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|shareslot = {{SSBU|Pokémon Trainer}}<br>{{SSBU|Ivysaur}}<br>{{SSBU|Squirtle}} | |shareslot = {{SSBU|Pokémon Trainer}}<br>{{SSBU|Ivysaur}}<br>{{SSBU|Squirtle}} | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Charizard''' ({{ja|リザードン|Rizādon}}, ''Lizardon'') is a character in ''[[Super Smash Bros. Ultimate]]''. Unlike in ''Super Smash Bros. 4'', Charizard is no longer a standalone character, and is back under the {{SSBU|Pokémon Trainer}}’s control. It was confirmed on June 12th, 2018. Along with the Pokémon Trainer, Charizard is classified as [[Fighter number|Fighter #35]]. | |||
'''Charizard''' ({{ja|リザードン|Rizādon}}, ''Lizardon'') is a character in ''[[Super Smash Bros. Ultimate]]''. Unlike in ''Super Smash Bros. 4'', Charizard is no longer a standalone character, and is back under the {{SSBU|Pokémon Trainer}}’s control. It was confirmed on June 12th, 2018. Along with the Pokémon Trainer | |||
Shin'ichirō Miki reprises his voiced role as Charizard in all regions, providing new clips. | |||
==Attributes== | ==Attributes== | ||
Charizard deviates from the other super heavyweight characters in mobility. Its ground game provides extensive utility courtesy of its high initial dash and run speed. Also, its normals such as forward tilt and neutral attack are supplemented by skid canceling. Its high traction and quick out-of-shield options like neutral attack and up smash suit its close-quarters combat well. Up smash hits on frame 6, KOs at reliable percents, and functions as an effective juggling and anti-air tool alongside up tilt. | |||
Charizard deviates from the other super heavyweight characters in mobility. Its ground game provides extensive utility courtesy of its high initial dash and run speed. Also, its normals such as forward tilt and neutral attack are supplemented by skid canceling. Its high traction and quick out-of-shield options like | |||
Charizard's neutral air is a multi-purpose tool that is useful at starting and extending combos, juggling, edge guarding opponents, and helping Charizard land. It is capable of stringing into itself, forward air, and back air, especially out of a fast fall. Its forward air is fast (frame 8) and has considerable power as a combo finisher and KO tool. Up air renders Charizard's head intangible and is one of the strongest in the game, making it a reliable juggling tool and finisher. It is also a makeshift combo starter at low to middle percent ranges. Back air's power cannot be understated; it features extensive disjoint and a wide diagonal arc that overpowers opponents above and behind Charizard. Down air's sweet spot hitbox is large and powerful, allowing it to easily [[meteor smash]] opponents on the ledge and KO at low percents. | Charizard's neutral air is a multi-purpose tool that is useful at starting and extending combos, juggling, edge guarding opponents, and helping Charizard land. It is capable of stringing into itself, forward air, and back air, especially out of a fast fall. Its forward air is fast (frame 8) and has considerable power as a combo finisher and KO tool. Up air renders Charizard's head intangible and is one of the strongest in the game, making it a reliable juggling tool and finisher. It is also a makeshift combo starter at low to middle percent ranges. Back air's power cannot be understated; it features extensive disjoint and a wide diagonal arc that overpowers opponents above and behind Charizard. Down air's sweet spot hitbox is large and powerful, allowing it to easily [[meteor smash]] opponents on the ledge and KO at low percents. | ||
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Previously the standalone character in ''Smash 4'' representing the trio of Pokémon in ''Brawl'', Charizard now returns as part of the {{SSBU|Pokémon Trainer}}'s crew. As expected, it has kept many of its changes from ''Smash 4'', and has also retained its function as the fastest and hardest-hitting member of the Pokémon Trainer's party. In the transition to ''Ultimate'', Charizard has received a mix of buffs and nerfs; while it was initially ambiguous to whether it was buffed or nerfed since both buffs and nerfs were equally notable, game updates have provided Charizard with useful buffs that have improved its options and fixed inconsistencies with its moveset. Because of this, Charizard has been buffed overall. | |||
Previously the standalone character in '' | |||
When it comes to its grounded moveset, most of Charizard's finishers have become much more reliable; [[forward tilt]] has a better hitbox placement and more knockback, [[forward smash]] deals more damage and knockback, some of [[up smash]]'s hitboxes link more reliably and the second hit is faster and [[down smash]] no longer has sourspots. Charizard has also gained other finishers, with [[dash attack]] gaining more damage and knockback and [[forward throw]] dealing more knockback. [[Up tilt]]'s hitbox also covers more horizontal range, improving its already decent anti-air potential. On the other hand, in terms of its aerial moveset, Charizard's [[neutral aerial]] has much less ending lag and its animation is faster, making it a more effective air-to-air option and combo extender, and [[back aerial]] has better vertical range that overlaps, making the move's dangerous sweetspot easier to land. Its special moveset has also seen some improvements, with [[Flare Blitz]]'s hitbox now linking much more reliably into the explosion, which is stronger, and [[Fly]]'s ascending hits linking much more reliably, making both more reliable. | When it comes to its grounded moveset, most of Charizard's finishers have become much more reliable; [[forward tilt]] has a better hitbox placement and more knockback, [[forward smash]] deals more damage and knockback, some of [[up smash]]'s hitboxes link more reliably and the second hit is faster and [[down smash]] no longer has sourspots. Charizard has also gained other finishers, with [[dash attack]] gaining more damage and knockback and [[forward throw]] dealing more knockback. [[Up tilt]]'s hitbox also covers more horizontal range, improving its already decent anti-air potential. On the other hand, in terms of its aerial moveset, Charizard's [[neutral aerial]] has much less ending lag and its animation is faster, making it a more effective air-to-air option and combo extender, and [[back aerial]] has better vertical range that overlaps, making the move's dangerous sweetspot easier to land. Its special moveset has also seen some improvements, with [[Flare Blitz]]'s hitbox now linking much more reliably into the explosion, which is stronger, and [[Fly]]'s ascending hits linking much more reliably, making both more reliable. | ||
The revamped game mechanics have brought mostly positive changes to Charizard. While the increased mobility has benefitted most characters, Charizard is one of the biggest recipients relative to the cast; its previously abysmal initial [[dash]] speed is now one of the fastest in the game (which allows Charizard to also benefit from the ability to [[run cancel|use any attack out of a run]]), its [[air speed]] is now substantially faster compared to '' | The revamped game mechanics have brought mostly positive changes to Charizard. While the increased mobility has benefitted most characters, Charizard is one of the biggest recipients relative to the cast; its previously abysmal initial [[dash]] speed is now one of the fastest in the game (which allows Charizard to also benefit from the ability to [[run cancel|use any attack out of a run]]), its [[air speed]] is now substantially faster compared to ''Smash 4'', and its [[falling speed]] and [[fast fall]]ing speed are much higher, making it easier for Charizard to land while making its [[neutral game]] potentially more effective, and the universally faster jumpsquat significantly helps its buffed aerials. The changes to [[air dodge]]s help Charizard overall, allowing it to use a directional air dodge to escape combos and juggling more easily, while not making it much more susceptible to edgeguarding due to its multiple jumps and faster air speed. Its increased mobility also allows Charizard to catch opponents that could abuse directional air dodging with more ease. Finally, the increased [[shieldstun]] has further improved Charizard's ground game, making its moves safer on shield when properly spaced, most notably its sweetspotted forward tilt and down tilt. | ||
However, Charizard has also received equally notable nerfs, which particularly affect its former most effective tools. [[Neutral attack]]'s third hit has shorter range and the first two hits can no longer jab cancel | However, Charizard has also received equally notable nerfs, which particularly affect its former most effective tools. [[Neutral attack]]'s third hit has shorter range and the first two hits can no longer jab cancel, and [[down throw]] had its combo potential mitigated due to receiving more ending lag; both latter changes also worsen Charizard's combo game. Notably, the removal of [[Rock Smash]] to make way for [[Pokémon Change]] has eliminated a previous landing option and shield-pressuring tool from its moveset. However, Pokémon Change can be considered a strength to Pokémon Trainer as an aggregate if the player wishes to eject Charizard from any given situation and take advantage of {{SSBU|Squirtle}}'s small size and combo game. Charizard's most notable nerf, however, is that [[forward aerial]] no longer [[autocancel]]s in a short hop due to its faster falling speed and has reduced range on its furthest hitbox, which cripples one of Charizard's former most notable tools in the neutral game. Finally, while its higher fall speed has slightly improved Charizard's neutral game and landing issues, said change has also made it easier to combo. | ||
Some of the changes to game mechanics have also hindered Charizard. The increased startup on grabs [[out of shield]] after blocking an attack has worsened Charizard's out of shield game (despite options such as up smash and Fly), and when combined with down throw's lost combo potential, Charizard's grab game has been worsened overall (though it still remains flexible | Some of the changes to game mechanics have also hindered Charizard. The increased startup on grabs [[out of shield]] after blocking an attack has worsened Charizard's out of shield game (despite options such as up smash and Fly), and when combined with down throw's lost combo potential, Charizard's grab game has been worsened overall (though it still remains flexible). The universal reductions to [[landing lag]] have overall hindered Charizard, as they allow characters to space their moves on shield more easily, though while they have significantly improved its landing options (most notably its neutral, up and down aerials), some of Charizard's aerials still remain highly punishable; this change also further compounds the loss of forward aerial as an option in neutral, its slightly worsened out of shield game, and its vulnerability to combos. Lastly, while Charizard's faster initial dash is unquestionably beneficial, the changes to initial dash mechanics cause Charizard's microspacing abilities to be weakened, especially through the use of moves like forward tilt. | ||
Overall, both Charizard's strengths and weaknesses have been further defined. While it has much better mobility and power, both points are now counterbalanced by new flaws from its moveset and changes to the game engine, such as a more polarized neutral game due to the streamlining of its previously most powerful tools and a higher vulnerability to combos | Overall, both Charizard's strengths and weaknesses have been further defined. While it has much better mobility and power, both points are now counterbalanced by new flaws from its moveset and changes to the game engine, such as a more polarized neutral game due to the streamlining of its previously most powerful tools and a higher vulnerability to combos. As such, while Charizard fares slightly better than he did in its solo appearance in ''SSB4'' based on its direct changes, it is debatable how much Charizard has improved compared relative to the cast. However, given Pokémon Trainer's widely accepted top-tier standing, Charizard is particularly more useful as part of the aggregate Pokémon Trainer because it allows them to adapt to situations where its recovery, endurance and/or KO power are needed, and may now replace itself with Squirtle or {{SSBU|Ivysaur}} in cases where Charizard's weaknesses can be exploited and Squirtle's or Ivysaur's cannot. This is especially true after patch 4.0.0, which nerfed some of the more notorious tools in Ivysaur's kit while buffing Charizard in return. | ||
{{SSB4 to SSBU changelist|char=Charizard}} | {{SSB4 to SSBU changelist|char=Charizard}} | ||
==Update history== | ==Update history== | ||
Charizard has been buffed in updates. The changes Charizard has received improve its damage output and ability to KO. In addition, Flare Blitz is able to grab the ledge substantially earlier, and neutral aerial is safer on shield and can combo into other moves more reliably out of fast fall. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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==Moveset== | ==Moveset== | ||
*Charizard can perform [[ | *Charizard can perform two [[midair jump]]s. | ||
*Charizard | *Charizard takes continuous damage when [[swimming]]. It shares this trait with {{SSBU|Incineroar}}, {{SSBU|Sonic}}, and {{SSBU|Inkling}}. This is a reference to the fact that it is a fire-type Pokémon and is weak to water. | ||
''For a gallery of Charizard's hitboxes, see [[Charizard (SSBU)/Hitboxes|here]].'' | ''For a gallery of Charizard's hitboxes, see [[Charizard (SSBU)/Hitboxes|here]].'' | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.5% | |neutral2dmg=2.5% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutraldesc= | |neutraldesc=Charizard swipes twice with its claws, then bats upward with its wing. Fast (frame 4) and having moderate range, it is reliable in close-quarters combat. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% (flame), 7% (tail) | |ftiltdmg=11% (flame), 7% (tail) | ||
|ftiltdesc=Swings its tail forward. The move has a sweetspot at the [[Flame|flaming]] tip of Charizard's tail. When sweetspotted, it has high knockback for a tilt attack, KOing middleweights at around 140% from the center of {{SSBU|Final Destination}}. Having long-range and [[angle|angling]] capabilities, forward tilt is an essential tool in the neutral game for spacing and approaching. | |ftiltdesc=Swings its tail forward. The move has a sweetspot at the [[Flame|flaming]] tip of Charizard's tail. When sweetspotted, it has high knockback for a tilt attack, KOing middleweights at around 140% from the center of {{SSBU|Final Destination}}. Having long-range and [[angle|angling]] capabilities, forward tilt is an essential tool in the neutral game for spacing and approaching. | ||
|utiltname=Wing Thrust | |utiltname=Wing Thrust | ||
|utiltdmg=8% | |utiltdmg=8% | ||
|utiltdesc=Jumps with its wings widespread, hitting with them from below. While it has decent vertical range, it is not an effective anti-air attack because the hurtboxes of its wings are vertically extended. In addition, it has very low priority, since it almost always clanks with weak attacks and loses against strong attacks. Lastly, it doesn't hit grounded opponents or ducking characters as easily. | |utiltdesc=Jumps with its wings widespread, hitting with them from below. While it has decent vertical range, it is not an effective anti-air attack because the hurtboxes of its wings are vertically extended. In addition, it has very low priority, since it almost always clanks with weak attacks and loses against strong attacks. Lastly, it doesn't hit grounded opponents or ducking characters as easily. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc= | |dtiltdesc=A battering ram. It has long-range and launches at a [[semi-spike]] angle, which makes it useful for edgeguarding and tech chasing. However, it is unsuited for combos or KOing at conventional damage ranges. If it is blocked, even when unspaced, it cannot be shieldgrabbed by the majority of the cast, including Palutena and Bowser. | ||
|dashname= | |dashname= | ||
|dashdmg=13% (clean), 10% (late) | |dashdmg=13% (clean), 10% (late) | ||
|dashdesc= | |dashdesc=Charizard kicks forward. Dash attack has very high base knockback, and its power and long duration allow it to effectively punish cooldown and break zoning. The move KOs at high percents near the ledge. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|19}} (clean, late body), {{ChargedSmashDmgSSBU|16.4}} (late head) | |fsmashdmg={{ChargedSmashDmgSSBU|19}} (clean, late body), {{ChargedSmashDmgSSBU|16.4}} (late head) | ||
|fsmashdesc= | |fsmashdesc=Rears back its head and then performs a lunging headbutt. Very strong, with its sweetspot KOing middleweights under 70% from the center of Final Destination. It also renders Charizard [[intangible]] throughout its duration. However, it is extremely unsafe, hitting on frame 22 and suffering 45 frames of ending lag. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2) | ||
|usmashdesc= | |usmashdesc=Charizard rears back and swings its wings upward twice in an overhead fanning motion. This is the fastest of Charizard's smash attacks and one of the fastest smash attacks in the game, hitting grounded opponents on frame 6 and aerial opponents on frame 7. The move has long-range and disjoint, and because up smashes cancel shield dropping, it is very useful not only as an anti-air attack but also out of shield. The move KOs in the 100%-120% range against most characters. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} | |dsmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|dsmashdesc= | |dsmashdesc= Charizard stomps the ground, creating a shock wave. It hits on both sides of Charizard and launches at a semi-spike angle, making it potent for edgeguarding. However, it has slow startup and extremely high ending lag. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|12}} (flame), {{ShortHopDmgSSBU|9}} (tail) | |nairdmg={{ShortHopDmgSSBU|12}} (flame), {{ShortHopDmgSSBU|9}} (tail) | ||
|nairdesc=Somersaults forward, striking with its tail. Its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel in a short hop and quickly hits all around Charizard. Has strong combo potential (especially when used while landing) and gimping potential. It is also a satisfactory landing option. At its fastest, neutral air hits behind Charizard and is thus best used out of a [[reverse aerial rush]]. | |nairdesc=Somersaults forward, striking with its tail. Its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel in a short hop and quickly hits all around Charizard. Has strong combo potential (especially when used while landing) and gimping potential. It is also a satisfactory landing option. At its fastest, neutral air hits behind Charizard and is thus best used out of a [[reverse aerial rush]]. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|13}} (clean) | |fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|13}} (clean) | ||
|fairdesc=A downward arcing slash with | |fairdesc=A downward arcing slash with Charizard's claws. Its high power, speed (frame 8) and semi-spike angle make it reliable as an edgeguarding and KOing option. However, it has high landing lag and cannot auto-cancel in a short hop, limiting its usefulness in neutral. | ||
|bairname=Aerial Tail | |bairname=Aerial Tail | ||
|bairdmg={{ShortHopDmgSSBU|16}} (flame), {{ShortHopDmgSSBU|14}} (tail), {{ShortHopDmgSSBU|11}} (body) | |bairdmg={{ShortHopDmgSSBU|16}} (flame), {{ShortHopDmgSSBU|14}} (tail), {{ShortHopDmgSSBU|11}} (body) | ||
|bairdesc= | |bairdesc=Charizard swings its long tail behind itself. It has slow startup, ending lag, and landing lag. However, the sweetspot at the tip of Charizard's tail is incredibly disjointed, deals high damage, and KOs middleweights under 90%, making it Charizard's strongest KO option and one of the strongest of it kind. The diagonal arc the move covers allows it to overpower opponents above Charizard. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|13}} | |uairdmg={{ShortHopDmgSSBU|13}} | ||
|uairdesc=An upward headbutt. The move's damage output and particularly high knockback allow it to KO middleweights under 100% near the upper blast line. It renders Charizard's head intangible and serves as a makeshift combo starter into itself, up smash, or other aerial attacks when landing. | |uairdesc=An upward headbutt. The move's damage output and particularly high knockback allow it to KO middleweights under 100% near the upper blast line. It renders Charizard's head intangible and serves as a makeshift combo starter into itself, up smash, or other aerial attacks when landing. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|8}} (late) | |dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|dairdesc= | |dairdesc=Charizard kicks downward with one leg. The clean hit is a [[meteor smash]], with a sourspot on Charizard's body that deals high sideways knockback. Down aerial has the highest overall lag of Charizard's aerials, but can function as a niche combo starter against grounded opponents, allowing for a potential KO setup into up aerial at higher percents. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc=Charizard [[wikipedia:Clinch fighting|clinches]] the opponent. Its grab range is above average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.6% | |pummeldmg=1.6% | ||
|pummeldesc=A bite | |pummeldesc=A bite. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc= | |fthrowdesc=Sways its head with the opponent in tow and then flings them forward. It is Charizard's strongest kill throw, KOing middleweights near the edge of Final Destination at around 120% without [[rage]]. It can also be used for a [[DI]] trap, as the optimal DI up throw (down and out) is poor for forward throw. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc= | |bthrowdesc=Flings the opponent backward. It deals respectable damage and can be used to set up an edgeguard. Back throw is Charizard's central combo starter, leading into dash attack, neutral aerial, and up smash at very low percents, and forward aerial or back aerial up to mid percents. It can also follow up into Flare Blitz, but this is not a true combo. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=8% (hit 1), 3% (throw) | |uthrowdmg=8% (hit 1), 3% (throw) | ||
|uthrowdesc= | |uthrowdesc=Charizard takes to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, akin to {{SSBU|Kirby}} and {{SSBU|Meta Knight}}'s up throws. It is one of the strongest throws in the game without DI, but its mostly vertical, yet more horizontal angle than other up throws allows for the victim to apply both optimal DI and [[LSI]] against the move. This weakens it to an extent where middleweights can survive it up to around 160% without rage. The throw's poor knockback for its archetype can be alleviated by being used under a high platform. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1% (hits 1-5), 1% (throw) | |dthrowdmg=1% (hits 1-5), 1% (throw) | ||
|dthrowdesc= | |dthrowdesc=Charizard pins the opponent to the ground and hovers, expelling embers from its mouth on them. Down throw's moderate ending lag allows it to function as a niche combo starter, leading into up smash out of dash at low percents and neutral or forward aerial until mid percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsname=Flamethrower | |nsname=Flamethrower | ||
|nsdmg=2% (clean), 1% (late) | |nsdmg=2% (clean), 1% (late) | ||
|nsdesc=[[bulbapedia:Flamethrower (move)|Expels a stream of flames from its mouth]], almost identically to [[Fire Breath]]. | |nsdesc=[[bulbapedia:Flamethrower (move)|Expels a stream of flames from its mouth]], almost identically to [[Fire Breath]]. The move can be angled, which makes it useful for gimping low recoveries and ledgetrapping. Compared to Fire Breath, Flamethrower is inferior at damage racking, but its farthest hitboxes still cause [[flinch]]ing. It has considerable startup and ending lag, and its power and range gradually decrease over time. Charizard must stop using Flamethrower for a short while for it to regain full power. | ||
|ssname=Flare Blitz | |ssname=Flare Blitz | ||
|ssdmg=6% (collision), 18% (explosion) | |ssdmg=6% (collision), 18% (explosion) | ||
|ssdesc=[[bulbapedia:Flare Blitz (move)|A flaming corkscrew tackle]] that also hurts Charizard. | |ssdesc=[[bulbapedia:Flare Blitz (move)|A flaming corkscrew tackle]] that also hurts Charizard. It is very powerful, KOing middleweights under 80% from the center of Final Destination. Flare Blitz covers an impressive amount of horizontal distance and grants [[heavy armor]] on frames 23-53 that sustains 15% (18% in 1v1)<ref>https://docs.google.com/spreadsheets/d/1thw3dkxtnvoA6bDKRnZiCeBwcmHmRLqBSv_dpmy4Nfg/edit?usp=sharing</ref>, enabling it to extend Charizard's recovery and power through opposing attacks. However, it deals 5% of recoil damage and an additional 5% upon hitting an opponent. It is very risky to use outside of punishes, having extreme amounts of cooldown. When used carelessly near the edge, its impressive horizontal distance can also result in an inadvertent self-destruct. | ||
|usname=Fly | |usname=Fly | ||
|usdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6) | |usdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6) | ||
|usdesc=[[bulbapedia:Fly (move)|Flies upward]] | |usdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. Fly covers an average amount of vertical distance. Due to its hitting on frame 9, it has the lowest amount of startup out of Charizard's special move. It also grants super armor during frames 4-15, allowing it to break combos and work [[out of shield]]. It deals respectable damage when all of its hits connect, and can KO reliably at high percents. | ||
|dsname=Pokémon Change | |dsname=Pokémon Change | ||
|dsdmg=— | |dsdmg=— | ||
|dsdesc=The {{SSBU|Pokémon Trainer}} calls Charizard back to its Poké Ball and sends out {{SSBU|Squirtle}}. | |dsdesc=The {{SSBU|Pokémon Trainer}} calls Charizard back to its Poké Ball and sends out {{SSBU|Squirtle}}. | ||
|fsname=Triple Finish | |fsname=Triple Finish | ||
|fsdmg=5% (Fire Blast, first four), | |fsdmg=5% (Fire Blast, first four), 12.5% (Fire Blast, final), ~50% total | ||
|fsdesc={{SSBU|Squirtle}} and {{SSBU|Ivysaur}} | |fsdesc=The {{SSBU|Pokémon Trainer}} sends out both {{SSBU|Squirtle}} and {{SSBU|Ivysaur}}, and all three Pokémon perform a synchronized combo attack with long horizontal range. Charizard dishes out five {{iw|bulbapedia|Fire Blast|move}}s in a row for massive damage, with the last one having the highest power. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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*'''Up taunt''': Stands upright and puffs its chest out, similarly to {{SSBU|Ridley}}'s down taunt. | *'''Up taunt''': Stands upright and puffs its chest out, similarly to {{SSBU|Ridley}}'s down taunt. | ||
*'''Side taunt''': Does a quick aerial flip and roars. | *'''Side taunt''': Does a quick aerial flip and roars. | ||
*'''Down taunt''': Faces upright and roars | *'''Down taunt''': Faces upright and roars. | ||
<gallery> | <gallery> | ||
SSBUCharizardTaunt1.gif|Charizard's up taunt. | SSBUCharizardTaunt1.gif|Charizard's up taunt. | ||
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*Turns its head to the side and quickly spits fire towards the ground. | *Turns its head to the side and quickly spits fire towards the ground. | ||
<gallery> | <gallery> | ||
SSBUCharizardIdle1.gif|Charizard's first idle pose | SSBUCharizardIdle1.gif|Charizard's first idle pose | ||
SSBUCharizardIdle2.gif|Charizard's second idle pose | SSBUCharizardIdle2.gif|Charizard's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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FemaleCharizardVictoryPose3SSBU.gif | FemaleCharizardVictoryPose3SSBU.gif | ||
</gallery> | </gallery> | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
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|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center> | |{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center> | ||
|7,500 | |7,500 | ||
| | |[[Battlefield]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}'' | |''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Charizard's fighter spirit can be obtained by completing | Charizard's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Charizard in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, [[Mega Charizard X]] appears as a primary spirit. | Additionally, [[Mega Charizard X]] appears as a primary spirit. | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|{{SSBUMusicLink|Bayonetta|One Of A Kind}} | |{{SSBUMusicLink|Bayonetta|One Of A Kind}} | ||
| | | | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
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|{{SSBUMusicLink|Fire Emblem|The Apex of the World}} | |{{SSBUMusicLink|Fire Emblem|The Apex of the World}} | ||
|{{s|fireemblem|The Immaculate One}} | |{{s|fireemblem|The Immaculate One}} | ||
|} | |} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account. | |||
SSBU Pokémon Trainer Number.png|Charizard in Pokémon Trainer's fighter card. | SSBU Pokémon Trainer Number.png|Charizard in Pokémon Trainer's fighter card. | ||
SSBUWebsitePokémonTrainer1.jpg|Charizard performing [[Flare Blitz]] on [[Prism Tower]]. | SSBUWebsitePokémonTrainer1.jpg|Charizard performing [[Flare Blitz]] on [[Prism Tower]]. | ||
SSBUWebsitePokémonTrainer4.jpg|With {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, and a [[Burrowing Snagret]] on [[The Great Cave Offensive]]. | SSBUWebsitePokémonTrainer4.jpg|With {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, and a [[Burrowing Snagret]] on [[The Great Cave Offensive]]. | ||
SSBUWebsitePokémonTrainer5.jpg|[[Taunting]] with Squirtle and Ivysaur on [[Skyworld]]. | SSBUWebsitePokémonTrainer5.jpg|[[Taunting]] with Squirtle and Ivysaur on [[Skyworld]]. | ||
SSBUWebsiteLucina6.jpg|With {{SSBU|Lucina}} on Skyworld. | SSBUWebsiteLucina6.jpg|With {{SSBU|Lucina}} on Skyworld. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
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**This tip is recycled from ''Smash 4'', where Charizard's wings do not possess hurtboxes. | **This tip is recycled from ''Smash 4'', where Charizard's wings do not possess hurtboxes. | ||
*Charizard is the only character in the series to have been part of a composite character in one game, separated into a standalone character, and then returned to a composite. | *Charizard is the only character in the series to have been part of a composite character in one game, separated into a standalone character, and then returned to a composite. | ||
**The official Pokémon website claims that this was due to a stint of {{iw|bulbapedia|disobedience}}, similarly to {{iw|bulbapedia|Ash's Charizard}}. | **The official Pokémon website claims that this was due to a stint of {{iw|bulbapedia|disobedience}}, similarly to {{iw|bulbapedia|Ash's Charizard}}. [https://www.pokemon.com/uk/pokemon-news/celebrate-pokemon-in-super-smash-bros-ultimate/] This is hinted at via its new taunts and victory poses, where it behaves in a less feral way and acts slightly more tame than it did in ''[[SSB4]]''. | ||
*Charizard and {{SSBU|Lucario}} are the only characters to have had their [[Final Smash]] get a new one in one installment, | *Charizard and {{SSBU|Lucario}} are the only characters to have had their [[Final Smash]] get a new one in one installment, but revert back to their original Final Smash in the next. Charizard is part of [[Triple Finish]] in ''Brawl'', uses [[Mega Charizard X]] as a standalone character in ''Smash 4'', then reverts to Triple Finish in ''Ultimate'' with the Pokémon Trainer's return. In ''Ultimate'', Lucario reverts to [[Aura Storm]] from ''Brawl'', though it still transforms into [[Mega Lucario]] while performing it. | ||
**Both characters are also Pokémon. | **Both characters are also Pokémon. | ||
*Charizard is the only playable Pokémon capable of {{iw|bulbapedia|Mega Evolution}} that does not Mega Evolve for their Final Smash. Mega Charizard X appears as a [[spirit]]. | *Charizard is the only playable Pokémon capable of {{iw|bulbapedia|Mega Evolution}} that does not Mega Evolve for their Final Smash. Mega Charizard X appears as a [[spirit]]. |