Charizard (SSB4): Difference between revisions

Improving quality and fixing misinformation
(Improving quality and fixing misinformation)
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==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.
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 very high, it 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.


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 [[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]].


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, 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, all of them KOing middleweights below 80% near the ledge. Although sweetspotted forward aerial, up smash, down smash, up aerial, and [[Fly]] are weaker in comparison, they KO easily regardless of positioning. Alternatively, Charizard possesses a few safer, albeit somewhat weaker KOing options in the forms of up tilt, sweetspotted forward tilt, up throw, and [[Rock Smash]]. Out of these weaker options, up smash and up throw are the most effective. Up smash hits on frame 6, deals respectable damage, and KOs reliably regardless of whether it hits grounded or aerial opponents. Up throw is a relatively strong kill throw that benefits from platforms, killing middleweights at 150% with proper DI even without platforms.


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.
Another of Charizard's strengths is the utility of its moveset, its neutral attack being a prime example. In addition to being among the most damaging of its kind in the game, Charizard's neutral attack can be [[jab cancel]]ed to set up for up smash and other options, while its deceptively long range also makes it useful for spacing. Down tilt, neutral aerial, and forward aerial have significant range and decently low lag, and are thus useful for spacing like neutral attack. Down tilt, sweetspotted down smash, and sweetspotted forward aerial are semi-spikes, which makes them potent for edge-guarding, whereas up tilt and up smash are reliable anti-air attacks. Neutral air's autocancel window and hitbox placement make it decently safe on shield and whiff, making it a highly versatile tool and letting it start combos from low to medium percents. 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, while its down throw is a reliable combo starter from low to medium percentages. Despite its low traction, Charizard also has strong utility in its out of shield options; neutral attack's range and speed lets it punish many things out of shield, while [[Fly]] can be performed quickly out of shield to punish misspaced attacks and [[cross-ups]] hard.


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 super [[armor]] on frames 5-23, 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 lasts for 30 frames and can withstand a maximum of 15%, whereas the latter quickly covers a passable amount of vertical distance and grants super armor that lasts throughout its first hit.
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 [[Armor|super armor]] beginning on frame 5, making it a powerful but unsafe reversal or landing option. Lastly, Flare Blitz and Fly are both highly protective recovery options and supremely risky but rewarding KO 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 decent amount of vertical distance and grants super armor before and after its first hit.


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 by [[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.  
However, Charizard has significant flaws. Although a number of its normal moves have low start-up lag, its overall frame data is below average compared to most of the cast. This is especially evident in its aerials, as its fastest aerial comes out on frame 8 and several of its most useful and/or potent attacks have significant lag: Flamethrower and neutral aerial have considerable start-up lag, while back air and forward air have significant ending lag that can be punished when whiffed. 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 being an effective spacing option when used too long. Flare Blitz's [[recoil damage]] makes it best used strictly as a punishment option. Forward smash, forward aerial, back aerial, down aerial, and Rock Smash require their sweetspots to KO reliably, whereas up throw's KO potential can be hindered via [[directional influence]]. Charizard also suffers from poor landing options like its fellow superheavies. Its low air speed and air acceleration weaken its landing mixups, and its slow and laggy aerials and specials give few landing options other than neutral aerial. Lastly, Charizard's [[neutral game]] is limited because of its lack of safety on shield; while it has a decent defensive neutral game, its neutral suffers against opponents that can pressure it safely and force it to approach unsafely, such as {{SSB4|Zero Suit Samus}}.


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 is faster, has more range and grants super armor upon start-up, but at the cost of dealing less damage.
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 is faster, has more range and grants super armor upon start-up, but at the cost of dealing less damage.


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.
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 similar air physics, has a number of moves with similar uses, and uses its potent grab game for combos and KOs. Unlike Bowser, however, Charizard exchanges grab utility and power, balanced aerial mobility, and raw power for faster grounded mobility, more well-rounded defensive and offensive options, and a better recovery. These traits make Charizard's playstyle require patience like Bowser's, but deviate from his by requiring an appropriate balance of offense and defense rather than being largely defensive. [[Mindgame#Predicting|Reads]] and [[Mindgame#Baiting|baits]] can also be pivotal for Charizard's best punishment options, such as its smash attacks and back aerial, although its other utility enables it to not be as dependent on mindgames as Bowser is.


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]].
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]].
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*{{change|Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range, but increases its ending lag (frame 69 → 70).}}
*{{change|Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range, but increases its ending lag (frame 69 → 70).}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward and down smash's shield pressuring potentials.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward and down smash's shield pressuring potentials.}}
*{{nerf|Up smash's first hit has increased start-up lag against aerial opponents (frame 6 → 7). Additionally, it has a shorter duration (frames 6-21 → 6-22 (grounded)/7-22 (aerial)). Lastly, it no longer has [[Priority#Transcendent priority|transcendent priority]].}}
*{{nerf|Up smash has a shorter duration (frames 6-21 → 6-22) and no longer has [[Priority#Transcendent priority|transcendent priority]].}}
*{{buff|Down smash has increased knockback growth (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.}}
*{{buff|Down smash has increased knockback growth (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.}}
*{{buff|Due to its angle being altered (80° → 33° (sweetspot)/46° (sourspot)), sweetspotted down smash is now a [[semi-spike]] and sourspotted down smash has improved edge-guarding potential.}}
*{{buff|Due to its angle being altered (80° → 33° (sweetspot)/46° (sourspot)), sweetspotted down smash is now a [[semi-spike]] and sourspotted down smash has improved edge-guarding potential.}}
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|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 first and second hits can be [[jab cancel]]ed into down tilt, a grab, or [[Fly]], though the opponent can usually jump out before the followup connects. 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.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|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. 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}}. However, it has high startup and ending lag, making it only useful as a KO move with surprising range and power. Angled down, it can be an effective edgeguarding tool.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=8%
|utiltdmg=8%
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|dtiltname=&nbsp;
|dtiltname=&nbsp;
|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 lunging headbutt. It is decently fast, has high range, and has decently low ending lag, which makes it a good grounded spacing option. It is also a [[semi-spike]], which makes it useful for setting up edge-guards. Despite having a decent damage output, it is unsuited for KOing due to its low knockback growth.
|dashname=&nbsp;
|dashname=&nbsp;
|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 is an effective zonebreaker due to its range and Charizard's high running speed.
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|fsmashdmg={{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
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|usmashname=&nbsp;
|usmashname=&nbsp;
|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. It is Charizard's fastest smash attack, hitting on frame 6 and suffering 27 frames of ending lag. Despite its animation, its first hit can [[Lock|jab reset]] opponents behind Charizard. It is a useful anti-air attack due to its speed and high range and the ability to perform it out of run. It also KOs decently well, as it KOs middleweights at 118% from anywhere on Final Destination in the ''3DS'' version, and at 114% in the ''Wii U'' version. However, the two hits do not combo well behind Charizard, and the first hit has short horizontal range against aerial opponents.  
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|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 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 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.
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=12% (flame), 9% (tail)
|nairdmg=12% (flame), 9% (tail)
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|fairname=&nbsp;
|fairname=&nbsp;
|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, 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 ending and landing lag, and is punishable from out of shield by most characters.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=11% (body), 14% (tail), 16% (flame)
|bairdmg=11% (body), 14% (tail), 16% (flame)
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|fthrowname=&nbsp;
|fthrowname=&nbsp;
|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 below-average base knockback and knockback growth makes 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.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|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 its very low ending lag allows Charizard to follow it up with a dash attack or forward air at low percents. Like forward throw, its base knockback and knockback growth are low, which makes it much less reliable for KOing than 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.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|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; it KOs 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 only effective at 0%-10% and is easily avoidable because of up throw's launching angle.
|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 when accounting for [[directional influence|DI]] still KOs middleweights at 161% from anywhere on Final Destination in the ''3DS'' version and at 152% in the ''Wii U'' version. It is more effective on stages with platforms, such as being able to KO middleweights at 129% upon landing on {{SSB|Dream Land}}'s top platform in the ''3DS'' version and at 122% in the ''Wii U'' version when accounting for DI.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|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 from 0%-15%, 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. Notable follow-ups include up smash at 0% and neutral, forward, and up aerials from low to medium percentages. On fastfallers, it sets up for a forward air KO around 75% at the ledge.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|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 can be angled, which makes it useful for spacing or gimping. It gradually weakens when used, similarly to [[Fire Breath]]. Unlike Fire Breath, Flamethrower's farthest hitboxes will make the opponent [[flinch]]. However, its range decreases at a moderate speed, and it has considerable start-up and ending lag.
|nsdefdesc=[[bulbapedia:Flamethrower (move)|Expels a stream of flames from its mouth]]. It gradually weakens if used, similarly to [[Fire Breath]]. Unlike Fire Breath, all of Flamethrower will make the opponent [[flinch]]. It can be used safely in the [[neutral game]] to rack up damage and slow the game down, though if used too long its range grows short and the opponent can punish it. It can also be angled up and down to effectively edgeguard many characters.  
|nsc1name=Fire Fang
|nsc1name=Fire Fang
|nsc1dmg=2% (embers), 8% (explosion)
|nsc1dmg=2% (embers), 8% (explosion)
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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]] on frames 23-53 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, and is very unsafe on shield because of its extreme amount of overall lag and how it forces Charizard into a [[Tumbling|tumble]] that cannot be [[tech]]ed. When used unwisely, its impressive travel distance can also result in an inevitable self-destruct when used near an edge.
|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]] on frames 23-53 that can withstand a maximum of 15%, which make it a capable and safe recovery option. 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 ending lag, and it forces Charizard into a [[Tumbling|tumble]] that cannot be [[tech]]ed on the ground, leaving him open to be [[jab lock|jab locked]] if the opponent shields it. When used unwisely, its impressive horizontal distance can also result in a self-destruct if 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)
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|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 4-15. However, it covers only minimal horizontal distance, even when angled forward, and its loop hits can be DI'd out of rather easily when Charizard is affected by [[rage]].
|usdefdesc=[[bulbapedia:Fly (move)|Flies upward]] while corkscrewing. It can act as a reversal due to its early [[super armor]], and it can be performed out of shield effectively. It also deals very high knockback, allows it to KO middleweights at 125% from the ground of Final Destination in the ''3DS'' version and at 110% in the ''Wii U'' version. It can be angled, covers a decent vertical distance, and grants super armor on frames 4-15. However, it is vulnerable to attacks after the super armor ends, and its linking hits can sometimes be DI'd out of if Charizard is affected by [[rage]].
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|usc1name=Rising Cyclone
|usc1name=Rising Cyclone
|usc1dmg=4% (hit 1), 2% (loop), 6% (last)
|usc1dmg=4% (hit 1), 2% (loop), 6% (last)
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|dsdefname=Rock Smash
|dsdefname=Rock Smash
|dsdefdmg=14% (boulder hit 1), 6% (boulder hit 2), 3% (fragments)
|dsdefdmg=14% (boulder hit 1), 6% (boulder hit 2), 3% (fragments)
|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 5-23, which makes it a fairly safe landing option. However, it has considerable start-up and ending lag.
|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 5-23, which makes it a potent landing option. However, it has considerable start-up and ending lag.
|dsc1name=Sinking Skull
|dsc1name=Sinking Skull
|dsc1dmg=10% (grounded), 12%/9% (aerial)
|dsc1dmg=10% (grounded), 12%/9% (aerial)
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edits