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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]]''. 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'']] representative {{SSB4|Greninja}} was also revealed.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> Shin'ichirō Miki reprises his role as Charizard's voice actor, although he re-recorded Charizard's voice clips to match how it sounds in the ''Pokémon'' anime.
'''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 [[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 ''[[Super Smash Bros. Brawl]]'', where he was ranked 29th out of 38. Due to becoming a standalone character, Charizard's playstyle is much more consistent, and its moveset is no longer burdened by [[Pokémon Change#Stamina|stamina]]. Charizard also boasts overall fast mobility 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 the useful combination of respectable utility and minimal start-up lag.
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.


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. It also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright. Charizard's up throw is particularly notable, as it is the second strongest throw of any kind in the game.  
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 a number of regular moves with minimal start-up lag, its overall frame data is nevertheless below average compared to most of the cast. Charizard also suffers from a vulnerability to juggling, a common problem among heavyweights and super heavyweights; although its options to escape from a disadvantaged state exist, they can also 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 widely being considered the single worst character in the game. However, thanks to consistently receiving very useful buffs via game updates over the ''SSB4''{{'}}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 of its tier status 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 ({{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 also deviates from its weight class' archetype in a few ways. The most noticeable of these differences are its hurtbox and mobility. Like Mewtwo, Charizard's hurtbox has a deceptive size: due to its model's [[Hitbox#Hitboxes in three dimensions|z-axis]] position, its hurtbox does not extend to its wings, and only covers 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.
{{Cleanup|some paragraphs could be merged and some could be moved to competitive history section}}
Unlike the other playable Pokémon, who are either lightweights ({{SSB4|Pikachu}}, {{SSB4|Jigglypuff}} and {{SSB4|Mewtwo}}) or middleweights ({{SSB4|Lucario}} and {{SSB4|Greninja}}), Charizard is a super [[Weight|heavyweight]]. Although its overall damage output and endurance are fittingly very high, it deviates from its weight class' archetype in a few ways. The most noticeable of these differences are its hurtboxes and mobility. Charizard does not have hurtboxes on its wings, and they only cover slightly more than the base of its tail.<ref>[https://smashboards.com/guides/ignition-in-depth-breakdown-and-guide-to-charizard.973/ Ignition - In-Depth Breakdown and Guide to Charizard by SilentDoom]</ref><ref>[https://twitter.com/KuroganeHammer/status/891937046570295297 Kurogane Hammer detailing Charizard's back aerial]</ref> As a result, Charizard's wings and the majority of its tail are effectively immune to opposing hitboxes.


In regard to mobility, Charizard's [[dash]]ing speed is the ninth fastest in the game, whereas its [[walk]]ing speed is tied with Mewtwo's for the fifteenth fastest in the game. Like {{SSB4|Pit}} and {{SSB4|Dark Pit}}, it has below average [[falling speed]] and [[Jump#Multiple double jumps|multiple double jumps]]: the former makes it [[Falling speed#Floatiness|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 as the second lowest in the game, whereas its [[roll]]s are among the slowest in the game. By extension, its below average [[air speed]] hinders its otherwise varied recovery, whereas its falling speed makes it more susceptible to combos and being KO'd vertically because of its above average [[gravity]].
In regard to mobility, Charizard's [[dash]]ing speed is the ninth fastest in the game, whereas its [[walk]]ing speed is tied with Mewtwo's for the fifteenth fastest in the game. Like {{SSB4|Pit}} and {{SSB4|Dark Pit}}, it has below-average [[falling speed]] and [[Jump#Multiple double jumps|multiple double jumps]]: the former makes it [[floaty]] in spite of its weight and thus enables it to avoid certain set-ups, whereas the latter assists its recovery. However, Charizard's mobility also has very apparent flaws. Its [[traction]] is tied with Mewtwo's for the second lowest in the game, while its [[roll]]s are among the slowest in the game. By extension, Charizard's below-average [[air speed]] hinders its otherwise varied recovery, and its falling speed makes it more susceptible to combos and being KO'd vertically because of its high [[gravity]].


Charizard's greatest strength is its KO potential, as its plethora of KOing options enable it to easily and/or reliably KO opponents either on the ground or in the air. Charizard's sweetspotted forward smash, Flare Blitz, and sweetspotted back aerial are its strongest attacks: while near the [[edge]] of {{SSB4|Final Destination}}, each of them KO middleweights below 85% and 75% in {{for3ds}} and {{forwiiu}}, respectively. Although sweetspotted forward tilt, down smash, up aerial, sweetspotted down aerial, and [[Rock Smash]] are weaker in comparison, they KO easily regardless while near the edge (down smash, forward tilt and Rock Smash), the upper [[blast line]] (up aerial), and off-stage (down aerial). Alternatively, Charizard possesses a few faster, albeit somewhat weaker KOing options in the forms of up tilt, up smash, sweetspotted forward aerial, up throw, and [[Fly]]. Out of these weaker options, up smash and up throw are the most effective. Up smash hits aerial and grounded opponents on frame 6 and 7, respectively, deals respectable damage, and KOs reliably regardless of whether it hits 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]].
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.


Another of Charizard's strengths is the utility of its moveset, with its neutral attack being a prime example of this. In addition to being among the most damaging of its kind in the game, Charizard's neutral attack can be [[jab cancel]]ed reliably, while its deceptively long range also makes it useful for spacing. Forward tilt, down tilt, neutral aerial, and forward aerial have respectable ranges, and are thus useful for spacing like neutral attack. Forward smash and up aerial grant [[intangibility]] throughout their durations, which essentially enables Charizard to use them to retaliate against incoming attacks. Down tilt, sweetspotted down smash, and sweetspotted forward aerial are semi-spikes, which makes them very reliable for edge-guarding, whereas up tilt and up smash are very reliable anti-air attacks. 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.
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]].


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, rack up damage, intercept approaches and other projectiles, or gimp recoveries. Rock Smash grants [[Armor|super armor]] beginning on frame 5, which allows it to function as a somewhat safe landing option, and enables Charizard to avoid being launched or juggled by all but the fastest moves. Lastly, Flare Blitz and Fly are both highly protective recovery options: the former covers a great amount of horizontal distance and grants armor that can withstand a maximum of 15%, whereas the latter quickly covers a passable amount of vertical distance and grants super armor.
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.


However, Charizard has noticeable flaws. Although a number of its regular moves have minimal start-up lag, its overall frame data is nevertheless below average compared to most of the cast. This is especially evident with several of its most useful and/or potent attacks: up aerial and Flamethrower have considerable amounts of start-up lag, whereas forward smash, down smash, back and down aerials, Flare Blitz, and Rock Smash each have considerable amounts of start-up and ending lag. By extension, some of Charizard's most useful and/or potent attacks have specific flaws aside from lag. Flamethrower's moderately fast decay can prevent it from spacing effectively. 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]]. Lastly, Charizard's [[neutral game]] is limited because of its lack of safety on shield; while it has a decent defensive neutral game, it suffers against opponents that can pressure it safely or force it to approach unsafely regularly.  
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.


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. Fly High covers slightly more distance, but at the cost of dealing any damage. Conversely, Rising Cyclone covers noticeably less distance, but is significantly stronger, to the point that it can KO most characters around as low as 56% while near the upper [[blast line]]. Lastly, Rock Hurl has more range and speed alongside super armor that is active upon start-up, but at the cost of dealing less damage.
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.


Overall, Charizard is essentially an "all-rounder" version of a super heavyweight, yet it is also comparable to {{SSB4|Bowser}} in both moveset and playstyle: it has a number of moves with similar uses, relies on its potent grab game for combos and KOing, and possesses a nearly identical projectile. Unlike Bowser, however, Charizard exchanges grab utility and power, balanced aerial mobility, and raw power for faster grounded mobility, usable defensive options, 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. [[Mindgame#Predicting|Reads]] and [[Mindgame#Baiting|baiting]] can also be pivotal for Charizard's best punishment options, such as its smash attacks and back aerial, although its other assets enable it to not be as dependent on them like Bowser is.
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}}.


From a competitive standpoint, Charizard is currently placed in the upper portion of the low-tier. While it had been previously regarded as a bottom-tier character, and even the single worst character in the game prior to version [[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 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, and this 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, to the point that it has even won some regional tournaments. In addition, its tournament success in North America began to show improvement in 2017, which was especially evident by {{Sm|Bloodcross}} and {{Sm|Sharpy}} placing 17th and 33rd, respectively, at [[CEO Dreamland]].
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]].


==Changes from ''Brawl''==
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 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 walking 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 and its new side special, Flare Blitz, grant super armor and thus improve its defensive presence, while Flare Blitz also boasts KO and recovery potential.
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''.


However, Charizard has also received nerfs. The removal of [[Glide|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. In regard to individual nerfs, Charizard's heavier weight, faster falling speed, and slower air speed collectively make it more vulnerable to combos. While some of its moves deal more knockback and are thus able to KO earlier, this, in turn, makes them more difficult to use for combos past medium percentages. Lastly, Charizard's overall grab range has been shortened, though it is still above average compared to most of the cast's overall grab ranges.
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|Charizard's design has changed. It has smaller teeth and a slightly less pronounced snout, the corners of its mouth are turned upward, and the metacarpal joints on its wings are slightly longer and slightly thinner. Additionally, Charizard's teeth and claws are white and cosmic latte respectively instead of beige, and the interior of its patagium is midnight green instead of Persian green. Lastly, the aesthetic used in ''SSB4'' has resulted in it having a sleeker design, and the orange portion of its skin being more vibrant. Altogether, these changes make Charizard appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Charizard's 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 is slightly more expressive. Its irises now [http://tvtropes.org/pmwiki/pmwiki.php/Main/WideEyesAndShrunkenIrises shrink] during its [[sidestep]] and when it is hit or launched.}}
*{{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|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 its new side special, [[Flare Blitz]], to descend from the air and crash into ground before striking a pose.}}
*{{change|Charizard's body now faces the screen regardless of whether it's facing left or right.}}
*{{change|Dash's animation has slightly changed. Charizard now flaps its wings while dashing.}}


===Attributes===
===Attributes===
*{{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 [[walk]]s faster (0.7 → 1.2).}}
**{{buff|As a result, Charizard is no longer affected by [[Pokémon Change#Stamina|stamina]] or [[type effectiveness]] (although the former is far more beneficial than the latter), allowing Charizard to be consistently powerful throughout an entire match.}}
**{{nerf|However, Charizard can no longer switch to [[Squirtle]] (and subsequently [[Ivysaur]]) to adapt to different matchups and cover up its own weaknesses.}}
*{{buff|Charizard [[walk]]s much faster (0.7 → 1.2), going from the slowest out of 39 characters to the 15th fastest out of 58.}}
*{{buff|Charizard [[dash]]es faster (1.8 → 2.0).}}
*{{buff|Charizard [[dash]]es faster (1.8 → 2.0).}}
*{{nerf|Charizard's [[air speed]] is slower (0.987 → 0.92).}}
*{{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 [[Falling speed|falls]] faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{change|Charizard [[Falling speed|falls]] faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{nerf|Charizard's [[traction]] is lower (0.055 → 0.04).}}
*{{change|Charizard's gravity is higher (0.085 → 0.11).}}
*{{buff|[[Roll]]s have decreased ending lag (frame 35 (forward)/frame 36 (backward) 33).}}
**{{buff|Despite this, Charizard's mid air [[jump]]s are higher.}}
*{{nerf|Sidestep has increased ending lag (frame 25 28).}}
*{{buff|Charizard is heavier (110 116).}}
*{{buff|[[Air dodge]] has decreased ending lag (frame 39 34).}}
*{{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|Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-18 (rolls), frames 2-20 → 3-18 (sidestep)).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 35 (forward)/FAF 36 (backward) 33 (both)).}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (6 frames 7).}}
*{{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|Dash's animation has slightly changed. Charizard now flaps its wings while dashing.}}
*{{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.}}
*{{change|Charizard is no longer connected to Pokémon Trainer via [[Pokémon Change]] or [[character selection screen]] input.<ref name="Direct"/> As a result, it is no longer affected by [[Pokémon Change#Stamina|stamina]] or [[type effectiveness]], but it is less capable of adapting to [[Matchup (disambiguation)|matchups]].}}
*{{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.<ref name="Direct"/>}}
*{{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%), although its knockback was compensated (40 (base)/110 (growth) → 60/130).}}
*[[Neutral attack]]:
*{{buff|Neutral attack transitions significantly faster.}}
**{{buff|The first two hits transition into the next hit slightly faster (frame 10 9).}}
*{{nerf|Sourspotted forward tilt deals 3% less damage (10% → 7%).}}
**{{buff|The final hit deals more knockback (40 (base), 110 (scaling) → 60/130).}}
*{{buff|Sweetspotted forward tilt has increased base knockback (35 → 40), slightly improving its KO and spacing potential.}}
**{{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 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 (frame 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 (frame 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.}}
*{{buff|Up tilt's animation has slightly changed. Charizard now slightly fans out its wings while thrusting them upward. This new animation slightly increases its horizontal range.}}
**{{nerf|The final hit deals less damage (6% → 5%).}}
*{{change|Charizard has a new down tilt, a battering ram. Compared to the previous down tilt, it deals consistent damage (12% (head)/8% (neck) 10%).}}
*[[Forward tilt]]:
*{{nerf|Down tilt has different knockback (40 (base)/100 (growth) → 60/60) compared to the previous down tilt, making it unusable for KOing. It also has increased start-up (frame 8 9) and ending lag (frame 27 → 31).}}
**{{buff|Forward tilt has less startup lag (frame 12 → 11).}}
*{{buff|Down tilt has a windbox that [[Wind#Pushing attacks|pushes]] opponents inward unlike the previous down tilt, making it capable of hitting at point-blank range.}}
**{{buff|Forward tilt has increased base knockback (35 → 40), improving the sweetspot's KO potential.}}
*{{buff|Dash attack has decreased ending lag (frame 44 40).}}
**{{buff|The sweetspot launches opponents at a more favorable angle (361° → 40°).}}
*{{nerf|Due to its initial hitbox being removed, forward smash deals less damage (22% → 17% (clean/late body)/14% (late head)), although its knockback was somewhat compensated (40 (base)/98 (growth) → 60/94). It also has increased ending lag (frame 68 70).}}
**{{buff|Forward tilt now has two sweetspot hitboxes rather than just one.}}
*{{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|The sourspot deals less damage (10% 7%).}}
*{{nerf|Up smash has increased ending lag (frame 48 49) and no longer has [[Priority#Transcendent priority|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.}}
**{{nerf|Forward tilt has more ending lag (FAF 42 43).}}
*{{buff|Due to its angle being altered (80° 33°/46°), sweetspotted down smash is now a [[semi-spike]] and sourspotted down smash has improved edge-guarding potential.}}
*[[Up tilt]]:
*{{nerf|Down smash has increased ending lag (frame 60 61).}}
**{{change|Up tilt's animation has changed. Charizard now slightly fans out its wings while thrusting them upward.}}
*{{change|Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, instead of both feet.}}
**{{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 smaller hitboxes (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u). It also has increased start-up (frame 8 → 9), increased ending lag (frame 59 → 60), and a shorter duration (frames 8-28 → 9-25).}}
*[[Neutral aerial]]:
*{{buff|Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (2%-4% → 12% (early/clean arm)/13% (clean tip)) and has more 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 farther 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 (frame 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).}}
*{{change|Back aerial's animation has slightly changed. Charizard now swings its tail in a more pronounced motion.}}
*[[Forward aerial]]:
*{{buff|Up aerial deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), improving its KO potential. It also now grants 4 frames of partial [[intangibility]] beginning on frame 11.}}
**{{buff|Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest)/11% (total) → 12% (early)/13% (clean tip)), significantly improving its KO potential despite dealing less knockback than the first hit of the previous forward aerial (70 (base), 100 (scaling) → 35/92 (early), 37/92 (clean tip)).}}
*{{nerf|Up aerial's animation has slightly changed. Charizard now sways its head in order to perform the upward headbutt, instead of whipping its head upward. This new animation has more start-up (frame 6 → 12) and ending lag (frame 45 → 46).}}
**{{buff|Forward aerial has less startup (frame 9 → 8) and ending lag (FAF 48 → 47).}}
*{{change|Down aerial has received a late hitbox that deals 8% and launches at 55°/[[Sakurai angle|361°]]. This lengthens its duration (frames 18-20 → 18-26), but makes it more susceptible to punishment at low to medium percentages.}}
**{{nerf|Forward aerial has a shorter duration (frames 9-16 → 8-11).}}
*{{nerf|Down aerial has increased ending lag (frame 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, instead of 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.}}
*{{change|Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (frame 80 → 70). These changes grant it combo potential at low to medium percentages, but remove its 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 (frame 67 71).}}
*{{change|Flamethrower and [[Fly]] are higher pitched.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes Flamethrower, [[Fly]], and [[Rock Smash]] significantly more difficult to escape from.}}
*[[Flamethrower]]:
*{{buff|Charizard has a new side special, [[Flare Blitz]].<ref name="FlareBlitz">[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnxSKLtow Pic of the Day: May 13, 2014]</ref> It is a [[Flame|fiery]], corkscrew tackle that deals impressive damage,<ref name="FlareBlitz"/> propels Charizard horizontally, and grants 30 frames of [[Armor|heavy armor]] that can withstand a maximum of 15%.}}
**{{buff|[[Flamethrower]] has more base knockback (12/10 → 30/15) and larger hitboxes (4.0u 5.0u).}}
*{{nerf|Flare Blitz deals [[recoil damage]] regardless of whether or not Charizard hits an opponent.<ref name="FlareBlitz"/> It also has extreme amounts of start-up and ending lag.}}
**{{buff|The flames have a lower [[SDI]] multiplier (1.2x → 0.5x). When combined with the weakening of said mechanic, this makes Flamethrower significantly more difficult to escape from.}}
*{{buff|Fly covers more vertical distance, improving its recovery potential. Its first and loop hits also connect together better, and its last hit has increased knockback, improving its KO potential.}}
**{{buff|Charizard no longer steps back when performing Flamethrower, increasing its range.}}
*{{change|Due to the addition of Flare Blitz, Rock Smash is now Charizard's down special, instead of its side special.<ref name="FlareBlitz"/>}}
***{{nerf|However, this also makes Charizard easier to hit when it is initiating Flamethrower.}}
*{{nerf|Rock Smash deals less damage (18% (boulder)/5% (fragments) → 14%/3%) and has decreased knockback, hindering its KO potential. It also has increased ending lag (frame 61 72).}}
**{{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.}}
*{{buff|Rock Smash now grants 22 frames of super armor beginning on frame 5.}}
**{{nerf|Flamethrower has increased ending lag (FAF 69 → 71).}}
*{{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 and use Fire Blast as a projectile, similarly to [[Super Dragon]]. Mega Charizard X has both super armor and [[flinch]] resistance throughout its duration, and it can use [[bulbapedia:Dragon Rush (move)|Dragon Rush]] regardless of whether or not [[Character customization|custom moves]] are enabled. However, its duration will shorten upon receiving damage.}}
**{{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 buffed significantly via game updates. Update [[1.0.8]] granted Charizard arguably its most beneficial buffs: it made neutral attack connect more reliably, 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.
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 already below average [[out of shield]] potential. 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.
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: frame 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%, restoring its damage output from ''Brawl''.}}
*{{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 hitboxes' sizes decreased|4u/4u/4u/4u|3.5u/3u/1.5u/3.5u, its start-up lag increased: frame 8 9, and its duration decreased: frames 8-28 → 9-25.}}
*{{buff|The first two hits of neutral attack transition slightly faster (frame 11 → 10).}}
*{{buff|Forward aerial's hitboxes' sizes increased|4.3u (sweetspot)/4.5u (sourspot)|4.6u/4.8u and its duration increased: frames 8-10 → 8-11.}}
*{{buff|The third hit of neutral attack has higher knockback scaling (110 130), improving its KO potential.}}
*{{buff|Back aerial's sweetspot's size increased|4u|4.5u and its other hitboxes re-positioned outward, improving its range.}}
*{{buff|Forward aerial's claw hitbox is larger (4.3u (early)/4.5u (late) 4.6u/4.8u).}}
*{{buff|Up throw's knockback growth increased|160|220 and its angle altered: 60° 70°, significantly improving its KO potential.}}
*{{buff|Forward aerial has a longer duration (frames 8-11 → 8-12).}}
*{{change|Down throw's knockback altered|40 (base)/300 (growth)|70/130 and ending lag decreased: frame 80 72. This grants it combo potential at low to medium percentages, but removes 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 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 has received a [[wind]]box that [[Wind#Pushing attacks|pushes]] opponents inward, removing its ability to miss 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|frame 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. 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 first and second hits can be [[jab cancel]]ed reliably into down tilt, a grab, or [[Fly]]. In comparison, its last hit launches opponents at differing angles: the wing's inner portion launching them vertically, whereas its tip launches them horizontally. Due to these strengths, it is considered one of the most effective neutral attacks in the game.
|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. It can be angled, has long range, and its sweetspot is at the [[Flame|flaming]] tip of Charizard's tail. It is one of the strongest forward tilts in the game, as its sweetspot KOs middleweights at 122% while near the edge of {{SSB4|Final Destination}} in {{for3ds}}, and at 111% in {{forwiiu}}. Due to it hitting on frame 11, however, it has the highest amount of start-up lag out of Charizard's tilt attacks.
|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=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% from anywhere on Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a safe anti-air attack. However, it is Charizard's least damaging tilt attack, and has fairly minimal horizontal range.
|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 battering ram. It has a [[wind]]box that hits on frame 7, which makes it deceptively fast. It is also a [[semi-spike]], which makes it Charizard's best spacing option, as well as a useful edge-guarding option. Despite having a decent damage output, its below average base knockback and knockback growth make it unsuited for KOing.
|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 front kick. Its very high base knockback makes it useful for spacing, while its long duration makes it decent at punishing.
|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 back its head and then performs a lunging headbutt. It is very strong, as its sweetspots KO middleweights at 70% while near the edge of Final Destination in the ''3DS'' version, and at 61% in the ''Wii U'' version. It also renders Charizard [[Intangibility|intangible]] throughout its duration. Due to it hitting on frame 22 and having 45 frames of ending lag, however, it is very punishable.
|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=Rears back in order to swing its wings upward twice in an overhead fanning motion. It is Charizard's fastest smash attack, thanks to it hitting aerial and grounded opponents on frame 6 and 7, respectively, and having 27 frames of ending lag. Despite its animation, its first hit can act as a [[Lock|jab reset]] against opponents behind Charizard. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a safe anti-air attack. However, it is Charizard's weakest smash attack, as it KOs middleweights at 118% from anywhere on Final Destination in the ''3DS'' version, and at 114% in the ''Wii U'' version.
|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. Its hits in front of and behind Charizard, and its hitboxes are very large, which make it possible to hit opponents hanging on the edge and even slightly above ground. Its sweetspot is also a powerful semi-spike, which makes it very useful for edge-guarding, whereas its sourspot launches at a slightly higher angle. In the ''3DS'' version, its sweetspot and sourspot KO middleweights at 101% and 106%, respectively, while near the edge of Final Destination. In the ''Wii U'' version, they KO at 91% and 97%, respectively. Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable.
|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 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 relatively safe landing option and 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.
|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=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, and 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 as a follow-up from down throw, or as a KOing option. Its sweetspot KOs middleweights at 108% while near the edge of Final Destination in the ''3DS'' version, and at 97% in the ''Wii U'' version. However, it has moderate landing lag, and is punishable from out of shield by most characters, even when it is auto-canceled.
|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 flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. Its sweetspot KO middleweights at 84% while near the edge of Final Destination in the ''3DS'' version, and at 74% in the ''Wii U'' version. Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98% while near the edge of Final Destination in the ''3DS'' version, and at 87% in the ''Wii U'' version. 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.
|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. Its respectable damage output and very high knockback growth allow it to KO middleweights at 86% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 80% in the ''Wii U'' version. 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.
|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 (archetype)|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.
|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=[[wikipedia:Clinch fighting|Clinches]] the opponent. Despite having been decreased since ''Brawl'', Charizard's overall grab range is 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. It deals respectable damage and can be used to set up an edge-guard. However, its below average base knockback and knockback growth make it much less reliable for KOing compared to up throw. It KOs at 175% while near the edge of Final Destination in the ''3DS'' version, and at 169% in the ''Wii U'' version.
|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. It deals respectable damage, while its very low ending lag allows Charizard to pursue the opponent with a dash or, in some cases, a short hopped/jumping Flare Blitz. However, this is only effective at low percentages. Like forward throw, its base knockback and knockback growth are both below average, which make it much less reliable for KOing compared to up throw. It KOs at 175% while near the edge of Final Destination in the ''3DS'' version, and at 169% in the ''Wii U'' version.
|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 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. Although [[directional influence]] is more effective in hindering its KO potential compared to {{SSB4|Mewtwo}}'s up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs middleweights at 134% from anywhere on Final Destination in the ''3DS'' version, and at 124% in the ''Wii U'' version. It is even more effective on stages with platforms, such as being able to KO middleweights at 107% upon landing on {{SSB4|Battlefield}}'s top platform in the ''3DS'' version, and at 104% in the ''Wii U'' version. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is easily avoidable because of up throw's vertical launching angle and requiring the opponent to have very minimal damage.
|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, 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 removed its KO potential and re-purposed it into a reliable combo starter. Notable follow-ups include a dashing up smash at 0%, and neutral, forward, and up aerials from low to medium percentages.
|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 very short-ranged stream of embers from its mouth, which hit multiple times. Releasing the special attack button results in [[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 the ''3DS'' version. However, it has significantly shorter range.
|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)
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|ssdefname=Flare Blitz
|ssdefname=Flare Blitz
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdmg=4% (collision), 15% (explosion)
|ssdefdesc=[[bulbapedia:Flare Blitz (move)|A fiery, corkscrew tackle]]. It is very powerful, as it KOs middleweights at 81% while near the edge of Final Destination in the ''3DS'' version, and at 69% in the ''Wii U'' version. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants heavy [[armor]] that can withstand a maximum of 15%, which make it a capable and safe recovery option. Due to a number of factors, however, it is very risky to use: it deals 5% [[recoil damage]] both at its beginning and on contact, is very unsafe on shield because of its extreme amount of overall lag, and it forces Charizard into a [[Tumbling|tumble]] that cannot be [[tech]]ed if it hits. When used unwisely, its impressive travel distance can also result in an inevitable self-destruct if used near an edge.
|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 hits 1-3), 9% (explosion hit 4)
|ssc1dmg=4% (collision), 5% (explosion hits 1-3), 9% (explosion hit 4)
|ssc1desc=A fiery, corkscrew tackle that concludes with [[bulbapedia:Blast Burn (move)|a powerful explosion]]. It deals significantly more damage, has higher knockback and launches opponents vertically, which enables it to KO middleweights at 75% from anywhere on Final Destination in the ''3DS'' version. Like Flare Blitz, it grants heavy armor that can withstand a maximum of 15%. However, it travels slower, covers significantly less distance, and deals more recoil damage (6% at its beginning and 10% on contact).
|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)
|ssc2dmg=1.2% (hits 1-6), 4% (hit 7)
|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, all of which 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 effectively Charizard's most effective custom move.
|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% (hits 2-5), 4% (hit 6)
|usdefdmg=5% (hit 1), 2% (hits 2-5), 4% (hit 6)
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. Due to it hitting on frame 9, it has the lowest amount of start-up lag out of Charizard's special moves. 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% while near the upper blast line of Final Destination in the ''3DS'' version, and at 110% in the ''Wii U'' version. It can be angled, covers a passable amount of vertical distance, and grants super armor on frames 5-23. However, it covers only minimal horizontal distance, even when angled forward, and its loop hits can be DI'd out of rather easily if Charizard is affected by [[rage]].
|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=[[Wind#Pulling attacks|Vacuum]]s opponents and launches them. Its last hit is also noticeably 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 significantly less distance.
|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=Covers more vertical distance and, like Fly, it grants super armor at its beginning. However, it deals no damage.
|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 fragments]]. It can deal an impressive amount of damage when the boulder and fragments collectively hit the opponent, while the boulder itself is strong enough to KO reliably. The boulder KOs middleweights at 139% while near the edge of Final Destination in the ''3DS'' version, and at 129% in the ''Wii U'' version. It also grants super armor on frames 5-22, which makes it a fairly safe landing option.
|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 downward headbutt. It [[Bury|buries]] grounded opponents and meteor smashes aerial ones. However, it deals less damage and has less range because of it lacking a boulder.
|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=Grants super armor beginning on frame 1 and has more vertical range, thanks to the boulder's fragments flying farther. However, it deals less damage.
|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
|fspage=Mega Evolution (Charizard)
|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)
|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. Mega Charizard X's Dragon Rush functions identically to the Dragon Rush custom move, albeit with actual KO potential thanks to its higher damage output and knockback, as well as longer range. Unlike the Dragon Rush custom move, it can propel Mega Charizard X in any given direction. 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.
|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
}}
===[[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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|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}} - Has a win over {{Sm|ANTi}}.
*{{Sm|Bloodcross|USA}} - Placed 17th at [[CEO Dreamland]]. He has wins over [[smasher1001]], {{Sm|ADHD}}, Orion, and {{Sm|Ntarps}}.
*{{Sm|Blue|USA}} - Placed 9th at [[Collision XIV]]. Ranked 9th on the [[New Jersey Power Rankings]]. He has wins over ADHD, {{Sm|Vash}}, and Blazing Pasta.
*{{Sm|Chuck Nasty|USA}} - Placed 65th at [[EVO 2016]], 33rd at [[UGC Smash Open]], 9th at [[King of the Springs 2]], and 13th at [[Low Tier City 5]]. Ranked 1st on the [[Oklahoma Power Rankings]]. He has wins over {{Sm|Konga}}, {{Sm|MJG}}, {{Sm|AeroLink}}, {{Sm|Mr. Doom}}.
*{{Sm|Draquaza|USA}} - Placed 25th at [[DVDA 8]] and [[DVDA|9]], and 33rd at [[LVL UP EXPO 2016]]. Ranked 9th on the [[Las Vegas Power Rankings]].
*{{Sm|Fire|France}} - The best Charizard player in Europe. He has wins over {{Sm|Glutonny}}, {{Sm|Neath}}, {{Sm|Mana}}, {{Sm|Robo~Luigi}}, {{Sm|Sim-Max}}, {{Sm|Homika}}, {{Sm|Griffith}}, and {{Sm|MarthForever}}.
*{{Sm|Serge|Mexico}} - Placed 5th at [[Smash Factor 5]] and 7th at [[Smash Factor 6]]. He has wins over {{Sm|MKLeo}}, {{Sm|Javi}}, {{Sm|NAKAT}}, ANTi, {{Sm|Hyuga}}, and {{Sm|Wonf}}.
*{{Sm|Sharpy|Dominican Republic}} - Placed 7th at Fighting Fest 2016, 33rd at CEO Dreamland, and 49th at [[CEO 2017]]. Ranked 1st on the Dominican Republic Power Rankings.
*{{Sm|SilentDoom|UK}} - The best Charizard player in the United Kingdom, and one of the best Charizard players in Europe. Placed 25th at [[B.E.A.S.T 7]] and 49th at [[2GGC: Nairo Saga]] and [[Shine 2017]]. He has wins over TraX, {{Sm|Izaw}}, and Pika4Life. He also contributes to Charizard's metagame.
*{{Sm|Steeler|USA}} - Contributes to Charizard's metagame.
*{{Sm|Tosshi|Japan}} - Placed 13th at [[Single Game Championships: Umebura X Single-Chu]] and 25th at [[Umebura Japan Major]]. He has wins over {{Sm|Ranai}}, {{Sm|Nietono}}, {{Sm|Ri-ma}}, {{Sm|Ron}}, and {{Sm|Kie}}.


====Inactive====
''See also: [[:Category:Charizard players (SSB4)]]''
*{{Sm|Chaoszard|USA}} - Placed 25th at [[GUMS 6]], [[GUMS 9|9]] and [[GUMS 12|12]], 13th at [[GUMS 7]], and 33rd at [[GUMS X]]. He has wins over {{Sm|IceArrow}}, {{Sm|Hero}}, {{Sm|Maverick}}, and CMK.
 
*{{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 beginning 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 bottom-tier placement, Charizard's viability became heavily contested ever since update [[1.1.5]], thanks 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 51st and thus placed at the top of the bottom-tier, many players kept arguing in favor of Charizard's viability. {{Sm|MkLeo}}, in particular, has even claimed that Charizard can fare well against top-tier characters, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further strengthened by its tournament results slowly, but noticeably improving, with dedicated players such as {{sm|Chuck Nasty}}, {{sm|Sharpy}}, and {{sm|Serge}} even winning regional tournaments while exclusively using it.
 
Thanks to its newfound success, Charizard is ranked 45th on the third and current tier list, which reassesses it as a low-tier character. This tier rise is also notable for signalling the end of Charizard's status as a bottom 10 character, similarly to {{SSB4|Samus}} and {{SSB4|Palutena}}. International players such as {{Sm|Tosshi}}, {{Sm|Fire}}, and {{Sm|SilentDoom}} have also achieved 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. While Charizard's results in North America have been more sparse than other regions, they eventually improved in the same manner; numerous players have achieved notable placements at national tournaments while exclusively using Charizard, such as {{sm|Bloodcross}} and Sharpy placing 17th and 33rd, respectively, at [[CEO Dreamland]], and Chuck Nasty placing 13th at [[Low Tier City 5]].
 
==Trophies==
:'''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!''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
 
:'''Charizard (Alt.)'''
::{{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...''
 
::{{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.''


{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
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.


:'''Mega Evolution (Charizard)'''
Despite this placement, many players kept arguing in favor of Charizard's viability. Notably, {{Sm|MkLeo}} has claimed that Charizard can fare well against top-tier characters, thanks to it having some niche matchups against some of them, such as {{SSB4|Cloud}}. Arguments in favor of Charizard's viability were further supplemented by its tournament results slowly, but noticeably, improving; dedicated players like {{sm|Chuck Nasty}}, {{sm|Sharpy}} and {{sm|Serge}} would go on to actually win regional tournaments while exclusively using Charizard.
::{{flag|ntsc}} ''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.''


::{{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.''
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.


<center>
==In Solo Modes==
<gallery>
===[[All-Star Mode]]===
CharizardTrophy3DS.png|Classic (3DS)
In All-Star Mode, Charizard is fought in Stage 5 in the 3DS version or Stage 3 in the Wii U version.
CharizardAllStarTrophy3DS.png|Alt. (3DS)
CharizardTrophyWiiU.png|Classic (Wii U)
CharizardAltTrophyWiiU.png|Alt. (Wii U)
MegaCharizardTrophyWiiU.png|[[Mega Charizard X]]
</gallery>
</center>


==In [[Event Match]]es==
==={{GameIcon|SSB4-U}}[[Event Match]]es===
===Solo Events===
====Solo Events====
*'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
*'''[[All-Star Battle: Brawl]]''': Charizard is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
*'''[[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.
*'''[[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.
*'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Charizard, Pikachu, and Lucario.
*'''[[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.
*'''[[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===
====Co-Op Events====
*'''[[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.
*'''[[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.
*'''[[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.
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*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.
*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.


==[[List of Super Smash Bros. 4 character trailers#Charizard and Greninja|Reveal trailer]]==
===[[Congratulations screen]]s===
<youtube>xEJBPMcbRkk</youtube>
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Charizard.png|Classic Mode
SSB4-3DS Congratulations All-Star Charizard.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Charizard.png|Classic Mode
SSB4-Wii U Congratulations All-Star Charizard.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Charizard's default trophy is obtained by clearing Classic Mode as Charizard. Its alternate trophy is obtained by clearing All-Star Mode as Charizard in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Mega Evolution (Charizard) trophy is obtained only in the Wii U version by clearing All-Star Mode as Charizard.
{{Trophy/Fighter
|name=Charizard
|image-3ds=CharizardTrophy3DS.png
|image-wiiu=CharizardTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air, seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move—a move so strong, it even injures the user!
|desc-wiiu-ntsc=The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move—a move so strong, it even injures the user!
|desc-pal=Charizard, a Fire- and Flying-type Pokémon, can burn through anything with the flames it breathes. It is constantly on the lookout for powerful opponents, and where better to find them than in this game? Its huge build and special moves mean it can inflict massive damage, and its Flare Blitz is so powerful, it even hurts Charizard itself!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Charizard (Alt.)
|image-3ds=CharizardAltTrophy3DS.png
|image-wiiu=CharizardAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Charizard's Flamethrower attack can be sustained by holding the button. The flames will gradually die, but a short break will recharge them. Charizard's down special Rock Smash crushes a rock and hits foes with the pieces. Charizard won't flinch while crushing, but others can break the rock...
|desc-pal=When using Charizard's Flamethrower move, hold the button to keep breathing fire. The flames gradually die down, but you just need to rest for a bit before doing it again. If you get hit while you're using the down special Rock Smash, you won't flinch, but someone else can break the rock instead, making your attack fail.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Mega Evolution (Charizard)
|image=MegaCharizardTrophyWiiU.png
|desc-ntsc=In this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction or shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though—in fact, taking damage will actually reduce the time you can stay transformed.
|desc-pal=For this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction and shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though – taking attacks will reduce the length of time it stays transformed.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Charizard|Alternate costumes]]==
==[[Alternate costume (SSB4)#Charizard|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Charizard Palette (SSB4).png|link=Palette swap (SSB4)#Charizard]]
|colspan=8|[[File:Charizard Palette (SSB4).png|link=Palette swap (SSB4)#Charizard]]
|-
|-
|{{Head|Charizard|g=SSB4|s=50px}}
|{{Head|Charizard|g=SSB4|s=50px}}
Line 414: Line 632:
|{{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 438: Line 659:


==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}} (albeit only via [[Mega Evolution]]) 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.
**It can Mega Evolve into Mega Charizard X like Red and Alain's.
**It can undergo {{iw|bulbapedia|Mega Evolution}} 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 voices 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.
Line 451: Line 670:
**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).
**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 14:17, November 10, 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
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

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]

English Japanese
Cheer
Description Char-izard! Liz-ar-don!
Pitch Group chant Group chant

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.

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 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.

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