Charizard (SSBU)
- This article is about Charizard's appearance in Super Smash Bros. Ultimate. For other uses, see Charizard. Also, for information about Charizard in regards to Pokémon Trainer, see Pokémon Trainer (SSBU), Squirtle (SSBU), and Ivysaur (SSBU).
Charizard in Super Smash Bros. Ultimate | |
---|---|
Universe | Pokémon |
Shares character slot with | Pokémon Trainer Ivysaur Squirtle |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Triple Finish |
Charizard is a character in Super Smash Bros. Ultimate. Unlike in Super Smash Bros. 4, Charizard is no longer a standalone character, and is back under the Pokémon Trainer’s control. It was confirmed on June 12th, 2018. Along with the Pokémon Trainer, Charizard is classified as fighter #35.
Shin'ichirō Miki reprises his role as the Pokémon, providing new clips once again.
Attributes
Charizard deviates from the other super heavyweight characters in speed. Its ground game provides wide utility courtesy of its high initial dash and run speed. Also, its normals such as forward tilt and jab are further supplemented by skid canceling. Its high traction and quick out-of-shield options like neutral attack and up smash suit its close-quarters combat well. Up smash hits on frame 6, KOs at reliable percents, and functions as an effective juggling and anti-air tool alongside up tilt.
Neutral air is a multi-purpose tool effective at starting and extending combos, juggling, edgeguarding opponents, and sometimes landing. It is capable of stringing into itself, forward air, and down air. Forward air is fast (frame 8) and deals considerable damage to finish combos and KO at high percents. However, it does not autocancel out of a short hop, so it is only a mix-up at best in the neutral game. Up air renders Charizard's head intangible and is one of the strongest in the game, making it an effective juggling tool and finisher. It is also a makeshift combo too at low to middle percent ranges. Back air is extremely powerful and disjointed; it covers a wide diagonal arc behind Charizard and overpowers opponents above it. Down air’s sweetspot hitbox is large and powerful, enabling it to seal stocks at low percents.
Charizard’s grab game sees high flexibility, being capable of setting up into combos and positioning the opponent, as well as earning KOs. Having minimal ending lag, back throw is a versatile combo tool and positions the opponent off-stage at higher percents as well. Down throw fills the combo starter niche as well, although to a lesser extent than back throw. Forward throw has higher knockback than back throw, being able to set up edgeguards and ledge traps earlier, as well as KO’ing at higher percents. Up throw functions as a last-resort KO option at 150% and above, or earlier on stages with platforms.
Of Charizard’s special moves, Flamethrower sees the most utility, having medium range and flexibility in being angled. It pressures opponents to approach, covers certain weak projectiles, and is a useful ledge-trapping move. Fly has super armor at its startup, granting Charizard’s recovery more safety. Flare Blitz functions as a hard punish or tech chase option that deals immense power and knockback upon hit.
Charizard’s main benefits include its strong advantage state, damage-racking capabilities, and KO potential. It is able to build high damage from only a few hits thanks to its high damage output in its combos and strings, particularly out of back throw. Charizard is the most advantaged when it is below the opponent. Its neutral air, up tilt, up smash, and back air are disjointed and cover wide arcs against opponents above it. Charizard also comes with respectable edgeguarding and ledge-trapping abilities. Flamethrower covers many get-up options when properly spaced, and the player is able to punish them on reaction thanks to down smash, up smash, and neutral air. Forward tilt (angled downwards) and down smash are also capable of hitting characters at the ledge.
Charizard's weaknesses include its raw moveset causing it to have a mediocre neutral game. Flamethrower’s decay prevents it from being usable for a long time, and its few safe-on-shield options, such as back air, neutral air, and forward tilt, require precise spacing and timing for the highest benefit. Charizard's moveset also contains several flaws that considerably offsets its strengths, including forward air not being able to autocancel out of a shorthop. Thus, its moveset requires high commitment, resulting in heavy reliance on movement and reads to secure advantage state. In addition, it has few options in the disadvantage state outside of neutral air and an extra mid-air jump.
Overall, Charizard is a well-rounded super heavyweight but has the weakest auto-pilot of the three Pokémon in the Pokémon Trainer’s party. It must rely on sheer mobility and player interaction, and must work around the glaring problems its moveset contains. Charizard is able to function both offensively and defensively in the neutral, but it is up to the player to find the most beneficial position in this spectrum. Once it gains advantage, it must capitalize on the opponent’s mistakes to the greatest extent for the highest return.
Changes from Super Smash Bros. 4
Previously the standalone character in Smash 4 representing the trio of Pokémon in Brawl, Charizard now returns as part of the Pokémon Trainer's crew. As expected, it keeps many of its changes and buffs from Smash 4, retaining its function as the hardest-hitting member of the Trainer's party while also gaining new, significant buffs to its mobility. Having been considered a lackluster character in Brawl and in early SSB4, Charizard has received a mix of buffs and nerfs, but the former are more prominent as they address its more critical flaws in the previous game. Its overall mobility has been substantially improved; its previously abysmal initial dash speed is now one of the fastest in the game, its second midair jump covers more height, and its air speed is now substantially faster compared to in Smash 4. Its falling speed and fast falling speed are much higher, making it easier for it to land while making its neutral game more effective, and the universal frame 3 jumpsquat significantly helps its buffed aerials (which are now faster). Up tilt's hitbox covers more horizontal range, up smash can now hit grounded opponents, and Flare Blitz and Fly have had their power and hitboxes buffed respectively, making Charizard's moveset more reliable. Neutral air's endlag has been drastically reduced and its animation has been made faster, repurposing it into an effective air-to-air option and combo extender.
Charizard's nerfs include a weakening of its former most effective tools, including its neutral attack's range, down throw's mitigated combo ability, and forward aerial no longer autocanceling in a short hop. Its higher fall speed also makes it easier to combo. However, Charizard's most notable loss comes from the removal of Rock Smash to make way for Pokémon Change, eliminating a niche landing option and shield-pressuring tool from its moveset, with the only compensation being if the player wishes to make full use of Pokémon Change to take advantage of Squirtle's attributes.
Based on its direct changes, Charizard is fundamentally better but is counterbalanced by new, gaping flaws in its moveset. As such, it is very debatable how Charizard fares compared to its solo appearance in SSB4. However, given Pokémon Trainer's overall high- to top-tier standing, Charizard has proven itself more useful as a member of Pokémon Trainer's team because it allows the Trainer to adapt to situations where its recovery, endurance and KO power are needed and can replace itself with Squirtle or Ivysaur in cases where Charizard's weaknesses can be exploited, but Squirtle's or Ivysaur's cannot. This is especially true after patch 4.0.0, which nerfed some of the more notorious tools in Ivysaur's kit while buffing Charizard in return, presumably to encourage more balanced use of all three members.
Aesthetics
- As with all veterans returning from Smash 4, Charizard's model features a more subdued color scheme, resembling its appearance in recent mainline Pokémon games. Additionally, its legs and arms are more prominently muscular, the flame on its tail is also more vibrant.
- During normal matches, Charizard uses the Pokémon Trainer's stock icon and name call instead of having its own. However, its own stock icon is seen in the Spirits mode, as both a playable character and an enemy.
- Charizard moves in a wave-like motion during its dash animation, similar to Lugia on the title screen for Pokémon SoulSilver. [1]
- Charizard now hangs onto the ledge with one hand instead of two.
- Charizard has two new taunts: one where it stands upright for its up taunt, similar to Ridley's down taunt, and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.
- While maintaining its Flare Blitz victory pose from Smash 4, Charizard regains its victory pose from Brawl where the Pokémon Trainer pets its neck, replacing the roaring victory pose from Smash 4.
Attributes
- Charizard is once again a part of Pokémon Trainer, allowing it to switch to Squirtle and Ivysaur.
- Like all characters, Charizard's jumpsquat animation now takes 3 frames to complete (down from 7).
- Charizard walks slightly slower (1.2 → 1.187).
- Charizard's initial dash speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.
- Charizard runs faster (2 → 2.2).
- Charizard's air speed is much faster (0.92 → 1.103), now being faster than it was in Brawl.
- Charizard has significantly higher traction (0.04 → 0.11), no longer being tied with Mewtwo for the second lowest in the game. This allows it to punish out of shield much more easily.
- Charizard moves its head to a less vulnerable position during forward air, down smash, standing grab, and when hanging on the ledge.
- Charizard's midair jumps' animations have been changed so that they are more distinguishable from each other.
- Charizard's second midair jump now gives as much height as its first, improving its air game and recovery.
- Charizard's falling speed and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves its tomahawk and overall neutral game.
- Charizard takes small amounts of damage while swimming. It shares this attribute with Sonic, Inkling, and Incineroar.
- Forward roll grants less intangibility (frames 4-18 → 4-16).
- Back roll has more startup with less intangibility (frames 4-18 → 5-17), and more ending lag (FAF 33 → 38).
- Spot dodge has more ending lag (FAF 28 → 29).
- Air dodge's animation has been changed.
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 50).
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole move to connect more smoothly.
- The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).
- The final hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing its range.
- The first and second hits have altered angles and knockback to keep opponents close to Charizard, like other neutral attacks. This allows them to connect and jab lock more consistently, but removes their jab cancel setups against grounded opponents.
- Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.
- Forward tilt:
- Forward tilt contains a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the z-axis.
- Forward tilt has less ending lag (FAF 43 → 38).
- Forward tilt has more startup lag with a shorter duration (frames 11-13 → 12-13).
- Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).
- Up tilt:
- Up tilt has an altered animation with Charizard jumping higher and its wings spreading out more to its sides. This increases the move's horizontal range.
- It launches opponents slightly away from Charizard instead of towards it, worsening the move's ability to combo into itself at low percents.
- Up tilt has a shorter duration (frames 9-13 → 9-12).
- It deals much less knockback, no longer being able to KO grounded opponents under 200%. This improves its combo potential when coupled with Charizard's faster jumpsquat, but hinders its KO potential.
- Down tilt:
- Down tilt features a tighter animation.
- The changes to jostle mechanics allow it to connect better against nearby opponents despite the removal of the windbox.
- The hitbox does not extend as far (Z offset: 7-16 → 7-13.5), considerably reducing its range.
- Dash attack:
- Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (100 (base)/45 (scaling) → 96/44), improving its KO potential.
- Dash attack deals more shieldstun (1x → 1.5x) which combined with the increased damage makes it safer on shields.
- Forward smash:
- Charizard no longer breathes fire during the animation.
- Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).
- Forward smash grants more intangibility (frames 22-25 → 20-24).
- Up smash:
- Up smash's second hit comes out more quickly (frame 17 → 14), allowing it to connect better from the first hit and giving the move faster interruptibility (FAF 49 → 47).
- The outermost hitbox on the first hit now uses the 368° autolink angle to properly launch opponents into the second hit instead of weakly meteor smashing them in place, enabling it to connect more efficiently.
Aerial attacks
- All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).
- Neutral aerial:
- Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use offstage.
- Its animation has been sped up. This reduces the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.
- Due to its autocancel window remaining unchanged, this effectively increases the move's ending lag before it can autocancel.
- Forward aerial:
- Forward aerial has one frame less ending lag (FAF 47 → 46).
- It no longer autocancels in a short hop, as Charizard's faster falling speed causes its autocancel to fall short by one frame.
- The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its reach.
- Back aerial:
- Back aerial's animation has been altered, increasing its vertical range. This enables it to punish opponents recovering from above more reliably.
- The first active frame does not contain the 16% sweetspot.
- Up aerial:
- Up aerial auto-cancels earlier (frame 41 → 38).
- The move's initial auto-cancel window has been shortened (frames 1-4 → 1-3)
- Down aerial:
- Down aerial's lower landing lag alongside the removal of teching for grounded meteor smashes enable it to function as a potent combo starter onstage. The sweetspot also has a longer duration (frames 18-20 → 18-21).
- The clean hit has received a sourspot on Charizard's body that does not meteor smash, making it slightly harder to use for edgeguarding. The late hit also has a shorter duration (frames 21-26 → 22-25).
- It auto-cancels later (frame 41 → 42).
- Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).
- Down aerial's animation has been altered.
- Down aerial's landing animation no longer causes Charizard's tongue to clip through its head.
Throws and other attacks
- Standing and dash grab's animations have been altered; Charizard lunges forward more
- All grabs have more ending lag (FAF 34 → 40 (standing), 42 → 46 (dash), 40 → 43 (pivot)).
- Dash and pivot grab have more startup (frame 10 → 11 (dash), 11 → 12 (pivot)).
- Standing grab has been moved forward (Z offset: 5-13.6 → 7.5-16), improving its range.
- Dash grab extends further (Z offset: 5-12.3 → 5-16.5), improving its range.
- Pivot grab doesn't extend as far (Z offset: 4-17.6 → 4-17.2), worsening its range.
- Pummel:
- Pummel deals less damage (2% → 1.6%).
- Forward throw:
- Forward throw deals more knockback (60 base/65 scaling → 63/70).
- Charizard spreads its arms out during the ending animation of forward throw.
- Back throw:
- Back throw releases opponents faster (frame 29 → 26), though with its interruptibility frames unchanged. This makes it harder to DI, but gives it more ending lag.
- Despite this change, it has increased combo ability due to Charizard's much faster initial dash speed and jumpsquat.
- Back throw releases opponents faster (frame 29 → 26), though with its interruptibility frames unchanged. This makes it harder to DI, but gives it more ending lag.
- Down throw:
- Down throw deals less hitlag, allowing it to execute faster.
- Down throw's looping hits now deal knockback to bystanders (0 (base)/0 (scaling) → 0/100).
- It has slightly more ending lag (19 → 22 frames), hindering its combo potential.
- The decreased hitstun in tumble knockback exacerbates this nerf.
- It has an altered animation where Charizard hovers slightly while breathing fire onto the opponent.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Flamethrower:
- Flamethrower's color is more vibrant compared to in Smash 4.
- Flare Blitz:
- Flare Blitz deals drastically more damage (4% → 6% (hit 1), 15% → 18% (hit 2); 19% → 24% (total)).
- Flare Blitz deals more knockback, KOing middleweights under 80% from the center of Final Destination.
- The tumble animation following Flare Blitz's collision cannot be jab locked.
- Grounded Flare Blitz has more range below it, being capable of hitting every character lying on the ground and a few hanging on the ledge.
- Flare Blitz is now only able to grab the ledge starting frame 45 (about two-thirds of the way).
- Flare Blitz causes Charizard to emit orange flames on startup instead of glowing blue. Its flame effects are much more intense.
- Charizard's voice is now louder when using the move, allowing players to hear it without adjusting the Sound settings.
- Fly:
- Fly no longer suffers RCO lag.
- Due to rage being changed to not affect hitboxes with set knockback, Fly no longer launches opponents away from the rest of the hits when Charizard has rage, allowing it to connect more reliably.
- Pokémon Change:
- Since Charizard has returned to Pokémon Trainer's team, Rock Smash has been replaced with Pokémon Change. While this reduces Charizard's own defensive capabilities, it can now change places with Squirtle and Ivysaur to adapt to certain situations.
- The removal of Rock Smash hinders Charizard's landing options and eliminates one of its finishers.
- Pokémon Change is much faster, as it does not need to load the next Pokémon during every switch. The quicker switch time allows it to potentially combo into another Pokémon's moves, work akin to an air dodge, or supplement the Pokémon's recovery.
- Pokémon Change can now be used in the air. Like in Brawl, it also offers brief intangibility upon switching out.
- Spamming Pokémon Change will grant no invincibility frames for a period of time. It also has a cooldown of 140 frames (2.33 seconds), which can be skipped via a special move.
- Since Charizard has returned to Pokémon Trainer's team, Rock Smash has been replaced with Pokémon Change. While this reduces Charizard's own defensive capabilities, it can now change places with Squirtle and Ivysaur to adapt to certain situations.
- Final Smash:
- Triple Finish replaces Mega Charizard X with the return of Pokémon Trainer.
- Triple Finish has an updated animation, and its textbox closely resembles the textboxes in the Generation VII Pokémon games.
- Charizard now fires five Fire Blasts in a row.
Update history
The changes Charizard has received improve its damage output and ability to KO. In addition, Flare Blitz is able to grab the ledge substantially earlier, and neutral aerial is safer on shield and can combo into other moves more reliably out of fastfall.
- Dash attack deals more damage (11%/8% → 13%/10%) and knockback.
- Down aerial's landing animation no longer causes Charizard's tongue to clip through its head.
- Grounded Flare Blitz has more range below it, being able to hit every character lying on the ground and some hanging on the ledge.
- Up throw drifts slightly forward, meaning that Pichu and Ridley do not get stage spiked when it is used near the ledge.
- This means true follow-ups with this application (such as back aerial) are no longer possible.
- Neutral attack 1 connects into neutral attack 2 more reliably.
- Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.
Technical changelist 3.1.0
Changed | Before | After |
---|---|---|
Jab 1 hitbox ID 2 | Base knockback: 20 | BKB: 24 |
Jab 2 kinetic module | No added speed | Frame 3: X speed +0.72, Frame 5: X speed -0.5 |
Jab 2 hitbox ID 2 | No extension | Hitbox extended from Z=13 to Z2=15.5 |
- Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).
- Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).
- Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).
- Forward throw deals more knockback (60 base/65 scaling → 63/70).
- Flare Blitz can snap to the ledge earlier (frame 54 → frame 45).
- The outermost hitbox of up smash's first hit uses set angles instead of the 368° autolink angle.
- A bug has been introduced where the last active frame of this hitbox deals no damage (5% → 0%).
- The 0% hitbox of up smash's first hit has been fixed.
Moveset
- Charizard can perform two midair jumps.
- Charizard takes continuous damage when swimming. It shares this with Incineroar, Sonic, and Inkling.
For a gallery of Charizard's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2.5% | Two alternating slashes with its claws, followed by swinging one of its wings upward. Fast and reliable for damage racking at close range, but may not connect properly at anywhere farther than point blank. | ||
2.5% | ||||
5% | ||||
Forward tilt | 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 has high knockback for a tilt attack, KOing middleweights at around 140% from the center of Final Destination. It is an essential tool in the neutral game for spacing and approaching courtesy of dash and turnaround canceling. | ||
Up tilt | Wing Thrust | 8% | Jumps with its wings widespread, hitting with them above itself. Thanks to its long vertical range and Charizard not possessing hurtboxes in its wings, it is an effective anti-air attack. Its relatively low knockback and ending lag also allow it to combo into itself at low percents, and into aerial attacks at up to high percents. However, it doesn't hit grounded opponents easily. | |
Down tilt | 10% | A battering ram. It has long range and launches at a semi-spike angle, which makes very useful for edgeguarding. However, despite dealing decent damage, its knockback is below average, making it unsuited for KOing unless the opponent is close to the edge. | ||
Dash attack | 13% (clean), 10% (late) | A front kick. It has very high base knockback, and its range and long duration make it a niche tool for punishing and zone-breaking. The move KOs at high percents near the ledge. | ||
Forward smash | 19% (clean, late body), 16.4% (late head) | Rears back its head and then performs a lunging headbutt. It is very strong, with its sweetspots KOing middleweights under 70% from the center 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 unsafe. | ||
Up smash | 5% (hit 1, clean), 5%/0% (hit 1, late), 11% (hit 2) | Rears back and swings its wings upward twice in an overhead fanning motion. It is the fastest of Charizard's smash attacks and one of the fastest smash attacks in general, hitting grounded opponents on frame 6 and aerial opponents on frame 7. Because of its long vertical range and Charizard's wings lacking hurtboxes, it is also a very useful anti-air attack. KOs in the 100%-120% range against most characters. Strangely enough, from update 4.0.0 onward, the first hit possesses a hitbox during its last active frame that links into the second hit like the rest, but deals no damage. | ||
Down smash | 16% | Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, dealing high damage and knockback. Its sweetspots also launch at a semi-spike angle, making them deadly for edgeguarding and KOing near edges. However, it is very punishable due to its slow startup and extremely high ending lag. | ||
Neutral aerial | 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 autocancel in a short hop, and quickly hits all around Charizard. While unsuited for KOing, it combos into moves like itself, up smash, up tilt, neutral attack, or other aerials. It is also a satisfactory landing option. | ||
Forward aerial | 12% (early), 13% (clean) | A downward arcing slash with its claws. It is tied with neutral aerial for the fastest startup out of Charizard's aerials. Its high damage, knockback, and semi-spike angle make it reliable as an edgeguarding and KOing option, and as a followup from down throw. However, it has high landing lag and cannot autocancel in a short hop, limiting its usability in the neutral game. | ||
Back aerial | Aerial Tail | 16% (flame), 14% (tail), 11% (body) | Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. It has slow startup, ending lag and landing lag, but when sweetspotted, it is one of Charizard's strongest moves, dealing high damage and KOing middleweights under 90%. Due to its high damage output and long range, it is also safe on shield when spaced properly. The diagonal arc the move covers allows it to overpower opponents above Charizard. | |
Up aerial | 13% | An upward headbutt. The move's respectable damage output and high knockback allow it to KO middleweights under 100% near the upper blast line, making it a formidable KO option. It also renders Charizard's head intangible throughout its duration, as well as serves as a makeshift combo starter when landing. | ||
Down aerial | 14% (clean), 8% (late) | Stomps downward with one leg. The clean hit is a meteor smash if Charizard's leg connects, while otherwise dealing strong horizontal knockback with its body. It has the highest overall lag out of Charizard's aerials, but can function as a combo starter against grounded opponents, leading to an up tilt or up smash at low to mid percents, and aerial attacks up to high percents, even allowing for a potential KO setup with an up aerial. | ||
Grab | — | Clinches the opponent. Charizard's grab range is above average. | ||
Pummel | 1.6% | A bite. | ||
Forward throw | 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 edgeguard. It also has respectable KO power for a throw, KOing middleweights near the edge of Final Destination at around 145% without rage and can be used for a DI mixup, as the optimal DI for this throw is poor for up throw (which can also KO) and vice versa. | ||
Back throw | 10% | Flings the opponent backward. It deals respectable damage and can be used to set up an edgeguard. Unlike forward throw, it has very low ending lag. As a result, it is Charizard's central combo starter, following up into dash attack, up tilt, neutral aerial, and up smash at very low percents, and a forward aerial or back aerial up to mid percents. It can also be followed up by Flare Blitz, though this requires successfully reading the opponent's action out of hitstun. | ||
Up 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. It is one of the strongest throws in the game, KOing middleweights at around 130%, or even earlier if Charizard lands on a platform closer to the upper blast line. Due to leaving Charizard in the air next to the opponent after throwing them, it can also combo into a forward aerial at low to mid percents if the opponent does not DI away. However, its mostly vertical, yet more horizontal angle than other up throws allows for the victim to apply both optimal DI and LSI against the move, drastically weakening it to the point middleweights can survive it up to around 160% if Charizard has no rage. | ||
Down throw | 1% (hits 1-5), 1% (throw) | Pins the opponent to the ground and hovers above them to expels embers from its mouth onto them. Its moderate ending lag allows it to function as a niche combo starter, leading into up smash out of dash at low percents and neutral or forward aerial until mid percents. | ||
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 |
10% | Performs a battering ram while climbing up. This comes out on frame 24, compared to Squirtle's slow frame 28 and Ivysaur's quicker frame 21. | ||
Neutral special | 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 inferior at damage racking and spacing, due to its overall lower damage output and range, although its farthest hitboxes are still able to cause flinching. Like Fire Breath, however, it has considerable startup and ending lag, while its power and range also gradually decrease when it is used for more than a few seconds. | |
Side special | Flare Blitz | 6% (collision), 18% (explosion) | A flaming, corkscrew tackle. It is very powerful, dealing the highest base damage out of Charizard's attacks, and KOing middleweights under 80% from the center 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%, allowing it to extend Charizard's recovery and plow through opposing attacks. However, it is very risky to use outside of punishes, as 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. | |
Up special | 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 startup 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 combo breaker and out of shield option. It also deals respectable damage when all of its hits connect, and can KO reliably at high percents. | |
Down special | Pokémon Change | — | The Pokémon Trainer calls Charizard back to its Poké Ball and sends out Squirtle. | |
Final Smash | Triple Finish | 5% (Fire Blast, first four), 12.5% (Fire Blast, final), ~50% total | The Pokémon Trainer sends out both Squirtle and Ivysaur, and all three Pokémon perform a combination attack involving powerful trapping attacks with long horizontal range. For Charizard's contribution to the attack, it uses Fire Blast, expelling five star-shaped blasts of fire that travel a long distance forward, with the last one having the highest power. |
On-screen appearance
Pokémon Trainer releases Charizard from its Poké Ball while saying "Go!" or "Charizard!" Charizard quickly stomps once as it emerges.
Taunts
- Up taunt: Stands upright and puffs its chest out, similar to one of Ridley's taunts.
- Side taunt: Does a quick aerial flip and roars.
- Down taunt: Faces upright and roars.
Idle poses
- Raises its foot as it leans back, opening its mouth as if roaring, and then stomps its foot.
- Turns its head to the side and quickly spits fire towards the ground.
Victory poses
During Charizard's victory poses, the Pokémon Trainer will say one of two lines at random. The male Trainer will say either "You all did great!" (みんな、よくがんばったな!, Everyone, you did great!) or "You did it, Charizard!" (やったぞ、リザードン!, You did it, Charizard!). The female Trainer will say either "Everyone did great!" (みんな、最高だね!, Everyone, you're the best!) or "You're amazing, Charizard!" (すごいね、リザードン!, Amazing, Charizard!).
- Left: Stomps and rears its head back to roar upward, then strikes a pose.
- Up: Uses Flare Blitz downwards to descend from the sky and crash into the ground, bounces out of it and lands on its feet, then strikes a pose.
- Right: Pokémon Trainer pets its head and neck.
Role in World of Light
Pokémon Trainer was among the fighters that were summoned to fight against the army of Master Hands, and he brought his three Pokémon with him.
During the opening cutscene, Charizard was sent out by Pokémon Trainer, along with Squirtle and Ivysaur, shortly before Galeem unleashed his beams of light. Under Pokémon Trainer's command, Charizard used Flamethrower in an attempt to fight the beams of light, but this attempt failed. Pokémon Trainer, Squirtle, Ivysaur and Charizard were all vaporized and placed under Galeem's imprisonment along with the other fighters, excluding Kirby.
Pokémon Trainer can be found at the southeast near the maze that resembles Pac-Maze. Defeating him allows access to all of their Pokémon.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
33-35 | Pokémon Trainer | Attack | 7,500 | Battlefield (Ω form) | Main Theme - Pokémon Red & Pokémon Blue (Brawl) |
Spirits
Charizard's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Charizard in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Mega Charizard X appears as a Primary Spirit.
- Charizard Spirit.png
416. Charizard
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
252 | Valoo | The Legend of Zelda | •Giant Charizard | 4,000 | Wuhu Island (Maka Wuhu) | N/A | •The enemy is giant | Dragon Roost Island | ||
356 | Landia | Kirby series | •Charizard Team (×5) | 3,600 | Find Mii | N/A | •The enemy's explosion and fire attacks have increased power •Stamina battle •Reinforcements will appear after an enemy is KO'd |
Dangerous Dinner | ||
421 | Charmander | Pokémon series | •Tiny Charizard | 2,200 | The Great Cave Offensive (Battlefield form) | •Hazard: Lava Floor | •The floor is lava | Main Theme - Pokémon Red & Pokémon Blue (Brawl) | ||
422 | Mega Charizard X | Pokémon series | •Giant Charizard | 9,700 | Pokémon Stadium (Fire type) | N/A | •The enemy's special moves have increased power •Stamina battle •The enemy is giant |
Battle! (Trainer Battle) - Pokémon X / Pokémon Y | ||
439 | Rapidash | Pokémon series | •Curry Charizard | 3,900 | Mushroom Kingdom U (Battlefield form) | N/A | •The enemy breathes fire •The enemy has increased move speed |
Main Theme - Pokémon Red & Pokémon Blue (Melee) | ||
463 | Dragonite | Pokémon series | •Giant Charizard | 4,700 | Spear Pillar | •Hazard: Heavy Wind | •Dangerously high winds are in effect after a little while •The enemy is giant |
Pokémon Red / Pokémon Blue Medley | ||
485 | Ho-Oh | Pokémon series | •Curry Charizard | 13,900 | Kalos Pokémon League | N/A | •Fire and explosion attacks aren't as effective against the enemy •The enemy breathes fire |
Pokémon Gold / Pokémon Silver Medley | ||
493 | Salamence | Pokémon series | •Charizard | 4,400 | Spear Pillar (hazards off) | •Hazard: Heavy Wind | •Dangerously high winds are in effect | Battle! (Lorekeeper Zinnia) | ||
495 | Latias & Latios | Pokémon series | •Charizard (×2) () | 9,100 | Delfino Plaza (Gondola area) | •Uncontrollable Speed | •The enemy is very fast and can't stop quickly •Only certain Pokémon will emerge from Poké Balls (Latias & Latios) |
Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire | ||
504 | Garchomp | Pokémon series | •Charizard | 3,900 | Spear Pillar (hazards off) | •Attack Power ↑ | •The enemy has increased attack power after a little while •The enemy has increased move speed |
Battle! (Champion) / Champion Cynthia | ||
524 | Hydreigon | Pokémon series | •Charizard | 3,600 | Kalos Pokémon League (Dragonmark Chamber only) | •Attack Power ↑ | •The enemy has increased attack power after a little while | Route 23 - Pokémon Black 2 / Pokémon White 2 | ||
528 | Reshiram | Pokémon series | •Charizard | 9,300 | Unova Pokémon League | N/A | •The enemy's explosion and fire attacks have increased power •The enemy favors special moves |
Battle! (Reshiram/Zekrom) | ||
543 | Yveltal | Pokémon series | •Giant Charizard | 9,800 | Kalos Pokémon League | N/A | •The enemy's explosion and fire attacks have increased power •The enemy is giant |
Battle! (Champion) - Pokémon X / Pokémon Y | ||
813 | Burrowing Snagret | Pikmin series | •Giant Charizard | 9,400 | Garden of Hope | •Assist Trophy Enemies (Burrowing Snagret) •Item: Pitfall |
•Hostile assist trophies will appear •The enemy is giant |
World Map - Pikmin 2 | ||
815 | Fiery Blowhog | Pikmin series | •Charizard (×3) | 1,500 | The Great Cave Offensive (Battlefield form) | •Item: Fire Flower | •Stamina battle •The enemy favors neutral specials |
Mission Mode - Pikmin 3 | ||
1,023 | Fortitudo | Bayonetta series | •Giant Charizard | 4,000 | Umbra Clock Tower | •Hazard: Low Gravity | •The enemy's explosion and fire attacks have increased power •Stamina battle •Gravity is reduced |
One Of A Kind |
As a minion
Spirit | Battle parameters | Reference | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
251 | Medli | The Legend of Zelda | •Isabelle •Charizard |
9,300 | Pirate Ship | N/A | •The enemy has increased jump power | Dragon Roost Island | Valoo | ||
627 | Minerva | Fire Emblem series | •Lucina •Charizard |
3,500 | Skyworld | N/A | •The enemy has increased jump power •The enemy has increased move speed |
Story 5 Meeting | Minerva's Wyvern | ||
663 | Ashnard | Fire Emblem series | •Ganondorf •Charizard |
3,600 | Reset Bomb Forest (hazards off) | •Defense ↑ | •Stamina battle •The enemy has increased defense |
Against the Dark Knight | Rajaion | ||
683 | Camilla | Fire Emblem series | •Corrin •Charizard |
9,700 | Spear Pillar | •Item: X Bomb •Hazard: Poison Cloud |
•The stage is covered in a poisonous cloud | Lost in Thoughts All Alone (for 3DS / Wii U) | Camilla's Wyvern | ||
1,053 | Maria Renard | Castlevania series | •Zelda •Falco •Charizard •Incineroar |
3,700 | Reset Bomb Forest (hazards off) | N/A | •The enemy starts the battle with a Cucco | Slash | Seiryuu | ||
1,232 | Nibbles | Fossil Fighters series | •Yoshi •Charizard •Ridley •Bowser |
1,800 | Arena Ferox | •Item: Pitfall | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Battle Start - Fossil Fighters: Frontier | Crimson Ravager |
Gallery
Charizard performing Flare Blitz on Prism Tower.
With Squirtle, Ivysaur, and a Burrowing Snagret on The Great Cave Offensive.
With Lucina on Skyworld.
Trivia
- Charizard is the only character in the series to have been part of a composite character in one game, separated into a standalone character, and then returned to a composite.
- The official Pokémon website claims that this was due to a stint of disobedience, similarly to Ash's Charizard. [2] This is hinted at via its new taunts and victory poses, where it behaves in a less feral way.
- Charizard and Lucario are the only characters to have had their Final Smash change once and then revert back to their original Final Smash. Charizard is part of Triple Finish in Brawl, changes to Mega Charizard X as a standalone character in Smash 4, then reverts to Triple Finish in Ultimate with the Pokémon Trainer's return. Lucario reverts to Aura Storm from Brawl but still transforms into Mega Lucario while performing it.
- Both characters are also Pokémon.
- Charizard is the only playable Pokémon capable of Mega Evolution that does not Mega Evolve for their Final Smash, though Mega Charizard X reappears as a Spirit.
- Charizard uses Fire Blast five times during Triple Finish, matching the move's base PP in the Pokémon games.
- Charizard is the only veteran from Smash 4 whose character select screen voice clip is not reused in Ultimate, as the character select screen and victory screen uses Pokémon Trainer's name instead.
- Charizard (as part of the Pokémon Trainer's lineup) is unlocked by clearing Classic Mode with either Bowser or Donkey Kong, referencing Brawl's event, Three-Beast Carnage.
- Charizard has the second highest amount of appearances as an opponent, if counting the four routes in which it can be used by Pokemon Trainer, with 17 routes, behind Link with 19 routes.