Super Smash Bros. 4

Charizard (SSB4): Difference between revisions

 
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{{disambig2|Charizard's appearance in ''Super Smash Bros. 4''|the character in other contexts|Charizard}}
{{Disambig2|Charizard's appearance in ''Super Smash Bros. 4''|the character in other contexts|Charizard}}
{{Infobox Character
{{Infobox Character
|name         = Charizard
|name = Charizard
|image       = [[File:Charizard SSB4.png|300px|Charizard]]
|image = [[File:Charizard SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = E
|ranking = 42
}}
}}
:{{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'') returns as a playable fighter in ''[[Super Smash Bros. 4]]''. It was revealed with {{SSB4|Greninja}} in a trailer during the April 8th, 2014 [[Nintendo Direct|Super Smash Bros. Direct]].
'''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> It is no longer a part of {{SSBB|Pokémon Trainer}}, who, along with {{SSBB|Squirtle}} and {{SSBB|Ivysaur}}, did not return. 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 once again voiced by Shinichiro Miki, who provided new voice clips that are notably less bestial than in ''Brawl'' and resembling Charizard's voice in the anime.
Charizard is ranked 42nd out of 54 on the [[tier list]], placing it in the E tier. This is a marginal improvement to 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.
 
However, Charizard has some very noticeable weaknesses. Despite having a number of regular moves with minimal start-up lag, its overall frame data is nevertheless below-average compared to most of the cast. Unsurprisingly for a super heavyweight, Charizard is susceptible to combos and juggling; although it has options to escape from a disadvantaged state, they are easily exploitable.
 
In the early stages of ''SSB4''{{'}}s metagame, Charizard endured very poor tournament representation and results, to the point of being widely considered the single worst character in the game. Thanks to consistently receiving very useful buffs via game updates, however, Charizard's tournament presence has considerably improved at a gradual pace, particularly in regional tournaments outside of North America. This success has been reflected by Charizard's current status as a mid-tier character.


==Attributes==
==Attributes==
Charizard fits the archetype of a powerful yet slow heavyweight with remarkable reach. Like {{SSB4|Ike}}, it also possesses some fast attributes, most notably its dashing speed and a useful combo game. One of Charizard's strengths is its KOing ability; it possesses numerous KOing options ([[Flare Blitz]], [[Fly]], [[Rock Smash]], all of its smash attacks, its sweetspotted forward tilt, its up, back, and down aerials, and its post-update [[1.0.8]] up throw), all of which become even more lethal courtesy of the [[rage]] mechanic that ''SSB4'' introduced. As already mentioned, Charizard also has some moves that combo rather well, such as its neutral attack and forward aerial. It is also decent at recovery, as Flare Blitz, though somewhat situational, covers a large amount of horizontal distance quickly while providing respectable damage and very high knockback. Fly covers a decent amount of vertical distance while providing super armor and high base knockback. Another of Charizard's best assets is its grab game: its grab's reach is one of the longest for a non-tether grab in ''SSB4'', its up throw can potentially KO below 95%, and its down throw is a good combo starter.
{{Cleanup|some paragraphs could be merged and some could be moved to competitive history section}}
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.
 
In regard to mobility, Charizard's [[dash]]ing speed is the ninth fastest in the game, whereas its [[walk]]ing speed is tied with Mewtwo's for the fifteenth fastest in the game. Like {{SSB4|Pit}} and {{SSB4|Dark Pit}}, it has below-average [[falling speed]] and [[Jump#Multiple double jumps|multiple double jumps]]: the former makes it [[floaty]] in spite of its weight and thus enables it to avoid certain set-ups, whereas the latter assists its recovery. However, Charizard's mobility also has very apparent flaws. Its [[traction]] is tied with Mewtwo's for the second lowest in the game, while its [[roll]]s are among the slowest in the game. By extension, Charizard's below-average [[air speed]] hinders its otherwise varied recovery, and its falling speed makes it more susceptible to combos and being KO'd vertically because of its high [[gravity]].
 
Charizard's greatest strength is its KO potential: thanks to its plethora of KOing options, it can easily and/or reliably KO opponents either on the ground or in the air. Sweetspotted forward smash, sweetspotted back aerial, and Flare Blitz are Charizard's strongest attacks: while near the [[edge]] of {{SSB4|Final Destination}}, each of them KO middleweights below 85% and 75% in {{for3ds}} and {{forwiiu}}, respectively. Alternatively, Charizard possesses a few safer, albeit somewhat weaker KOing options in sweetspotted forward tilt; up tilt; down smash; sweetspotted forward aerial; up aerial; up smash and up throw.
 
Out of these weaker KOing options, up smash and up throw are the most effective. Up smash hits grounded and aerial opponents on frame 6 and 7, respectively; deals respectable damage; and reliably KOs either grounded or aerial opponents. Conversely, up throw is the second strongest throw of any kind in the game (surpassed only by {{SSB4|Ness}}' back throw), which enables it to KO reliably, even without the aid of a [[platform]].
 
Another of Charizard's strengths is the utility of its moveset. Neutral attack is a prime example of this utility: it is among the most damaging of its kind in the game; possesses deceptive speed and range; and is decent at [[jab cancel]]ing. Down tilt, neutral aerial and forward aerial have significant ranges and fairly minimal lag, which make them useful for spacing like neutral attack. These three particular attacks also have specific perks: down tilt and sweetspotted forward aerial are useful edge-guarding options thanks to being [[semi-spike]]s, whereas neutral aerial is a useful combo starter from low to medium percentages, yet decently safe on shield or when missed thanks to its auto-cancel window and hitbox placements.
 
Forward smash and up aerial grant [[intangibility]] throughout their durations, which essentially enables Charizard to use them to retaliate against incoming attacks. Up tilt and up smash are reliable anti-air attacks, thanks to their ranges and Charizard's wings not having hurtboxes. Down smash simultaneously hits in front of and behind Charizard. When coupled with its quake hitboxes and its sweetspot being a semi-spike, it is very useful for punishing rolls and edge-guarding. In addition to up throw's aforementioned KO potential, the remainder of Charizard's grab game possesses respectable utility: its forward and back throws have decent damage outputs and are reliable for setting up edge-guards, whereas its down throw is a reliable combo starter from low to medium percentages.
 
The respectable level of utility within Charizard's moveset also extends to its [[special move]]s. [[Flamethrower]] is a short-ranged [[projectile]] that can be angled to safely rack up damage; intercept approaches and some other projectiles; or gimp recoveries. Rock Smash grants 18 frames of super [[armor]] beginning on frame 5, which makes it useful against incoming attacks, and a somewhat safe landing option. Lastly, Flare Blitz and Fly are both highly protective recovery options. Flare Blitz covers a great amount of horizontal distance, and grants 30 frames of armor that begin on frame 23 and can withstand a maximum of 15%. Conversely, Fly has fairly minimal start-up lag, and grants 11 frames of super armor beginning on frame 4.
 
However, Charizard has significant flaws. Like its fellow super heavyweights, it suffers from a lack of reliable landing options; when coupled with its slow air speed and air acceleration weakening its landing mix-ups, Charizard has only neutral aerial and Rock Smash as fairly safe landing options. Charizard's [[neutral game]] is also limited because of its lack of safety on shield. Although its neutral game has decent defensive potential, it suffers against opponents that can pressure it safely and force it to approach unsafely, such as {{SSB4|Zero Suit Samus}}.
 
Although a number of Charizard's normal moves have minimal start-up lag, its overall frame data is below-average compared to most of the cast. This is especially apparent with several of its most useful and/or potent attacks: up aerial and Flamethrower have considerable amounts of start-up lag, whereas forward/down smashes; back/down aerials; Flare Blitz and Rock Smash each have considerable amounts of start-up and ending lag. In addition, some of Charizard's most useful and/or potent attacks have specific flaws aside from lag. Flamethrower's decay can prevent it from spacing effectively when used frequently. Flare Blitz's [[recoil damage]] makes it best used strictly as a punishment option. Forward smash, forward aerial, back aerial, down aerial and Rock Smash require their sweetspots to KO reliably, whereas up throw's KO potential can be hindered via [[directional influence]].
 
A few of Charizard's [[Character customization|custom moves]] alleviate some of its weaknesses. Dragon Rush is effectively its best custom move: although it deals slightly less damage and has very minimal KO potential, it hits multiple times, cannot be blocked by opponents when recovering, has less lag and lacks recoil damage. Rising Cyclone is drastically stronger, to the point that it is capable of KOing most characters under 80%. However, it covers much less distance, to the point that it travels roughly as high as [[Rising Uppercut]]. Fly High covers slightly more distance, but at the cost of not dealing any damage. Lastly, Sinking Skull is slightly faster, [[buries]] grounded opponents and, when sweetspotted, meteor smashes aerial opponents. However, it does not have any super armor, so it worsens Charizards already poor landing options.
 
Overall, Charizard is essentially an "all-rounder" version of a super heavyweight, yet it is also comparable to {{SSB4|Bowser}} in certain ways: its air physics and a number of its moves are similar to his, while its grab game is very useful for combos and KOing. Unlike Bowser, however, Charizard possesses faster grounded mobility, greater moveset utility, and a better recovery at the cost of raw power and balanced aerial mobility.
 
These traits make Charizard's playstyle require patience like Bowser's, yet deviate from his by requiring an appropriate balance of offense and defense, instead of being largely defensive. [[Read]]s and [[bait]]s can also be very beneficial for Charizard's most potent punishment options, particularly its smash attacks and sweetspotted back aerial. However, its other useful assets enable it to not be as dependent on mindgames like Bowser is.
 
From a competitive standpoint, Charizard is currently placed in the lower portion of the mid-tier. While it had been previously regarded as a bottom-tier character, and even the single worst character in the game prior to update [[1.0.6]], the substantial buffs it consistently received from game updates lead it to be widely regarded as a potential low-tier or mid-tier character even before its improved results and official tier reassessment.


However, Charizard has noticeable flaws. One flaw is its lack of a very useful projectile; although [[Flamethrower]] can inflict massive damage, interrupt approaches, and gimp recoveries, its sub-par range and moderately fast decay can prevent it from aiding Charizard significantly. Charizard also is easy to combo and generally hit due to its size and weight. Its poor air speed can also hinder its recovery and combo game. Arguably, its biggest flaw is its [[out of shield]] game; despite having some of the best out of shield options available, like Fly and its up throw, they are hindered by Charizard's exceptionally poor traction, which is the second worst in the game after {{SSB4|Luigi}}'s.
Despite being well-rounded for a super heavyweight, many players cite Charizard as one of the more complex heavyweights to utilize, which was reflected by its generally below-average tournament representation in North America prior to 2017. Nevertheless, Charizard has managed to achieve sparse, but notable results in tournaments outside of North America, such as winning some regional tournaments. In addition, its tournament success in North America began to show improvement in 2017, as shown by {{Sm|Bloodcross}} and {{Sm|Sharpy}} placing 17th and 33rd, respectively, at [[CEO Dreamland]].


[[Character customization|Custom moves]] address some of Charizard's shortcomings. [[Dragon Rush]] is arguably its best custom, as it is a pressuring and rushdown option that has less lag, no recoil and cannot be blocked by opponents when recovering. [[Fly|Fly High]] slightly improves its vertical recovery, although it loses one of its fastest punishing moves in the process. The other up special alternative, Rising Cyclone, sacrifices some recovery height for very high launching power that can KO most characters towards the upper blast line around as low as 56%.
==Changes from ''[[Super Smash Bros. Brawl]]''==
Charizard has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. Direct comparisons to its appearance in ''Brawl'' are somewhat abstract because of the fact that it could not be played as an individual character; however, it is generally agreed that Charizard itself has been buffed. Charizard's playstyle is drastically different from that of {{SSBB|Pokémon Trainer}} as a whole: in general, the loss of its teammates makes its playstyle much more consistent than Pokémon Trainer's, but less capable of adapting to matchups.


Overall, there is significant debate over whether Charizard is a viable character or not since its strengths and weaknesses are about equal; most say its viability is inconsistent, while others such as {{Sm|ZeRo}} and {{Sm|Omega Tyrant}} claim the opposite.
Charizard has received some notable buffs. The removal of [[Pokémon Change#Stamina|stamina]] grants its moveset consistent power, which is further supplemented by the [[rage]] mechanic enabling its wide array of KOing options to become even more potent. In regard to individual buffs, Charizard's grounded mobility has greatly improved: its already fast dashing speed has become the ninth fastest in ''SSB4'', while its [[walk]]ing speed has gone from being the slowest in ''Brawl'' to being tied with {{SSB4|Mewtwo}}'s as the fifteenth fastest in ''SSB4''.


==Changes from ''Brawl''==
Charizard's grab game has also improved: up throw is now a reliable KOing option and the second strongest throw of any kind in the game, whereas down throw has been re-purposed from a KOing option into a reliable combo starter at low to medium percentages. Lastly, Rock Smash now grants super [[armor]] and Flare Blitz, its new side special, boasts KO and recovery potential.
Charizard has received a mix of buffs and nerfs from ''Brawl''; while it has been nerfed overall, its playstyle has changed drastically, making it difficult to tell how its position has changed among the cast (both in comparison to its ''Brawl'' self and to {{SSBB|Pokémon Trainer}} as a whole). Most notably, the removal of gliding has made Charizard's recovery much worse. Additionally, its new side special, Flare Blitz, is situational in regards to recovery, unlike gliding in ''Brawl''. The rest of its moveset has been re-balanced in other ways: its faster attacks (such as neutral attack, neutral aerial and forward tilt) are slightly weaker, while many of its KOing options are stronger at the cost of some speed. As a heavyweight character, Charizard benefits greatly from the addition of the [[rage]] mechanic; in fact, the recoil from Flare Blitz can act as a positive due to it bringing Charizard closer to utilizing rage sooner. Additionally, many of its moves (most notably its special moves) grant it [[super armor]]. Its independence from {{SSBB|Pokémon Trainer}} provides both a buff and a nerf; while Charizard does not have to contend with running out of [[Pokémon Change#Stamina|stamina]], it can no longer switch to other Pokémon better suited for specific match-ups. Charizard is said to work best as a punishing-type character, using its stronger yet slower attacks to take advantage of openings and flaws in the opponent's play.


Despite the large amount of buffs, they are not enough to compensate for the intensity of the few major nerfs received, as Charizard's overall damage output has decreased and some of its attacks are less reliable (such as down tilt and back aerial). While Charizard has not improved significantly from its changes in ''SSB4'', its status as an individual character and corresponding changes in its moveset and attributes require it to be played differently from its ''Brawl'' persona. Charizard has fairly poor tournament representation overall due to its laggy, punishable attacks, ironically poor aerial mobility, and poor vertical recovery, especially if customs are off. However, players such as {{Sm|Bloodcross}}, {{Sm|Trela}} and {{Sm|Mew2King}} have been able to show some dominance with Charizard even with customs off. As a result, Charizard is somewhat viable when its strengths are played to the fullest and it adopts a punishment-oriented playstyle, especially since its other assets (such as its grab game, combos and surprisingly fast dash) allow it to fare better than characters that rely even more heavily on punishes, such as {{SSB4|Ganondorf}}.
However, Charizard has also received nerfs. The removal of [[gliding]] has greatly weakened its recovery, while Flare Blitz is not as flexible for horizontal recovery like gliding was. Flare Blitz is also burdened with [[recoil damage]], regardless of whether or not it hits a target and its extremely slow nature makes it very difficult to connect and it is highly punishable if it misses. In regard to individual nerfs, Charizard's heavier weight; faster [[falling speed]]; and slower [[air speed]] collectively make it more vulnerable to combos and juggling especially when combined with the removal of [[hitstun canceling]] which overall does not benefit Charizard much as its combo grab is limited outside of its throws. While some of its moves deal more knockback and are thus able to KO earlier, this in turn makes them less suitable for combos past medium percentages and despite having stronger KO options, some of Charizard's move such as down tilt, down throw and [[Rock Smash]] have reduced KO potential. Charizard's aerial game has also seen some nerfs. Not only is its air speed slower but it's neutral aerial has smaller hitboxes, forward aerial is less effective as an edgeguarding tool, back and up aerials are much slower, down aerial has considerably decreased range and Charizard has lost its glide attack. Lastly, Charizard's overall grab range has been shortened and all of its grabs are slower meaning that despite its stronger grab game, Charizard has more difficulty actually getting the grabs it needs.


===Aesthetics===
===Aesthetics===
*{{change|Charizard's skin is a brighter shade of orange, its fangs are smaller, and its proportions are more in-line with its recent 3D appearances in the ''{{uv|Pokémon}}'' franchise.}}
*{{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 dash animation has slightly changed. It now flaps its wings while dashing.}}
*{{change|Charizard has received three new [[alternate costume]]s.}}
*{{change|Charizard's victory poses have changed due to being separate from {{SSBB|Pokémon Trainer}}.}}
*{{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 now ambidextrous.}}
*{{change|Charizard has new voice clips. Its grunts and roars now match how they sound in the ''Pokémon'' anime.}}
*{{change|Due to being separate from {{SSBB|Pokémon Trainer}}, Charizard has a new [[victory pose]] that replaces the one that involves Pokémon Trainer petting it. Its new victory pose consists of Charizard using its new side special, [[Flare Blitz]], to descend from the air and crash into ground before striking a pose.}}
*{{change|Charizard's body now faces the screen regardless of whether it's facing left or right.}}
*{{change|Dash's animation has slightly changed. Charizard now flaps its wings while dashing.}}


===Attributes===
===Attributes===
*{{buff|Charizard is heavier (110 → 115).}}
*{{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|Charizard [[walk]]s faster (0.7 → 1.2).}}
**{{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.}}
*{{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 [[dash]]es faster (1.8 → 2.0).}}
*{{buff|Charizard [[dash]]es faster (1.8 → 2.0).}}
*{{nerf|Charizard's [[air speed]] is slower (0.987 0.87).}}
*{{nerf|Charizard's initial dash is slower (1.3 1), now being tied with Bowser for the slowest initial dash in the game.}}
*{{nerf|Charizard's [[jumpsquat]] is 1 frame longer (frame 6 7)}}
*{{nerf|Charizard's [[air speed]] is slower (0.987 0.92), going from the 14th fastest to the 12th slowest.}}
*{{change|Charizard [[Falling speed|falls]] faster (1.35 → 1.4).}}
*{{change|Charizard [[Falling speed|falls]] faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{nerf|Charizard's [[traction]] has decreased (0.055 → 0.04), giving it the second worst traction in the game after {{SSB4|Luigi}}'s.}}
*{{change|Charizard's gravity is higher (0.085 → 0.11).}}
*{{buff|Charizard is no longer affected by [[Pokémon_change#Stamina|stamina]] due to being separate from Pokémon Trainer.}}
**{{buff|Despite this, Charizard's mid air [[jump]]s are higher.}}
*{{change|[[Type effectiveness]] has been removed, thus removing Charizard's [[water]] weakness and [[grass]] resistance.}}
*{{buff|Charizard is heavier (110 → 116).}}
*{{nerf|Charizard, along with {{SSB4|Pit}} and {{SSB4|Meta Knight}}, can no longer [[glide]].}}
*{{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)).}}
*{{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).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).}}
*{{buff|[[Item throw]] is stronger (1.198 → 1.208).}}
*{{buff|Charizard no longer has [[hurtbox]]es on its wings. This makes it harder to hit from above, especially during animations such as its midair jumps, and causes its wing attacks to effectively be fully disjointed.}}
*{{nerf|The removal of [[gliding]] significantly hinders Charizard's recovery.<ref name="Direct"/> This also means that Charizard no longer has a glide attack, removing Charizard's safest aerial/KO option.}}
*{{buff|The removal of meteor canceling significantly improves Charizard's endurance against meteor smashes as it previously had one of the least effective meteor cancel windows in ''Brawl'', while its down aerial is also a more effective meteor smash.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack deals 1% less damage (14% → 13%).}}
*[[Neutral attack]]:
*{{buff|Neutral attack is significantly faster.}}
**{{buff|The first two hits transition into the next hit slightly faster (frame 10 → 9).}}
*{{nerf|Sourspotted forward tilt deals 3% less damage (10% → 7%).}}
**{{buff|The final hit deals more knockback (40 (base), 110 (scaling) → 60/130).}}
*{{buff|Forward tilt is slightly faster and one of its previous sourspot hitboxes is now a sweetspot hitbox.}}
**{{change|The far hitbox for the first two hits now takes priority (ID #3 → 0).}}
*{{nerf|Down tilt deals 2% less damage (12% → 10% (head), 8% 6% (neck)), is slower and has lost its KO potential.}}
**{{nerf|All hits have a shorter duration (frames 4-7 → 4-5 (hit 1), frames 5-7 → 5-6 (hit 2), frames 7-10 → 7-9 (hit 3)).}}
*{{change|Down tilt now has a windbox that pushes opponents away from Charizard.}}
**{{nerf|The far hitbox for the first two hits is smaller (5u → 4.5u) and has been moved closer to Charizard.}}
*{{nerf|Forward smash deals 5% less damage (22% → 17%).}}
**{{nerf|The hitbox the furthest inside Charizard's body (for the first two hits) has been removed.}}
*{{buff|Forward smash is now a single hit attack instead of a multiple hit attack that is stronger and has more horizontal range.}}
**{{nerf|The final hit deals less damage (6% → 5%).}}
*{{nerf|Up smash no longer has [[Transcendent]] priority.}}
*[[Forward tilt]]:
*{{buff|Down smash is stronger and now launches opponents horizontally.}}
**{{buff|Forward tilt has less startup lag (frame 12 → 11).}}
**{{buff|Forward tilt has increased base knockback (35 → 40), improving the sweetspot's KO potential.}}
**{{buff|The sweetspot launches opponents at a more favorable angle (361° → 40°).}}
**{{buff|Forward tilt now has two sweetspot hitboxes rather than just one.}}
**{{nerf|The sourspot deals less damage (10% → 7%).}}
**{{nerf|The original sweetspot has a smaller hitbox (5.5u → 4u).}}
**{{nerf|Forward tilt has more ending lag (FAF 42 → 43).}}
*[[Up tilt]]:
**{{change|Up tilt's animation has changed. Charizard now slightly fans out its wings while thrusting them upward.}}
**{{buff|The wing hitbox reaches higher (y offset: 28 → 30).}}
**{{change|Up tilt's hitboxes have been moved backwards (z offset: 2.5 → 0). This increases its range behind Charizard but reduces its range in front of Charizard.}}
**{{change|Up tilt no longer grants intangibility to Charizard's wings although since Charizard's wings now lack hurtboxes, this change has no impact.}}
**{{nerf|Up tilt has a shorter duration (frames 9-15 → 9-13).}}
*[[Down tilt]]:
**{{change|Charizard's down tilt has an altered animation. While Charizard still thrusts its head forward, it no longer bites.}}
**{{change|Down tilt now has one extended hitbox rather than three normal hitboxes (3.5u/5u/5u → 3.5u).}}
***{{buff|This makes the move consistently powerful and it is now disjointed; rather than failing to fully cover Charizard's head.}}
***{{nerf|However, this slightly decreases the move's vertical range.}}
**{{buff|Down tilt now has a windbox from frames 5-7.}}
**{{buff|Charizard's neck deals more damage (8% → 10%) although its knockback was compensated (20 (base), 100 (scaling) → 60/60).}}
**{{buff|Down tilt is now a [[semi-spike]] (361°/65°/75° → 30°).}}
**{{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|Charizard's head deals less damage (12% → 10%) and knockback (40 (base), 100 (scaling) → 60/60), significantly hindering its KO potential.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 45 → 40).}}
**{{buff|Dash attack deals more knockback (70 (base), 50 (scaling) → 100/45 (clean), 45/30 → 100/30 (late)).}}
**{{change|Dash attack launches opponents at a lower angle (80°/90°/100° → 50°/60° (clean), (80°/90°/110° 60°/75° (late)).}}
**{{nerf|Dash attack has smaller hitboxes (4.5u/4.5u/4.5u → 4.5u/4u (clean), 4u/4u/4u → 4u/3.5u (late)) and it has lost its hitbox which was the furthest inside Charizard.}}
*[[Forward smash]]:
**{{buff|Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range.}}
***{{nerf|However, the move now has two extended hitboxes rather than four normal hitboxes (6u/6u/6u/6u → 6u/5.5u), decreasing its vertical range and making it cover less of Charizard's body.}}
**{{buff|Forward smash deals more knockback (40 (base), 98 (scaling) → 60/94), improving the neck hitbox's KO potential.}}
**{{nerf|Forward smash has lost its initial hit, shortening its duration (frames 22-27 (hit 1)/28-30 (hit 2) → 22-24) and making it deal less damage overall (22% → 17%).}}
***{{nerf|This also increases its ending lag as its total duration was unchanged.}}
***{{nerf|Additionally, The head hitbox has a shorter duration (3 frames → 2) and deals less damage (17% → 14%), hindering its KO potential.}}
**{{nerf|Charizard starts charging forward smash slightly earlier (frame 17 → 16).}}
**{{nerf|Forward smash has decreased intangibility (frames 22-26 → 22-25).}}
**{{nerf|Forward smash now launches opponents at a consistent angle (45°/40°/35°/361° → 45°), no longer being able to semi-spike opponents.}}
**{{buff|The 1.19x damage multiplier against [[shield]]s and the increase to [[shieldstun]] significantly improve forward smash's shield pressuring potential, although it still remains easily punishable on shield.}}
*[[Up smash]]:
**{{buff|Due to Charizard's wings no longer possessing hurtboxes, up smash is a much safer anti-air option, allowing it to always beat out attacks from opponents above Charizard.}}
**{{buff|The first hit's upper wing hitbox is larger (4u → 5u).}}
**{{buff|The second hit has less startup lag with a longer duration (frames 17-21 → 16-21).}}
**{{buff|The second hit has larger hitboxes (5.5u/4.5u/3.5u/2.5u → 5.5u/5u/4.5u).}}
**{{buff|The second hit no longer has sourspots on the top of Charizard's wing with lower knockback scaling (100/90 → 107).}}
**{{change|Charizard no longer slides nearly as far when performing a dashing up smash (although Charizard still travels further than its [[DACUS]] variant in ''Brawl''). This makes its hits connect together better. However, this hinders its approach potential.}}
**{{change|The first hit's launching hit has higher set knockback (90/80 → 100) and its angle has been altered 115°/105° → 110°).}}
**{{change|The first hit's lower wing hitboxes have altered set knockback (60 (lower wing)/40 (middle wing) → 30/60).}}
**{{change|The first hit's middle wing hitbox now takes priority over the lower wing hitbox (ID#1 → 0).}}
**{{change|The first hit's middle and upper wing hitboxes have altered angles (100° → 140°/280°).}}
***{{buff|This allows them to connect more reliably into the second hit against aerial oppoents.}}
***{{nerf|However, this hinders the move's ability to lead into the second hit against smaller characters.}}
**{{nerf|The first hit has more startup lag with a shorter duration (frames 5-11 → 6-11), no longer being tied for the fastest up smash.}}
**{{nerf|Up smash no longer has [[transcendent priority]].}}
**{{nerf|Charizard starts charging up smash smash slightly earlier (frame 4 → 3).}}
**{{nerf|The first hit now only has one launching hitbox, with the hitbox positioned within Charizard being removed.}}
**{{nerf|The first hit's middle wing hitbox is smaller (5u → 4.2u).}}
**{{nerf|The second hit's previous sweetspots have decreased knockback scaling (110 → 107).}}
*[[Down smash]]:
**{{change|Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, instead of both feet.}}
**{{buff|Down smash has increased knockback scaling (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.}}
**{{buff|Down smash can now hit aerial opponents.}}
**{{buff|The sweetspot is now a semi-spike (80° → 33°), improving its KO and edgeguarding potential.}}
**{{nerf|The sourspot's angle has been altered (80° → 46°). While this improves its KO potential near the horizontal blastzone, it also significantly hinders its KO potential near the vertical blastzone, as well as its overall KO potential.}}
**{{nerf|The sweetspot's have smaller hitboxes (10u/10u → 6u/6u). As the sweetspot's are postioned at the end of Charizard's wings, this significantly decreases down smash's range despite the sweetspots being repositioned further horizontally (z offset: 19/-13 → 21/-15).}}
**{{nerf|Charizard starts charging down smash smash slightly earlier (frame 3 → 2).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial deals 2% less damage (12% → 10% (flame), 9% 7% (tail)) and knockback.}}
*{{buff|All aerials except back aerial have decreased landing lag (22 frames → 20 (neutral/up), 32 frames → 22 (forward), 35 frames → 33 (down)).}}
*{{buff|Neutral aerial's damage output is now consistent throughout its duration and is significantly faster, to the point that it can now [[auto-canceling|auto-cancel]] from a short hop.}}
*[[Neutral aerial]]:
*{{buff|Forward aerial deals more damage (2%-4% 11% (early, clean arm), 12% (clean tip)) and knockback.}}
**{{nerf|Neutral aerial has smaller hitboxes (4u/4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), as well as losing the hitbox on Charizard's body.}}
*{{change|Forward aerial's animation has changed. Charizard now slashes with its right arm instead of breathing a cone of fire.}}
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 8-27 → 9-25).}}
*{{buff|Back aerial deals 1% more damage (9% → 10% (flame), 7% → 8% (tail), 5% → 6% (wing)), has greater reach and is significantly stronger, KOing earlier than some smash attacks.}}
**{{nerf|Neutral aerial has decreased knockback scaling (90 → 78).}}
*{{nerf|Back aerial has added start-up, no longer auto-cancels from a short hop and has more landing lag.}}
*[[Forward aerial]]:
*{{buff|Up aerial deals 3% more damage (10% → 13% (clean), 7% → 10% (late)), has an altered animation, provides partial [[intangibility]], and is significantly stronger.}}
**{{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)).}}
*{{nerf|Up aerial has added start-up and has lost its lingering hitbox.}}
**{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}}
*{{change|Down aerial has an added lingering sourspot that is significantly weaker with horizontal knockback. This gives Charizard a new edge-guarding option and a few more follow-up options when aerially fighting opponents, but makes it easier to punish at lower percents.}}
**{{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 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.}}
*[[Back aerial]]:
**{{buff|Back aerial has a new animation where Charizard thrusts its tail much further, with its hitboxes being re-positioned accordingly. This significantly increasing its range.}}
***{{nerf|However, this new animation is longer (41 frames → 52), increasing the amount of time Charizard cannot grab the ledge after using the move.}}
**{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) 16%/14%/11%), significantly improving its KO potential despite its decreased knockback (30 (base), 130/100 (scaling) → 50/90).}}
**{{nerf|Back aerial no longer has an initial wing hitbox which in turn:}}
***{{nerf|Significantly increases its startup lag and shortens its duration (frame 7-9 (hit 1)/10-12 (hit 2) → 14-16).}}
***{{nerf|Removes its ability to link into the clean hit, making the sweetspot harder to land.}}
**{{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 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|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.}}
*[[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.}}
**{{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 has a shorter initial auto-cancel window despite its increased startup lag (frames 1-5 → 1-3).}}
**{{nerf|Up aerial has a longer animation (46 frames → 59). This increases the amount of time Charizard cannot grab the ledge after using the move although it now has [[interruptibility]] frames to compensate for its total duration.}}
*[[Down aerial]]:
**{{buff|Down aerial's upper hitbox can now hit aerial opponents, increasing the move's upwards reach against aerial opponents.}}
**{{buff|Down aerial has received a late hitbox that deals 8% and launches at a horizontal angle. This lengthens its duration (frames 18-20 → 18-20 (clean)/21-26 (late)).}}
***{{nerf|However, the late hit has had its knockback uncompensated, so the move is more susceptible to punishment at lower percents.}}
**{{change|Down aerial's animation has slightly changed. Charizard now performs a stomp with one foot, instead of a [[wikipedia:Professional wrestling attacks#Double foot stomp|double foot stomp]]. This animation is still the same length so this has no practical effect.}}
**{{change|Down aerial's upper hitbox has an altered angle (361° → 270°). This improves its edgeguarding potential but hinders its KO potential on stage.}}
**{{nerf|Down aerial's main hitbox is smaller (8u → 6u) and has been repositioned higher (y offset: -7 → -3), significantly reducing its downwards range (despite now being an extended hitbox). This removes Charizard's ability to hit the entire cast with down aerial out of a full hop at max height and still auto-cancel the down aerial.}}
**{{nerf|Down aerial's main hitbox now [[meteor smash]]es grounded opponents rather than sending them vertically (70° → 270°). While this means that down aerial can potentially [[trip]] opponents at lower percents, this also hinders its KO potential on stage, especially since grounded opponents can now [[tech]] the down aerial, combined with the upper hitbox now also being a meteor smash.}}


===Throws/other attacks===
===Throws/other attacks===
*{{change|Up throw's animation has changed. Charizard now soars toward the upper [[blast line]] while clutching the opponent and dive-bombs them at a considerable speed, similarly to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws, instead of holding the opponent above itself and slamming them down with its head.}}
*{{buff|All grabs have larger grabboxes (4u/3.5/3.5u (all) → 5.4u (standing/pivot)/4.3u (dash)). This increases pivot grab's range despite it not being extended as far out (z offset: -18 → z stretch: -17.6).}}
*{{buff|As of update 1.0.8, up throw's knockback has been significantly increased to the point that it is the strongest up throw in the game and one of the strongest throws overall in the game.}}
*{{nerf|All grabs have increased start-up (frame 6 → 8 (standing), frame 8 → 10 (dash), frame 10 → 11 (pivot)) and ending lag (FAF 30 → 34 (standing), FAF 37 → 42 (dash), FAF 36 → 40 (pivot)).}}
*{{buff|As of update 1.0.8, down throw's knockback has been significantly decreased to the point that is a much better combo starter at the cost of losing its ability to reliably KO, although this was compensated for in the same update with the buff to up throw.}}
*{{nerf|Standing and dash grabs do not extend as far out (z offset: 17 (standing)/14 (dash)) → z stretch: 13.6/12.3), reducing their range despite their larger grabboxes.}}
**{{nerf|In addition to this, Charizard no longer takes a large step forward while performing standing grab, greatly reducing its range.}}
*[[Forward throw]]:
**{{change|Charizard releases opponents earlier from forward throw (frame 40 → 27).}}
***{{buff|This makes the throw harder to DI.}}
***{{nerf|However, this significantly increases its ending lag as its total duration was unchanged.}}
*[[Back throw]]:
**{{buff|Charizard releases opponents later from back throw (frame 16 → 29). While this makes back throw easier to DI, it also significantly decreases its ending lag as its total duration was unchanged, with the throw now being almost lagless.}}
*[[Up throw]]:
**{{buff|Charizard has a new up throw, a dive-bombing slam, similar to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throws. Compared to the previous up throw, it deals much more knockback (70 (base), 140 (scaling) → 50/220), greatly improving its KO potential (now being the strongest up throw).}}
***{{buff|Additionally due to its new properties, Charizard can now land on a platform above it, further improving up throw's KO potential.}}
**{{buff|The collateral hit has a longer duration (frames 29-30 → 52-58) and has increased base knockback (40 → 60).}}
**{{nerf|Charizard releases opponents much later from up throw (frame 30 → 58), and it has more ending lag (FAF 50 → 80).}}
**{{nerf|Up throw launches opponents at a less favorable angle (90° → 70°), hindering its KO potential and making DI more effective against it (especially when combined with the previous point).}}
*[[Down throw]]:
**{{buff|Down throw has less ending lag (FAF 82 → 71).}}
**{{change|Down throw has more base knockback but much less knockback scaling (40 (base), 300 (scaling) → 70/130).}}
***{{buff|This significantly improves its combo potential, especially with its lower ending lag.}}
***{{nerf|However, this greatly hinders its KO potential.}}
**{{change|Down throw's visual effects have changed. Its flames are now orange, instead of vermilion.}}


===Special moves===
===Special moves===
*{{buff|Charizard has a new side special, [[Flare Blitz]]. It is an extremely powerful but laggy attack that deals [[recoil damage]] regardless of whether or not Charizard hits an opponent. It also gives Charizard both a new horizontal recovery option and another KOing option.}}
*{{change|Flamethrower and [[Fly]] are higher pitched.}}
*{{change|[[Rock Smash]] is now Charizard's down special instead of side special.}}
*[[Flamethrower]]:
*{{buff|Starting on frame 5, Rock Smash now grants Charizard 22 frames of [[launch resistance]].}}
**{{buff|[[Flamethrower]] has more base knockback (12/10 → 30/15) and larger hitboxes (4.0u → 5.0u).}}
*{{nerf|Rock Smash deals less damage (18% → 14% (headbutt), 5% → 3% (fragments)) and knockback.}}
**{{buff|The flames have a lower [[SDI]] multiplier (1.2x → 0.5x). When combined with the weakening of said mechanic, this makes Flamethrower significantly more difficult to escape from.}}
*{{buff|[[Fly]] covers more vertical distance. The first few hits also connect better and the final hit is much stronger.}}
**{{buff|Charizard no longer steps back when performing Flamethrower, increasing its range.}}
*{{change|Charizard has a new [[Final Smash]], [[Mega Charizard X]]. Charizard undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Charizard X, which results in it being able to fly freely across the screen (instead of being forced into a stationary position like [[Triple Finish]] did), launch fiery attacks similarly to {{SSB4|Yoshi}}'s [[Super Dragon]] and gain resistance to both flinching and launching. In addition to {{s|bulbapedia|Fire Blast}}, Mega Charizard X can also perform {{s|bulbapedia|Dragon Rush}} instead of Flare Blitz, regardless of whether [[Character customization|custom moves]] are on or off. However, Mega Charizard X's duration is not fixed like Triple Finish's, as Mega Charizard X will end earlier if Charizard takes damage while Mega Evolved.}}
***{{nerf|However, this also makes Charizard easier to hit when it is initiating Flamethrower.}}
**{{change|Flamethrower's visual effects have changed. It now appears as a consistent stream of orange flames, instead of individual vermilion flames separated by small gaps.}}
**{{nerf|Flamethrower has increased ending lag (FAF 69 → 71).}}
**{{nerf|The flames have an increased hitlag multiplier (0.5x → 1.0x).}}
**{{nerf|Charizard now gets pushed backwards when it lands Flamethrower. This significantly hinders Flamethrower's damage racking ability.}}
***{{nerf|Charizard can also easily slide off platforms when this occurs.}}
*[[Flare Blitz]]:
**{{change|Due to the removal of [[Pokémon Change]], Charizard has a new side special, Flare Blitz. It is a [[Flame|flaming]], corkscrew tackle that deals respectable damage; propels Charizard far horizontally; and grants 30 frames of [[armor]] that can withstand a maximum of 15%. This move grants Charizard a new and powerful KO option and recovery tool however, it is rather laggy, causes [[recoil damage]] and Charizard can easily self destruct while using the move.}}
*[[Fly]]:
**{{buff|Fly covers more vertical distance, improving its recovery potential.}}
**{{buff|The weakening of [[SDI]] makes Fly significantly more difficult to escape from.}}
*[[Rock Smash]]:
**{{change|Rock Smash is now Charizard's down special move, instead of its side special move.}}
**{{buff|Rock Smash now grants super armor on frames 5-23.}}
**{{buff|The weakening of [[SDI]] makes Rock Smash significantly more difficult to escape from.}}
**{{buff|The 1.19x damage multiplier against shields overall improves Rock Smash's shield pressuring potential, even with its reduced damage output.}}
**{{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|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 fragments deal more knockback (55 (base), 30 (scaling) → 70/50), which makes them connect less reliably while still being far too weak to KO.}}
*[[Mega Charizard X]]:
**{{change|Charizard has a new [[Final Smash]], [[Mega Charizard X]]. Charizard undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Charizard X. Like [[Triple Finish]], Mega Charizard X can use [[bulbapedia:Fire Blast (move)|Fire Blast]]. Unlike Triple Finish, Mega Charizard X is a transformation-based Final Smash that can fly freely across the stage; use Fire Blast as a projectile, similarly to [[Super Dragon]]; use [[bulbapedia:Dragon Rush (move)|Dragon Rush]], regardless of whether or not [[Character customization|custom moves]] are enabled; and grants both super armor and [[flinch]] resistance throughout its duration. However, Mega Charizard X's duration will shorten upon receiving damage.}}


==Update history==
==Update history==
Initially considered one of the worst characters in the game and arguably the worst character overall, Charizard has been noticeably buffed via game updates. Most notably, update [[1.0.8]] drastically improved two of Charizard's most useful moves as well as its grab game. Its neutral attack connects more reliably and its neutral aerial is much faster, so much so that it can auto-cancel from a short hop, which greatly increases its utility in spacing. Its up throw now has far more knockback, making it the strongest up throw in the game and one of the strongest throws overall in the game. However, it is easier to mitigate with DI due to its launching trajectory. Additionally, its down throw has been re-purposed into becoming Charizard's best combo starter, which can occasionally lead into a KO when followed up with its up aerial. In spite of Charizard's horrendous out of shield game, changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]] also help it due to its moves' high [[hitlag]] and damage outputs.
Initially considered one of the worst characters in the game, Charizard has been buffed significantly via game updates. Update [[1.0.8]] granted Charizard arguably its most beneficial buffs: it improved neutral attack's reliability; increased back aerial's range; and re-purposed up and down throws into a viable KOing option and Charizard's best combo starter, respectively. Although the buffs granted by update [[1.1.0]] were not as prominent in comparison, they nevertheless improved the utility of Charizard's moveset.
 
The changes to shield mechanics brought about by updates 1.1.0 and [[1.1.1]] are a mixed bag for Charizard: they make its high [[hitlag]] attacks safer and more threatening against shields, yet worsen its [[out of shield]] options. Lastly, update [[1.1.5]] followed a similar route to 1.0.8 by granting very beneficial buffs for Charizard: it increased its [[air speed]]; increased the damage outputs and decreased the landing lag of its aerials; and gave Flare Blitz an additional hitbox that can allow it to punish a wider variety of maneuvers.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
*{{buff|Five frames of intangibility have been added to Charizard's head in certain situations.}}
{{UpdateList/1.0.4|char=Charizard}}
*{{nerf|[[Dragon Rush]] deals 4% less damage|15%|11%.}}
*{{change|Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Up throw's damage increased: 6% (hit 1), 2% (throw) → 8% (hit 1), 3% (throw).}}
*{{buff|Down tilt's startup (frame 11 → 9) and total duration decreased (FAF 33 → 31).}}
*{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]]: 4% (no collision), 9% (collision) → 5% (no collision), 10% (collision).}}
*{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 8-28 9-25).}}
*{{change|Forward aerial's sweetspot and sourspot hitboxes switched.}}
*{{nerf|Neutral aerial has smaller hitboxes (4u/4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), with the move losing one of its hitboxes.}}
*{{buff|[[Fly]]'s knockback increased.}}
*{{nerf|With the exception of the late claw hitbox, forward aerial deals less knockback (45 (base)/100 (scaling) → 35/92) hindering its KO potential.}}
*{{buff|Down tilt's start-up and ending lag decreased.}}
*{{buff|Forward aerial's late claw hitbox deals more knockback (25 (base)/80 (scaling) → 32/97), significantly improving its KO potential to the point of now being the move's sweetspot.}}
*{{buff|Back aerial's sweetspot is larger (4u → 4.5u) and it has been positioned further along Charizard's tail (z offset: 0 → -1), improving its range.}}
*{{buff|Up throw deals 3% more damage (8% → 11%), restoring its damage output from ''Brawl'' and improving its KO potential.}}
*{{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 hits connect better and the first hit has increased weight based knockback.}}
*{{buff|Neutral attack's first hit has higher set knockback (15/10 → 26/22). This notably means it is no longer possible for the opponent to shield the second hit if they are hit by the near first hit.}}
*{{buff|Forward aerial's hitbox size and duration increased.}}
*{{buff|The first two hits of neutral attack transition slightly faster (frame 11 → 10).}}
*{{buff|Up throw's knockback increased, making it both the strongest up throw in the game and a viable KOing option.}}
*{{buff|The third hit of neutral attack has higher knockback scaling (110 → 130), improving its KO potential.}}
*{{buff|Down throw's knockback and ending lag decreased (80 72) , making it Charizard's best combo starter at low percents. Although it is less reliable as a KOing option, this is completely mitigated due to the same update's aforementioned buff of Charizard's up throw.}}
*{{buff|Forward aerial's claw hitbox is larger (4.3u (early)/4.5u (late) → 4.6u/4.8u).}}
*{{buff|Forward aerial has a longer duration (frames 8-11 → 8-12).}}
*{{buff|Up throw launches opponents at a higher angle (60° → 70°) and it has much higher knockback scaling (160 → 220). This not only greatly improves its KO potential (to the point of becoming the strongest up throw in the game without DI) but this also improves its combo potential at lower percents.}}
*{{buff|Down throw has less ending lag (FAF 82 73).}}
*{{change|Down throw deals drastically less knockback (40 (base)/300 (scaling) → 70/130) and it launches opponents at a higher angle (361° → 70°). This completely removes its KO potential but when combined with its lower ending lag, this grants it combo potential.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Forward tilt's sweetspot deals 1% more damage|10%|11%.}}
*{{buff|Forward tilt deals more damage on its sweetspot (10% 11%), improving its KO potential.}}
*{{buff|One of forward tilt's three sourspot hitboxes has become a sweetspot, which essentially makes its overall sweetspot larger.}}
*{{buff|The second furthest hitbox on forward tilt is now a sweetspot, dealing much more damage (7% → 11%) and having higher base knockback (30 → 40), greatly improving its KO potential.}}
*{{buff|Down tilt has a windbox that pushes opponents inwards (pre-animation modifier frames 6-9), which allows it to connect better.}}
*{{buff|Down tilt has received a [[windbox]] from frames 5-7 that pushes opponents forwards. This notably prevents down tilt from whiffing at close range.}}
*{{buff|Back aerial's landing lag decreased|36|33.}}
*{{buff|Back aerial has less landing lag (36 frames → 33).}}
*{{buff|Down throw's ending lag decreased|72|70.}}
*{{buff|Down throw has less ending lag (FAF 73 → 71).}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|[[Sinking Skull]]'s damage increased: 10% → 12% (ground), 9% → 10% (air).}}
*{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}}
*{{buff|Sinking Skull's ending lag decreased by 5 frames.}}
*{{buff|Sinking Skull has less startup lag (frame 23 → 21).}}
**{{nerf|However, its total duration was unchanged, giving it slightly more ending lag.}}
*{{buff|Sinking Skull deals more damage (10% (grounded)/9% (aerial) 12%/10%).}}
*{{nerf|Rock Hurl has more ending lag (FAF 56 → 64).}}


'''{{GameIcon|ssb4}} 1.1.3'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''
*{{buff|Dash attack's ending lag reduced|44|39.}}
{{UpdateList/1.1.3|char=Charizard}}
*{{change|Dash attack's hitbox 0 angle altered|70°|50°.}}
 
*{{change|Dash attack's hitbox 1 angle altered|80°|60°.}}
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{change|Several minor tweaks have been made to up smash.}}
{{UpdateList/1.1.4|char=Charizard}}
*{{buff|Down smash's hitbox 0/1 knockback growth increased|76|79.}}
 
*{{buff|Down smash's hitbox 2/3 knockback growth increased|82|85.}}
'''{{GameIcon|ssb4}} [[1.1.5]]'''
{{UpdateList/1.1.5|char=Charizard}}


==Moveset==
==Moveset==
''For a gallery of Charizard's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|neutralname=Scratch ({{ja|ひっかき|Hikkaki}}) / Continuous Scratch ({{ja|れんぞくひっかき|Renzoku Hikkaki}}) / Wing Cutter ({{ja|ウイングカッター|Uingu Kattā}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=4%
|neutral2dmg=4%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=Slashes twice with its claws followed by striking with one of its wings. The last hit has high knockback and the inner part of the wing launches opponents vertically, while the tip launches opponents horizontally.
|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=&nbsp;
|ftiltname=Flame Tail ({{ja|ほのおのしっぽ|Honoo No Shippo}})
|ftiltdmg=11% (flame), 7% (tail)
|ftiltdmg=11% (flame), 7% (tail)
|ftiltdesc=Sweeps its tail forward. Sweetspot is at the tip of Charizard's tail, which has a [[flame]] effect. Useful for spacing. Can KO at 148% when sweetspotted.
|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=&nbsp;
|utiltname=Wing Thrust ({{ja|はねあげ|Hane Age}})
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=Thrusts both of its wings upward. Charizard's wings are intangible as long as the hitbox is active.
|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=&nbsp;
|dtiltname=Low Headbutt ({{ja|ていくうずつき|Teikū Zutsuki}})
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Headbutts forward at the ground in front of it. Good horizontal knockback, though not as much as in ''Brawl''.
|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=&nbsp;
|dashname=Front Kick ({{ja|まえげり|Mae Geri}})
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=A running side kick. Can be used to catch landing opponents.
|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=&nbsp;
|fsmashname=Headlong Rush ({{ja|ぶちかまし|Buchikamashi}})
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|fsmashdesc=Rears its head back and then performs a powerful headbutt. Charizard is invincible during the active frames of this attack, even when hitting explosive items. High ending lag. A clean hit can KO at 91%.
|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=&nbsp;
|usmashname=Wing Bash ({{ja|ウイングバッシュ|Uingu Basshu}})
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdesc=Bats its wings upward, hitting twice. First hit does not connect very well with the second, requiring the opponent to be almost touching Charizard to reliably connect. It has the lowest ending lag of all of Charizard's smash attacks. Can KO at 115%.
|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=&nbsp;
|dsmashname=Wing Attack ({{ja|つばさでうつ|Tsubasa De Utsu}})
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdmg={{ChargedSmashDmgSSB4|16}}
|dsmashdesc=Stomps the ground once with both feet, causing the ground to erupt from either side of it. As its hitboxes are mostly grounded, it can be difficult to hit an aerial opponent with it. It also has high ending lag. Can KO at 132%.
|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=&nbsp;
|nairname=Charizard Turn ({{ja|リザードンターン|Rizādon Tān}})
|nairdmg=10% (flame), 7% (tail)
|nairdmg=12% (flame), 9% (tail)
|nairdesc=Spins its entire body in a somersault, hitting with its tail. Sweetspot is at the flaming tip of Charizard's tail, which has a flame effect. Can auto-cancel from a short hop.
|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=&nbsp;
|fairname=Aerial Claw ({{ja|くうちゅうひっかき|Kūchū Hikkaki}})
|fairdmg=11% (early, clean arm), 12% (clean tip)
|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdesc=Slashes with its right arm. Pretty good knockback and relatively quick, and also auto-cancels from a short hop, but has high landing lag.
|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=&nbsp;
|bairname=Aerial Tail ({{ja|くうちゅうしっぽ|Kūchū Shippo}})
|bairdmg=10% (body), 13% (tail), 15% (flame)
|bairdmg=11% (body), 14% (tail), 16% (flame)
|bairdesc=Charizard swings its tail backward. Very strong, with similar power to {{SSB4|King Dedede}}'s dash attack, but has high landing lag.
|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=&nbsp;
|uairname=Heading ({{ja|ヘディング|Hedingu}})
|uairdmg=13%
|uairdmg=13%
|uairdesc=An upward headbutt. Very strong, though it has thin horizontal range. Charizard's head is intangible during its active frames.
|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=&nbsp;
|dairname=Meteor Stomp ({{ja|メテオスタンプ|Meteo Sutanpu}})
|dairdmg=14% (clean), 8% (late)
|dairdmg=14% (clean), 8% (late)
|dairdesc=Charizard stomps with one of its feet. A very powerful [[meteor smash]] on the first three active frames, with its lingering hitbox launching opponents either vertically or at the Sakurai angle.
|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=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs its opponent with its mouth. Good range.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Despite having decreased since ''Brawl'', Charizard's overall grab range is still above-average.
|pummelname=&nbsp;
|pummelname=Biting and Tearing ({{ja|かみちぎり|Kamichigiri}})
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Bites the opponent. A fairly fast pummel.
|pummeldesc=A bite. A fairly fast pummel.
|fthrowname=&nbsp;
|fthrowname=Biting Throw ({{ja|かみとばし|Kamitobashi}})
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Spins the opponent once with its mouth, then throws them forward. Fairly high knockback and can KO near the edge at 147%.
|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=&nbsp;
|bthrowname=Rear Biting Throw ({{ja|うしろかみとばし|Ushiro Kamitobashi}})
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Throws the opponent backwards with its mouth, launching opponents at the Sakurai angle. Does not have much ending lag, meaning that at low percents, Charizard can pursue a thrown opponent with a dash immediately after or even with a short hopped or jumping Flare Blitz in some cases. Like its forward throw, it has fairly high knockback, but due to its launching angle it KOs later than the former near the edge, at 155%.
|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=&nbsp;
|uthrowname={{s|bulbapedia|Seismic Toss}} ({{ja|ちきゅうなげ|Chikyu Nage}}, ''Earth Throw'')
|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 zooms back down and slams them against the floor. It appears identical to {{SSB4|Kirby}} and {{SSB4|Meta Knight}}'s up throw and may have been inspired by the anime's depiction of {{s|bulbapedia|Seismic Toss}}. As of update 1.0.8, its knockback has been drastically increased, making it the strongest up throw in the game, and the second strongest overall, only behind {{SSB4|Ness}}'s back throw. (though DI is more effective against it than {{SSB4|Mewtwo}}'s), reliably KOing at 134%. While its knockback is best suited for KOing, it can also act as a set-up for Flare Blitz, which deals 30% altogether. However, this combo can only be used on an opponent that is at 0% and can be air dodged by a particularly vigilant opponent.
|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=&nbsp;
|dthrowname=Roasting Heat ({{ja|あぶりやき|Aburi Yaki}})
|dthrowdmg=1% (flames, continuous), 1% (throw)
|dthrowdmg=1% (hits 1-5), 1% (throw)
|dthrowdesc=Pins the opponent on the floor and then breathes fire on them. Charizard's weakest throw in regards to damage output. Prior to update 1.0.8, it had high knockback and could KO enemies at high percents near the edge, starting at 125%. As of update 1.0.8, its knockback has been drastically decreased, which is not actually a nerf due to it now being re-purposed into a very good combo starter at low percents. Notable follow-ups include forward aerial, which can be performed on most characters until about 60%, and up aerial, which can score a KO around 80% when followed up with an up aerial and if the opponent DIs vertically.
|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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Swings its tail backward, then headbutts forward.
|floorfdesc=Swings its tail backward, then headbutts forward while getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Gets up and performs a semi-circular slash.
|floorbdesc=Swings its tail forward and backward while getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Similar to the back floor attack.
|floortdesc=Performs a slash with its claws while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=8%
|edgedmg=8%
|edgedesc=Gets up and headbutts.
|edgedesc=Performs a battering ram while climbing up.
|nsdefname=Flamethrower
|nsdefname=Flamethrower
|nsdefdmg=2% (clean), 1% (late)
|nsdefdmg=2% (clean), 1% (late)
|nsdefdesc=Expels a stream of flames from its mouth that gradually weakens if the attack is held, similarly to [[Bowser]]'s [[Fire Breath]]. Unlike Fire Breath, Flamethrower's far-ranged hitboxes will still make the opponent flinch.
|nsdefdesc=[[bulbapedia:Flamethrower (move)|Expels a stream of flames from its mouth]], almost identically to [[Fire Breath]]. Like Fire Breath, it can be angled, which makes it useful for gimping low recoveries. Compared to Fire Breath, Flamethrower is better at damage racking and spacing, thanks to its overall higher damage output and its farthest hitboxes being able to cause [[flinch]]ing. Like Fire Breath, however, it has considerable start-up and ending lag, while its power and range also gradually decrease when it is used for more than a few seconds.
|nsc1name=Fire Fang
|nsc1name=Fire Fang
|nsc1dmg=2% (flames), 8% (finish)
|nsc1dmg=2% (embers), 8% (explosion)
|nsc1desc=A short-range, fire-breathing attack that hits quickly. Releasing the button finishes the move with a small explosion.
|nsc1desc=Expels a much shorter-ranged stream of embers from its mouth, which hit multiple times. Releasing the special attack button makes Charizard perform [[bulbapedia:Fire Fang (move)|a small, explosive bite]] that is strong enough to KO middleweights at 124% while near the edge of Final Destination in {{for3ds}}.
|nsc2name=Fireball Cannon
|nsc2name=Fireball Cannon
|nsc2dmg=3% (clean), 2% (late)
|nsc2dmg=3% (clean), 2% (late)
|nsc2desc=Expels fireballs that travel far and will not weaken over time, though they deal less damage than Flamethrower. In addition to having more start-up, Charizard must fire three fireballs before the move can end.
|nsc2desc=Expels fireballs from its mouth that deal slightly more damage and travel much farther, similarly to [[Fireball]]. However, it has more start-up lag and Charizard must expel at least three fireballs before it concludes.
|ssdefname=Flare Blitz
|ssdefname=Flare Blitz
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdesc=Performs a corkscrewing tackle while engulfed in flames. Causes [[recoil damage]] at the beginning of the move and again on contact. Has heavy armor (14%).
|ssdefdesc=[[bulbapedia:Flare Blitz (move)|A flaming, corkscrew tackle]]. It is very powerful, as it KOs middleweights at 81%/69% (''3DS''/''Wii U'') while near the edge of Final Destination. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants [[armor]] on frames 23-53 that can withstand a maximum of 15%. However, it is very risky to use: it deals 5% [[recoil damage]] both at its beginning and on contact, and is very unsafe on shield because of its extreme amount of overall lag and how it forces Charizard into a [[tumble]] that cannot be [[tech]]ed. When used unwisely, its impressive horizontal distance can also result in an inadvertent self-destruct when used near an edge.
|ssc1name=Blast Burn
|ssc1name=Blast Burn
|ssc1dmg=4% (collision), 5% (explosion loop), 9% (explosion last)
|ssc1dmg=4% (collision), 5% (explosion hits 1-3), 9% (explosion hit 4)
|ssc1desc=A slower, short-ranged version of Flare Blitz that deals more damage to both Charizard and its opponent. Has heavy armor (14%).
|ssc1desc=A flaming, corkscrew tackle that concludes with [[bulbapedia:Blast Burn (move)|a powerful explosion]]. It deals significantly more damage; has higher knockback; and launches opponents vertically. Altogether, these traits enable it to KO middleweights at 75% from anywhere on Final Destination in the ''3DS'' version. Like Flare Blitz, it grants armor that can withstand a maximum of 15%. However, it travels slower; covers much less distance; and deals more recoil damage (6% at its beginning and 10% on contact).
|ssc2name=Dragon Rush
|ssc2name=Dragon Rush
|ssc2dmg=1.2% (per hit)
|ssc2dmg=1.2% (hits 1-6), 4% (hit 7)
|ssc2desc=Does multiple hits with less power overall, but Charizard takes no recoil damage and will not stop moving if it hits an opponent, improving its recovery. Generally considered the most versatile of Charizard's side special variants, as it cannot be interrupted unlike Flare Blitz or Blast Burn, and is a good KOing option near the edge when used against opponents that have high recoveries.
|ssc2desc=[[bulbapedia:Dragon Rush (move)|A corkscrew tackle]]. It has less start-up lag; does not deal recoil damage; and its loop hits drag opponents along during the tackle. Altogether, these traits make it safer than Flare Blitz and Blast Burn. However, its damage output and knockback are lower than Flare Blitz and Blast Burn's, which result in it having minimal KO potential in comparison. It also covers very slightly less distance than Flare Blitz. Due to its strengths outweighing its weaknesses, however, it is Charizard's most effective custom move.
|usdefname=Fly
|usdefname=Fly
|usdefdmg=5% (hit 1), 2% (loop hits), 4% (last hit)
|usdefdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6)
|usdefdesc=Flies upward while corkscrewing. The final hit has great knockback and can KO opponents at medium to high percents near the upper blast line. Grants [[super armor]] at the start of the move.
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. It can be angled and covers a relatively average amount of vertical distance. Due to it hitting on frame 9, it has the lowest amount of start-up lag out of Charizard's special moves. When coupled with it granting super armor on frames 4-15, this enables it to function as an effective out of shield option. It also deals respectable damage when all of its hits connect, while its last hit's very high knockback allows it to KO middleweights at 125%/110% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. However, it covers only minimal horizontal distance, even when angled forward, and his horizontal air movement is greatly reduced afterwards. Its loop hits can also be DI'd out of when Charizard is affected by [[rage]].
|usc1name=Rising Cyclone
|usc1name=Rising Cyclone
|usc1dmg=4% (hit 1), 2% (loop hits), 6% (last hit)
|usc1dmg=4% (hit 1), 2% (hits 2-7), 6% (hit 8)
|usc1desc=Recovery distance is reduced, but Charizard can suck in opponents and launch them. The final hit is also noticeably stronger. Like the default version, it grants super armor at the start of the move.
|usc1desc=[[Windbox#Pulling attacks|Vacuums]] opponents and launches them. Its last hit is also much stronger, as it KOs middleweights at 86% from anywhere on Final Destination in the ''3DS'' version. Like Fly, it grants super armor at its beginning. However, it has more start-up lag and covers less distance, and even less on the ground.
|usc2name=Fly High
|usc2name=Fly High
|usc2dmg=0%
|usc2dmg=
|usc2desc=Deals no damage, but covers more vertical distance. Like the default version, it grants super armor at the start of the move.
|usc2desc=Covers more vertical distance and, like Fly, it grants super armor at its beginning. However, it deals no damage.
|dsdefname=Rock Smash
|dsdefname=Rock Smash
|dsdefdmg=14% (headbutt), 3% (fragments)
|dsdefdmg=14% (boulder), 3% (fragments, up to 5)
|dsdefdesc=Pulls out a boulder and headbutts it, breaking it into pieces. Grants Charizard super armor before breaking the boulder (on frames 5-22).
|dsdefdesc=Pulls out a boulder and [[bulbapedia:Rock Smash (move)|headbutts it, breaking it into fragments]]. It can deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. The boulder itself is also strong enough to KO middleweights at 139%/129% (''3DS''/''Wii U'') while near the edge of Final Destination. It also grants super armor on frames 5-23, which makes it a somewhat safe landing option and useful against incoming attacks. However, it has considerable start-up and ending lag.
|dsc1name=Sinking Skull
|dsc1name=Sinking Skull
|dsc1dmg=10% (ground), 12%/9% (air)
|dsc1dmg=12% (sweetspot), 10% (sourspot)
|dsc1desc=Omitting the rock, Charizard headbutts the opponent. If landed, it causes them to get [[buried]]. It meteor smashes opponents below Charizard if it hits them with its head.
|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% (headbutt), 2% (fragments)
|dsc2dmg=8% (boulder), 2% (fragments)
|dsc2desc=The boulder fragments fly farther, but deal less damage. Like the default version, it grants super armor.
|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 Charizard X
|fsname=Mega Evolution
|fsdmg=2% (charge loop), 10% (charge last hit), 5% (blast collision), 1% (blast loop), 5% (blast last hit)
|fspage=Mega Evolution (Charizard)
|fsdesc=Charizard Mega Evolves into Mega Charizard X from ''Pokémon X'' and ''Y''. Mega Charizard X consistently hovers around the stage, similarly to [[Super Dragon]]. As Mega Charizard X, it has two attacks: {{s|bulbapedia|Fire Blast}}, a powerful projectile, and {{s|bulbapedia|Dragon Rush}}, a powerful corkscrewing tackle. Unlike the Dragon Rush custom move, Mega Charizard X's Dragon Rush can move in any given direction.
|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.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 116
|rweight = 4
|dash = 1
|rdash = 57-58
|run = 2
|rrun = 9
|walk = 1.2
|rwalk = 15-16
|trac = 0.04
|rtrac = 56-57
|airfric = 0.008
|rairfric = 37-42
|air = 0.92
|rair = 47
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.11
|rgravity = 10-12
|fall = 1.4
|rfall = 40-41
|ff = 2.24
|rff = 39-41
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 32
|rjumpheight = 38-40
|shorthop = 15.42625
|rshorthop = 40
|djump = 28, 18
|rdjump = 48-49
|ellag = 5
|rellag = 47-56
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Charizard English Announcer SSB4.wav|English
Charizard Japanese Announcer SSB4.wav|Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Charizard is released from a [[Poké Ball]], then stomps.
{{appearance
|desc=Emerges from a [[Poké Ball]], then stomps once.
|char=Charizard
|game=SSB4}}


===[[Taunt]]s===
===[[Taunt]]s===
{{Taunt/SSB4
{{Taunt/SSB4
|char=Charizard
|char=Charizard
|desc-up=Stomps and roars to the sky while flapping its wings.
|desc-up=Stomps once and then rears back to roar upward while flapping its wings.
|desc-side=Faces the camera and stomps and growls while flapping its wings once.
|desc-side=Faces the camera while stomping once and growling while spreading its wings out.
|desc-down=Stomps violently while facing the camera.}}
|desc-down=Violently stomps twice while facing the camera.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Leans back and stomps the ground.
|desc-1=Leans back and then stomps once.
|desc-2=Turns its head to the side and quickly spits an ember onto the ground.
|desc-2=Turns its head to the side and quickly spits an ember onto the ground.
|image-1=CharizardIdlePose1SSB4.jpg
|image-1=CharizardIdlePose1SSB4.jpg
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|char=Charizard
|-
|char-jp=Lizardon
!{{{name|}}}
|game=SSB4
!Cheer (English)
|desc-us=Char-izard!
!Cheer (Japanese)
|desc-jp=Liz-ar-don!
!Cheer (Spanish)
|pitch-us=Group chant
|-
|pitch-jp=Group chant}}
! scope="row"|Cheer
|[[File:Charizard Cheer English SSB4.ogg|center]]||[[File:Charizard Cheer Japanese SSB4.ogg|center]]||{{NTSC}} [[File:Charizard Cheer Spanish NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Charizard Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Charizard! || Li - zar - don! || Chaaa - rizaa - ard!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Charizard Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Charizard Cheer French PAL SSB4.ogg|center]]||[[File:Charizard Cheer German SSB4.ogg|center]]||[[File:Charizard Cheer Italian SSB4.ogg|center]]
|-
! scope="row"|Description
|Feu Feu Feu ! Dracaufeu ! || Glu - rak! *claps 3 times* || Cha - ri - zard!  *claps 3 times*
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=PokemonUniverseTheme.ogg
|victory-theme=PokemonUniverseTheme.ogg
|victory-desc=A small excerpt of the music that would play on the [[title screen]] of ''Pokémon Red'', ''Blue'' and ''Green Versions''.
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|desc-1=Roars and does a pose.
|desc-1=Roars and then strikes a pose.
|desc-2=Stomps forward, then roars upwards with flames coming out of its mouth and then poses.
|desc-2=Stomps forward before rearing its head back to roar upward while expelling flames from its mouth, and then strikes a pose.
|desc-3=Uses Flare Blitz into the ground and then poses.
|desc-3=Uses [[Flare Blitz]] to descend from the sky and crash into the ground before striking a pose.
|char=Charizard}}
|char=Charizard}}


==In [[Competitive play|Competitive Play]]==
==In [[competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1321
|set10=1321
}}
}}
===Most historically significant players===
<!--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 -->


===Notable players===
''See also: [[:Category:Charizard players (SSB4)]]''
*{{Sm|Bloodcross|USA}}
*{{Sm|Trela|USA}}
*{{Sm|Mew2King|USA}}


==In [[Event Match]]es==
*{{Sm|Chuck Nasty|USA}} - The best Charizard player in the United States. Known better for his regional performances, especially placing 4th at {{Trn|No Man's Land}}, 9th at {{Trn|King of the Springs 2}}, and 13th at {{Trn|Low Tier City 5}} defeating {{Sm|Konga}} and defeating {{Sm|Lima}} at {{Trn|Aftershock 2016}}.  
===Solo Events===
*{{Sm|Fire|France}} - The best Charizard player in Europe and one of the few Charizard players officially ranked in a superregion, ranking 40th on the [[European Smash 4 Power Rankings]]. He is best known for placing 2nd at {{Trn|ICARUS III}} and 5th at {{Trn|Geneva Gaming Convention 2016}}.  
*'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All characters debut from ''Brawl'' and reappeared in {{forwiiu}}.
*{{Sm|Sharpyzard|Dominican Republic}} - One of the best Charizard players of all-time best known for winning {{Trn|BeSmash 2016}}, the largest tournament won by a Charizard player. In addition, he is recognized outside his region for his consistency at North American majors, having placed 33rd at {{Trn|CEO Dreamland}}, {{Trn|GENESIS 5}}, and {{Trn|CEO 2018}}, defeating {{Sm|AC}} at GENESIS 5, as well as 49th at {{Trn|CEO 2017}}.
*'''[[Fire-Type Frenzy]]''': Charizard must defeat Greninja, Lucario, and Pikachu all appearing after another.
*{{Sm|Tosshi|Japan}} - One of the best Charizard players of all-time, best known for his run to 4th at {{Trn|Umebura 31}} defeating {{Sm|Nietono}} and {{Sm|Kome}}, which remains the best Charizard performance, while his 25th-place finish at {{Trn|Umebura Japan Major}} is tied for the highest placement for a Charizard player at a major. Outside of those events, he has also placed 13th at {{Trn|Single Game Championships: Umebura X Single-Chu}} defeating {{Sm|Ranai}} and 17th at {{Trn|Umebura 28}}.
*'''{{SSB4|Pokémon Battle}}''': {{SSB4|Greninja}} must defeat a team of {{SSB4|Pikachu}}, Charizard, and {{SSB4|Lucario}} in a 1 stock battle.
*{{Sm|Virum|UK}} - Although known better as a commentator, he is also considered the second-best Charizard players in Europe, having placed 25th at {{Trn|BEAST 7}} and {{Trn|Syndicate 2017}}, two of Europe's largest ''Smash 4'' events. Internationally, he notably placed 25th at {{Trn|SwitchFest}}, tied for the highest placement for a Charizard player at a major, and 49th at both {{Trn|2GGC: Nairo Saga}} and {{Trn|Shine 2017}}.
*'''[[The Falchion{{'}}s Seal]]''': {{SSB4|Robin}} must defeat a giant Charizard using his [[Final Smash]], [[Pair Up]]. Defeating it any other way causes it to respawn.
===Co-Op Events===
*'''[[Poisonous Planet]]''': {{SSB4|Olimar}} and {{SSB4|Samus}} (under the flowering effect) must defeat a team of 2 Charizards in a 200HP battle before their health is depleted.
*'''[[Pokémon Multi Battle!]]''': Pikachu and Charizard must defeat a team of Lucario and Greninja, then a team of Pikachu and Charizard each appearing after one opponent is defeated.
*'''[[Robots vs. Dragons]]''': {{SSB4|Mega Man}} and {{SSB4|R.O.B.}} must defeat a team of giant {{SSB4|Yoshi}}, giant Charizard and [[Ridley]] in a stamina battle.
*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.


==Reveal Trailer==
===Tier placement and history===
<youtube>xEJBPMcbRkk</youtube>
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.


==Trophies==
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.


:'''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.
::{{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!''
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 42nd on the fourth and final tier list, which has reassessed it as a mid-tier character.


{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Charizard is fought in Stage 5 in the 3DS version or Stage 3 in the Wii U version alongside {{SSB4|Pikachu}}, {{SSB4|Ness}}, {{SSB4|Jigglypuff}}, {{SSB4|Sheik}}, {{SSB4|Ganondorf}}, {{SSB4|Mewtwo}}, {{SSB4|Diddy Kong}}, and {{SSB4|Cloud}}.


:'''Charizard (Alt.)'''
==={{GameIcon|SSB4-U}}[[Event Match]]es===
::{{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...''
====Solo Events====
 
*'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
::{{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.''
*'''[[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.
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
*'''[[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====
:'''Mega Evolution (Charizard)'''
*'''[[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.
::{{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.''
*'''[[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.
 
*'''[[Robots vs. Dragons]]''': {{SSB4|Mega Man}} and {{SSB4|R.O.B.}} must defeat a team of a giant Charizard, a giant {{SSB4|Yoshi}}, and [[Ridley]] in a Stamina Battle.
::{{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.''
*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
<gallery>
CharizardTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations Classic Charizard.png|Classic Mode
CharizardAllStarTrophy3DS.png|Alt. (3DS)
SSB4-3DS Congratulations All-Star Charizard.png|All-Star Mode
CharizardTrophyWiiU.png|Classic (Wii U)
</gallery>
CharizardAltTrophyWiiU.png|Alt. (Wii U)
====Wii U====
MegaCharizardTrophyWiiU.png|[[Mega Charizard X]]
<gallery>
SSB4-Wii U Congratulations Classic Charizard.png|Classic Mode
SSB4-Wii U Congratulations All-Star Charizard.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>
==[[Trophies]]==
Charizard's default trophy is obtained by clearing Classic Mode as Charizard. Its alternate trophy is obtained by clearing All-Star Mode as Charizard in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Charizard). The Mega Evolution (Charizard) trophy is obtained only in the Wii U version by clearing All-Star Mode as Charizard.
{{Trophy/Fighter
|name=Charizard
|image-3ds=CharizardTrophy3DS.png
|image-wiiu=CharizardTrophyWiiU.png
|mode=Classic
|desc-3ds-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!
|desc-wiiu-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!
|desc-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!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Charizard (Alt.)
|image-3ds=CharizardAltTrophy3DS.png
|image-wiiu=CharizardAltTrophyWiiU.png
|mode=Alt
|desc-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...
|desc-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.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Mega Evolution (Charizard)
|image=MegaCharizardTrophyWiiU.png
|desc-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.
|desc-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.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Charizard|Alternate costumes]]==
==[[Alternate costume (SSB4)#Charizard|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Charizard Palette (SSB4).png|link=Palette swap (SSB4)#Charizard]]
|colspan=8|[[File:Charizard Palette (SSB4).png|link=Palette swap (SSB4)#Charizard]]
|-
|-
|{{Head|Charizard|g=SSB4|s=50px}}
|{{Head|Charizard|g=SSB4|s=50px}}
Line 353: Line 650:
|{{Head|Charizard|g=SSB4|s=50px|cl=Purple}}
|{{Head|Charizard|g=SSB4|s=50px|cl=Purple}}
|}
|}
==[[List of Super Smash Bros. 4 character trailers#Charizard and Greninja|Reveal trailer]]==
{{#widget:YouTube|id=xEJBPMcbRkk}}


==Gallery==
==Gallery==
Line 358: Line 658:
Charizard Fires It Up.png|Charizard's splash art.
Charizard Fires It Up.png|Charizard's splash art.
Charizard amiibo.png|Charizard's [[amiibo]].
Charizard amiibo.png|Charizard's [[amiibo]].
NintendoDirect-Pokemon.png|Charizard and {{SSB4|Pikachu}} atop a cliff, overlooking various Pokémon.
NintendoDirect-Pokemon.png|Charizard alongside {{SSB4|Pikachu}} and various Pokémon during Charizard's trailer.
Charizard-FAir-SSB4.png|Charizard using its new forward aerial against {{SSB4|Mario}}.
Charizard-FAir-SSB4.png|Using its new forward aerial on {{SSB4|Mario}}.
SSB4 - Flare Blitz.jpg|Charizard using [[Flare Blitz]], its new side special.
SSB4 - Flare Blitz.jpg|Using [[Flare Blitz]], its new side special, alongside {{SSB4|Diddy Kong}}.
SSB4 - Charizard Screen-1.jpg|Back aerial's landing lag.
SSB4 - Charizard Screen-1.jpg|Landing after using its back aerial.
SSB4 - Charizard Screen-2.jpg|Defending against Mario's [[F.L.U.D.D.]].
SSB4 - Charizard Screen-2.jpg|Using its forward tilt against Mario's [[F.L.U.D.D.]]
SSB4 - Charizard Screen-3.jpg|[[Footstool jump]]ing on {{SSB4|Yoshi}}.
SSB4 - Charizard Screen-3.jpg|[[Footstool jump]]ing on {{SSB4|Yoshi}}.
SSB4WiiU-Charizard4.jpg|[[Sidestepping]] {{SSB4|Little Mac}}'s attack.
SSB4WiiU-Charizard4.jpg|[[Roll]]ing away from {{SSB4|Little Mac}}'s [[Jolt Haymaker]].
SSB4WiiU-Charizard5.jpg|Being attacked by {{SSB4|Greninja}}.
SSB4WiiU-Charizard5.jpg|[[Sidestep]]ping {{SSB4|Greninja}}'s [[Water Shuriken]].
SSB4WiiU-Charizard6.jpg|Striking a pose.
SSB4WiiU-Charizard6.jpg|Using its down taunt.
SSB4WiiU-Charizard7.jpg|Charizard and {{SSB4|Lucario}} under the [[sleep]] effects of [[Bellossom]]'s {{s|bulbapedia|Sleep Powder}}.
SSB4WiiU-Charizard7.jpg|Charizard and {{SSB4|Lucario}} [[sleep]]ing after coming into contact with [[Bellossom]]'s [[bulbapedia:Sweet Scent (move)|Sweet Scent]].
SSB4WiiU-Charizard8.jpg|Glaring at {{SSB4|Kirby}} after [[Inhale (Kirby)|copying Charizard's Flamethrower]].
SSB4WiiU-Charizard8.jpg|[[Teeter]]ing while {{SSB4|Kirby}} is in the foreground after [[Inhale (Kirby)|copying]] it.
SSB43DS-Charizard1.jpg|In front of the [[Prism Tower]] in {{for3ds}}.
SSB43DS-Charizard1.jpg|[[Crouching]] on [[Prism Tower]] in {{for3ds}}.
SSB43DS-Charizard2.jpg|With Pikachu.
SSB43DS-Charizard2.jpg|Alongside Pikachu.
SSB4 - Mega Charizard X.jpg|[[Mega Charizard X]].
SSB4 - Mega Charizard X.jpg|Using [[Mega Charizard X]], its new [[Final Smash]].
SSB4 - First Four Playable Pokemon.png|{{SSB4|Lucario}}, Charizard, {{SSB4|Greninja}}, and {{SSB4|Pikachu}}.
SSB4 - First Four Playable Pokemon.png|Taunting alongside Lucario, Greninja and Pikachu.
SSB4 Flare Blitz.gif|Charizard using [[Flare Blitz]], along with knockback recoil.
SSB4 Flare Blitz.gif|Using Flare Blitz on Diddy Kong and {{SSB4|Wii Fit Trainer}} and displaying its recoil effect.
</gallery>
</gallery>


==Trivia==
==Trivia==
*Charizard's idle pose of turning its head to spit out an ember is based on how {{s|bulbapedia|Ash's Charizard}} would do the same, although Ash's did so in a nonchalant or cocky manner during its initially disrespectful phase.
*Compared to its appearance in ''Brawl'', Charizard now draws inspiration not only from {{s|bulbapedia|Ash's Charizard}}, but also {{s|bulbapedia|Red's Charizard}} and {{s|bulbapedia|Alain's Charizard}}:
*Charizard is the first [[veteran]] in ''SSB4'' to receive splash art and a pose that is different from the pose in its official artwork, with the others being {{SSB4|Mewtwo}}, {{SSB4|Lucas}}, and {{SSB4|Roy}}. It is also the first veteran to be introduced as a challenger in a trailer.
**Its forward aerial's animation is identical to Alain's when it uses {{iw|bulbapedia|Dragon Claw|move}}.
**It is the only non DLC fighter to do so.
**Its up throw's animation is similar to Ash and Red's when they use {{s|bulbapedia|Seismic Toss}}.
*Charizard is the only ''Pokémon'' character to receive new voice clips while retaining its voice actor.
**It knows {{iw|bulbapedia|Flare Blitz}} like Red's in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']].
*Charizard knows eight official Pokémon attacks in ''SSB4'', which is impossible in the ''Pokémon'' {{s|bulbapedia|core series}}, where the maximum is four.
**It can use {{iw|bulbapedia|Blast Burn|move}} like Red (albeit only in ''Pokémon HeartGold'' and ''SoulSilver Versions'') and Alain's.
**Apart from having Flamethrower, Flare Blitz, Fly and Rock Smash as its standard special moves, it can also use {{s|bulbapedia|Fire Fang}} and {{s|bulbapedia|Blast Burn}} as custom moves, {{s|bulbapedia|Fire Blast}} as part of its Final Smash and {{s|bulbapedia|Dragon Rush}} as both a custom move and as part of its Final Smash. Additionally, its down smash could be interpreted as Earthquake, its up smash as Wing Attack, and its side smash as Headbutt.
**It can undergo {{iw|bulbapedia|Mega Evolution}} like Red and Alain's.
*In the PAL version of {{for3ds}}, one of the [[tips]] about Rock Smash refers to Charizard using masculine pronouns: "''Right before smashing a rock, Charizard gets super armor, meaning he won't even flinch if he's attacked!''"
*Due to having access to both X Attack and Fake Nails in the attack category, Charizard is the only character capable of using two types of specialized/non-badge [[equipment]] within the same category.
**This also makes it the only Pokémon that can equip something other than badges and Pokémon equipment.
*Charizard knows eight official Pokémon {{s|bulbapedia|move}}s in ''SSB4'', all of which it can learn legally in the ''Pokémon'' {{s|bulbapedia|core series}}. In addition to {{iw|bulbapedia|Flamethrower|move}}, {{iw|bulbapedia|Flare Blitz|move}}, {{iw|bulbapedia|Fly|move}} and {{iw|bulbapedia|Rock Smash|move}}, it can use {{iw|bulbapedia|Fire Fang|move}} and Blast Burn as [[Character customization|custom moves]], Fire Blast as part of its [[Final Smash]], and {{iw|bulbapedia|Dragon Rush|move}} either as a custom move or as part of its Final Smash.
**As {{SSBB|Squirtle}} did not return from ''Brawl'', Charizard is also the only playable Pokémon in ''SSB4'' to know moves that were {{s|bulbapedia|HM}}s prior to {{s|bulbapedia|generation VII}} (Fly and Rock Smash).
*In the [[PAL]] version of {{for3ds}}, one of the [[tips]] about Rock Smash refers to Charizard using masculine pronouns: "''Right before smashing a rock, Charizard gets super armor, meaning '''he''' won't even flinch if '''he'''{{'}}s attacked!''"
*Charizard is the only Pokémon who lacks both a [[charge]]able special move and an aerial attack that hits more than once.
*Charizard is the first character to have one of its special move inputs changed between games since the transition from ''[[Super Smash Bros.]]'' to ''[[Melee]]'', with the second being {{SSBU|Palutena}} in ''[[Ultimate]]''.
*Charizard is supposed to have a 6-frame jumpsquat according to its parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
*Due to Charizard going from part of Pokémon Trainer to a standalone character, it is the only non-DLC veteran to have unique splash art. While Zero Suit Samus, Sheik, and Yoshi also had taglines upon their reveals in the 2014 Direct, they instead used their official renders.
*In between the 3DS and Wii U versions, Charizard's the only character who uses a different victory pose when being on a winning team in Team Battles.<ref>https://www.youtube.com/watch?v=Kl7WzudWkAA</ref><ref>https://youtu.be/oyd_j-RggZA?t=127</ref>
**This makes it the only character to use all three of its victory poses in Team Battles when concluding both versions of the game.
 
==References==
{{reflist}}
 
{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}
 
[[Category:Charizard (SSB4)| ]]
[[Category:Charizard (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Charizard (SSB4)]]

Latest revision as of 03:57, December 18, 2024

This article is about Charizard's appearance in Super Smash Bros. 4. For the character in other contexts, see Charizard.
Charizard
in Super Smash Bros. 4
Charizard SSB4.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash Mega Evolution
Tier E (42)
Charizard (SSB4)
Charizard Fires It Up!
—Introduction Tagline

Charizard (リザードン, Lizardon) is a playable character in Super Smash Bros. 4. Its return to the series was announced during a Super Smash Bros. Direct on April 8th, 2014, during which its fellow Pokémon fighter Greninja was also revealed.[1] It is no longer a part of Pokémon Trainer, who, along with Squirtle and Ivysaur, did not return. 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 42nd out of 54 on the tier list, placing it in the E tier. This is a marginal improvement to 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 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 walking and dashing speeds are among the fastest in the game, while a number of its moves boast minimal start-up lag alongside respectable utility.

However, Charizard has some very noticeable weaknesses. Despite having a number of regular moves with minimal start-up lag, its overall frame data is nevertheless below-average compared to most of the cast. Unsurprisingly for a super heavyweight, Charizard is susceptible to combos and juggling; although it has options to escape from a disadvantaged state, they are easily exploitable.

In the early stages of SSB4's metagame, Charizard endured very poor tournament representation and results, to the point of being widely considered the single worst character in the game. Thanks to consistently receiving very useful buffs via game updates, however, Charizard's tournament presence has considerably improved at a gradual pace, particularly in regional tournaments outside of North America. This success has been reflected by Charizard's current status as a mid-tier character.

AttributesEdit

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Unlike the other playable Pokémon, who are either lightweights (Pikachu, Jigglypuff and Mewtwo) or middleweights (Lucario and Greninja), Charizard is a super 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.[2][3] As a result, Charizard's wings and the majority of its tail are effectively immune to opposing hitboxes.

In regard to mobility, Charizard's dashing speed is the ninth fastest in the game, whereas its walking speed is tied with Mewtwo's for the fifteenth fastest in the game. Like Pit and Dark Pit, it has below-average falling speed and multiple double jumps: the former makes it floaty in spite of its weight and thus enables it to avoid certain set-ups, whereas the latter assists its recovery. However, Charizard's mobility also has very apparent flaws. Its traction is tied with Mewtwo's for the second lowest in the game, while its rolls are among the slowest in the game. By extension, Charizard's below-average air speed hinders its otherwise varied recovery, and its falling speed makes it more susceptible to combos and being KO'd vertically because of its high gravity.

Charizard's greatest strength is its KO potential: thanks to its plethora of KOing options, it can easily and/or reliably KO opponents either on the ground or in the air. Sweetspotted forward smash, sweetspotted back aerial, and Flare Blitz are Charizard's strongest attacks: while near the edge of Final Destination, each of them KO middleweights below 85% and 75% in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, respectively. Alternatively, Charizard possesses a few safer, albeit somewhat weaker KOing options in sweetspotted forward tilt; up tilt; down smash; sweetspotted forward aerial; up aerial; up smash and up throw.

Out of these weaker KOing options, up smash and up throw are the most effective. Up smash hits grounded and aerial opponents on frame 6 and 7, respectively; deals respectable damage; and reliably KOs either grounded or aerial opponents. Conversely, up throw is the second strongest throw of any kind in the game (surpassed only by Ness' back throw), which enables it to KO reliably, even without the aid of a platform.

Another of Charizard's strengths is the utility of its moveset. Neutral attack is a prime example of this utility: it is among the most damaging of its kind in the game; possesses deceptive speed and range; and is decent at jab canceling. Down tilt, neutral aerial and forward aerial have significant ranges and fairly minimal lag, which make them useful for spacing like neutral attack. These three particular attacks also have specific perks: down tilt and sweetspotted forward aerial are useful edge-guarding options thanks to being semi-spikes, whereas neutral aerial is a useful combo starter from low to medium percentages, yet decently safe on shield or when missed thanks to its auto-cancel window and hitbox placements.

Forward smash and up aerial grant intangibility throughout their durations, which essentially enables Charizard to use them to retaliate against incoming attacks. Up tilt and up smash are reliable anti-air attacks, thanks to their ranges and Charizard's wings not having hurtboxes. Down smash simultaneously hits in front of and behind Charizard. When coupled with its quake hitboxes and its sweetspot being a semi-spike, it is very useful for punishing rolls and edge-guarding. In addition to up throw's aforementioned KO potential, the remainder of Charizard's grab game possesses respectable utility: its forward and back throws have decent damage outputs and are reliable for setting up edge-guards, whereas its down throw is a reliable combo starter from low to medium percentages.

The respectable level of utility within Charizard's moveset also extends to its special moves. Flamethrower is a short-ranged projectile that can be angled to safely rack up damage; intercept approaches and some other projectiles; or gimp recoveries. Rock Smash grants 18 frames of super armor beginning on frame 5, which makes it useful against incoming attacks, and a somewhat safe landing option. Lastly, Flare Blitz and Fly are both highly protective recovery options. Flare Blitz covers a great amount of horizontal distance, and grants 30 frames of armor that begin on frame 23 and can withstand a maximum of 15%. Conversely, Fly has fairly minimal start-up lag, and grants 11 frames of super armor beginning on frame 4.

However, Charizard has significant flaws. Like its fellow super heavyweights, it suffers from a lack of reliable landing options; when coupled with its slow air speed and air acceleration weakening its landing mix-ups, Charizard has only neutral aerial and Rock Smash as fairly safe landing options. Charizard's neutral game is also limited because of its lack of safety on shield. Although its neutral game has decent defensive potential, it suffers against opponents that can pressure it safely and force it to approach unsafely, such as Zero Suit Samus.

Although a number of Charizard's normal moves have minimal start-up lag, its overall frame data is below-average compared to most of the cast. This is especially apparent with several of its most useful and/or potent attacks: up aerial and Flamethrower have considerable amounts of start-up lag, whereas forward/down smashes; back/down aerials; Flare Blitz and Rock Smash each have considerable amounts of start-up and ending lag. In addition, some of Charizard's most useful and/or potent attacks have specific flaws aside from lag. Flamethrower's decay can prevent it from spacing effectively when used frequently. Flare Blitz's recoil damage makes it best used strictly as a punishment option. Forward smash, forward aerial, back aerial, down aerial and Rock Smash require their sweetspots to KO reliably, whereas up throw's KO potential can be hindered via directional influence.

A few of Charizard's custom moves alleviate some of its weaknesses. Dragon Rush is effectively its best custom move: although it deals slightly less damage and has very minimal KO potential, it hits multiple times, cannot be blocked by opponents when recovering, has less lag and lacks recoil damage. Rising Cyclone is drastically stronger, to the point that it is capable of KOing most characters under 80%. However, it covers much less distance, to the point that it travels roughly as high as Rising Uppercut. Fly High covers slightly more distance, but at the cost of not dealing any damage. Lastly, Sinking Skull is slightly faster, buries grounded opponents and, when sweetspotted, meteor smashes aerial opponents. However, it does not have any super armor, so it worsens Charizards already poor landing options.

Overall, Charizard is essentially an "all-rounder" version of a super heavyweight, yet it is also comparable to Bowser in certain ways: its air physics and a number of its moves are similar to his, while its grab game is very useful for combos and KOing. Unlike Bowser, however, Charizard possesses faster grounded mobility, greater moveset utility, and a better recovery at the cost of raw power and balanced aerial mobility.

These traits make Charizard's playstyle require patience like Bowser's, yet deviate from his by requiring an appropriate balance of offense and defense, instead of being largely defensive. Reads and baits can also be very beneficial for Charizard's most potent punishment options, particularly its smash attacks and sweetspotted back aerial. However, its other useful assets enable it to not be as dependent on mindgames like Bowser is.

From a competitive standpoint, Charizard is currently placed in the lower portion of the mid-tier. While it had been previously regarded as a bottom-tier character, and even the single worst character in the game prior to update 1.0.6, the substantial buffs it consistently received from game updates lead it to be widely regarded as a potential low-tier or mid-tier character even before its improved results and official tier reassessment.

Despite being well-rounded for a super heavyweight, many players cite Charizard as one of the more complex heavyweights to utilize, which was reflected by its generally below-average tournament representation in North America prior to 2017. Nevertheless, Charizard has managed to achieve sparse, but notable results in tournaments outside of North America, such as winning some regional tournaments. In addition, its tournament success in North America began to show improvement in 2017, as shown by Bloodcross and Sharpy placing 17th and 33rd, respectively, at CEO Dreamland.

Changes from Super Smash Bros. BrawlEdit

Charizard has received a mix of buffs and nerfs in the transition from Brawl to SSB4. Direct comparisons to its appearance in Brawl are somewhat abstract because of the fact that it could not be played as an individual character; however, it is generally agreed that Charizard itself has been buffed. Charizard's playstyle is drastically different from that of Pokémon Trainer as a whole: in general, the loss of its teammates makes its playstyle much more consistent than Pokémon Trainer's, but less capable of adapting to matchups.

Charizard has received some notable buffs. The removal of stamina grants its moveset consistent power, which is further supplemented by the rage mechanic enabling its wide array of KOing options to become even more potent. In regard to individual buffs, Charizard's grounded mobility has greatly improved: its already fast dashing speed has become the ninth fastest in SSB4, while its walking speed has gone from being the slowest in Brawl to being tied with Mewtwo's as the fifteenth fastest in SSB4.

Charizard's grab game has also improved: up throw is now a reliable KOing option and the second strongest throw of any kind in the game, whereas down throw has been re-purposed from a KOing option into a reliable combo starter at low to medium percentages. Lastly, Rock Smash now grants super armor and Flare Blitz, its new side special, boasts KO and recovery potential.

However, Charizard has also received nerfs. The removal of gliding has greatly weakened its recovery, while Flare Blitz is not as flexible for horizontal recovery like gliding was. Flare Blitz is also burdened with recoil damage, regardless of whether or not it hits a target and its extremely slow nature makes it very difficult to connect and it is highly punishable if it misses. In regard to individual nerfs, Charizard's heavier weight; faster falling speed; and slower air speed collectively make it more vulnerable to combos and juggling especially when combined with the removal of hitstun canceling which overall does not benefit Charizard much as its combo grab is limited outside of its throws. While some of its moves deal more knockback and are thus able to KO earlier, this in turn makes them less suitable for combos past medium percentages and despite having stronger KO options, some of Charizard's move such as down tilt, down throw and Rock Smash have reduced KO potential. Charizard's aerial game has also seen some nerfs. Not only is its air speed slower but it's neutral aerial has smaller hitboxes, forward aerial is less effective as an edgeguarding tool, back and up aerials are much slower, down aerial has considerably decreased range and Charizard has lost its glide attack. Lastly, Charizard's overall grab range has been shortened and all of its grabs are slower meaning that despite its stronger grab game, Charizard has more difficulty actually getting the grabs it needs.

AestheticsEdit

  •   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 Pokédex 3D Pro.
  •   Charizard has received three new alternate costumes.
  •   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.
  •   Charizard has new voice clips. Its grunts and roars now match how they sound in the Pokémon anime.
  •   Due to being separate from Pokémon Trainer, Charizard has a new victory pose that replaces the one that involves Pokémon Trainer petting it. Its new victory pose consists of Charizard using its new side special, Flare Blitz, to descend from the air and crash into ground before striking a pose.
  •   Charizard's body now faces the screen regardless of whether it's facing left or right.
  •   Dash's animation has slightly changed. Charizard now flaps its wings while dashing.

AttributesEdit

  •   Due to the limitations of the Nintendo 3DS' processing power,[4] Charizard is no longer connected to Pokémon Trainer via Pokémon Change or character selection screen input.[1]
    •   As a result, Charizard is no longer affected by stamina or type effectiveness (although the former is far more beneficial than the latter), allowing Charizard to be consistently powerful throughout an entire match.
    •   However, Charizard can no longer switch to Squirtle (and subsequently Ivysaur) to adapt to different matchups and cover up its own weaknesses.
  •   Charizard walks much faster (0.7 → 1.2), going from the slowest out of 39 characters to the 15th fastest out of 58.
  •   Charizard dashes faster (1.8 → 2.0).
  •   Charizard's initial dash is slower (1.3 → 1), now being tied with Bowser for the slowest initial dash in the game.
  •   Charizard's air speed is slower (0.987 → 0.92), going from the 14th fastest to the 12th slowest.
  •   Charizard falls faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.
  •   Charizard's gravity is higher (0.085 → 0.11).
    •   Despite this, Charizard's mid air jumps are higher.
  •   Charizard is heavier (110 → 116).
  •   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.
  •   Rolls have decreased ending lag (FAF 35 (forward)/FAF 36 (backward) → 33 (both)).
  •   Roll have decreased intangibility (frames 4-19 → 4-18).
  •   Spot dodge has more startup lag with a short duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).
  •   Air dodge has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).
  •   Item throw is stronger (1.198 → 1.208).
  •   Charizard no longer has hurtboxes on its wings. This makes it harder to hit from above, especially during animations such as its midair jumps, and causes its wing attacks to effectively be fully disjointed.
  •   The removal of gliding significantly hinders Charizard's recovery.[1] This also means that Charizard no longer has a glide attack, removing Charizard's safest aerial/KO option.
  •   The removal of meteor canceling significantly improves Charizard's endurance against meteor smashes as it previously had one of the least effective meteor cancel windows in Brawl, while its down aerial is also a more effective meteor smash.

Ground attacksEdit

  • Neutral attack:
    •   The first two hits transition into the next hit slightly faster (frame 10 → 9).
    •   The final hit deals more knockback (40 (base), 110 (scaling) → 60/130).
    •   The far hitbox for the first two hits now takes priority (ID #3 → 0).
    •   All hits have a shorter duration (frames 4-7 → 4-5 (hit 1), frames 5-7 → 5-6 (hit 2), frames 7-10 → 7-9 (hit 3)).
    •   The far hitbox for the first two hits is smaller (5u → 4.5u) and has been moved closer to Charizard.
    •   The hitbox the furthest inside Charizard's body (for the first two hits) has been removed.
    •   The final hit deals less damage (6% → 5%).
  • Forward tilt:
    •   Forward tilt has less startup lag (frame 12 → 11).
    •   Forward tilt has increased base knockback (35 → 40), improving the sweetspot's KO potential.
    •   The sweetspot launches opponents at a more favorable angle (361° → 40°).
    •   Forward tilt now has two sweetspot hitboxes rather than just one.
    •   The sourspot deals less damage (10% → 7%).
    •   The original sweetspot has a smaller hitbox (5.5u → 4u).
    •   Forward tilt has more ending lag (FAF 42 → 43).
  • Up tilt:
    •   Up tilt's animation has changed. Charizard now slightly fans out its wings while thrusting them upward.
    •   The wing hitbox reaches higher (y offset: 28 → 30).
    •   Up tilt's hitboxes have been moved backwards (z offset: 2.5 → 0). This increases its range behind Charizard but reduces its range in front of Charizard.
    •   Up tilt no longer grants intangibility to Charizard's wings although since Charizard's wings now lack hurtboxes, this change has no impact.
    •   Up tilt has a shorter duration (frames 9-15 → 9-13).
  • Down tilt:
    •   Charizard's down tilt has an altered animation. While Charizard still thrusts its head forward, it no longer bites.
    •   Down tilt now has one extended hitbox rather than three normal hitboxes (3.5u/5u/5u → 3.5u).
      •   This makes the move consistently powerful and it is now disjointed; rather than failing to fully cover Charizard's head.
      •   However, this slightly decreases the move's vertical range.
    •   Down tilt now has a windbox from frames 5-7.
    •   Charizard's neck deals more damage (8% → 10%) although its knockback was compensated (20 (base), 100 (scaling) → 60/60).
    •   Down tilt is now a semi-spike (361°/65°/75° → 30°).
    •   Down tilt has a reduced trip chance (40%/50% → 30%) although it is still incapable of tripping due to its knockback and angle.
    •   Down tilt has more startup (frame 8 → 9) and ending lag (FAF 28 → 31).
    •   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 has less ending lag (FAF 45 → 40).
    •   Dash attack deals more knockback (70 (base), 50 (scaling) → 100/45 (clean), 45/30 → 100/30 (late)).
    •   Dash attack launches opponents at a lower angle (80°/90°/100° → 50°/60° (clean), (80°/90°/110° → 60°/75° (late)).
    •   Dash attack has smaller hitboxes (4.5u/4.5u/4.5u → 4.5u/4u (clean), 4u/4u/4u → 4u/3.5u (late)) and it has lost its hitbox which was the furthest inside Charizard.
  • Forward smash:
    •   Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range.
      •   However, the move now has two extended hitboxes rather than four normal hitboxes (6u/6u/6u/6u → 6u/5.5u), decreasing its vertical range and making it cover less of Charizard's body.
    •   Forward smash deals more knockback (40 (base), 98 (scaling) → 60/94), improving the neck hitbox's KO potential.
    •   Forward smash has lost its initial hit, shortening its duration (frames 22-27 (hit 1)/28-30 (hit 2) → 22-24) and making it deal less damage overall (22% → 17%).
      •   This also increases its ending lag as its total duration was unchanged.
      •   Additionally, The head hitbox has a shorter duration (3 frames → 2) and deals less damage (17% → 14%), hindering its KO potential.
    •   Charizard starts charging forward smash slightly earlier (frame 17 → 16).
    •   Forward smash has decreased intangibility (frames 22-26 → 22-25).
    •   Forward smash now launches opponents at a consistent angle (45°/40°/35°/361° → 45°), no longer being able to semi-spike opponents.
    •   The 1.19x damage multiplier against shields and the increase to shieldstun significantly improve forward smash's shield pressuring potential, although it still remains easily punishable on shield.
  • Up smash:
    •   Due to Charizard's wings no longer possessing hurtboxes, up smash is a much safer anti-air option, allowing it to always beat out attacks from opponents above Charizard.
    •   The first hit's upper wing hitbox is larger (4u → 5u).
    •   The second hit has less startup lag with a longer duration (frames 17-21 → 16-21).
    •   The second hit has larger hitboxes (5.5u/4.5u/3.5u/2.5u → 5.5u/5u/4.5u).
    •   The second hit no longer has sourspots on the top of Charizard's wing with lower knockback scaling (100/90 → 107).
    •   Charizard no longer slides nearly as far when performing a dashing up smash (although Charizard still travels further than its DACUS variant in Brawl). This makes its hits connect together better. However, this hinders its approach potential.
    •   The first hit's launching hit has higher set knockback (90/80 → 100) and its angle has been altered 115°/105° → 110°).
    •   The first hit's lower wing hitboxes have altered set knockback (60 (lower wing)/40 (middle wing) → 30/60).
    •   The first hit's middle wing hitbox now takes priority over the lower wing hitbox (ID#1 → 0).
    •   The first hit's middle and upper wing hitboxes have altered angles (100° → 140°/280°).
      •   This allows them to connect more reliably into the second hit against aerial oppoents.
      •   However, this hinders the move's ability to lead into the second hit against smaller characters.
    •   The first hit has more startup lag with a shorter duration (frames 5-11 → 6-11), no longer being tied for the fastest up smash.
    •   Up smash no longer has transcendent priority.
    •   Charizard starts charging up smash smash slightly earlier (frame 4 → 3).
    •   The first hit now only has one launching hitbox, with the hitbox positioned within Charizard being removed.
    •   The first hit's middle wing hitbox is smaller (5u → 4.2u).
    •   The second hit's previous sweetspots have decreased knockback scaling (110 → 107).
  • Down smash:
    •   Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, instead of both feet.
    •   Down smash has increased knockback scaling (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.
    •   Down smash can now hit aerial opponents.
    •   The sweetspot is now a semi-spike (80° → 33°), improving its KO and edgeguarding potential.
    •   The sourspot's angle has been altered (80° → 46°). While this improves its KO potential near the horizontal blastzone, it also significantly hinders its KO potential near the vertical blastzone, as well as its overall KO potential.
    •   The sweetspot's have smaller hitboxes (10u/10u → 6u/6u). As the sweetspot's are postioned at the end of Charizard's wings, this significantly decreases down smash's range despite the sweetspots being repositioned further horizontally (z offset: 19/-13 → 21/-15).
    •   Charizard starts charging down smash smash slightly earlier (frame 3 → 2).

Aerial attacksEdit

  •   All aerials except back aerial have decreased landing lag (22 frames → 20 (neutral/up), 32 frames → 22 (forward), 35 frames → 33 (down)).
  • Neutral aerial:
    •   Neutral aerial has smaller hitboxes (4u/4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), as well as losing the hitbox on Charizard's body.
    •   Neutral aerial has more startup lag with a shorter duration (frames 8-27 → 9-25).
    •   Neutral aerial has decreased knockback scaling (90 → 78).
  • Forward aerial:
    •   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)).
    •   Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).
    •   Forward aerial has a shorter duration (frames 9-16 → 8-11).
    •   Forward aerial auto-cancels later (frame 26 → 35), now requiring perfect timing to be auto-cancelled in a short hop.
    •   Forward aerial has smaller hitboxes (6u/8u/11u/13u → 4.6u/4u/3u/4.8u).
    •   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 has a new animation where Charizard thrusts its tail much further, with its hitboxes being re-positioned accordingly. This significantly increasing its range.
      •   However, this new animation is longer (41 frames → 52), increasing the amount of time Charizard cannot grab the ledge after using the move.
    •   Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential despite its decreased knockback (30 (base), 130/100 (scaling) → 50/90).
    •   Back aerial no longer has an initial wing hitbox which in turn:
      •   Significantly increases its startup lag and shortens its duration (frame 7-9 (hit 1)/10-12 (hit 2) → 14-16).
      •   Removes its ability to link into the clean hit, making the sweetspot harder to land.
    •   Back aerial has smaller hitboxes (6u/6u/6u/6u (hit 2) → 5u/4u/4u/2.8u).
    •   Back aerial has more ending lag (FAF 42 → 46).
    •   Back aerial has more landing lag (22 frames → 24).
    •   Back aerial auto-cancels much later (frame 24 → 44), removing its ability to auto-cancel with a short hop.
      •   Altogether, these changes greatly hinder back aerial's approach potential despite its increased range.
    •   The changes to shields as well as back aerial's increased range and damage significantly improve its shield pressuring potential, especially the sweetspot.
  • Up aerial:
    •   Charizard has a new up aerial. Charizards swings its head in an upwards arc (similar to 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.
    •   Up aerial has more horizontal range due to its new animation.
    •   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).
    •   Up aerial grants less intangibility to Charizard's head/neck (frames 6-11 → 11-15).
    •   Up aerial has a shorter initial auto-cancel window despite its increased startup lag (frames 1-5 → 1-3).
    •   Up aerial has a longer animation (46 frames → 59). This increases the amount of time Charizard cannot grab the ledge after using the move although it now has interruptibility frames to compensate for its total duration.
  • Down aerial:
    •   Down aerial's upper hitbox can now hit aerial opponents, increasing the move's upwards reach against aerial opponents.
    •   Down aerial has received a late hitbox that deals 8% and launches at a horizontal angle. This lengthens its duration (frames 18-20 → 18-20 (clean)/21-26 (late)).
      •   However, the late hit has had its knockback uncompensated, so the move is more susceptible to punishment at lower percents.
    •   Down aerial's animation has slightly changed. Charizard now performs a stomp with one foot, instead of a double foot stomp. This animation is still the same length so this has no practical effect.
    •   Down aerial's upper hitbox has an altered angle (361° → 270°). This improves its edgeguarding potential but hinders its KO potential on stage.
    •   Down aerial's main hitbox is smaller (8u → 6u) and has been repositioned higher (y offset: -7 → -3), significantly reducing its downwards range (despite now being an extended hitbox). This removes Charizard's ability to hit the entire cast with down aerial out of a full hop at max height and still auto-cancel the down aerial.
    •   Down aerial's main hitbox now meteor smashes grounded opponents rather than sending them vertically (70° → 270°). While this means that down aerial can potentially trip opponents at lower percents, this also hinders its KO potential on stage, especially since grounded opponents can now tech the down aerial, combined with the upper hitbox now also being a meteor smash.

Throws/other attacksEdit

  •   All grabs have larger grabboxes (4u/3.5/3.5u (all) → 5.4u (standing/pivot)/4.3u (dash)). This increases pivot grab's range despite it not being extended as far out (z offset: -18 → z stretch: -17.6).
  •   All grabs have increased start-up (frame 6 → 8 (standing), frame 8 → 10 (dash), frame 10 → 11 (pivot)) and ending lag (FAF 30 → 34 (standing), FAF 37 → 42 (dash), FAF 36 → 40 (pivot)).
  •   Standing and dash grabs do not extend as far out (z offset: 17 (standing)/14 (dash)) → z stretch: 13.6/12.3), reducing their range despite their larger grabboxes.
    •   In addition to this, Charizard no longer takes a large step forward while performing standing grab, greatly reducing its range.
  • Forward throw:
    •   Charizard releases opponents earlier from forward throw (frame 40 → 27).
      •   This makes the throw harder to DI.
      •   However, this significantly increases its ending lag as its total duration was unchanged.
  • Back throw:
    •   Charizard releases opponents later from back throw (frame 16 → 29). While this makes back throw easier to DI, it also significantly decreases its ending lag as its total duration was unchanged, with the throw now being almost lagless.
  • Up throw:
    •   Charizard has a new up throw, a dive-bombing slam, similar to Kirby and Meta Knight's up throws. Compared to the previous up throw, it deals much more knockback (70 (base), 140 (scaling) → 50/220), greatly improving its KO potential (now being the strongest up throw).
      •   Additionally due to its new properties, Charizard can now land on a platform above it, further improving up throw's KO potential.
    •   The collateral hit has a longer duration (frames 29-30 → 52-58) and has increased base knockback (40 → 60).
    •   Charizard releases opponents much later from up throw (frame 30 → 58), and it has more ending lag (FAF 50 → 80).
    •   Up throw launches opponents at a less favorable angle (90° → 70°), hindering its KO potential and making DI more effective against it (especially when combined with the previous point).
  • Down throw:
    •   Down throw has less ending lag (FAF 82 → 71).
    •   Down throw has more base knockback but much less knockback scaling (40 (base), 300 (scaling) → 70/130).
      •   This significantly improves its combo potential, especially with its lower ending lag.
      •   However, this greatly hinders its KO potential.
    •   Down throw's visual effects have changed. Its flames are now orange, instead of vermilion.

Special movesEdit

  •   Flamethrower and Fly are higher pitched.
  • Flamethrower:
    •   Flamethrower has more base knockback (12/10 → 30/15) and larger hitboxes (4.0u → 5.0u).
    •   The flames have a lower SDI multiplier (1.2x → 0.5x). When combined with the weakening of said mechanic, this makes Flamethrower significantly more difficult to escape from.
    •   Charizard no longer steps back when performing Flamethrower, increasing its range.
      •   However, this also makes Charizard easier to hit when it is initiating Flamethrower.
    •   Flamethrower's visual effects have changed. It now appears as a consistent stream of orange flames, instead of individual vermilion flames separated by small gaps.
    •   Flamethrower has increased ending lag (FAF 69 → 71).
    •   The flames have an increased hitlag multiplier (0.5x → 1.0x).
    •   Charizard now gets pushed backwards when it lands Flamethrower. This significantly hinders Flamethrower's damage racking ability.
      •   Charizard can also easily slide off platforms when this occurs.
  • Flare Blitz:
    •   Due to the removal of Pokémon Change, Charizard has a new side special, Flare Blitz. It is a flaming, corkscrew tackle that deals respectable damage; propels Charizard far horizontally; and grants 30 frames of armor that can withstand a maximum of 15%. This move grants Charizard a new and powerful KO option and recovery tool however, it is rather laggy, causes recoil damage and Charizard can easily self destruct while using the move.
  • Fly:
    •   Fly covers more vertical distance, improving its recovery potential.
    •   The weakening of SDI makes Fly significantly more difficult to escape from.
  • Rock Smash:
    •   Rock Smash is now Charizard's down special move, instead of its side special move.
    •   Rock Smash now grants super armor on frames 5-23.
    •   The weakening of SDI makes Rock Smash significantly more difficult to escape from.
    •   The 1.19x damage multiplier against shields overall improves Rock Smash's shield pressuring potential, even with its reduced damage output.
    •   Rock Smash has more ending lag (FAF 62 → 72).
    •   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.
    •   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.
    •   The rock hitbox is smaller (8.5u (ground)/8u (air) → 7.8u (both)).
    •   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.
  • Mega Charizard X:
    •   Charizard has a new Final Smash, Mega Charizard X. Charizard undergoes Mega Evolution to become Mega Charizard X. Like Triple Finish, Mega Charizard X can use Fire Blast. Unlike Triple Finish, Mega Charizard X is a transformation-based Final Smash that can fly freely across the stage; use Fire Blast as a projectile, similarly to Super Dragon; use Dragon Rush, regardless of whether or not custom moves are enabled; and grants both super armor and flinch resistance throughout its duration. However, Mega Charizard X's duration will shorten upon receiving damage.

Update historyEdit

Initially considered one of the worst characters in the game, Charizard has been buffed significantly via game updates. Update 1.0.8 granted Charizard arguably its most beneficial buffs: it improved neutral attack's reliability; increased back aerial's range; and re-purposed up and down throws into a viable KOing option and Charizard's best combo starter, respectively. Although the buffs granted by update 1.1.0 were not as prominent in comparison, they nevertheless improved the utility of Charizard's moveset.

The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 are a mixed bag for Charizard: they make its high hitlag attacks safer and more threatening against shields, yet worsen its out of shield options. Lastly, update 1.1.5 followed a similar route to 1.0.8 by granting very beneficial buffs for Charizard: it increased its air speed; increased the damage outputs and decreased the landing lag of its aerials; and gave Flare Blitz an additional hitbox that can allow it to punish a wider variety of maneuvers.

  1.0.4

  •   Four frames of intangibility have been added to Charizard's head for its shielding animation. This leaves Charizard less susceptible to shield stabbing, as its head is not covered by the shield during these first frames even at full health, and could therefore be hit prior to the change.
  •   Dragon Rush deals less damage: 15% → 11%.
  •   Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.


  1.0.6

  •   Down tilt's startup (frame 11 → 9) and total duration decreased (FAF 33 → 31).
  •   Neutral aerial has more startup lag with a shorter duration (frames 8-28 → 9-25).
  •   Neutral aerial has smaller hitboxes (4u/4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), with the move losing one of its hitboxes.
  •   With the exception of the late claw hitbox, forward aerial deals less knockback (45 (base)/100 (scaling) → 35/92) hindering its KO potential.
  •   Forward aerial's late claw hitbox deals more knockback (25 (base)/80 (scaling) → 32/97), significantly improving its KO potential to the point of now being the move's sweetspot.
  •   Back aerial's sweetspot is larger (4u → 4.5u) and it has been positioned further along Charizard's tail (z offset: 0 → -1), improving its range.
  •   Up throw deals 3% more damage (8% → 11%), restoring its damage output from Brawl and improving its KO potential.
  •   Flare Blitz deals 1% more recoil damage (4% (no contact)/9% (contact) → 5%/10%).

  1.0.8

  •   Neutral attack's first hit has higher set knockback (15/10 → 26/22). This notably means it is no longer possible for the opponent to shield the second hit if they are hit by the near first hit.
  •   The first two hits of neutral attack transition slightly faster (frame 11 → 10).
  •   The third hit of neutral attack has higher knockback scaling (110 → 130), improving its KO potential.
  •   Forward aerial's claw hitbox is larger (4.3u (early)/4.5u (late) → 4.6u/4.8u).
  •   Forward aerial has a longer duration (frames 8-11 → 8-12).
  •   Up throw launches opponents at a higher angle (60° → 70°) and it has much higher knockback scaling (160 → 220). This not only greatly improves its KO potential (to the point of becoming the strongest up throw in the game without DI) but this also improves its combo potential at lower percents.
  •   Down throw has less ending lag (FAF 82 → 73).
  •   Down throw deals drastically less knockback (40 (base)/300 (scaling) → 70/130) and it launches opponents at a higher angle (361° → 70°). This completely removes its KO potential but when combined with its lower ending lag, this grants it combo potential.

  1.1.0

  •   Forward tilt deals more damage on its sweetspot (10% → 11%), improving its KO potential.
  •   The second furthest hitbox on forward tilt is now a sweetspot, dealing much more damage (7% → 11%) and having higher base knockback (30 → 40), greatly improving its KO potential.
  •   Down tilt has received a windbox from frames 5-7 that pushes opponents forwards. This notably prevents down tilt from whiffing at close range.
  •   Back aerial has less landing lag (36 frames → 33).
  •   Down throw has less ending lag (FAF 73 → 71).

  1.1.1

  •   Rock Smash has more ending lag (FAF 62 → 72).
  •   Sinking Skull has less startup lag (frame 23 → 21).
    •   However, its total duration was unchanged, giving it slightly more ending lag.
  •   Sinking Skull deals more damage (10% (grounded)/9% (aerial) → 12%/10%).
  •   Rock Hurl has more ending lag (FAF 56 → 64).

  1.1.3

  •   Dash attack has less ending lag (FAF 45 → 40).
  •   Dash attack launches opponents at a lower angle: 70°/80° (near/far) → 50° (near clean)/60° (near late/far clean)/75° (far late)).
  •   Up smash has received several minor tweaks.
  •   Down smashhas higher knockback scaling (76 (far)/82 (near) → 79/85), improving its KO potential.


  1.1.4

  •   First hit of up smash's hitbox placements modified significantly and have angle modifications and/or increased knockback.
  •   Second hit of up smash deals more knockback.
  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


  1.1.5

  •   Air speed: 0.87 → 0.92
  •   Weight: 115 → 116
  •   Neutral (22 → 20), forward (31 → 22), back (33 → 24), up (22 → 20), and down air (35 → 33) all have less landing lag.
  •   Neutral aerial deals 2% more damage: 10%/7%/7%/7% → 12%/9%/9%/9% but with knockback compensated (90 → 78).
  •   Forward aerial deals 1% more damage: 11%/12% → 12%/13%.
  •   Back aerial deals 1% more damage: 15%/13%/10%/10% → 16%/14%/11%/11% and has a larger sweetspot (4.5u → 5u).
  •   Flare Blitz explosion knockback growth: 78 → 84
  •   Flare Blitz has an additional hitbox that extends its reach to behind Charizard.
  •   Max Walk speed with heavy items increased: 1.198 → 1.208


MovesetEdit

For a gallery of Charizard's hitboxes, see here.

  Name Damage Description
Neutral attack Scratch (ひっかき) / Continuous Scratch (れんぞくひっかき) / Wing Cutter (ウイングカッター) 3% 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 canceled 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.
4%
5%
Forward tilt Flame Tail (ほのおのしっぽ) 11% (flame), 7% (tail) Swings its tail forward. It can be angled; has long range; and its sweetspot is at the 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.
Up tilt Wing Thrust (はねあげ) 8% 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.
Down tilt Low Headbutt (ていくうずつき) 10% 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.
Dash attack Front Kick (まえげり) 11% (clean), 8% (late) A front kick. It has very high base knockback, and its range and long duration make it decent at punishing and zone breaking.
Forward smash Headlong Rush (ぶちかまし) 17% (clean, late body), 14% (late head) 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.
Up smash Wing Bash (ウイングバッシュ) 5% (hit 1), 11% (hit 2) 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.
Down smash Wing Attack (つばさでうつ) 16% 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.
Neutral aerial Charizard Turn (リザードンターン) 12% (flame), 9% (tail) 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.
Forward aerial Aerial Claw (くうちゅうひっかき) 12% (early, clean arm), 13% (clean tip) 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.
Back aerial Aerial Tail (くうちゅうしっぽ) 11% (body), 14% (tail), 16% (flame) 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.
Up aerial Heading (ヘディング) 13% 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.
Down aerial Meteor Stomp (メテオスタンプ) 14% (clean), 8% (late) 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.
Grab Grab (つかみ) Clinches the opponent. Despite having decreased since Brawl, Charizard's overall grab range is still above-average.
Pummel Biting and Tearing (かみちぎり) 2% A bite. A fairly fast pummel.
Forward throw Biting Throw (かみとばし) 10% Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edge-guard. However, its base knockback and knockback growth are both 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).
Back throw Rear Biting Throw (うしろかみとばし) 10% 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).
Up throw Seismic Toss (ちきゅうなげ, Earth Throw) 8% (hit 1), 3% (throw) Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to Kirby and Meta Knight's up throws. As of update 1.0.8, its knockback 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 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 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 Mewtwo's up throw, which is the second strongest up throw in the game, KOs more reliably in comparison.
Down throw Roasting Heat (あぶりやき) 1% (hits 1-5), 1% (throw) Pins the opponent to the ground and then expels embers from its mouth onto them. Prior to update 1.0.8, its knockback growth was the highest in the game, to the point that it could KO middleweights at 125%. As of update 1.0.8, its base knockback and knockback growth were both altered, which 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings its tail backward, then headbutts forward while getting up.
Floor attack (back)
Floor getups (back)
  7% Swings its tail forward and backward while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a slash with its claws while getting up.
Edge attack
Edge getups
  8% Performs a battering ram while climbing up.
Neutral special Default Flamethrower 2% (clean), 1% (late) Expels a stream of flames from its mouth, almost identically to Fire Breath. Like Fire Breath, it can be angled, which makes it useful for gimping low recoveries. Compared to Fire Breath, Flamethrower is better at damage racking and spacing, thanks to its overall higher damage output and its farthest hitboxes being able to cause flinching. Like Fire Breath, however, it has considerable start-up and ending lag, while its power and range also gradually decrease when it is used for more than a few seconds.
Custom 1 Fire Fang 2% (embers), 8% (explosion) Expels a much shorter-ranged stream of embers from its mouth, which hit multiple times. Releasing the special attack button makes Charizard perform a small, explosive bite that is strong enough to KO middleweights at 124% while near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS.
Custom 2 Fireball Cannon 3% (clean), 2% (late) Expels fireballs from its mouth that deal slightly more damage and travel much farther, similarly to Fireball. However, it has more start-up lag and Charizard must expel at least three fireballs before it concludes.
Side special Default Flare Blitz 4% (collision), 15% (explosion) A flaming, corkscrew tackle. It is very powerful, as it KOs middleweights at 81%/69% (3DS/Wii U) while near the edge of Final Destination. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants armor on frames 23-53 that can withstand a maximum of 15%. However, it is very risky to use: it deals 5% recoil damage both at its beginning and on contact, and is very unsafe on shield because of its extreme amount of overall lag and how it forces Charizard into a tumble that cannot be teched. When used unwisely, its impressive horizontal distance can also result in an inadvertent self-destruct when used near an edge.
Custom 1 Blast Burn 4% (collision), 5% (explosion hits 1-3), 9% (explosion hit 4) A flaming, corkscrew tackle that concludes with a powerful explosion. It deals significantly more damage; has higher knockback; and launches opponents vertically. Altogether, these traits enable it to KO middleweights at 75% from anywhere on Final Destination in the 3DS version. Like Flare Blitz, it grants armor that can withstand a maximum of 15%. However, it travels slower; covers much less distance; and deals more recoil damage (6% at its beginning and 10% on contact).
Custom 2 Dragon Rush 1.2% (hits 1-6), 4% (hit 7) A corkscrew tackle. It has less start-up lag; does not deal recoil damage; and its loop hits drag opponents along during the tackle. Altogether, these traits make it safer than Flare Blitz and Blast Burn. However, its damage output and knockback are lower than Flare Blitz and Blast Burn's, which result in it having minimal KO potential in comparison. It also covers very slightly less distance than Flare Blitz. Due to its strengths outweighing its weaknesses, however, it is Charizard's most effective custom move.
Up special Default Fly 5% (hit 1), 2% (hits 2-5), 4% (hit 6) Flies upward while corkscrewing. It can be angled and covers a relatively average amount of vertical distance. Due to it hitting on frame 9, it has the lowest amount of start-up lag out of Charizard's special moves. When coupled with it granting super armor on frames 4-15, this enables it to function as an effective out of shield option. It also deals respectable damage when all of its hits connect, while its last hit's very high knockback allows it to KO middleweights at 125%/110% (3DS/Wii U) while near the upper blast line of Final Destination. However, it covers only minimal horizontal distance, even when angled forward, and his horizontal air movement is greatly reduced afterwards. Its loop hits can also be DI'd out of when Charizard is affected by rage.
Custom 1 Rising Cyclone 4% (hit 1), 2% (hits 2-7), 6% (hit 8) Vacuums opponents and launches them. Its last hit is also much stronger, as it KOs middleweights at 86% from anywhere on Final Destination in the 3DS version. Like Fly, it grants super armor at its beginning. However, it has more start-up lag and covers less distance, and even less on the ground.
Custom 2 Fly High Covers more vertical distance and, like Fly, it grants super armor at its beginning. However, it deals no damage.
Down special Default Rock Smash 14% (boulder), 3% (fragments, up to 5) Pulls out a boulder and headbutts it, breaking it into fragments. It can deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. The boulder itself is also strong enough to KO middleweights at 139%/129% (3DS/Wii U) while near the edge of Final Destination. It also grants super armor on frames 5-23, which makes it a somewhat safe landing option and useful against incoming attacks. However, it has considerable start-up and ending lag.
Custom 1 Sinking Skull 12% (sweetspot), 10% (sourspot) 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.
Custom 2 Rock Hurl 8% (boulder), 2% (fragments) 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.
Final Smash Mega Evolution 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) 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 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.

StatsEdit

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 116 1 – Initial dash
2 – Run
1.2 0.04 0.008 0.92 0.01 – Base
0.05 – Additional
0.11 1.4 – Base
2.24Fast-fall
7 32 - Base
15.42625 - Short hop
28, 18 5

Announcer callEdit

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On-screen appearanceEdit

 

TauntsEdit

  • Up taunt: Stomps once and then rears back to roar upward while flapping its wings.
  • Side taunt: Faces the camera while stomping once and growling while spreading its wings out.
  • Down taunt: Violently stomps twice while facing the camera.
Up taunt Side taunt Down taunt
     

Idle posesEdit

  • Leans back and then stomps once.
  • Turns its head to the side and quickly spits an ember onto the ground.
   

Crowd cheerEdit

Cheer (English) Cheer (Japanese) Cheer (Spanish)
Cheer
 

 
Description Charizard! Li - zar - don! Chaaa - rizaa - ard!
Cheer (French) Cheer (German) Cheer (Italian)
Cheer  

 
Description Feu Feu Feu ! Dracaufeu ! Glu - rak! *claps 3 times* Cha - ri - zard! *claps 3 times*

Victory posesEdit

An orchestral excerpt of the title theme from Pokémon Red, Blue and Green Versions, which has since become the main theme of the Pokémon series.
  • Roars and then strikes a pose.
  • Stomps forward before rearing its head back to roar upward while expelling flames from its mouth, and then strikes a pose.
  • Uses Flare Blitz to descend from the sky and crash into the ground before striking a pose.
     

In competitive playEdit

Official Custom Moveset ProjectEdit

Character Custom sets available
  Charizard 1311 1313 1331 1333 1113
1211 1213 3311 2311 1321

Most historically significant playersEdit

See also: Category:Charizard players (SSB4)

Tier placement and historyEdit

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 ZeRo and 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, 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 Cloud. Arguments in favor of Charizard's viability were further supplemented by its tournament results slowly, but noticeably, improving; dedicated players like Chuck Nasty, Sharpy and 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 Tosshi, Fire and 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 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 42nd on the fourth and final tier list, which has reassessed it as a mid-tier character.

In Solo ModesEdit

All-Star ModeEdit

In All-Star Mode, Charizard is fought in Stage 5 in the 3DS version or Stage 3 in the Wii U version alongside Pikachu, Ness, Jigglypuff, Sheik, Ganondorf, Mewtwo, Diddy Kong, and Cloud.

 Event MatchesEdit

Solo EventsEdit

Co-Op EventsEdit

Congratulations screensEdit

3DSEdit

Wii UEdit

TrophiesEdit

Charizard's default trophy is obtained by clearing Classic Mode as Charizard. Its alternate trophy is obtained by clearing All-Star Mode as Charizard in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Charizard). The Mega Evolution (Charizard) trophy is obtained only in the Wii U version by clearing All-Star Mode as Charizard.

 
3DS Classic Mode trophy
 
Wii U Classic Mode trophy
Charizard
   The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air, seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move—a move so strong, it even injures the user!
   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!
 : Pokémon Red & Pokémon Blue (09/1998)
 : Pokémon X & Pokémon Y (10/2013)
  Charizard, a Fire- and Flying-type Pokémon, can burn through anything with the flames it breathes. It is constantly on the lookout for powerful opponents, and where better to find them than in this game? Its huge build and special moves mean it can inflict massive damage, and its Flare Blitz is so powerful, it even hurts Charizard itself!
 : Pokémon Red/Blue (10/1999)
 : Pokémon X/Y (10/2013)
 
3DS All-Star Mode trophy
 
Wii U alternate trophy
Charizard (Alt.)
  Charizard's Flamethrower attack can be sustained by holding the button. The flames will gradually die, but a short break will recharge them. Charizard's down special Rock Smash crushes a rock and hits foes with the pieces. Charizard won't flinch while crushing, but others can break the rock...
 : Pokémon Red & Pokémon Blue (09/1998)
 : Pokémon X & Pokémon Y (10/2013)
  When using Charizard's Flamethrower move, hold the button to keep breathing fire. The flames gradually die down, but you just need to rest for a bit before doing it again. If you get hit while you're using the down special Rock Smash, you won't flinch, but someone else can break the rock instead, making your attack fail.
 : Pokémon Red/Blue (10/1999)
 : Pokémon X/Y (10/2013)
 
Mega Evolution (Charizard) trophy
Mega Evolution (Charizard)
  In this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction or shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though—in fact, taking damage will actually reduce the time you can stay transformed.
  For this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction and shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though – taking attacks will reduce the length of time it stays transformed.

Alternate costumesEdit

 
               

Reveal trailerEdit

GalleryEdit

TriviaEdit

  • Compared to its appearance in Brawl, Charizard now draws inspiration not only from Ash's Charizard, but also Red's Charizard and Alain's Charizard:
  • Due to having access to both X Attack and Fake Nails in the attack category, Charizard is the only character capable of using two types of specialized/non-badge equipment within the same category.
    • This also makes it the only Pokémon that can equip something other than badges and Pokémon equipment.
  • Charizard knows eight official Pokémon moves in SSB4, all of which it can learn legally in the Pokémon core series. In addition to Flamethrower, Flare Blitz, Fly and Rock Smash, it can use Fire Fang and Blast Burn as custom moves, Fire Blast as part of its Final Smash, and Dragon Rush either as a custom move or as part of its Final Smash.
    • As Squirtle did not return from Brawl, Charizard is also the only playable Pokémon in SSB4 to know moves that were HMs prior to generation VII (Fly and Rock Smash).
  • In the PAL version of Super Smash Bros. for Nintendo 3DS, one of the tips about Rock Smash refers to Charizard using masculine pronouns: "Right before smashing a rock, Charizard gets super armor, meaning he won't even flinch if he's attacked!"
  • Charizard is the only Pokémon who lacks both a chargeable special move and an aerial attack that hits more than once.
  • Charizard is the first character to have one of its special move inputs changed between games since the transition from Super Smash Bros. to Melee, with the second being Palutena in Ultimate.
  • Charizard is supposed to have a 6-frame jumpsquat according to its parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
  • Due to Charizard going from part of Pokémon Trainer to a standalone character, it is the only non-DLC veteran to have unique splash art. While Zero Suit Samus, Sheik, and Yoshi also had taglines upon their reveals in the 2014 Direct, they instead used their official renders.
  • In between the 3DS and Wii U versions, Charizard's the only character who uses a different victory pose when being on a winning team in Team Battles.[5][6]
    • This makes it the only character to use all three of its victory poses in Team Battles when concluding both versions of the game.

ReferencesEdit