Charizard (PM)
Charizard in Project M and Project+ | |
---|---|
Universe | Pokémon |
Base game appearance | Brawl |
Moveset inspiration | Charizard (SSBB) |
Alternate costume | Red Army Charizard |
Charizard is a playable character in the Super Smash Bros. Brawl mod Project M. It has been separated from the Pokémon Trainer and so fights alone. Charizard was heavily buffed from Brawl, gaining several new moves that are more useful than their predecessors, as well as getting speed and power buffs to its other moves.
Charizard is ranked 24th out of 41 on the official tier list, at the bottom of the B tier. This puts Charizard slightly above Pokémon Trainer's position in Brawl, which was 29th out of 38. In Project+, Charizard is ranked 21st on the official tier list, at the top of the B tier, marking a slight improvement over its Project M iteration.
Attributes
In Project M, Charizard leaves behind the slow, tanky attacks, stamina system, and negligible defensive type effectiveness it was known for in Brawl. Instead, it fights alone with a quicker moveset optimized for taking its battles to the air.
Much of Charizard's moveset was given tweaks to encourage a quick offense. Its neutral attack and all of its tilts can combo into themselves, while its down-tilt has a powerful sweetspot that can semi-spike; its smash attacks and aerials all have increased speed or KO capabilities, and its down-smash can now serve as an edgeguarding tool. In particular, Charizard's new forward-aerial trades its predecessor's range for speed, damage, and strong diagonal knockback, making it a potent KO option especially when SHFFL'd. Charizard's new glide attack also has substantial KO potential and its hits link together even at high percentages.
While Flamethrower remains untouched and largely situational, Rock Smash was replaced with a new side-special, Heat Wave. It trades some damage potential for speed, range, and knockback, giving Charizard a faster KO move when used up close while providing an acceptable spacing option otherwise. Charizard's reworked up-special now functions as a single, strong hit, and the purely horizontal knockback it deals at the start can help Charizard break out of combos.
The biggest change to Charizard's moveset, however, is its new down-special, Fly. When used on the ground, Charizard will lift off in a high jump, achieving heights otherwise out of reach while providing greater speed than its jumps and up-special. Fly can be angled, used immediately or charged for nearly a second, and Charizard can cancel it into any aerial or special move while preserving all of the move's momentum. This gives Charizard incredible chasing options after launching a foe; it can rack up further damage (using neutral or up aerials), it can quickly meteor smash opponents recovering high (down aerial off of an angled Fly), it can semi-spike (back-aerial or close side-special), or it can go for a KO off the top (forward-air, glide attack, or late up-special). Many of Charizard's ground moves are designed to pop foes into the air where they can be chased with Fly, especially its new up-throw, which deals strong damage and vertical knockback that can leave damaged foes close to the upper blast line.
Charizard's defensive weaknesses are still present. While it has impressive dashing speed and range on its ground attacks, opponents with disjointed hitboxes and projectiles can easily wall Charizard thanks to its large hurtbox. Charizard also has very limited options for dealing with attackers below it, making Fly a double-edged sword if an opponent can reach the stage before Charizard can. Charizard remains weak in recovering horizontally, as its glide will not reset if Charizard is hit, forcing the use of its glide attack to power through edgeguarding.
As a result, much like in its home series, Charizard can't give its opponents the time or position to strike back, as its weaknesses are difficult to cover. However, when played to its strengths of speed and aggressive attacks, Charizard can easily dominate its opponents without letting them take advantage of its shortcomings.
Changes from Brawl to PM
Charizard has been noticeably buffed from Brawl to PM, while also receiving many new moves and changes. Like Squirtle and Ivysaur, Charizard is now a separate character from the Pokémon Trainer. The main benefit this provides is that Charizard no longer suffers from the Stamina system and it no longers suffers from the risk of changing Pokémon and being heavily punished for it. As for its individual buffs, Charizard is much faster both in terms of its movement and in the speed of its attacks and a fair amount of its attacks have increased KO power or combo potential.
Charizard has also seen a few nerfs. As it is no longer tied to the Pokémon Trainer, it can no longer swap out with Squirtle and Ivysaur to gain access to a smaller hurtbox, greater mobility and zoning and to generally cover up its bad matchups. As for direct nerfs, some of Charizard's moves have seen a decrease to their speed, range or power.
Overall, Charizard is a considerably more effective character and as of the latest tier list, it outclasses its fellow party members.
Aesthetics
- New on-screen appearance: Charizard quickly comes flying from above and lands stomping the ground.
- Charizard's up taunt has been replaced with a new one, where it flaps its wings twice to hover before striking a pose and roaring.
- "Pokémon Trainer petting" victory pose is replaced with another one, where Charizard lazily yawns and takes a nap on the floor in a burly manner; reminiscent of Ash's Charizard in the Pokémon anime, who tended to cease fighting and take naps on serious battles, disobeying all orders (which can also happen in the actual Pokémon games).
Attributes
- Charizard dashes faster (1.8 → 2.07).
- Charizard's air speed is slightly faster (0.987 → 1).
- Charizard's air acceleration was altered though its total air acceleration is the same (0.01 (base), 0.05 (additional) → 0.02/0.04). These changes give Charizard slightly less control over its air speed.
- Charizard's jumps are much higher.
- Charizard's jumpsquat is shorter (6 frames → 4).
- Charizard's traction is higher (0.055 → 0.065).
- Charizard's fall speed is faster (1.35 → 1.7).
- Charizard's gravity is higher (0.085 → 0.095).
- Charizard is no longer tied to the Pokémon Trainer. Because of this, Charizard no longer suffers from the stamina mechanic nor is it affected by type effectiveness, which means it no longer takes extra damage from Squirtle's water attacks
- Charizard will no longer become helpless if it uses its glide after using up all of its jumps (if Charizard doesn't use a glide attack). Additionally, Charizard's glide has much less startup lag gaining momentum almost instantly, travels faster and Charizard can now turn around when canceling it greatly increasing glide's utility.
- Glide no longer has a unique sound effect.
- Glide will now take away all of Charizard's remaining jumps.
Ground Attacks
- Charizard has a new neutral attack which only consists of one hit. It lifts its wing up in the air. It launches opponents vertically acting as an effective combo starter.
- Neutral attack has more startup (frame 4 → 5) and ending lag (frame 23 → 31) compared to the first hit of its previous neutral attack. It also deals less damage overall (13% → 9%/7%/6%) and it cannot jab lock opponents.
- Dash attack has less startup lag with a longer duration (frames 10-18 → 9-20) and it has less ending lag (frame 45 → 38). It now sends foes horizontally, making it better for knocking foes offstage and increasing overall utility.
- Forward tilt is now similar to its old down tilt with an altered animation which has more reach. It also has less startup lag with a longer duration (frames 12-13 → 9-12), it has less ending lag (frame 42 → 31) and it deals more damage (11%/10% → 12%/11%). The sourspot has increased base knockback (30 → 35) and the sweetspot deals extra shield damage (0 → 10).
- Forward tilt's sourspot can no longer trip oppponents.
- Up tilt has less startup lag with a longer duration (frames 9-16 → 8-20) and it has a sweetspot which deals more damage (8% → 10%).
- Up tilt deals less knockback (40 (base), 130 (scaling) → 64/85) and the sourspot deals less damage (8% → 7%). Charizard's wings are also no longer intangible.
- Down tilt is now similar to its old forward tilt. It has a longer duration (frames 8-9 → 8-14) and its sourspot deals more damage (8% → 10%) and and the sweetspot is now a semi-spike (361° → 35°).
- Down tilt has more ending lag (frame 28 → 35) and the sweetspot deals less knockback (40 (base), 100 (scaling) → 30/90).
- Forward smash now consists of a single hit with a sourspot dealing the same amount of damage as its previous second hit and it has a flaming sweetspot at Charizard's mouth that deals the same amount of damage as both hits of the previous forward smash combined (5% (hit 1) 17% (hit 2) → 22%).
- Forward smash has less startup (frame 22 → 17) and ending lag (frame 69 → 65), possesses a more horizontal knockback angle and the sourspot has increased knockback growth (98 → 106/100), making it much more effective as a KO move. The sweetspot also has much more KO potential despite its lower knockback growth (98 → 91).
- Forward smash now has a weaker sourspot which deals less damage (17% → 14%).
- Up smash's second hit has less startup lag (frame 17 → 15) allowing it to connect better. It also deals more knockback (40 (base), 110 (scaling) → 60/100).
- Charizard covers less distance from a running up smash. This makes up smash connect better but hinders its approach potential.
- Up smash has more ending lag (frame 49 → 51).
- Down smash has a longer duration (frames 14-15 → 15-19) and has less ending lag (frame 61 → 43). It has a hitbox at Charizard's feet which now a meteor smash (80° → 270°) with increased knockback (40 (base), 75 (scaling) → 60/100), giving it edgeguarding potential. Some of its other hitboxes also launch opponents at a higher angle (80° → 89°).
- Down smash has more startup lag (frame 14 → 15), deals less damage (16% → 14%/12%) and it has smaller hitboxes (10u/10u/10u/10u → 6.5u/7u/7u/5.5u/5.5u) decreasing its range. The vertical hitboxes deal less knockback (40 (base), 75 (scaling) → 45/70, 42/70) hindering its KO potential. Some of the vertical hitboxes also launch at a slightly lower angle (80° → 79°).
Aerial Attacks
- Neutral aerial has less startup (frame 8 → 5) and ending lag (frame 61 → 42). It has a tighter animation, and the hitboxes have slightly more reach and knockback. One of its sweetspots deal more damage (12% → 13%).
- Neutral aerial's angles have been altered (361° → 80°/60°/50°).
- Neutral aerial has more landing lag (22 frames → 25) though this is greatly compensated with the introduction of L-canceling. It can also no longer lock or trip opponents. It also auto-cancels later (frame 31 → 44).
- Forward aerial has been replaced with a flaming claw move. Compared to the previous forward aerial, it has less ending lag (frame 48 → 33), less landing lag (32 frames → 26), and it deals higher damage (11% → 15%/13%/11%) with powerful diagonal knockback (25° → 70°/60°), making it a powerful KO move despite having less base knockback than the previous forward aerial's sweetspot (70 → 40).
- New forward aerial has more startup lag with a shorter duration (frames 9-16 → 10-15) and it auto-cancels later (frame 26 → 30). Its new angle also hinders its edgeguarding potential and it now has very weak sourspots.
- Back aerial now consists of a single hit with a sweetspot and a sourspot.
- Back aerial has less ending lag (frame 48 → 38) and deals more damage (5% (hit 1), 9%/7% (hit 2) → 9%/12%/15%). The sweetspot is stronger despite its lower knockback (30 (base), 130 (scaling) → 20/100).
- Back aerial has more startup lag (frame 7 → 9), auto-cancels later (frame 24 → 33) and the sourspot can no longer link into the sweetspot.
- Both up and down aerials can now auto-cancel in a short hop due to Charizard's higher short hop meaning that Charizard can now auto-cancel all of its aerials. They both also have less landing lag (22 frames (up), 35 frames (down) → 20 (both)).
- Up aerial has less ending lag (frame 46 → 40) and it now has a sweetspot at Charizard's teeth, which deals more damage (10% → 13%) improving its KO potential despite its lower knockback scaling (105 → 100). The weaker early hit also deals more damage (10% → 11%) although its knockback was somewhat compensated (20 (base), 105 (scaling) → 23/100).
- Up aerial has more startup lag with a shorter duration (frames 6-27 → 10-15) and it auto-cancels later (frame 38 → 40). Charizard's head is also no longer intangible.
- Down aerial has a longer duration (frames 18-20 → 18-22), deals more damage (14% → 17%) and one of its hitboxes has increased base knockback (20 → 50) improving its KO potential both off and on stage despite now meteor smashing grounded opponents.
- Down aerial has more ending lag (frame 52 → 56) and no longer has a huge disjointed hitbox. While its hitbox is not much smaller (8u/8u/5u → 7.9u/7.9u), it is now connected to Charizard's hip bone instead of its foot bone meaning that the hitbox is much higher than it used to be (now matching the animation).
Throws/other attacks
- All grabs have less range as their Z position has been decreased (17 → 13 (standing), 12 → 9 (dash), 7 → 3 (pivot)). Standing grab also has more startup lag (frame 6 → 7) and standing and dash grabs have more ending lag (frame 30 → 37 (standing), frame 38 → 45 (dash)).
- Pummel deals slightly more damage (2% → 3%).
- Pummel has more ending lag (frame 17 → 27).
- Back throw has much less knockback allowing for better follow-ups.
- Charizard has a new up throw called Seismic Toss, where it flies with its opponent upwards and then dives back down, creating a huge explosion. It deals more damage (11% → 15%) and knockback (70 (base), 140 (scaling) → 99/155) granting it incredible KO potential.
- However, these changes combined with its higher ending lag hinder its combo potential.
- Down throw is now a meteor smash (361° → 280°) that knocks foes down on the floor with weak set knockback (40 (base), 300 (scaling) → 80/0) akin to Fox and Falco's down throws. This gives it tech chasing potential but removes its KO potential.
- Glide attack is now a multi hit move which deals more damage (12% → 17%), with the final hit having increased knockback scaling (85 → 110), launching opponents at a more favourable angle (45° → 361°) and a flame effect. It also propels Charizard forward, helping slightly with recovery.
- Glide attack is less reliable, it no longer auto-cancels when landing with it and it will now always leave Charizard helpless after using it even if Charizard hasn't used up all of its jumps.
Special Moves
- Flamethrower has more ending lag (frame 68 → 72).
- Charizard's new side special is Heat Wave, replacing Rock Smash. It uses a similar animation to its old forward aerial and is very powerful semi-spike (60° → 30°), and has decent range, making it generally more effective than Rock Smash being a decent edgeguarding tool. It also has less startup (frame 24 → 21) and ending lag (frame 62 → 60) and provides a bit of backwards momentum when used in the air, aiding in recovery slightly.
- Heat Wave has less damage potential (43% → 25%) and its strongest hit deals less damage (18% → 15%) and knockback (60 (base), 80 (scaling) → 20/100) giving it less KO potential away from the horizontal blastline.
- Fly is now Fire Spin, having a flame effect, and it now deals a single hit greatly increasing its reliability. It also has less startup lag (frame 9 → 5) and now has intangibility on frames 3-5.
- Up special no longer has armor and its intangibility has a shorter duration (frames 4-16 → 3-5). It also deals less damage (17% → 12%/11%/10%/9%) and it no longer has hits with high set knockback hindering its KO potential near the upper blast line.
- Pokémon Change has been replaced with a different version of Fly. It causes Charizard to crouch and then leap high into the air, and can be charged to increase the height of the jump. When used in the air, Charizard instantly glides, and can use a glide attack afterwards.
- Unlike Pokémon Change, Fly lacks intangibility and it does not reset stale move negation.
- Charizard now has its own Final Smash, Fire Blast, where it fires three huge fireballs. Compared to Triple Finish, it has less range and is considerably weaker dealing less damage and knockback.
Changes from PM to P+
- Charizard now has visible arm muscles.
- Standard Special altered to Thunder Punch, an Electric-type move that can be learned via Move Tutor in games from Pokémon HeartGold & SoulSilver until Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee!, where Charizard could learn the move via TM from those games onwards.
Revisions
v2.1
- Down smash received some hitbox adjustments and is non-clankable.
- Charizard can no longer cancel its shield break animation with a down special.
- Flamethrower no longer falls off ledges.
- Jab was reanimated to be more polished.
- Forward tilt received some animation, sound effects, and hitbox adjustments.
- Up air received some animation and sound effects adjustments.
- Back air received some frame data adjustments to look better aesthetically when autocanceled.
v2.5b
- Charizard manually cancelling a glide with a jump or by falling down no longer puts it into helpless state.
- Dash attack has less startup and the strong hit sends foes at a more outward angle.
- Up tilt does a bit more damage on initial hit, and has less knockback growth. It additionally matches Charizard's wings more accurately.
- Down tilt hit duration is slightly longer.
- Forward smash hitbox is now active earlier, and the attack's sourspot now lasts for slightly longer. The flaming sweetspot was also repositioned to be easier to land.
- Neutral air hitboxes are now active for a bit longer.
- Forward air has been adjusted to give it better poking and offensive properties, while its weak hit now has a lower angle and has improved aesthetics.
- Back air's sourspot does more damage, is interruptible sooner, possesses a slightly larger sweetspot, and late hit no longer has set knockback.
- Up air's SDI multiplier and freeze frames reduced to more common levels.
- Down air has more knockback growth on grounded opponents.
- Forward throw releases slightly faster (giving the foe less time to DI), and its angle along with its base knockback were increased.
- Back throw angle, knockback, and ending lag adjusted to have more combo utility.
- Up throw is significantly stronger.
- Grounded up special hits earlier and before intangibility ends.
- Down special's bug that didn't allow interrupting to and from other moves was fixed. It additionally charges up faster.
- Charizard can only glide once per airtime.
- Glide attack damage reduced.
- Down throw frame advantage has been reduced.
- Hitboxes cleaned up on various moves.
- Hurtboxes better match its body.
- Glide is slightly better at retaining momentum, but drops a bit faster.
- Jab deals slightly less damage on the weak hit, and has a larger SDI multiplier.
- Up smash now has slightly more base knockback but less knockback growth.
- Forward smash sound effects were improved.
- Down smash's hitboxes are slightly smaller in size, but are centered around Charizard better.
- Neutral air's sweetspot trajectory gets lower throughout the animation.
- Up air's body hit has a lower angle, and the late hit lasts for shorter.
- Pummel's sound effects are more denoted.
- Forward throw has decreased knockback growth, hindering its KOing ability but following up better into other attacks.
- Down taunt is now properly taunt cancelable.
- Aerial up special has more startup, but is stronger and more damaging near the start, and weaker later on.
v2.6b
- Forward tilt can be interrupted sooner and no longer gets weaker over time.
- Neutral special's max angle is slightly more vertical, and it can be additionally angled quicker. The move's hitboxes are also less SDIable and its knockback was increased slightly.
- Down smash's interruptibility frames occur slightly slower than before.
- Glide uses up all of Charizard's jumps once used.
- Down tilt's sweetspot angle is slightly more vertical.
- Down smash's hitboxes now vary in angles, and its inner hitboxes have priority over the outer hitboxes.
v3.0
- Up special has less hangtime at the apex.
- Forward aerial bone invincibility reduced to the duration of the active frames of the hitbox.
- Forward throw animation tweaked.
v3.5
- Down tilt deals more damage.
- The flame deals more damage midway through neutral aerial.
- The flame on Charizard's tail deals less damage at start of neutral aerial.
- Removed momentum halt from Fly and Glide.
- Landing lag on neutral air increased.
- Now has a Final smash where it fires three fire-breathing blasts.
- Charizard has a new up taunt.
Moveset
Up to date as of version 3.6.
Name | Damage | Description | |
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Neutral attack | 7%/9% (clean/tip), 6%/7% (late/tip) | Charizard swings its left wing upward. It is strong for a jab, having high base knockback with a diagonal angle, setting up nicely for aerial followups. | |
Forward tilt | 12% (mouth), 11% (neck) | Charizard extends its neck and bites forward. This move has both good reach and power. Hitting at Charizard's neck produces less knockback than hitting at the mouth. This move can be angled, but doing so does not alter the damage. | |
Up tilt | 10% (clean), 7% (late) | Charizard points its wings upwards and jabs the opponent. This move can easily lead into aerial attacks. | |
Down tilt | 10% (tail), 12% (flame) | Charizard sweeps its tail across the ground. The sourspot has weaker knockback scaling that leads into aerials, while the flame sweetspot has transcendent priority and is a strong horizontal finisher. | |
Dash attack | 11% (clean), 9% (late) | Charizard kicks forwards with its left foot. Sends opponents at a diagonal trajectory. Has little endlag compared to most dash attacks. | |
Forward smash | 17% (clean), 22% (clean sweetspot), 14% (late) | Charizard lunges forwards while swinging its head in a large arc. It has slow start-up, but is a strong horizontal finisher, and has a very powerful sweetspot at the flaming part of Charizard's mouth. | |
Up smash | 5% (hit 1), 11% (hit 2) | Charizard slashes upward twice with both of its wings. It is similar to Captain Falcon's up smash, but has faster startup and covers a wider area above Charizard. | |
Down smash | 12% (center), 14% (edges) | Charizard violently stomps the ground once with both feet, causing the ground to erupt from either side of it. Coming in contact with Charizard's body meteor smashes opponents, which can set up for aerial combos as well as punish opponents hanging on an edge. The shockwave portion of the move can only hit grounded opponents. | |
Neutral aerial | 9% (tail), 11% (flame early), 13% (flame mid), 10% (flame late) | Charizard spins its entire body in a somersault, hitting with its tail. The sweetspot is located at the flame that is on the tip of Charizard's tail. Each part of the attack sends opponents at a different angle; the start of the move sends opponents upwards, the middle of the move sends opponents diagonally upwards and away from Charizard, while the end of the move sends opponents diagonally upwards and behind Charizard. | |
Forward aerial | 11% (arm), 16% (claw) | Charizard swipes forward with a flaming claw. The sweetspot is strong vertical finisher, and is also Charizard's second most damaging aerial. Charizard's head, neck, and both of its wings are intangible while the hitboxes are active. | |
Back aerial | 12% (clean tail), 15% (clean flame), 9% (late) | Charizard swings its tail backwards. It can be used for a wall-of-pain at low percentages. | |
Up aerial | 11% (clean neck), 13% (clean mouth), 7% (late) | Charizard extends its neck and bites upwards. This move can be used to juggle opponents effectively at low percentages, and then serve as a KO move at higher percents. | |
Down aerial | 17% | Charizard stomps downward with both feet. It is a very powerful meteor smash against aerial opponents, while popping up grounded opponents and setting up into aerial attack. | |
Glide attack | 2% (hits 1-4), 9% (hit 5) | Part of the Fly move used in midair, Charizard spins and attacks with its wings engulfed in flames. The glide attack now propels Charizard faster and the attack hits up to 5 times; though it's difficult to connect with all hits. Using the glide will cause Charizard to lose all its jumps, however Charizard will not fall helpless unless it uses the glide attack. | |
Grab | — | Charizard grabs its opponent with its mouth. | |
Pummel | 3% | Charizard bites the opponent, groaning every time it does so. | |
Forward throw | 10% | Charizard spins the opponent once, holding them with its mouth, then throws them forward. This throw has decent diagonal knockback. | |
Back throw | 10% | Charizard throws the opponents backwards with its mouth. It is similar to the forward throw, but with weaker knockback and launches opponents at a more vertical angle. | |
Up throw | Seismic Toss | 2% (hits 1-3), 5% (explosion), 4% (release) | Charizard flies upwards while holding the enemy, flips twice, then plummets down, creating an explosion upon landing. This is one of the strongest throws in the game, dealing very high damage and knockback, making it an effective KO move. This throw lands on soft platforms, akin to Kirby and Meta Knight's up throws. Interestingly, when this throw is used on a moving platform, Charizard will still "land" on the ground, making it hard to perform a Sacrificial KO. |
Down throw | 1% (hits 1-5), 2% (release) (7% total) | Charizard sets its opponent on the floor, and then breathes fire on them. This move leaves the opponent on the ground, similar to Fox and Falco's down throws. It can be instantly teched, but still acts as a powerful tech-chasing move, and can occasionally meteor smash and KO foes if used near an edge. | |
Floor attack (front) | 6% | Charizard swings its tail backwards, then headbutts forward. | |
Floor attack (back) | 6% | Charizard gets up while performing a semi-circle claw swipe. | |
Floor attack (trip) | 5% | Charizard gets up and performs a semi-circle claw swipe. | |
Edge attack (fast) | 8% | Charizard gets up and headbutts forward. | |
Edge attack (slow) | 10% | Charizard slowly gets up and flicks its tail. | |
Neutral special | Flamethrower | 2% (clean), 1% (late) | Charizard spits flames out of its mouth that gradually weaken if the attack is held. It is similar to Bowser's Fire Breath, except that it doesn't possess an ending bite and the flames' far hitboxes doesn't make the opponents flinch. The flames can be angled up or down. |
Side special | Heat Wave | Hit 1: 15% (near), 4% (far) Hit 2: 13% (near), 3% (far) Hit 3: 11% (near), 2% (far) Hit 4: 9% (near), 1% (far) |
Charizard shoots a flurry of flames with its wings. This move has slow startup, but deals 25% if all hits connect, as well as having strong horizontal knockback. This move propels Charizard a bit backwards during each use. |
Up special | Fire Spin | Ground: 11% (leap), 10% (rise) Air: 12% (leap head), 9% (leap body & rise) |
Charizard spins upwards with its wings engulfed in flames. The hitbox before Charizard rises contains a strong horizontal hit that can punish opponents attempting to edge-guard Charizard, while the rest of the attack is a single hit that deals strong, vertical knockback. Unlike in Brawl, Charizard doesn't possess armor. |
Down special | Fly | — | Charizard crouches, then leaps from the ground. It can be charged for about 30 frames, increasing the height Charizard jumps, and can be angled sideways slightly. The jump doesn't possess any hitboxes, but can be canceled at any time and allows for any aerial to be used while keeping the momentum of the jump. Using the move in midair causes Charizard to glide, which works like in Brawl. |
Final Smash | Fire Blast | 10% (hits 1-2 big flames), 2% (hits 1-2 small flames), 18% (hit 3) | Charizard shoots three large fireballs out of its wings. The first two fireballs deal small knockback, while the third fireball deals massive knockback. The attack is roughly similar to Charizard's portion of Triple Finish, for which it also uses Fire Blast. |
In competitive play
Notable tech
Most historically significant players
See also: Category:Charizard players (PM)
- Kycse - The best Charizard in the world. The first Charizard player to win a major in the history of Project M, doing so at Shipwrecked. Ranked #11 on PMRank 2023.
- Dingo - Ranked 38th on PMRank 2017.
- Zen - Ranked 49th on the PMRank 2016.
Alternate costumes
Project M
Charizard now has more significant, independent palette swaps. His colors are based on Aerodactyl, Golbat, Tyranitar, Shiny Charizard, and Salamence. It also gains a costume based off the armored Charizard seen in the beginning of Lucario and the Mystery of Mew. The same costume received a black recolor based on Aggron in Project M 3.6 Beta.
Coincidentally, most of these Pokémon in the main games references in Charizard's alternate color schemes have dragon-like properties (Golbat being the exception), like Charizard, by either being capable of learning a variety of Dragon-type moves, or being commonly owned by notable Dragon-type specialized trainers.
Project+
Charizard gains additional colors for its standard and Armored appearances. Standard gaining Dragonite, Naganadel, and Flygon colors. The cyan costume is also converted into a second blue team color. Armored Charizard gains colors based on Nidoking, Rayquaza, and Haxorus.
Z-Secret Costume: Mega Charizard X: One of Charizard's two Mega Evolutions introduced in Generation VI, being activated when it is holding Charizardite X and the player Mega Evolves it.
R-Secret Costume: Mega Charizard Y: One of Charizard's two Mega Evolutions introduced in Generation VI, being activated when it is holding Charizardite Y and the player Mega Evolves it.
Trivia
- During the Pokémon battle in All-Star mode, two more Charizard will appear in place of Squirtle and Ivysaur.
- Charizard's appearance in Super Smash Bros. 4 has some changes from Brawl that are similar to its Project M incarnation, including a claw slash for its forward aerial, a Fire-type power-based move for a side special, and Seismic Toss as its up throw and a KO option (in later versions).
External links
Playable characters in Project M and Project+ | |
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