Charizard (PM)
Charizard in Project M and Project+ | |
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Universe | Pokémon |
Base game appearance | Brawl |
Moveset inspiration | Charizard (SSBB) |
Charizard is a playable character in the Brawl mod Project M. It has been separated from the Pokémon Trainer and so fights alone. It was also heavily buffed.
Attributes
Changes from Brawl to PM
Charizard has been noticeably buffed from Brawl to PM, while also receiving many new moves and changes.
- Forward tilt is now a powerful bite that can be angled, with longer range and acting as a better launcher than the previous forward tilt.
- Neutral aerial has a tighter animation, and the hitboxes have slightly more reach and knockback.
- Forward aerial has been replaced with a flaming claw move, which deals higher damage with powerful diagonal knockback, making it good KO move
- Back aerial now consists of a single strong hit, allowing Charizard to effectively attack from a distance while still inflicting a strong hit with decent KO capacities.
- Up aerial now has a sweetspot at Charizard's teeth, which possesses better KO potential and damage.
- Forward smash consists of a single hit, like the back aerial, and also possesses a more horizontal angle along with a flaming sweetspot at Charizard's mouth with increased knockback, making it much better for KOing.
- Up smash is now faster and is almost as strong as brawl and connects better.
- Down smash is now a meteor smash, allowing Charizard to follow up better into other attacks when used on grounded opponents.
- Back throw has much less knockback allowing for better follow-ups.
- Dash attack sends foes horizontally knocking foes offstage better, increasing overall utility.
- Fly is renamed as the Fire Spin, having an actual flame effect, and it now deals a single blow of strong damage with good KO/gimping potential.
- Pokémon Change has been replaced with a different version of Fly. It causes Charizard to crouch and then leap into the air higher than any jump, and it can be charged to fly higher. When used in the air, Charizard instantly glides, and can use a glide attack afterwards.
- Glide attack is stronger, dealing consecutive hits that sum up to 17% damage (5% more), with strong knockback and a flame effect. It also propels Charizard forward, allowing to efficiently land most (if not all) of the hits by attacking from a distance.
- New up throw: Seismic Toss from the Pokémon anime, where it flies with its opponent upwards and then slams down, creating a huge explosion. Deals strong damage for a throw, with very powerful knockback.
- Up tilt has less knockback growth.
- Up special no longer has super armor.
- Down smash does less damage.
- Heat Wave has less damage potential than his old Rock Smash.
- Glide attack can no longer be used effectively from a very close range, as it's in general easier to escape from it with DI, and also because of the forward momentum that can cause Charizard to cross-up the foe and miss the final hit.
- Neutral attack is now a single swing of its wing, acting more as a launcher.
- Down tilt is now his previous forward tilt.
- Down throw is now a meteor smash that knocks foes down on the floor, akin to Fox and Falco's down throws. It can be teched instantly, though, but still acts as a tech-chase.
- Rock Smash has been replaced with a new move called Heat Wave, using a similar animation to its old forward aerial. It provides backwards momentum when used in the air. Like the Brawl forward aerial, it is stronger up close.
- Gliding can no longer be performed by holding the jump button; Charizard must use its down special to do so.
- New on-screen appearance: Charizard quickly comes flying from above and lands stomping the ground.
- "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).
Like Squirtle and Ivysaur, Charizard is now a separate character from the Pokémon Trainer, no longer using a Stamina system nor having different resistances against grass and water based moves. Pokémon Trainer is completely absent, no longer appearing during battles nor victory poses. In terms of cosmetic changes, Charizard now also has more significant, independent palette swaps, in addition to a sixth one.
Revisions
2.1
- 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.
2.5b
- 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.
2.6b
- 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.
3.0
- 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.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
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Neutral attack | Wing Attack | 7%, 9% (tip) | Swings one wing in front of it. Strong for a jab; has high base knockback with a diagonal angle. Last for about 30 frames, and sweetspot can KO at 200%. Propels Charizard forward if used repeatedly. |
Forward tilt | Hyper Fang | 12% | Stretches its neck and bites. Good reach and power. Hitting with the neck produces less knockback. Can be angled, but doing so does not alter the damage. |
Up tilt | Pyramid Poke | 10% | Charizard forms a triangle with its wings and stabs upward. Can easily lead into aerial attacks. |
Down tilt | Flame Sweep | 8%, 11% (flame) | A tail sweep. Hard to sweetspot with. Sourspot has weaker knockback scaling that leads into aerials, while the flame has trascendent priority and is a strong horizontal finisher. |
Dash attack | Low Kick | 11%, 9% (late) | Charizard kicks with a foot forward. Diagonal trajectory, has little lag compared to most dash attacks. |
Forward smash | Flare Blitz | 17%, 22% (sweetspot) | Lunges its head forward while spitting small flames. Slow start-up, but is a strong horizontal finisher. Sweetspot is located at Charizard's mouth and has a flame effect. |
Up smash | Brave Bird | 5% then 11% | Slashes upward twice with its two respective wings. Similar to Captain Falcon's up smash, but has faster startup and covers a wider area above Charizard. |
Down smash | Bulldoze | 12% (center), 14% (edges) | Violently stomps the ground. The center of the attack deals less damage but has stronger knockback. Both hits have a meteor smash angle, which pops out grounded foes for combos, and can also punish ledge-hanging ones for a KO. |
Neutral aerial | Flame Wheel | 9%, 12% (flame) | Spins vertically whilst swinging its tail. Compared to other spinning aerials, this attack only covers Charizard's tail. Not used very often due to the odd placement of the sweetspot, and because of Charizard's other superior aerial attacks, though it's the only aerial to completely surround it, which sometimes makes it effective for repelling foes. |
Forward aerial | Slash & Burn | 16%, 11% (upper part) | Swipes with a flaming claw. Possibly Charizard's strongest vertical finisher, and also its second most damaging aerial. |
Back aerial | Aerial Flame Sweep | 12%, 15% (flame) | Swing its tail backwards. Good power and damage; can be used for walls of pain at low percentages. |
Up aerial | Crunch | 13% (teeth), 11% (neck), 7% (late hit) | Stretches its neck upwards. Can juggle opponents at low percentages, then KO them at high percents. |
Down aerial | Stomp | 17% | Stomps with both feet. A meteor smash with high KO potential; also a great combo starter on grounded opponents. |
Grab | Gnaw | — | Stretches its mouth. |
Pummel | Bite | 3% | Bites the opponent, groaning every time it does so. |
Forward throw | Strength F | 10% | Spins enemy once with its mouth, then throws forward. Decent diagonal knockback. |
Back throw | Strength B | 10% | Throws enemy backwards. Similar to the forward throw, but with weaker knockback and a more vertical angle. |
Up throw | Seismic Toss | 15% | Charizard flies upwards holding the enemy, flips twice, then plummets down, creating an explosion upon landing. One of the strongest throws in the game, at both racking up damage and KOing, and also one of Charizard's best moves. The move deals 1% damage consecutively upon falling, then the explosion deals 11%, for a total of 15% damage under normal conditions. Lands on soft platforms, akin to Kirby and Meta Knight's up throws. If used out of a moving platform, it's possible to perform a "Lizardcide" with it. |
Down throw | Incinerate | 7% total | Breathes fire against foe on the ground, hitting up to 6 times, then leaves them there 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) | Flame or Head | 6% | Swings tail backwards, then headbutts forward. |
Floor attack (back) | Scratch & Stand | 6% | Gets up performing a half-circle claw swipe. |
Floor attack (trip) | Claw Clear | 6% | Similar to the back floor attack. |
Edge attack (fast) | Rock Climb | 8% | Gets up and headbutts. |
Edge attack (slow) | Floor Burn | 8% | Gets up and flicks its tail. |
Neutral special | Flamethrower | 2% close, 1% far | Spits repeated flames that gradually weaken if the attack is held. Similar to Bowser's Fire Breath, except it cannot be flame canceled and doesn't possess an ending bite. Lasts for longer than in Brawl, and can be angled when used on the ground. It can stop some characters' recoveries to then follow-up with an aerial or tilt. |
Side special | Heat Wave | 25% total | Charizard shoots a flurry of flames with its wings. First deals a strong hit of 19% damage, then hits 3 more times with no knockback. Slow start-up, but has a strong horizontal knockback than can easily gimp characters' recoveries. Propels Charizard a bit backwards when used in midair. |
Up special | Fire Spin | 11% (leap), 12%-9% (rise) | Charizard spins upwards with its wings engulfed in flames. Hitbox before rising contains a strong horizontal hit that can punish opponents attempting to edge-guard. The rest of the attack is a single vertical hit that decays on damage depending on when it hits. Unlike in Brawl, it has a flame effect but doesn't possess launch resistance. |
Down special | Fly/Air Burner | 17% total | Charizard crouches, then leaps from the ground. It can be charged for about 30 frames, allowing to jump higher, and can be angled sideways. The jump doesn't possess any hitboxes, but can be canceled at any time and allows for any aerial to be used while keeping momentum. Using the move in midair causes Charizard to glide, which works like in Brawl. Glide attack now propels it faster and hits up to 5 times; the strong hit is very powerful, though it's hard to connect with all of them. Charizard will only fall helpless if a glide attack is used, though still, it will lose its midair jumps. |
Final Smash | None | Charizard currently doesn't have a Final Smash, along with Ivysaur and Squirtle. If it breaks a Smash Ball, it will just vanish and Charizard will get nothing at all. This won't freeze the game and can still prevent opponents from getting it, though. |
In competitive play
Notable players
Palette swaps
Each of Charizard's alternate costumes are based on different Pokémon:
- The grey is based on Aerodactyl.
- The blue is based on Golbat.
- The green is based on Tyranitar.
- The black is based on Charizard's shiny colour.
- The cyan is based on Salamence.
Coincidentally, all of these Pokémon in the main games have dragon-like properties (except Golbat), like Charizard, by either being capable of learning a variety of Dragon-type moves, or being commonly owned by notable Dragon-type specialized trainers.
Trivia
- Other than regular VS. battles, while Pokémon Trainer won't appear alongside Charizard in Classic or Stadium modes, he will in Event Matches and the Subspace Emissary. Charizard will still have its usual modded moves, and when using down special, the trainer will shout "Get back!" but it will still perform Fly. Using Charizard for too long in this state will cause the game to freeze. A similar thing happens to Squirtle and Ivysaur.
- Additionally, during the Pokémon battle in All-Star mode, two more Charizards will appear in place of Squirtle and Ivysaur.
- Records with Charizard in Project M cannot be viewed anywhere.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |