with its tail. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel with a short hop, and its hitboxes end in front of and under Charizard just before it auto-cancels. All of these traits make it a fairly safe landing option and useful combo starter when auto-canceled, with follow-ups including neutral attack, dash attack and forward aerial. However, its very low base knockback and average knockback growth make it unsuited for KOing, even when sweetspotted. | ||
|fairname= | |fairname= | ||
|fairdmg=12% (early, clean arm), 13% (clean tip) | |fairdmg=12% (early, clean arm), 13% (clean tip) | ||
|fairdesc=A downward slash with its claws. It hits on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, while its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable either as a follow-up from down throw, or as a KOing option. While near the edge of Final Destination, its sweetspot KOs middleweights at 108%/97% (''3DS''/''Wii U''). However, it has moderate ending and landing lag, and is punishable from out of shield by most characters. | |fairdesc=A downward slash with its claws. It hits on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, while its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable either as a follow-up from down throw, or as a KOing option. While near the edge of Final Destination, its sweetspot KOs middleweights at 108%/97% (''3DS''/''Wii U''). However, it has moderate ending and landing lag, and is punishable from out of shield by most characters. | ||
|bairname=Aerial Tail | |bairname=Aerial Tail | ||
|bairdmg=11% (body), 14% (tail), 16% (flame) | |bairdmg=11% (body), 14% (tail), 16% (flame) | ||
|bairdesc=Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. While near the edge of Final Destination, its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U''). Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98%/87% (''3DS''/''Wii U'') while near the edge of Final Destination. Its high damage output and long range also make it safe on shield when spaced properly. Due to it hitting on frame 14, however, it has the second highest amount of start-up lag out of Charizard's aerials. | |bairdesc=Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. While near the edge of Final Destination, its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U''). Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98%/87% (''3DS''/''Wii U'') while near the edge of Final Destination. Its high damage output and long range also make it safe on shield when spaced properly. Due to it hitting on frame 14, however, it has the second highest amount of start-up lag out of Charizard's aerials. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=An upward headbutt. Its respectable damage output and very high knockback growth allow it to KO middleweights at 86%/80% (''3DS''/''Wii U'') while near the upper [[blast line]] of Final Destination. It also renders Charizard's head intangible throughout its duration, and is tied with its neutral aerial for having the lowest amount of landing lag out of its aerials. However, it has minimal horizontal range. | |uairdesc=An upward headbutt. Its respectable damage output and very high knockback growth allow it to KO middleweights at 86%/80% (''3DS''/''Wii U'') while near the upper [[blast line]] of Final Destination. It also renders Charizard's head intangible throughout its duration, and is tied with its neutral aerial for having the lowest amount of landing lag out of its aerials. However, it has minimal horizontal range. | ||
|dairname= | |dairname= | ||
|dairdmg=14% (clean), 8% (late) | |dairdmg=14% (clean), 8% (late) | ||
|dairdesc=A stomp. Its sweetspot is a very powerful [[meteor smash]]. In comparison, its sourspot launches opponents either diagonally or at the [[Sakurai angle]]. Due to it hitting on frame 18 and having 33 frames of landing lag, however, it is very punishable. Its sourspot is also much less effective than its sweetspot in regard to edge-guarding. | |dairdesc=A stomp. Its sweetspot is a very powerful [[meteor smash]]. In comparison, its sourspot launches opponents either diagonally or at the [[Sakurai angle]]. Due to it hitting on frame 18 and having 33 frames of landing lag, however, it is very punishable. Its sourspot is also much less effective than its sweetspot in regard to edge-guarding. | ||
|grabname= | |grabname= | ||
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Despite having decreased since ''Brawl'', Charizard's overall grab range is still above-average. | |grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Despite having decreased since ''Brawl'', Charizard's overall grab range is still above-average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A bite. A fairly fast pummel. | |pummeldesc=A bite. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edge-guard. However, its base knockback and knockback growth are both below-average, which make it much less reliable for KOing compared to up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U''). | |fthrowdesc=Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edge-guard. However, its base knockback and knockback growth are both below-average, which make it much less reliable for KOing compared to up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U''). | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edge-guard. Unlike forward throw, it has very low ending lag. As a result, it can combo into dash attack or Flare Blitz at 0%, or forward aerial at 0%-15%. Like forward throw, it has below-average base knockback and knockback growth, which make it much less reliable for KOing than up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U''). | |bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edge-guard. Unlike forward throw, it has very low ending lag. As a result, it can combo into dash attack or Flare Blitz at 0%, or forward aerial at 0%-15%. Like forward throw, it has below-average base knockback and knockback growth, which make it much less reliable for KOing than up throw. While near the edge of Final Destination, it KOs middleweights at 175%/169% (''3DS''/''Wii U''). | ||
|uthrowname={{s|bulbapedia|Seismic Toss}} | |uthrowname={{s|bulbapedia|Seismic Toss}} | ||
|uthrowdmg=8% (hit 1), 3% (throw) | |uthrowdmg=8% (hit 1), 3% (throw) | ||
|uthrowdesc=Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. As of update 1.0.8, its knockback is significantly higher, 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 {{SSB4|Ness}}' back throw. It KOs middleweights at 134%/124% (''3DS''/''Wii U'') from anywhere on Final Destination. It is even more effective on stages with platforms; it KOs middleweights at 107%/104% (''3DS''/''Wii U'') upon landing on {{SSB4|Battlefield}}'s top platform. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is only effective at 0%-10% and is easily avoidable via proper DI. Despite being the strongest up throw in the game, proper directional influence hinders its KO potential to the point that {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, KOs more reliably in comparison. | |uthrowdesc=Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. As of update 1.0.8, its knockback is significantly higher, 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 {{SSB4|Ness}}' back throw. It KOs middleweights at 134%/124% (''3DS''/''Wii U'') from anywhere on Final Destination. It is even more effective on stages with platforms; it KOs middleweights at 107%/104% (''3DS''/''Wii U'') upon landing on {{SSB4|Battlefield}}'s top platform. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is only effective at 0%-10% and is easily avoidable via proper DI. Despite being the strongest up throw in the game, proper directional influence hinders its KO potential to the point that {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, KOs more reliably in comparison. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1% (hits 1-5), 1% (throw) | |dthrowdmg=1% (hits 1-5), 1% (throw) | ||
|dthrowdesc=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 re-purposed it into a reliable combo starter at the cost of significantly hindering its KO potential. Notable follow-ups include a dashing up smash from 0%-15%, and neutral, forward, and up aerials from low to medium percentages. | |dthrowdesc=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 re-purposed it into a reliable combo starter at the cost of significantly hindering its KO potential. Notable follow-ups include a dashing up smash from 0%-15%, and neutral, forward, and up aerials from low to medium percentages. | ||
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|dsc1name=Sinking Skull | |dsc1name=Sinking Skull | ||
|dsc1dmg=12% (sweetspot), 10% (sourspot) | |dsc1dmg=12% (sweetspot), 10% (sourspot) | ||
|dsc1desc=A downward headbutt. It has less start-up lag; [[buries]] grounded opponents; and meteor smashes aerial ones. However, its lack of a boulder results in it having a much lower overall damage output and less range. It also lacks super armor and only its sweetspot is a meteor smash, whereas its sourspot very weakly launches aerial opponents diagonally. | |dsc1desc=A downward headbutt. It has less start-up lag; [[buries]] grounded opponents; and meteor smashes aerial ones. However, its lack of a boulder results in it having a much lower overall damage output and less range. It also lacks super armor and only its sweetspot is a meteor smash, whereas its sourspot very weakly launches aerial opponents diagonally. | ||
|dsc2name=Rock Hurl | |dsc2name=Rock Hurl | ||
|dsc2dmg=8% (boulder), 2% (fragments) | |dsc2dmg=8% (boulder), 2% (fragments) | ||
|dsc2desc=Grants super armor beginning on frame 1 and has more vertical range, thanks to the boulder's fragments flying much farther. However, it deals less damage; the fragments have slightly less horizontal range; and the boulder lacks KO potential. | |dsc2desc=Grants super armor beginning on frame 1 and has more vertical range, thanks to the boulder's fragments flying much farther. However, it deals less damage; the fragments have slightly less horizontal range; and the boulder lacks KO potential. | ||
|fsname=Mega | |fsname=Mega Charizard X | ||
|fsdmg=2% (Dragon Rush hits 1-7), 10% (Dragon Rush hit 8), 5% (Fire Blast hit 1), 1% (Fire Blast hits 2-7), 5% (Fire Blast hit 8) | |fsdmg=2% (Dragon Rush hits 1-7), 10% (Dragon Rush hit 8), 5% (Fire Blast hit 1), 1% (Fire Blast hits 2-7), 5% (Fire Blast hit 8) | ||
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Charizard X. As Mega Charizard X, it can fly freely around the stage, similarly to [[Super Dragon]]. Unlike Super Dragon, Mega Charizard X has super armor and flinch resistance instead of [[invincibility]], and receiving damage will shorten its duration. Pressing the attack and special attack buttons causes Mega Charizard X to use Dragon Rush and [[bulbapedia:Fire Blast (move)|Fire Blast]], respectively. Compared to the Dragon Rush custom move, Mega Charizard X's Dragon Rush possesses longer range; the ability to propel Mega Charizard X in any given direction; and actual KO potential, thanks to its higher damage output and knockback. In comparison, Fire Blast is a fiery projectile that covers slightly more than the entirety of Final Destination and hits multiple times, with its last hit possessing KO potential. Dragon Rush and Fire Blast's last hits KO middleweights at 108% and 123%, respectively, while near the edge of Final Destination in the ''3DS'' version. | |fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Charizard X. As Mega Charizard X, it can fly freely around the stage, similarly to [[Super Dragon]]. Unlike Super Dragon, Mega Charizard X has super armor and flinch resistance instead of [[invincibility]], and receiving damage will shorten its duration. Pressing the attack and special attack buttons causes Mega Charizard X to use Dragon Rush and [[bulbapedia:Fire Blast (move)|Fire Blast]], respectively. Compared to the Dragon Rush custom move, Mega Charizard X's Dragon Rush possesses longer range; the ability to propel Mega Charizard X in any given direction; and actual KO potential, thanks to its higher damage output and knockback. In comparison, Fire Blast is a fiery projectile that covers slightly more than the entirety of Final Destination and hits multiple times, with its last hit possessing KO potential. Dragon Rush and Fire Blast's last hits KO middleweights at 108% and 123%, respectively, while near the edge of Final Destination in the ''3DS'' version. | ||
}} | }} | ||
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Charizard | ''See also: [[:Category:Charizard professionals (SSB4)]]'' | ||
*{{Sm|Chuck Nasty|USA}} - The best Charizard player in the United States | *{{Sm|Chuck Nasty|USA}} - The best Charizard player in the United States Placed 4th at {{Trn|No Man's Land}}, 9th at {{Trn|King of the Springs 2}}, 13th at {{Trn|Low Tier City 5}}, 17th at {{Trn|King of the Springs 3}}, and 33rd at {{Trn|UGC Smash Open}} with wins over players such as {{Sm|Lima}} and {{Sm|Konga}}. Ranked 1st on the [[Oklahoma Power Rankings]]. | ||
*{{Sm|Fire|France}} - The best Charizard player in Europe | *{{Sm|Fire|France}} - The best Charizard player in Europe. Placed 2nd at {{Trn|ICARUS III}}, 5th at {{Trn|MARS 2017}}, 17th at {{Trn|SALT}}, and 25th at {{Trn|Smashdown World}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Meru}}, and {{Sm|Homika}}. Ranked 40th on the [[European Smash 4 Power Rankings]]. | ||
*{{Sm|Sharpyzard|Dominican Republic}} - Placed 33rd at {{Trn|CEO Dreamland}}, {{Trn|GENESIS 5}}, and {{Trn|CEO 2018}} with wins over players such as {{Sm|AC}} and {{Sm|VaLoR}}. Ranked 2nd on the [[Dominican Republic Power Rankings]]. | |||
*{{Sm|Tosshi|Japan}} - | *{{Sm|Tosshi|Japan}} - The best Charizard player in Japan. Placed 4th at {{Trn|Umebura 31}}, 13th at {{Trn|Single Game Championships: Umebura X Single-Chu}}, 17th at {{Trn|Umebura 28}}, and 25th at {{Trn|Umebura Japan Major}} with wins over players such as {{Sm|Ranai}}, {{Sm|Nietono}}, and {{Sm|Kie}}. | ||
*{{Sm|Virum|UK}} - | *{{Sm|Virum|UK}} - One of the best Charizard players in Europe. Placed 25th at {{Trn|BEAST 7}}, {{Trn|Syndicate 2017}}, and {{Trn|SwitchFest}}, as well as 49th at {{Trn|2GGC: Nairo Saga}} and {{Trn|Shine 2017}} with wins over players such as {{Sm|Kogarasuma}}, {{Sm|VaLoR}}, and {{Sm|El_Bardo}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Due to its sluggish moveset; predictable and exploitable recovery; very slow air speed; susceptibility to combos; and newfound lack of teammates, Charizard initially garnered a very poor reputation by the majority of players during ''SSB4''{{'}}s early metagame. Update [[1.0.8]], however, began a trend in which game updates consistently granted Charizard buffs that were substantial at best and decent at worst. The buffs from this particular update noticeably improved Charizard's KO potential, combo game and frame data to the point that it lost its candidacy for the worst character in the game. Although some players even argued in favor of Charizard now becoming 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]], confirming its status as a bottom-tier character. | Due to its sluggish moveset; predictable and exploitable recovery; very slow air speed; susceptibility to combos; and newfound lack of teammates, Charizard initially garnered a very poor reputation by the majority of players during ''SSB4''{{'}}s early metagame. Update [[1.0.8]], however, began a trend in which game updates consistently granted Charizard buffs that were substantial at best and decent at worst. The buffs from this particular update noticeably improved Charizard's KO potential, combo game and frame data to the point that it lost its candidacy for the worst character in the game. Although some players even argued in favor of Charizard now becoming 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]], confirming its status as a bottom-tier character. | ||
Despite this placement, Charizard's viability became heavily contested ever since update [[1.1.5]], thanks to its sporadic instances of success and strengths as a character. Numerous professionals, including {{Sm|ZeRo}} and {{Sm|ESAM}}, believed Charizard to be somewhat viable and labeled it as a potential low-tier or even mid-tier character. This perception persisted into the second tier list, but was not reinforced by the second tier list itself, as Charizard was ranked 51st and thus placed at the top of the bottom-tier. | Despite this placement, Charizard's viability became heavily contested ever since update [[1.1.5]], thanks to its sporadic instances of success and strengths as a character. Numerous professionals, including {{Sm|ZeRo}} and {{Sm|ESAM}}, believed Charizard to be somewhat viable and labeled it as a potential low-tier or even mid-tier character. This perception persisted into the second tier list, but was not reinforced by the second tier list itself, as Charizard was ranked 51st and thus placed at the top of the bottom-tier. | ||
Despite this placement, many players kept arguing in favor of Charizard's viability. Notably, {{Sm|MkLeo}} has claimed that Charizard can fare well against top-tier characters, thanks to it having some niche matchups against some of them, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further supplemented by its tournament results slowly, but noticeably, improving; dedicated players like {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} would go on to actually win regional tournaments while exclusively using Charizard. | Despite this placement, many players kept arguing in favor of Charizard's viability. Notably, {{Sm|MkLeo}} has claimed that Charizard can fare well against top-tier characters, thanks to it having some niche matchups against some of them, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further supplemented by its tournament results slowly, but noticeably, improving; dedicated players like {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} would go on to actually win regional tournaments while exclusively using Charizard. | ||
Thanks to its newfound success, Charizard was ranked 45th on the third tier list, which reassessed it as a low-tier character. International players like {{Sm|Tosshi}}, {{Sm|Fire}} and {{Sm|SilentDoom}} would also achieve 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. Although Charizard's results in North America have been more sparse than other regions, they eventually improved in a similar manner. Notable examples include {{sm|Bloodcross}} and Sharpy placing 17th and 33rd, respectively, at [[CEO Dreamland]], and Chuck Nasty placing 13th at [[Low Tier City 5]]. Thanks to this steady amount of tournament success, Charizard has been ranked | Thanks to its newfound success, Charizard was ranked 45th on the third tier list, which reassessed it as a low-tier character. International players like {{Sm|Tosshi}}, {{Sm|Fire}} and {{Sm|SilentDoom}} would also achieve 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. Although Charizard's results in North America have been more sparse than other regions, they eventually improved in a similar manner. Notable examples include {{sm|Bloodcross}} and Sharpy placing 17th and 33rd, respectively, at [[CEO Dreamland]], and Chuck Nasty placing 13th at [[Low Tier City 5]]. Thanks to this steady amount of tournament success, Charizard has been ranked 43rd on the fourth and current tier list, which has reassessed it as a mid-tier character. | ||
==[[Trophies]]== | |||
:'''Charizard''' | |||
::{{flag|ntsc}} ''The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air, seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move— a move so strong, it even injures the user!'' | |||
==={{ | ::{{flag|pal}} ''Charizard, a Fire- and Flying-type Pokémon, can burn through anything with the flames it breathes. It is constantly on the lookout for powerful opponents. And where better to find them than in this game? Its huge build and special moves mean it can inflict massive damage, and its Flare Blitz is so powerful, it even hurts Charizard itself!'' | ||
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}} | |||
:'''Charizard (Alt.)''' | |||
::{{flag|ntsc}} ''Charizard's Flamethrower attack can be sustained by holding the button. The flames will gradually die, but a short break will recharge them. Charizard's down special Rock Smash crushes a rock and hits foes with the pieces. Charizard won't flinch while crushing, but others can break the rock...'' | |||
::{{flag|pal}} ''When using Charizard's Flamethrower move, hold the button to keep breathing fire. The flames gradually die down, but you just need to rest for a bit before doing it again. If you get hit while you're using the down special Rock Smash, you won't flinch, but someone else can break the rock instead, making your attack fail.'' | |||
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}} | |||
:'''Mega Evolution (Charizard)''' | |||
::{{flag|ntsc}} ''In this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction or shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though-in fact, taking damage will actually reduce the time you can stay transformed.'' | |||
::{{flag|pal}} ''For this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction and shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though - taking attacks will reduce the length of time it stays transformed.'' | |||
<center> | |||
<gallery> | |||
CharizardTrophy3DS.png|Classic (3DS) | |||
CharizardAltTrophy3DS.png|Alt. (3DS) | |||
CharizardTrophyWiiU.png|Classic (Wii U) | |||
CharizardAltTrophyWiiU.png|Alt. (Wii U) | |||
MegaCharizardTrophyWiiU.png|[[Mega Charizard X]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
*'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | *'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | ||
*'''[[Fire-Type Frenzy]]''': Charizard must defeat {{SSB4|Greninja}}, {{SSB4|Lucario}}, and {{SSB4|Pikachu}}. [[Fire Bar]]s, [[Fire Flower]]s, and [[Superspicy Curry]] are the only [[item]]s that appear. | *'''[[Fire-Type Frenzy]]''': Charizard must defeat {{SSB4|Greninja}}, {{SSB4|Lucario}}, and {{SSB4|Pikachu}}. [[Fire Bar]]s, [[Fire Flower]]s, and [[Superspicy Curry]] are the only [[item]]s that appear. | ||
*'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Charizard, Pikachu, and Lucario. | *'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Charizard, Pikachu, and Lucario. | ||
*'''[[The Falchion{{'}}s Seal]]''': As {{SSB4|Robin}}, the player must defeat a giant Charizard using their [[Final Smash]], [[Pair Up]]. Defeating it in any other way causes it to respawn. | *'''[[The Falchion{{'}}s Seal]]''': As {{SSB4|Robin}}, the player must defeat a giant Charizard using their [[Final Smash]], [[Pair Up]]. Defeating it in any other way causes it to respawn. | ||
===Co-Op Events=== | |||
*'''[[Poisonous Planet]]''': {{SSB4|Olimar}} and {{SSB4|Samus}} must defeat two giant Charizard in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing. | *'''[[Poisonous Planet]]''': {{SSB4|Olimar}} and {{SSB4|Samus}} must defeat two giant Charizard in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing. | ||
*'''[[Pokémon Multi Battle!]]''': Charizard and Pikachu must defeat a team of Lucario and Greninja, and then a team of Charizard and Pikachu each appearing after one opponent is defeated. | *'''[[Pokémon Multi Battle!]]''': Charizard and Pikachu must defeat a team of Lucario and Greninja, and then a team of Charizard and Pikachu each appearing after one opponent is defeated. | ||
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*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster. | *'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster. | ||
==[[List of Super Smash Bros. 4 character trailers#Charizard and Greninja|Reveal trailer]]== | |||
{{#widget:YouTube|id=xEJBPMcbRkk}} | |||
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==[[Alternate costume (SSB4)#Charizard|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Charizard|Alternate costumes]]== | ||
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|{{Head|Charizard|g=SSB4|s=50px|cl=Purple}} | |{{Head|Charizard|g=SSB4|s=50px|cl=Purple}} | ||
|} | |} | ||
==Gallery== | ==Gallery== |