Project M

Charizard (PM): Difference between revisions

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Revision as of 11:47, January 11, 2014

For the unmodded version of Charizard, see Charizard (SSBB).
Charizard
in Project M and Project+
Charizard
PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Charizard (SSBB)

Charizard is a playable character in the Brawl mod Project M. It has been separated from the Pokémon Trainer and so fights alone.

Attributes

Changes from Brawl to PM

Charizard has been noticeably buffed from Brawl to PM, while also receiving many new moves and changes.

  • Buff Forward tilt is now a powerful bite that can be angled, with longer range and acting as a better launcher than the previous forward tilt.
  • Buff Up tilt and the sourspot of neutral aerial have better knockback.
  • Buff Forward aerial has been replaced with a flaming claw move akin to Mewtwo's forward aerial, which deals higher damage with powerful diagonal knockback. It lasts longer than Mewtwo's f-air, but has a sourspot. It is overall better at KOing than its previous forward air.
  • Buff Back aerial now consists of a single strong hit, allowing Charizard to effectively attack from a distance while still inflicting a strong hit with decent KO capacities.
  • Buff Up aerial now has a sweetspot at Charizard's teeth, which posseses better KO potential.
  • Buff Forward smash consists of a single hit, like the back aerial, and also posseses a more horizontal angle along with a flaming sweetspot at Charizard's mouth with increased knockback, making it much better for KOing.
  • Buff Up smash has been sped up.
  • Buff Down smash is now a meteor smash, allowing Charizard to follow up better into other attacks when used on grounded opponents.
  • Buff Fly is renamed as the Fire Spin, having an actual flame effect, and it now deals a single blow of strong damage with good KO/gimping potential.
  • Buff Pokémon Change has been replaced with a different version of Fly. It causes Charizard to crouch and then leap into the air higher than any jump, and it can be charged to fly higher. When used in the air, Charizard instantly glides, and can use a glide attack afterwards.
  • Buff Glide attack is stronger, dealing consecutive hits that sum up to 17% damage (5% more), with strong knockback and a flame effect. It also propels Charizard forward, allowing to efficiently land most (if not all) of the hits by attacking from a distance.
  • Buff New up throw: Seismic Toss from the Pokémon anime, where it flies with its opponent upwards and then slams down, creating a huge explosion. Deals strong damage for a throw, with very powerful knockback.
  • Nerf Down tilt is harder to KO with from a close range, as it now has a sourspot.
  • Nerf Forward smash deals less damage.
  • Nerf Up special no longer has super armor.
  • Nerf Glide attack can no longer be used effectively from a very close range, as it's in general easier to escape from it with DI, and also because of the forward momentum that can cause Charizard to cross-up the foe and miss the final hit.
  • Change Gliding can no longer be performed by holding the jump button; Charizard must use its down special to do so.
  • Change Neutral attack is now a single swing of its wing, acting more as a launcher.
  • Change Down tilt is now his old forward tilt.
  • Change Down throw is now a meteor smash that knockes foes down on the floor, akin to Fox and Falco's down throws. It can be teched instantly, though, but still acts as a tech-chaser.
  • Change Rock Smash has been replaced with a new move called Heat Wave, using a similar animation to its old forward aerial. It provides backwards momentum when used in the air. Like the Brawl forward aerial, it is stronger up close.
  • Change New onscreen appearance: Charizard quickly comes flying from above and lands stomping the ground.
  • Change "Pokémon Trainer petting" victory pose is replaced with another one, where Charizard lazily yawns and takes a nap on the floor in a burly manner; reminiscent of Ash's Charizard in the Pokémon anime, who tended to cease fighting and take naps on serious battles, disobeying all orders (which can also happen in the actual Pokémon games).

Revisions

v2.1

  • Flamethrower no longer falls off ledges
  • Charizard can no longer cancel his shield-break animation with Down-B
  • Down-smash received some hitbox adjustments and is non-clankable
  • Jab was reanimated to be more polished
  • Forward-tilt received some animation, sound effects, and hitbox adjustments
  • Up-air received some animation and sound effects adjustments
  • Back-air received some frame data adjustments to look better aesthetically when auto canceled

v2.5b

  • Hitboxes cleaned up on various moves
  • Hurtboxes better match his body
  • Charizard manually cancelling a Glide with jump or down no longer puts him into SpecialFall
  • Charizard can only Glide once per air time
  • Glide retains momentum a bit better, but drops a bit faster
  • Glide Attack damage reduced
  • Jab deals slightly less damage on the weak hit, and is more SDIable
  • Dash Attack has less startup and the strong hit sends more outward
  • Up-Tilt now better matches his wings
  • Up-Tilt does a bit more damage on initial hit, and has less knockback growth
  • Down-Tilt hit duration is slightly longer
  • Up-Smash now has slightly more base knockback and slightly less knockback growth
  • Forward-Smash hitbox is now active earlier and a little later in the animation, a weak hit added after the initial hit, and the fire sweetspot repositioned to be easier to land
  • Forward-Smash sound effects have been improved
  • Up-Smash has a bit more base knockback and less growth
  • Down-Smash hitboxes are slightly smaller in size and centered around him better
  • Neutral-Air hitboxes are now active for a bit longer
  • Neutral-Air fire hit trajectory gets lower through the animation
  • Forward-Air has been adjusted to give it better poking and offensive properties
  • Forward-Air weak hit now has a lower angle and has improved aesthetics
  • Back-Air non-fire initial hitboxes do more damage, fire hit is slightly larger, and late hit no longer has set knockback
  • Back-Air is interruptible a bit sooner
  • Up-Air SDIability and hitlag reduced to more normal levels, body hit has a lower angle, and the late hit doesn't last as long
  • Down-Air has more knockback growth on grounded opponents
  • Grab Attack sound effects are stronger sounding
  • Forward Throw releases slightly faster, angle and base knockback increased, and growth decreased a bit
  • Back-Throw angle, knockback, and endlag adjusted to be usable for combos
  • Up-Throw is significantly stronger
  • Down-Throw frame advantage has been reduced
  • Down Taunt is taunt cancelable
  • Grounded Up-B hits slightly earlier and before intangibility ends
  • Aerial Up-B has more startup, is stronger and more damaging near the start, and weaker later on
  • Down-B bug that didn't allow interrupting to and from other moves was fixed
  • Down-B charges faster

v2.6b

  • Forward-Tilt can be interrupted sooner
  • Forward-Tilt no longer gets weaker overtime, it's strong throughout the entirety of the move
  • Down-Tilt sweetspot angle slightly raised
  • Down-Smash is interruptible a few frames later than before
  • Down-Smash hitboxes now vary in angles
  • Down-Smash inner hitboxes have priority over the outer hitboxes
  • Neutral-B max angle slightly raised and turn speed slightly increased
  • Neutral-B hitboxes are slightly less SDIable and knockback increased slightly
  • Glide uses up all of his jumps once used

v3.0

  • Forward-Air bone invincibility reduced to the duration of the active frames of the hitbox
  • Forward-Throw animation tweaked
  • Up-B has less hangtime at the apex

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Wing Attack 7%, 9% (tip) Swings one wing in front of it. Strong for a jab; has high base knockback with a diagonal angle. Last for about 30 frames, and sweetspot can KO at 200%. Propels Charizard forward if used repeatedly.
Forward tilt Hyper Fang 12% Stretches its neck and bites. Good reach and power. Hitting with the neck produces less knockback. Can be angled, but doing so does not alter the damage.
Up tilt Pyramid Poke 10% Charizard forms a triangle with its wings and stabs upward. Can easily lead into aerial attacks.
Down tilt Flame Sweep 8%, 11% (flame) A tail sweep. Hard to sweetspot with. Sourspot has weaker knockback scaling that leads into aerials, while the flame has trascendent priority and is a strong horizontal finisher.
Dash attack Low Kick 11%, 9% (late) Charizard kicks with a foot forward. Diagonal trajectory, has little lag compared to most dash attacks.
Forward smash Flare Blitz 17%, 22% (sweetspot) Lunges its head forward while spitting small flames. Slow start-up, but is a strong horizontal finisher. Sweetspot is located at Charizard's mouth and has a flame effect.
Up smash Brave Bird 5% then 11% Slashes upward twice with its two respective wings. Similar to Captain Falcon's up smash, but has faster startup and covers a wider area above Charizard.
Down smash Bulldoze 12% (center), 14% (edges) Violently stomps the ground. The center of the attack deals less damage but has stronger knockback. Both hits have a meteor smash angle, which pops out grounded foes for combos, and can also punish ledge-hanging ones for a KO.
Neutral aerial Flame Wheel 9%, 12% (flame) Spins vertically whilst swinging its tail. Compared to other spinning aerials, this attack only covers Charizard's tail. Not used very often due to the odd placement of the sweetspot, and because of Charizard's other superior aerial attacks, though it's the only aerial to completely surround it, which sometimes makes it effective for repelling foes.
Forward aerial Slash & Burn 16%, 11% (upper part) Swipes with a flaming claw. Possibly Charizard's strongest vertical finisher, and also its second most damaging aerial.
Back aerial Aerial Flame Sweep 12%, 15% (flame) Swing its tail backwards. Good power and damage; can be used for walls of pain at low percentages.
Up aerial Crunch 13% (teeth), 11% (neck), 7% (late hit) Stretches its neck upwards. Can juggle opponents at low percentages, then KO them at high percents.
Down aerial Stomp 17% Stomps with both feet. A meteor smash with high KO potential; also a great combo starter on grounded opponents.
Grab Gnaw Stretches its mouth.
Pummel Bite 3% Bites the opponent, groaning every time it does so.
Forward throw Strength F 10% Spins enemy once with its mouth, then throws forward. Decent diagonal knockback.
Back throw Strength B 10% Throws enemy backwards. Similar to the forward throw, but with weaker knockback and a more vertical angle.
Up throw Seismic Toss 15% Charizard flies upwards holding the enemy, flips twice, then plummets down, creating an explosion upon landing. One of the strongest throws in the game, at both racking up damage and KOing, and also one of Charizard's best moves. The move deals 1% damage consecutively upon falling, then the explosion deals 11%, for a total of 15% damage under normal conditions. Lands on soft platforms, akin to Kirby and Meta Knight's up throws. If used out of a moving platform, it's possible to perform a "Lizardcide" with it.
Down throw Incinerate 7% total Breathes fire against foe on the ground, hitting up to 6 times, then leaves them there similar to Fox and Falco's down throws. It can be instantly teched, but still acts as a powerful tech-chasing move, and can ocassionally meteor smash and KO foes if used near an edge.
Floor attack (front) Flame or Head 6% Swings tail backwards, then headbutts forward.
Floor attack (back) Scratch & Stand 6% Gets up performing a half-circle claw swipe.
Floor attack (trip) Claw Clear 6% Similar to the back floor attack.
Edge attack (fast) Rock Climb 8% Gets up and headbutts.
Edge attack (slow) Floor Burn 8% Gets up and flicks its tail.
Neutral special Flamethrower 2% close, 1% far Spits repeated flames that gradually weaken if the attack is held. Similar to Bowser's Fire Breath, except it cannot be flame canceled and doesn't posess an ending bite. Lasts for longer than in Brawl, and can be angled when used on the ground. It can stop some characters' recoveries to then follow-up with an aerial or tilt.
Side special Heat Wave 25% total Charizard shoots a flurry of flames with its wings. First deals a strong hit of 19% damage, then hits 3 more times with no knockback. Slow start-up, but has a strong horizontal knockback than can easily gimp characters' recoveries. Propels Charizard a bit backwards when used in midair.
Up special Fire Spin 11% (leap), 12%-9% (rise) Charizard spins upwards with its wings engulfed in flames. Hitbox before rising contains a strong horizontal hit that can punish opponents attempting to edge-guard. The rest of the attack is a single vertical hit that decays on damage depending on when it hits. Unlike in Brawl, it has a flame effect but doesn't possess launch resistance.
Down special Fly/Air Burner 17% total Charizard crouches, then leaps from the ground. It can be charged for about 30 frames, allowing to jump higher, and can be angled sideways. The jump doesn't possess any hitboxes, but can be canceled at any time and allows for any aerial to be used while keeping momentum. Using the move in midair causes Charizard to glide, which works like in Brawl. Glide attack now propels it faster and hits up to 5 times; the strong hit is very powerful, though it's hard to connect with all of them. Charizard will only fall helpless if a glide attack is used, though still, it will lose its midair jumps.
Final Smash None Charizard currently doesn't have a Final Smash, along with Ivysaur and Squirtle. If it breaks a Smash Ball, it will just vanish and Charizard will get nothing at all. This won't freeze the game and can still prevent opponents from getting it, though.

In competitive play

Notable players

Palette swaps

Recolors
File:Charizard recolors.png

Trivia

  • Recolor 1 is Charizard's default color
  • Recolor 2 is based on Aerodactyl
  • Recolor 3 is based on Tyranitar
  • Recolor 4 is based on Golbat
  • Recolor 5 is Charizard's shiny color
  • Recolor 6 is based on Salamence
  • Charizard, like the other 2 pokemon Squirtle and Ivysaur, is now character independent
  • Other than regular VS. battles, while Pokémon Trainer won't appear alongside Charizard in Classic or Stadium modes, he will in Event Matches and the Subspace Emissary. Charizard will still have its usual modded moves, and when using down special, the trainer will shout "Get back!" but it will still perform Fly. Using Charizard for too long in this state will cause the game to freeze. A similar thing happens to Squirtle and Ivysaur.
    • Additionally, during the Pokémon battle in All-Star mode, two more Charizards will appear in place of Squirtle and Ivysaur.
  • Records with Charizard in Project M cannot be viewed anywhere.

External links