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Editing Flamethrower
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==Overview== | ==Overview== | ||
[[File:Charizard-Flamethrower-SSB4.png|left|thumb|Charizard using Flamethrower in ''[[Super Smash Bros. 4]]''.]] | [[File:Charizard-Flamethrower-SSB4.png|left|thumb|Charizard using Flamethrower in ''[[Super Smash Bros. 4]]''.]] | ||
Charizard steps back and shoots a stream of flames from its mouth, which can be directed up or down by tilting the [[control stick]] in a particular direction. The flames die down the longer the button is held, but they will never stop; however, they will become extremely small. This attack is very similar to [[Bowser]]'s [[Fire Breath]], though the flames are smaller and have longer range, while having slightly faster startup. It is Charizard's only special in ''[[Super Smash Bros. 4]]'' that lacks [[armor]]. | Charizard steps back and shoots a stream of flames from its mouth, which can be directed up or down by tilting the [[control stick]] in a particular direction. The flames die down the longer the button is held, but they will never stop; however, they will become extremely small. This attack is very similar to to [[Bowser]]'s [[Fire Breath]], though the flames are smaller and have longer range, while having slightly faster startup. It is Charizard's only special in ''[[Super Smash Bros. 4]]'' that lacks [[armor]]. | ||
Similar to Bowser's Fire Breath, Flamethrower is generally used to reset a [[neutral game]], though the longer range also makes it superior as an [[edgeguard]]ing tool for targeting poor recoveries such as {{SSBU|Ganondorf}}'s [[Dark Dive]]. While poor in ''[[Super Smash Bros. Brawl]]'' due to the powerful [[SDI]] mechanics, ''Smash 4'' and ''[[Super Smash Bros. Ultimate]]'' have decreased its SDI multiplier and weakened the mechanic, making it far more acceptable. Additionally, Charizard no longer steps back in these games, making it easier to land the clean hit through increased range to rack up more damage. | Similar to Bowser's Fire Breath, Flamethrower is generally used to reset a [[neutral game]], though the longer range also makes it superior as an [[edgeguard]]ing tool for targeting poor recoveries such as {{SSBU|Ganondorf}}'s [[Dark Dive]]. While poor in ''[[Super Smash Bros. Brawl]]'' due to the powerful [[SDI]] mechanics, ''Smash 4'' and ''[[Super Smash Bros. Ultimate]]'' have decreased its SDI multiplier and weakened the mechanic, making it far more acceptable. Additionally, Charizard no longer steps back in these games, making it easier to land the clean hit through increased range to rack up more damage. |