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{{ArticleIcons|ssb4=y}}{{Disambig2|Charizard's appearance in ''Super Smash Bros. 4''|the character in other contexts|Charizard}}
{{ArticleIcons|ssb4=y}}
{{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
|tier = E
|ranking = 45
|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'') is a playable character in ''[[Super Smash Bros. 4]]''. Charizard's return to the series was confirmed as part of the April 8th, 2014 [[Nintendo Direct|Super Smash Bros. Direct]], during which its fellow [[Pokémon (universe)|''Pokémon'']] representative {{SSB4|Greninja}} was also confirmed. Shin'ichirō Miki reprises his role as Charizard's voice actor, though he re-recorded Charizard's grunts and roars to match how it sounds in the ''Pokémon'' anime, rather than redo its coarser grunts and roars from ''Brawl''.
'''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 currently ranked 45th out of 58 on the current [[tier list]], placing it in the E tier and making it the third highest ranked super heavyweight. This is a slight improvement from {{SSBB|Pokémon Trainer}}'s placement in ''Brawl'', where he was ranked 29th out of 38. Now an individual character, Charizard is no longer burdened with [[stamina]] and has a more consistent moveset, but is unable to switch out with other Pokémon in order to cover its significant weaknesses. Charizard is a fast character for its weight class: its boasts a decent walking speed, one of the fastest dashing speeds, and several moves with reasonable speed and combo potential.
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 benefits from an array of strong KOing options, high durability thanks to its weight, and a grab game that allows for combos, KO set-ups or KOing outright. Its up throw is particularly notable due to being the strongest in the game, although its KO power is most effective on stages with platforms and its knockback can be mitigated via [[directional influence]]. Additionally, its special moveset is more consistent than in ''Brawl'' and is useful both for punishing and defensive purposes.
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 exploitable weaknesses. Despite having better frame data than its fellow super heavyweights, some of Charizard's attacks are still laggy and punishable compared to the many combo-oriented characters prevalent in the [[metagame]]. Charizard also suffers from a vulnerability to combos, a common problem among heavyweights and super heavyweights; although its escape options are assorted, they can be easy to exploit.
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 metagame, Charizard endured very poor tournament representation and results, to the point of being considered the single worst character among the cast. However, thanks to consistently receiving very useful buffs via game updates over the game's lifespan, Charizard's tournament presence, particularly in regional tournaments outside of North America, has considerably improved at a very gradual pace. As a result, it has managed to rise from initially being at the middle of the bottom-tier to currently being in the upper portion of the low-tier, which reflects the general consensus on its success even prior to its tier reassessment.
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==
Unlike the other playable Pokémon, who are either lightweights or middleweights, Charizard is a super [[Weight|heavyweight]]. As such, Charizard fittingly possesses impressive power and survivability, yet deviates from its weight class' archetype in a few ways. Its most atypical attributes are its grounded mobility and versatile recovery: Charizard boasts very good grounded mobility, with its [[walking]] speed being tied with {{SSB4|Mewtwo}}'s for the fifteenth fastest in the game, and its [[dash]]ing speed being the ninth fastest in the game, whereas its recovery covers good distance and possesses [[armor]]. Charizard's frame data is also decently fast, making it arguably the fastest of the super heavyweights and thus results in it fitting the "lightning bruiser" archetype. Despite its impressive grounded mobility, Charizard is burdened with low [[traction]], which is tied with Mewtwo's as the second lowest in the game. Lastly, Charizard is one of the only two heavyweights that has [[Jump#Multiple double jumps|multiple double jumps]], with the other being {{SSB4|King Dedede}}.
{{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.


One of Charizard's strengths is its KO potential: it possesses numerous KOing options in the forms of [[Flare Blitz]], [[Fly]], [[Rock Smash]], its smash attacks, its sweetspotted forward tilt, its forward, 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. As of update 1.1.5, Charizard's back aerial in particular is one of its most fearsome moves, as it deals outstanding knockback and has excellent range. Another of Charizard's strengths is its grab game: its grabs' ranges are among the longest in the game despite not being [[tether grab]]s, its up throw can potentially KO below 95%, and its down throw is a reliable combo starter. Its very fast dashing speed further complements its grab game by allowing Charizard to land dash and pivot grabs easier than other heavyweights.
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 special moves are all useful for its general playstyle. [[Flamethrower]] is a short-ranged [[projectile]] that can rack up damage, intercept other projectiles, interrupt approaches, and gimp recoveries. [[Rock Smash]] is an essential move due to its offensive and defensive capabilities. In addition to dealing high damage and knockback, it provides Charizard with high amounts of armor, which allows it to avoid being launched or juggled by all but the fastest moves, and functions as a somewhat safe landing option. [[Flare Blitz]] and [[Fly]] are both highly protective recovery options. Flare Blitz grants a great amount of horizontal distance quickly, deals respectable damage and knockback, and can be used as a punishment option due to its [[armor]]. However, it deals [[recoil damage]] and is highly punishable due to its lag, making it a situational recovery option. [[Fly]] grants a decent amount of vertical distance, and, like Flare Blitz, provides armor and deals high knockback, making it a risky move for opponents to intercept.
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.


However, Charizard has noticeable flaws. One of which is its lack of a very useful projectile; despite Flamethrower's strengths, its sub-par range and moderately fast decay can prevent it from aiding Charizard significantly. Charizard is also easy to combo and generally hit due to its size and weight, although this factor can be overcome with the use of defensive moves such as Rock Smash, Fly, dodging, and even Flare Blitz to escape from foes. Additionally, while Charizard's frame data is better overall than other heavyweights (even {{SSB4|Bowser}}'s), it is still generally poor compared to most of the cast, although this is not necessarily a glaring problem depending on the moves used. While Charizard's [[air speed]] has been increased to the point of no longer among the slowest in the game, it is still below average overall. Its [[out of shield]] game is considered a weakness as well; despite having some of the best out of shield options available, such as Fly and its up throw, they are hindered by Charizard's aforementioned poor traction. Lastly, Flare Blitz is a highly situational move, as it damages Charizard even when used for recovery and is so telegraphed that it can be avoided and exploited by more competent players when used as an attack.
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]].


A few of Charizard's [[Character customization|custom moves]] address some of its shortcomings. Dragon Rush is arguably its best custom move, as it is a pressuring and rushdown option that has less lag, no recoil and cannot be blocked by opponents when recovering. Fly High slightly improves its vertical recovery, although it loses one of its fastest punishing moves in the process. Rising Cyclone sacrifices some recovery height for very high launching power that can KO most characters around as low as 56% while near the upper [[blast line]]. Rock Hurl, while sacrificing damage output, provides increased range, speed and super armor, the latter of which starts on frame 1.
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.


Overall, Charizard is well-rounded for a super heavyweight, and is comparable to {{SSB4|Bowser}} in both moveset and playstyle: it has a number of moves with similar uses, heavily relies on its potent grab game for combos and KOing, and possesses a nearly identical projectile. Unlike Bowser, however, it exchanges [[out of shield]] options, balanced aerial mobility and raw power for faster grounded mobility, usable defensive tools, better frame data and a better recovery. These traits result in Charizard's playstyle requiring patience like Bowser's, yet it deviates from his by also requiring an appropriate balance of offense and defense, instead of being largely defensive. [[Read]]s and [[mindgame]]s can also be pivotal for Charizard's best punishment options, such as Flare Blitz and its smash attacks, although it is not as singularly dependent on them like {{SSB4|Ganondorf}} and {{SSB4|Jigglypuff}} are thanks to its other assets.
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.


From a competitive standpoint, Charizard is ranked in the E tier on the current tier list, placing it in upper portion of the low-tier. While Charizard had been previously regarded as a bottom-tier character and even the single worst character in the game prior to version [[1.0.6]], it consistently received substantial buffs, which lead it to be widely regarded as a potential low-tier or mid-tier character even before its improvement in 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 has been reflected in its generally below average tournament representation in North America. Nevertheless, Charizard has managed to achieve sparse, but notably successful results in tournaments outside of North America, including placing first in some regional tournaments. Yet, even in North America (particularly at CEO Dreamland), professional Charizard players such as Sharpy and Bloodcross have gone toe to toe with the likes of Salem, ESAM, and Captain Zack, and have achieved respectable tournament placements (most notably with Bloodcross' placement of 17th in said tournament).
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.


==Changes from ''Brawl''==
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}}.
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 due to 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 Charizard's teammates makes it easier to play and manage than Pokémon Trainer was, but less capable of covering its weaknesses and adapting to different opponents and situations.


Charizard has received some notable buffs, such as no longer having to contend with running out of [[Pokémon Change#Stamina|stamina]] due to now being an individual character. Additionally, its already fast dashing speed has become even faster, now being the ninth fastest in the game, while its walking speed has also become drastically faster, having gone from being the slowest in ''Brawl'' to being tied with {{SSB4|Mewtwo}}'s as the fifteenth fastest in ''SSB4''. Charizard's down throw is also better for combos at low to medium percents, while up throw is now a reliable KOing option. Flare Blitz and Rock Smash also grant super armor, which can help Charizard start or escape from combos. Lastly, Charizard greatly benefits from the [[rage]] mechanic, which allows its wide array of KOing options to become even more potent.
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]].


Charizard has also received nerfs, however. The most notable change Charizard has underwent is that it now lacks other Pokémon as teammates that are better suited for specific matchups, making it less adaptable than Pokémon Trainer. In regard to individual nerfs, its heavier weight, faster falling speed and slower air speed all make it more vulnerable to combos, while the removal of gliding has greatly weakened its recovery. Its new side special, Flare Blitz, is not as flexible for horizontal recovery like gliding was, and also deals recoil damage even if it does not hit a target. While some of Charizard's moves deal more knockback and are thus able to KO earlier, this, in turn, makes them more difficult to use for combos past medium percents. Lastly, its overall grab range has also been shortened and is slightly slower, although it is still rather long-ranged.
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.
 
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]].
 
==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.
 
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''.
 
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.


===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Charizard is a more vibrant shade of orange and it is sleeker overall. Additionally, its proportions are more akin to its appearances in the ''Pokémon'' [[bulbapedia:Core series|core series]] as of [[bulbapedia:Generation VI|generation VI]]. This includes slightly smaller fangs, a slightly less pronounced snout, and the metacarpal joints on its wings being slightly larger. Lastly, Charizard is more expressive overall and is now ambidextrous.}}
*{{change|Charizard's design has changed. It has smaller teeth and a slightly less pronounced snout; the corners of its mouth are curved upward; and its wings' metacarpal joints are slightly longer and slightly thinner. Additionally, Charizard's teeth are now white instead of beige; its patagium's interior is now midnight green instead of Persian green; and its tail's flame is now orange instead of vermilion. Lastly, the aesthetic used in ''SSB4'' has resulted in Charizard having a sleeker design, and the orange portion of its skin being more vibrant. Altogether, these changes make Charizard appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Charizard has received three new [[alternate costume]]s.}}
*{{change|Charizard is slightly more expressive. Its irises now shrink during its [[sidestep]] and when it is hit or launched. The majority of Charizard's animations are also more fluid.}}
*{{change|Charizard has new voice clips. Its grunts and roars now match how they sound in the ''Pokémon'' anime.}}
*{{change|Charizard has new voice clips. Its grunts and roars now match how they sound in the ''Pokémon'' anime.}}
*{{change|[[Dash]]'s animation has slightly changed. Charizard now flaps its wings while dashing.}}
*{{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|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 [[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===
*{{change|Charizard is heavier (110 → 116). This improves its endurance, but makes it more susceptible to combos.}}
*{{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 [[Walking|walks]] faster (0.7 → 1.2), going from being tied for the slowest in ''Brawl'' to being tied for the fifteenth fastest in ''SSB4''.}}
**{{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 → 0.92).}}
*{{nerf|Charizard's initial dash is slower (1.3 → 1), now being tied with Bowser for the slowest initial dash in the game.}}
*{{change|Charizard [[Falling speed|falls]] faster (1.35 → 1.4).}}
*{{nerf|Charizard's [[air speed]] is slower (0.987 → 0.92), going from the 14th fastest to the 12th slowest.}}
*{{nerf|Charizard's [[traction]] is lower (0.055 → 0.04), going from being average in ''Brawl'' to being tied for the second lowest in ''SSB4''.}}
*{{change|Charizard [[Falling speed|falls]] faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{buff|[[Roll]]s have decreased ending lag (IASA 35 (forward)/36 (backward) 33).}}
*{{change|Charizard's gravity is higher (0.085 → 0.11).}}
*{{nerf|[[Sidestep]] has increased ending lag (IASA 25 28).}}
**{{buff|Despite this, Charizard's mid air [[jump]]s are higher.}}
*{{buff|[[Air dodge]] has decreased ending lag (IASA 39 34).}}
*{{buff|Charizard is heavier (110 116).}}
*{{nerf|Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-18 (rolls), frames 2-20 → 3-18 (sidestep)).}}
*{{nerf|Charizard's [[traction]] is lower (0.055 0.04). When combined with Charizard's slower grab and up smash, this significantly hinders Charizard's ability to punish [[out of shield]].}}
*{{nerf|[[Jumpsquat]] is slower (6 frames 7).}}
*{{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|[[Item throw]] is stronger (1.198 → 1.208).}}
*{{change|Charizard is no longer connected to Pokémon Trainer via [[Pokémon Change]] or menu input usage.}}
*{{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.}}
*{{buff|Due to being separate from Pokémon Trainer, Charizard is no longer affected by [[Pokémon Change#Stamina|stamina]]. The removal of [[type effectiveness]] also removes Charizard's [[water]] weakness and [[grass]] resistance. Although it is extremely minor, it is a buff nonetheless due to five characters having water-based attacks, most notably {{SSB4|Greninja}}, while the loss of its grass resistance is inconsequential due to no characters having grass-based attacks.}}
*{{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.}}
*{{nerf|The removal of [[Glide|gliding]] significantly hinders Charizard's recovery.}}
*{{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's last hit deals 1% less damage (6% 5%).}}
*[[Neutral attack]]:
*{{buff|Neutral attack transitions significantly faster and its last hit has increased knockback (40 (base)/110 (growth) → 60/130).}}
**{{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|Sweetspotted forward tilt has increased base knockback (35 → 40), slightly improving its KO and spacing potentials.}}
**{{change|The far hitbox for the first two hits now takes priority (ID #3 → 0).}}
*{{buff|Forward tilt has decreased start-up lag (frame 12 11), a longer duration (frames 12-13 11-13) and one of its previous sourspots is now a sweetspot.}}
**{{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)).}}
*{{nerf|Forward tilt has increased ending lag (FAF 41 → 43).}}
**{{nerf|The far hitbox for the first two hits is smaller (5u → 4.5u) and has been moved closer to Charizard.}}
*{{nerf|Up tilt has increased ending lag (FAF 33 34) and a shorter duration (frames 9-15 → 9-13).}}
**{{nerf|The hitbox the furthest inside Charizard's body (for the first two hits) has been removed.}}
*{{change|Up tilt's animation has slightly changed. Charizard now very slightly fans out its wings while thrusting them upward.}}
**{{nerf|The final hit deals less damage (6% → 5%).}}
*{{nerf|Down tilt deals less damage (12% (head)/8% (neck) → 10%) and has altered knockback (40 (base)/100 (growth) → 60/60) due to its sweetspot being removed, removing its KO potential. It also has increased start-up (frame 8 → 9) and ending lag (FAF 27 → 31).}}
*[[Forward tilt]]:
*{{buff|Down tilt has received a windbox that pushes opponents inward, making it unable to whiff at point-blank range.}}
**{{buff|Forward tilt has less startup lag (frame 12 → 11).}}
*{{change|Down tilt's animation has slightly changed. Charizard now performs a headbutt, rather than a bite.}}
**{{buff|Forward tilt has increased base knockback (35 → 40), improving the sweetspot's KO potential.}}
*{{buff|Dash attack has decreased ending lag (FAF 44 40).}}
**{{buff|The sweetspot launches opponents at a more favorable angle (361° → 40°).}}
*{{nerf|Forward smash deals less damage (22% → 17% (clean, late body)/14% (late head)) due to its initial hitbox being removed. It also has increased ending lag (FAF 68 70).}}
**{{buff|Forward tilt now has two sweetspot hitboxes rather than just one.}}
*{{buff|Forward smash has altered knockback (40 (base)/98 (growth) → 60/94) and has increased horizontal range.}}
**{{nerf|The sourspot deals less damage (10% 7%).}}
*{{nerf|Up smash has increased ending lag (FAF 48 49) and no longer has [[transcendent]] priority.}}
**{{nerf|The original sweetspot has a smaller hitbox (5.5u 4u).}}
*{{buff|Down smash has increased knockback growth (75 → 79/85), improving its KO potential. Its angle has also been altered (80° → 33°/46°), improving its edge-guarding potential.}}
**{{nerf|Forward tilt has more ending lag (FAF 42 → 43).}}
*{{nerf|Down smash has increased ending lag (FAF 60 61).}}
*[[Up tilt]]:
*{{change|Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, rather than both feet.}}
**{{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===
*{{buff|Neutral, up and down aerials have decreased landing lag (22 frames → 20 (neutral, up), 35 frames → 33 (down)).}}
*{{buff|All aerials except back aerial have decreased landing lag (22 frames → 20 (neutral/up), 32 frames → 22 (forward), 35 frames → 33 (down)).}}
*{{nerf|Neutral aerial has increased start-up (frame 8 → 9) and ending lag (FAF 59 → 60), a shorter duration (frames 8-28 → 9-25) and its hitboxes are smaller (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u).}}
*[[Neutral aerial]]:
*{{buff|Charizard has a new forward aerial, a slash with its claws. Compared to the previous forward aerial, it deals more damage (2%-4% → 12% (early, clean arm)/13% (clean tip)) and knockback, making it significantly better at KOing. It also has less start-up (frame 9 → 8) and landing lag (32 frames → 22).}}
**{{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.}}
*{{buff|Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential. Its sweetspot is also larger (4.5u 5u) and its other hitboxes have been re-positioned outward, improving its range.}}
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 8-27 → 9-25).}}
*{{nerf|Back aerial has increased ending (FAF 41 → 46) and landing lag (22 frames → 24). It also lost its ability to auto-cancel from a short hop.}}
**{{nerf|Neutral aerial has decreased knockback scaling (90 → 78).}}
*{{buff|Up aerial deals more damage (10% (clean)/7% (late) → 13%) and base knockback (20 → 30), improving its KO potential. It also grants 4 frames of partial [[intangibility]] beginning on frame 11.}}
*[[Forward aerial]]:
*{{nerf|Up aerial has increased start-up (frame 6 12) and ending lag (FAF 45 46). Its lingering hitbox has also been removed.}}
**{{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)).}}
*{{change|Up aerial's animation has slightly changed. Charizard now performs a headbutt, rather than a bite.}}
**{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}}
*{{change|Down aerial has received a lingering sourspot that deals 8% and launches at 55°/[[Sakurai angle|361°]]. This slightly improves its follow-up potential while in midair and grants it edge-guarding potential, but makes it more susceptible to punishment at low percents.}}
**{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11).}}
*{{nerf|Down aerial has increased ending lag (FAF 51 → 52).}}
**{{nerf|Forward aerial [[auto-cancel]]s later (frame 26 → 35), now requiring perfect timing to be auto-cancelled in a short hop.}}
*{{change|Down aerial's animation has slightly changed. Charizard now performs a stomp with one foot, rather than a [[wikipedia:professional wrestling attacks#Double foot stomp|double foot stomp]].}}
**{{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===
*{{nerf|All grabs have decreased ranges.}}
*{{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).}}
*{{nerf|Dash and pivot grabs have increased start-up lag (frame 8 → 10 (dash), frame 10 → 11 (pivot)).}}
*{{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|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 has altered knockback (70 (base)/140 (growth) → 50/220), making it significantly better at KOing.}}
*{{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.}}
*{{buff|Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (FAF 80 → 70), significantly improving its combo potential at low to to medium percents. Although this removes its KO potential, this is completely mitigated by up throw's improved KO potential.}}
**{{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===
*{{nerf|[[Flamethrower]] has increased ending lag (FAF 67 → 71).}}
*{{change|Flamethrower and [[Fly]] are higher pitched.}}
*{{buff|Charizard has a new side special, [[Flare Blitz]]. It is a [[Flame|flaming]], corkscrewing tackle that deals respectable damage and knockback, making it a KOing option. It also propels Charizard horizontally and grants 30 frames of [[armor]], making it a recovery option.}}
*[[Flamethrower]]:
*{{nerf|Flare Blitz deals [[recoil damage]] regardless of whether or not Charizard hits an opponent. It is also laggy overall.}}
**{{buff|[[Flamethrower]] has more base knockback (12/10 → 30/15) and larger hitboxes (4.0u → 5.0u).}}
*{{change|Due to the addition of Flare Blitz and the removal of [[Pokémon Change]], [[Rock Smash]] is now Charizard's down special, rather than its side special.}}
**{{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|Rock Smash now grants 22 frames of [[armor]] beginning on frame 5.}}
**{{buff|Charizard no longer steps back when performing Flamethrower, increasing its range.}}
*{{nerf|Rock Smash deals less damage (18% (headbutt)/5% (fragments) → 14%/3%) and knockback, hindering its KO potential. It also has increased ending lag (FAF 61 72).}}
***{{nerf|However, this also makes Charizard easier to hit when it is initiating Flamethrower.}}
*{{buff|[[Fly]]'s covers more vertical distance, improving its recovery potential. Its first and loop hits also connect together better, while its last hit has increased knockback, improving its KO potential.}}
**{{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.}}
*{{change|Charizard has a new [[Final Smash]], [[Mega Charizard X]]. Charizard undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Charizard X, which enables it function similarly to [[Super Dragon]] in that it can fly freely across the screen instead of being forced into a stationary position like with [[Triple Finish]], launch fiery attacks, and gain resistance to both flinching and launching. In addition to [[bulbapedia:Fire Blast (move)|Fire Blast]], Mega Charizard X can also perform [[bulbapedia:Dragon Rush (move)|Dragon Rush]] instead of Flare Blitz, regardless of whether or not [[Character customization|custom moves]] are enabled. 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|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 among the cast, Charizard has been drastically buffed via game updates. 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 spacing potential. Its up throw now has significantly 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. Charizard's down throw has also been re-purposed into becoming its best combo starter, as it can now lead into short, but impressively damaging combos.
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.


In spite of Charizard's below average 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 attacks' high [[hitlag]] and damage outputs. Lastly, update [[1.1.5]] increased Charizard's [[air speed]] to a more usable speed, increased the damage outputs and decreased the landing lag on its aerials (especially its forward and back aerials), and gave Flare Blitz an additional hitbox that can allow it to punish a wider variety of maneuvers.
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]]'''
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'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Down tilt's start-up|frame 11|9 and ending lag decreased: FAF 33 → 31.}}
*{{buff|Down tilt's startup (frame 11 9) and total duration decreased (FAF 33 → 31).}}
*{{change|Forward aerial's sweetspot and sourspot's positions switched.}}
*{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 8-28 → 9-25).}}
*{{buff|Up throw deals 3% more damage|8%|11%.}}
*{{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.}}
*{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]]|4% (no contact)/9% (contact)|5%/10%.}}
*{{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|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 first hit's weight-based knockback increased|15/10|26/22 and it transitions faster into its second hit.}}
*{{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.}}
*{{nerf|Neutral aerial's start-up lag increased|frame 8|9, its duration decreased: frames 8-28 → 9-25 and its hitboxes' sizes decreased: 4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u.}}
*{{buff|The first two hits of neutral attack transition slightly faster (frame 11 → 10).}}
*{{buff|Forward aerial's hitboxes' sizes increased|4.3u (clean)/4.5u (late)|4.6u/4.8u.}}
*{{buff|The third hit of neutral attack has higher knockback scaling (110 → 130), improving its KO potential.}}
*{{buff|Forward aerial's duration increased|frames 8-10|8-11.}}
*{{buff|Forward aerial's claw hitbox is larger (4.3u (early)/4.5u (late) 4.6u/4.8u).}}
*{{buff|Back aerial's sweetspot's size increased|4u|4.5u and its other hitboxes re-positioned outward, improving its range.}}
*{{buff|Forward aerial has a longer duration (frames 8-11 → 8-12).}}
*{{buff|Up throw's knockback growth increased|160|220 and its angle altered: 60° 70°, significantly improving its KO potential.}}
*{{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's knockback altered|40 (base)/300 (growth)|70/130 and ending lag decreased: FAF 80 72, significantly improving its combo potential at low to medium percents. Although this removes its KO potential, this is completely mitigated by up throw's improved KO potential.}}
*{{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|Sweetspotted forward tilt 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 sourspots has become a sweetspot.}}
*{{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 received a windbox that pushes opponents inward, making it unable to whiff at point-blank range.}}
*{{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 frames|33.}}
*{{buff|Back aerial has less landing lag (36 frames 33).}}
*{{buff|Down throw's ending lag decreased|FAF 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 deals more damage|10% (grounded)/9% (aerial)|12%/10% and its ending lag decreased.}}
*{{nerf|Rock Smash has more ending lag (FAF 62 → 72).}}
*{{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]]'''
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==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=Two alternating slashes with its claws, followed by swinging one of its wings upward. The last hit has very high knockback growth, with the wing's inner portion launching opponents vertically, while its tip launches horizontally. It can be [[jab cancel]]ed, with its most notable follow-ups being [[Fly]] and a grab.
|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=Swings its tail forward. Its sweetspot is at the tip of Charizard's tail, which has a [[flame]] effect. Useful for spacing and 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 [[Intangibility|intangible]] as long as the hitbox is active. It has decent vertical knockback and KOs around 135%.
|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=A low-angle headbutt. It is a [[semi-spike]], which makes it suitable for edge-guarding.
|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 side kick. It 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 headbutt. It is very strong, as it can KO at 91% when sweetspotted, but has high ending lag. Charizard is also [[Invincibility|invincible]] throughout its duration.
|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. It has the lowest ending lag of all of Charizard's smash attacks, but the first hit requires the attack to be initiated with the opponent in front of Charizard to reliably connect. Despite this, it can act as a [[jab reset]] if they are not behind it. It 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 to cause a small earthquake. It hits in front of and behind Charizard, and is a fairly powerful [[semi-spike]], as it can KO at 132%. However, its hitboxes are mostly grounded, which can make it difficult to hit an aerial opponent. It also has high ending lag.
|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=12% (flame), 9% (tail)
|nairdmg=12% (flame), 9% (tail)
|nairdesc=Somersaults to strike with its tail. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. Can auto-cancel with 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=12% (early, clean arm), 13% (clean tip)
|fairdmg=12% (early, clean arm), 13% (clean tip)
|fairdesc=Slashes with its claws. Deals good knockback, which can enable it to KO early if hits with the tip. It is also relatively quick and auto-cancels with a short hop. However, it has moderate 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=11% (body), 14% (tail), 16% (flame)
|bairdmg=11% (body), 14% (tail), 16% (flame)
|bairdesc=Swings its tail backward. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. Its sweetspot's power is on par with a sweetspotted [[Knee Smash]], which enables it to KO at 105% from center-stage. It also has relatively low landing lag for its range, making it safe on shield when spaced properly.
|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. It is very strong, as it KOs at 107% from a short hop, and also renders Charizard's head partially intangible during its active frames. However, it has minimal horizontal range.
|uairdesc=An upward headbutt. Its respectable damage output and very high knockback growth allow it to KO middleweights at 86%/80% (''3DS''/''Wii U'') while near the upper [[blast line]] of Final Destination. It also renders Charizard's head intangible throughout its duration, and is tied with its neutral aerial for having the lowest amount of landing lag out of its aerials. However, it has minimal horizontal range.
|dairname=&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=A stomp. It is a very powerful [[meteor smash]] from frames 1-3, while its lingering hitbox launches opponents either vertically or at the [[Sakurai angle]]. However, it has high landing lag.
|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=Clinches the opponent with its arms and mouth. Despite having been decreased since ''Brawl'', Charizard's grab ranges are still above average.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. Despite having decreased since ''Brawl'', Charizard's overall grab range is still above-average.
|pummelname=&nbsp;
|pummelname=Biting and Tearing ({{ja|かみちぎり|Kamichigiri}})
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A bite. 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=Sways its head with the opponent in tow and then flings them forward. Fairly high knockback and can KO some middleweights near the edge at 147%. Can be used as a mix-up while facing the edge with its up throw, though it can potentially KO earlier than up throw if the opponent DIs away from Charizard.
|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=Flings the opponent backward. Has very low ending lag, meaning that at low percents, Charizard can pursue a thrown opponent with a dash immediately after, or even with a short hopped/jumping Flare Blitz in some cases. It has fairly high knockback like its forward throw, but due to it launching at the [[Sakurai angle]], it KOs later (beginning at 155%) while near the edge.
|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 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 has been drastically increased, 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. Although [[directional influence]] is more effective in hindering its KO potential than {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs beginning at 130%. It can KO even earlier on stages with platforms, such as {{SSB4|Battlefield}}, beginning at 95%. While its knockback makes it best suited for KOing, it can also act as a set-up for Flare Blitz, which deals 30% altogether. However, this combo is very situational due to requiring the opponent to be at low percents, as well as the fact that it can be acted out of.
|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% (hits 1-5), 1% (throw)
|dthrowdmg=1% (hits 1-5), 1% (throw)
|dthrowdesc=Pins the opponent to the ground and then expels embers from its mouth onto them. Prior to update 1.0.8, it had high knockback and could KO beginning at 125%. As of update 1.0.8, its knockback has been altered, which is beneficial to Charizard due to it now being re-purposed into a very good combo starter at low to medium percents. Notable follow-ups include a dashing up smash, a neutral aerial (which can be potentially followed up with another grab or up smash), a forward aerial (which can be performed on most characters until around 60%), and an up aerial (which can KO beginning at 80% and especially 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 with its claws.
|floorbdesc=Swings its tail forward and backward while getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Gets up and performs a slash with its claws.
|floortdesc=Performs a slash with its claws while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=8%
|edgedmg=8%
|edgedesc=Performs a headbutt while climbing up.
|edgedesc=Performs a battering ram while climbing up.
|nsdefname=Flamethrower
|nsdefname=Flamethrower
|nsdefdmg=2% (clean), 1% (late)
|nsdefdmg=2% (clean), 1% (late)
|nsdefdesc=[[bulbapedia:Flamethrower (move)|Expels a stream of flames from its mouth]]. It gradually weakens if used, similarly to [[Fire Breath]]. Unlike Fire Breath, Flamethrower's farthest hitboxes will 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% (embers), 8% (explosion)
|nsc1dmg=2% (embers), 8% (explosion)
|nsc1desc=Expels a short-ranged stream of embers from its mouth that hit quickly. Releasing the special button results in [[bulbapedia:Fire Fang (move)|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 weaken slightly over time, though they deal slightly more damage. In addition to having more start-up lag, Charizard must expel three fireballs before it concludes.
|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=[[bulbapedia:Flare Blitz (move)|A fiery, corkscrewing tackle]]. Deals 5% [[recoil damage]] both at its beginning and on contact. KOs at 110% from center-stage and grants heavy [[armor]] that can withstand a maximum of 15%. However, it is very unsafe on shield due to its extreme amount of overall lag. Additionally, the move travels a long distance, which could give Charizard an inevitable self-destruct if it uses it near a stage ledge.
|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 that concludes with [[bulbapedia:Blast Burn (move)|a fiery explosion]]. Deals noticeably more damage, but more recoil damage as well, with 6% at its beginning and 10% on contact. Like the default version, it grants heavy armor that can withstand a maximum of 15%.
|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% (hits 1-6), 4% (hit 7), 11.2% (all hits connect)
|ssc2dmg=1.2% (hits 1-6), 4% (hit 7)
|ssc2desc=[[bulbapedia:Dragon Rush (move)|A corkscrewing tackle]] that hits multiple times, similarly to Fly. It deals less damage and knockback overall, but it does not deal recoil damage. In addition, it will not stop moving if it hits an opponent, which makes it a better recovery option. It is generally considered to be Charizard's best custom move due to its aforementioned recovery potential, its inability to be interrupted like Flare Blitz or Blast Burn, and having KO potential near the edge. The move's travel distance is also shorter, which can help avoid accidental self-destructs when used near stage ledges.
|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), 4% (last)
|usdefdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6)
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. The last hit deals powerful knockback and can KO at 115% from center-stage. Grants super armor at its beginning.
|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), 6% (last)
|usc1dmg=4% (hit 1), 2% (hits 2-7), 6% (hit 8)
|usc1desc=Covers less distance, but Charizard can vacuum opponents and launch them. The last hit is also noticeably stronger and like the default version, it grants super armor at its beginning.
|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=—
|usc2dmg=—
|usc2desc=Deals no damage, but covers more vertical distance. Like the default version, it grants super armor at its beginning.
|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% (boulder hit 1), 6% (boulder hit 2), 3% (fragments)
|dsdefdmg=14% (boulder), 3% (fragments, up to 5)
|dsdefdesc=Pulls out a boulder and [[bulbapedia:Rock Smash (move)|headbutts it, breaking it into pieces]]. Grants super armor on frames 5-22 before breaking the boulder. KOs at 139% from center-stage.
|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% (grounded), 12%/9% (aerial)
|dsc1dmg=12% (sweetspot), 10% (sourspot)
|dsc1desc=A headbutt. Deals less damage, but it [[Bury|buries]] grounded opponents and meteor smashes aerial opponents.
|dsc1desc=A downward headbutt. It has less start-up lag; [[buries]] grounded opponents; and meteor smashes aerial ones. However, its lack of a boulder results in it having a much lower overall damage output and less range. It also lacks super armor and only its sweetspot is a meteor smash, whereas its sourspot very weakly launches aerial opponents diagonally.
|dsc2name=Rock Hurl
|dsc2name=Rock Hurl
|dsc2dmg=8% (boulder hit 1), 4% (boulder hit 2), 2% (fragments)
|dsc2dmg=8% (boulder), 2% (fragments)
|dsc2desc=Deals less damage overall, but the boulder fragments fly farther and it grants super armor beginning on frame 1.
|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% (Dragon Rush loop), 10% (Dragon Rush last), 5% (Fire Blast collision), 1% (Fire Blast loop), 5% (Fire Blast last)
|fspage=Mega Evolution (Charizard)
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Charizard X. Mega Charizard X consistently hovers around the stage, similarly to [[Super Dragon]]. Unlike Super Dragon, Mega Charizard X has infinite super armor rather than invincibility, and dealing damage to Mega Charizard X will shorten its duration. As Mega Charizard X, it can use [[bulbapedia:Fire Blast (move)|Fire Blast]], a powerful projectile, and 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]]===
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|char=Charizard
|char=Charizard
|desc-up=Stomps once and then rears back to roar upward while flapping its wings.
|desc-up=Stomps once and then rears back to roar upward while flapping its wings.
|desc-side=Faces the camera while stomping once and growling while flapping its wings once.
|desc-side=Faces the camera while stomping once and growling while spreading its wings out.
|desc-down=Violently stomps twice while facing the camera.}}
|desc-down=Violently stomps twice while facing the camera.}}


Line 292: Line 501:


===[[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===
Line 306: Line 531:
|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.
|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 then strikes a pose.
|desc-1=Roars and then strikes a pose.
|desc-2=Stomps forward, then roars upward with flames coming out of its mouth and then strikes a pose.
|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=Descends from the sky while using [[Flare Blitz]] to crash into the ground and then strikes a pose.
|desc-3=Uses [[Flare Blitz]] to descend from the sky and crash into the ground before striking a pose.
|char=Charizard}}
|char=Charizard}}


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|set10=1321
|set10=1321
}}
}}
===Notable players===
===Most historically significant players===
====Active====
<!--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 -->
*{{Sm|Angis|Canada}} - Notably defeated {{Sm|ANTi}}.
*{{Sm|Aposl|USA}} - Wins over Ash23, Astro, and Techei.
*{{Sm|Bloodcross|USA}} - Wins over  Smasher1001, ADHD, Orion, and NTarps.
*{{Sm|Blue|USA}} - Wins over ADHD, Vash, and Blazing Pasta.
*{{Sm|chaoszard|USA}} - Wins over IceArrow, Hero, Maverick, and CMK.
*{{Sm|Chuck Nasty|USA}} - Considered one of the best Charizard mains in the world, has wins over {{Sm|MJG}}, {{Sm|AeroLink}}, {{Sm|Mr. Doom}}, and {{Sm|Very Freezer}}.
*{{Sm|Draquaza|USA}} - Ranked 9th in Las Vegas.
*{{Sm|Serge|Mexico}} - Wins over NAKAT, ANTi, Hyuga, and Wonf
*{{Sm|Sharpy|Dominican Republic}} - Ranked 3rd in Dominican republic.
*{{Sm|SilentDoom|UK}} - Wins over TraX, Izaw, and Pika4Life. Known as the best Charizard player in Europe, along with {{Sm|Fire}}.
*{{Sm|Steeler|USA}} - Ranked 2nd in Wichita.
*{{Sm|Tosshi|Japan}} - Placed 13th at [[Single Game Championships: Umebura X Single-Chu]] and eliminated {{Sm|Ranai}} at said tournament. Also has wins against {{Sm|Ri-ma}}, {{Sm|Ron}}, and {{Sm|Kie}}.
* {{Sm|Fire|France}} - Top French player. Notably defeated several top European players such as {{Sm|Glutonny}}, {{Sm|Neath}}, {{Sm|Mana}}, {{Sm|Robo~Luigi}}, {{Sm|Sim-Max}}, {{Sm|Homika}}, {{Sm|Griffith}}, and {{Sm|MarthForever}}. Known as the best Charizard player in Europe, along with {{Sm|SilentDoom}}


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


===Tier placement and history===
===Tier placement and history===
Upon the initial release of ''SSB4'', Charizard was poorly perceived by the majority of players due to its very sluggish moveset, predictable and exploitable recovery, very slow air speed and susceptibility to combos. Its negative perception led some players to view it as being heavily nerfed since ''Brawl'' even when not including {{SSBB|Squirtle}} and {{SSBB|Ivysaur}}, and many considered it to be the single worst character in the game up until update [[1.0.6]], with its representation throughout most of ''SSB4''{{'}}s lifespan being notoriously poor in spite of its consistent popularity within its home series. However, Charizard began to receive a consistent amount of substantial buffs in game updates starting with update [[1.0.8]], which noticeably improved its KO potential, combo game, frame data, and mobility. While some players argued that Charizard had become 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]], perpetuating its perception as a bottom-tier character.  
Due to its sluggish moveset; predictable and exploitable recovery; very slow air speed; susceptibility to combos; and newfound lack of teammates, Charizard initially garnered a very poor reputation by the majority of players during ''SSB4''{{'}}s early metagame. Update [[1.0.8]], however, began a trend in which game updates consistently granted Charizard buffs that were substantial at best and decent at worst. The buffs from this particular update noticeably improved Charizard's KO potential, combo game and frame data to the point that it lost its candidacy for the worst character in the game. Although some players even argued in favor of Charizard now becoming somewhat viable, it was still widely attested that these buffs were not sufficient enough to significantly improve its representation and results. As a result, Charizard was ranked 49th on the first [[tier list]], confirming its status as a bottom-tier character.


Despite its low ranking, Charizard's viability had been heavily contested ever since update [[1.1.5]] due to its sporadic results and overall 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. While this perception persisted into the second tier list, where it was ranked at 51st place (as the highest-ranked bottom-tier character), many players would keep arguing in its favor. {{Sm|MKLeo}}, in particular, has even claimed that Charizard can fare well against top-tier characters, such as {{SSB4|Cloud}}. In addition, Charizard's tournament results began to slowly, but noticeably improve, with dedicated players such as {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} even winning regional tournaments while exclusively using Charizard.  
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.


This is reflected in Charizard's current tier status, as it is now ranked 45th on the third and current tier list. This tier rise is notable for two reasons: Charizard became the only character to rise out of the lowest tier in the transition, and it is also no longer within the bottom 10 on the tier list, in a similar vein to {{SSB4|Samus}} and {{SSB4|Palutena}}'s placements over time. International players such as {{Sm|Tosshi}}, {{Sm|Fire}} and {{Sm|SilentDoom}} have also achieved significant wins and results while using Charizard; for example, SilentDoom achieved 25th place in [[B.E.A.S.T 7]] using both Charizard and Cloud. While Charizard's results in North America have been more sparse, they have begun to improve as well, with {{sm|Bloodcross}} achieving 17th place in [[CEO Dreamland]] exclusively using Charizard.
Despite this placement, many players kept arguing in favor of Charizard's viability. Notably, {{Sm|MkLeo}} has claimed that Charizard can fare well against top-tier characters, thanks to it having some niche matchups against some of them, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further supplemented by its tournament results slowly, but noticeably, improving; dedicated players like {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} would go on to actually win regional tournaments while exclusively using Charizard.


==Trophies==
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.
:'''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!''
==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}}.


{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
==={{GameIcon|SSB4-U}}[[Event Match]]es===
 
====Solo Events====
:'''Charizard (Alt.)'''
*'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
::{{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...''
*'''[[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.
::{{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.''
*'''[[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====
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
*'''[[Poisonous Planet]]''': {{SSB4|Olimar}} and {{SSB4|Samus}} must defeat two giant Charizard in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing.
 
*'''[[Pokémon Multi Battle!]]''': Charizard and Pikachu must defeat a team of Lucario and Greninja, and then a team of Charizard and Pikachu each appearing after one opponent is defeated.
:'''Mega Evolution (Charizard)'''
*'''[[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|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.''
*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.
 
::{{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.''


===[[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>


==In [[Event Match]]es==
==[[Trophies]]==
===Solo Events===
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.
*'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
{{Trophy/Fighter
*'''[[Fire-Type Frenzy]]''': Charizard must defeat {{SSB4|Greninja}}, {{SSB4|Lucario}}, and {{SSB4|Pikachu}} all appearing after another.
|name=Charizard
*'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Charizard, Pikachu and Lucario in a one stock battle.
|image-3ds=CharizardTrophy3DS.png
*'''[[The Falchion{{'}}s Seal]]''': As {{SSB4|Robin}}, the player must defeat a giant Charizard using his [[Final Smash]], [[Pair Up]]. Defeating it in any other way causes it to respawn.
|image-wiiu=CharizardTrophyWiiU.png
===Co-Op Events===
|mode=Classic
*'''[[Poisonous Planet]]''': {{SSB4|Olimar}} and {{SSB4|Samus}} must defeat two giant Charizard in a [[Stamina Mode|Stamina Battle]] before their own health is depleted due to being [[flower]]ed.
|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!
*'''[[Pokémon Multi Battle!]]''': Charizard and Pikachu must defeat a team of Lucario and Greninja, then a team of Pikachu and Charizard each appearing after one opponent is defeated.
|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!
*'''[[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.
|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!
*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.
|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}}


==[[List of Super Smash Bros. 4 character trailers#Charizard and Greninja|Reveal trailer]]==
{{Trophy/Fighter
<youtube>xEJBPMcbRkk</youtube>
|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 410: 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 415: 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 during Charizard's trailer.
NintendoDirect-Pokemon.png|Charizard alongside {{SSB4|Pikachu}} and various Pokémon during Charizard's trailer.
Charizard-FAir-SSB4.png|Using its new forward aerial on {{SSB4|Mario}}.
Charizard-FAir-SSB4.png|Using its new forward aerial on {{SSB4|Mario}}.
SSB4 - Flare Blitz.jpg|Using [[Flare Blitz]], its new side special, alongside {{SSB4|Diddy Kong}}.
SSB4 - Flare Blitz.jpg|Using [[Flare Blitz]], its new side special, alongside {{SSB4|Diddy Kong}}.
Line 421: Line 664:
SSB4 - Charizard Screen-2.jpg|Using its forward tilt 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|[[Sidestep]]ping {{SSB4|Little Mac}}'s [[Jolt Haymaker]].
SSB4WiiU-Charizard4.jpg|[[Roll]]ing away from {{SSB4|Little Mac}}'s [[Jolt Haymaker]].
SSB4WiiU-Charizard5.jpg|Being hit by {{SSB4|Greninja}}'s [[Water Shuriken]].
SSB4WiiU-Charizard5.jpg|[[Sidestep]]ping {{SSB4|Greninja}}'s [[Water Shuriken]].
SSB4WiiU-Charizard6.jpg|Using its down taunt.
SSB4WiiU-Charizard6.jpg|Using its down taunt.
SSB4WiiU-Charizard7.jpg|Charizard and {{SSB4|Lucario}} [[sleep]]ing due to [[Bellossom]]'s [[bulbapedia:Sweet Scent (move)|Sweet Scent]].
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|[[Teeter]]ing while {{SSB4|Kirby}} is in the foreground after [[Inhale (Kirby)|copying]] it.
SSB4WiiU-Charizard8.jpg|[[Teeter]]ing while {{SSB4|Kirby}} is in the foreground after [[Inhale (Kirby)|copying]] it.
SSB43DS-Charizard1.jpg|[[Crouching]] on [[Prism Tower]] in {{for3ds}}.
SSB43DS-Charizard1.jpg|[[Crouching]] on [[Prism Tower]] in {{for3ds}}.
Line 430: Line 673:
SSB4 - Mega Charizard X.jpg|Using [[Mega Charizard X]], its new [[Final Smash]].
SSB4 - Mega Charizard X.jpg|Using [[Mega Charizard X]], its new [[Final Smash]].
SSB4 - First Four Playable Pokemon.png|Taunting alongside Lucario, Greninja and Pikachu.
SSB4 - First Four Playable Pokemon.png|Taunting alongside Lucario, Greninja and Pikachu.
SSB4 Flare Blitz.gif|Using Flare Blitz on Diddy Kong and {{SSB4|Wii Fit Trainer}} and suffering from its 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==
*Unlike in ''Brawl'', Charizard draws inspiration from {{s|bulbapedia|Ash's Charizard}}, {{s|bulbapedia|Red's Charizard}} and {{s|bulbapedia|Alain's Charizard}}:
*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}}:
**The animations of its neutral attack's first two hits are similar to Red's when repeatedly using {{iw|bulbapedia|Slash|move}} against [[Mewtwo]].
**Its forward aerial's animation is identical to Alain's when it uses {{iw|bulbapedia|Dragon Claw|move}}.
**The animations of its neutral and forward aerials are identical to Ash and Alain's when they use {{iw|bulbapedia|Dragon Tail|move}} and {{iw|bulbapedia|Dragon Claw|move}}, respectively.
**Its up throw's animation is similar to Ash and Red's when they use {{s|bulbapedia|Seismic Toss}}.
**The animation of its up throw is similar to Ash and Red's when they use {{s|bulbapedia|Seismic Toss}}.
**It knows {{iw|bulbapedia|Flare Blitz}} like Red's in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']].
**It can use {{iw|bulbapedia|Fire Blast|move}} and {{iw|bulbapedia|Blast Burn|move}} like Red and Alain's, respectively.
**It can use {{iw|bulbapedia|Blast Burn|move}} like Red (albeit only in ''Pokémon HeartGold'' and ''SoulSilver Versions'') and Alain's.
***However, it can only use Fire Blast while Mega Evolved.
**It can undergo {{iw|bulbapedia|Mega Evolution}} like Red and Alain's.
**It can Mega Evolve into Mega Charizard X like Red and Alain's.
**It has an idle pose that sees it turn its head and spit out an ember like Ash's did during its disobedient phase.
**It is voiced by Shin'ichirō Miki, who voiced both Ash and Red's.
*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.
*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.
**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 also use {{iw|bulbapedia|Fire Fang|move}} and Blast Burn as custom moves, Fire Blast as part of its [[Final Smash]] and {{iw|bulbapedia|Dragon Rush|move}} as both a custom move and as part of its Final Smash.
*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 now the only Pokémon in ''SSB4'' to know at least one HM move, due to it knowing Fly.
**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!''"
*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 without a chargeable special move and the only one that lacks an aerial attack that hits more than once.
*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 only character to have one of its special move inputs changed between games outside of ''[[Super Smash Bros.|SSB]]''.
*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.

Attributes[edit]

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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. Brawl[edit]

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.

Aesthetics[edit]

  • 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 Pokédex 3D Pro.
  • Change Charizard has received three new alternate costumes.
  • Change Charizard is slightly more expressive. Its irises now shrink during its sidestep and when it is hit or launched. The majority of Charizard's animations are also more fluid.
  • Change Charizard has new voice clips. Its grunts and roars now match how they sound in the Pokémon anime.
  • Change 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.
  • 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[edit]

  • Change 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]
    • Buff 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.
    • 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 walks much faster (0.7 → 1.2), going from the slowest out of 39 characters to the 15th fastest out of 58.
  • Buff Charizard dashes faster (1.8 → 2.0).
  • 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 air speed is slower (0.987 → 0.92), going from the 14th fastest to the 12th slowest.
  • Change Charizard falls faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.
  • Change Charizard's gravity is higher (0.085 → 0.11).
    • Buff Despite this, Charizard's mid air jumps are higher.
  • Buff Charizard is heavier (110 → 116).
  • 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 Rolls 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 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.
  • Nerf 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.
  • 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[edit]

  • Neutral attack:
    • Buff The first two hits transition into the next hit slightly faster (frame 10 → 9).
    • Buff The final hit deals more knockback (40 (base), 110 (scaling) → 60/130).
    • Change The far hitbox for the first two hits now takes priority (ID #3 → 0).
    • 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)).
    • Nerf The far hitbox for the first two hits is smaller (5u → 4.5u) and has been moved closer to Charizard.
    • Nerf The hitbox the furthest inside Charizard's body (for the first two hits) has been removed.
    • Nerf The final hit deals less damage (6% → 5%).
  • Forward tilt:
    • 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 shields 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[edit]

  • Buff All aerials except back aerial have decreased landing lag (22 frames → 20 (neutral/up), 32 frames → 22 (forward), 35 frames → 33 (down)).
  • Neutral aerial:
    • 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.
    • Nerf Neutral aerial has more startup lag with a shorter duration (frames 8-27 → 9-25).
    • Nerf Neutral aerial has decreased knockback scaling (90 → 78).
  • Forward aerial:
    • Buff Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest)/11% (total) → 12% (early)/13% (clean tip)), significantly improving its KO potential despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)).
    • Buff Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).
    • Nerf Forward aerial has a shorter duration (frames 9-16 → 8-11).
    • Nerf Forward aerial auto-cancels 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 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 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 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 attacks[edit]

  • 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).
  • 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)).
  • 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 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).
      • 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[edit]

  • Change Flamethrower and Fly are higher pitched.
  • Flamethrower:
    • Buff Flamethrower has more base knockback (12/10 → 30/15) and larger hitboxes (4.0u → 5.0u).
    • 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 Charizard no longer steps back when performing Flamethrower, increasing its range.
      • 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 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 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 history[edit]

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.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff 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.
  • Nerf Dragon Rush deals less damage: 15% → 11%.
  • Change Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.


Super Smash Bros. 4 1.0.6

  • Buff Down tilt's startup (frame 11 → 9) and total duration decreased (FAF 33 → 31).
  • Nerf Neutral aerial has more startup lag with a shorter duration (frames 8-28 → 9-25).
  • 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.
  • 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 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%).

Super Smash Bros. 4 1.0.8

  • 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 The first two hits of neutral attack transition slightly faster (frame 11 → 10).
  • Buff The third hit of neutral attack has higher knockback scaling (110 → 130), improving its KO potential.
  • 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.

Super Smash Bros. 4 1.1.0

  • Buff Forward tilt deals more damage on its sweetspot (10% → 11%), improving its KO potential.
  • 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 received a windbox from frames 5-7 that pushes opponents forwards. This notably prevents down tilt from whiffing at close range.
  • Buff Back aerial has less landing lag (36 frames → 33).
  • Buff Down throw has less ending lag (FAF 73 → 71).

Super Smash Bros. 4 1.1.1

  • Nerf Rock Smash has more ending lag (FAF 62 → 72).
  • 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).

Super Smash Bros. 4 1.1.3

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


Super Smash Bros. 4 1.1.4

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


Super Smash Bros. 4 1.1.5

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


Moveset[edit]

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.

Stats[edit]

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 call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

CharizardOnScreenAppearanceSSB4.gif

Taunts[edit]

  • 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
CharizardUpTauntSSB4.gif CharizardSideTauntSSB4.gif CharizardDownTauntSSB4.gif

Idle poses[edit]

  • Leans back and then stomps once.
  • Turns its head to the side and quickly spits an ember onto the ground.
CharizardIdlePose1SSB4.jpg CharizardIdlePose2SSB4.jpg

Crowd cheer[edit]

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

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

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

Victory poses[edit]

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.
CharizardPose1WiiU.gif CharizardPose2WiiU.gif CharizardPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Charizard (SSB4) Charizard 1311 1313 1331 1333 1113
1211 1213 3311 2311 1321

Most historically significant players[edit]

See also: Category:Charizard players (SSB4)

Tier placement and history[edit]

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 Modes[edit]

All-Star Mode[edit]

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.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

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
NTSCSuper Smash Bros. for Nintendo 3DS 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!
NTSCSuper Smash Bros. for Wii U 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!
Game Boy: Pokémon Red & Pokémon Blue (09/1998)
3DS: Pokémon X & Pokémon Y (10/2013)
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!
Game Boy: Pokémon Red/Blue (10/1999)
3DS: Pokémon X/Y (10/2013)
3DS All-Star Mode trophy
Wii U alternate trophy
Charizard (Alt.)
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...
Game Boy: Pokémon Red & Pokémon Blue (09/1998)
3DS: Pokémon X & Pokémon Y (10/2013)
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.
Game Boy: Pokémon Red/Blue (10/1999)
3DS: Pokémon X/Y (10/2013)
Mega Evolution (Charizard) trophy
Mega Evolution (Charizard)
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.
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.

Alternate costumes[edit]

Palette swap (SSB4)
Charizard (SSB4) Charizard (SSB4) Charizard (SSB4) Charizard (SSB4) Charizard (SSB4) Charizard (SSB4) Charizard (SSB4) Charizard (SSB4)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

  • 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.

References[edit]