Super Smash Bros. 4

Charizard (SSB4)

Revision as of 02:37, May 7, 2016 by 61.93.212.78 (talk) (→‎Attributes: Charizard's flaws are not as prominent as displayed in this article.)
This article is about Charizard's appearance in Super Smash Bros. 4. For the character in other contexts, see Charizard.
Charizard
in Super Smash Bros. 4
Charizard
PokemonSymbol.svg
Universe Pokémon
Other playable appearance in Brawl


Availability Starter
Final Smash Mega Evolution
Tier I (49)
Charizard (SSB4)
Charizard Fires It Up!
—Introduction Tagline

Charizard (リザードン, Lizardon) returns as a playable character in Super Smash Bros. 4. It was revealed alongside Greninja in a trailer during the April 8th, 2014 Super Smash Bros. Direct. Charizard is once again voiced by Shin-ichiro Miki, who re-recorded Charizard's grunts and roars to match how it sounds in the Pokémon anime rather than the coarser sounds it emitted in Brawl.

Charizard is ranked 49th out of 56 on the tier list, placing it in the middle of the I tier and making it the second lowest ranked super heavyweight. This is a significant drop from Pokémon Trainer's standing in Brawl, where he has been ranked 29th out of 38. Now an individual character, Charizard no longer has to contend with stamina reducing its power and has a more consistent moveset, but is unable to switch out with other Pokémon in order to cover its significant weaknesses. Charizard is a fast character for its weight class, boasting a decent walk speed, one of the fastest dash speeds, below average but usable air speed as of update 1.1.5, and several moves with reasonable speed and combo ability. It also benefits from an array of high-power KO options, high durability thanks to its weight, and a grab game that can either lead into further combos or KO set-ups. In addition, Charizard's grab game is particularly notable for its up throw, which is the strongest in the game, although its KO power is most effective on stages with platforms and its knockback can be mitigated via directional influence. Additionally, its special moveset is more consistent than in Brawl and is useful both for punishing and defensive purposes.

However, Charizard has some exploitable weaknesses. Despite having better frame data than other characters of its weight class, Charizard's attacks are still laggy and punishable compared to the many combo-oriented characters prevalent in the metagame. Additionally, its recovery is merely average despite being a partial Flying-type Pokémon; Fly's vertical range has increased, but since gliding has been removed, Flare Blitz is now used as an alternative for horizontal recovery. Finally, Charizard suffers from a vulnerability to combos, a common problem among heavyweights. Characters such as Ryu are able to zero-to-death it outright due to it lacking options to break out of faster combos, with even Rock Smash coming out too slowly for its launch resistance to activate if Charizard is already trapped in a combo.

As a result, Charizard has poor tournament representation, which is even worse than some characters ranked lower than it, such as Samus and Ganondorf. However, while widely viewed as an even poorer character in the early SSB4 metagame, game updates have significantly improved Charizard both in playstyle and in perception. Aside from actually achieving mild competitive success due to its subsequent buffs, the relevancy of Charizard's current tier position is now under debate as a result, particularly due to the buffs brought about by update 1.1.5.

Attributes

Unlike the other playable Pokémon, which are almost all lightweights, Charizard fits the archetype of a "lightning bruiser"; it is a strong and sturdy super heavyweight with very good mobility and decently fast attacks compared to other characters of similar weight. It has the fifteenth fastest walk speed (which is tied with Mewtwo) and the eighth fastest dash speed, but has below average air speed (albeit much higher than in previous versions of SSB4). Additionally, Charizard has decent frame data for a character of its weight class, with some moves that combo fairly easily, such as its neutral attack and forward aerial. One of Charizard's strengths is its KOing ability; it possesses numerous KOing options (Flare Blitz, Fly, Rock Smash, its smash attacks, its sweetspotted forward tilt, its up, back, and down aerials, and its post-update 1.0.8 up throw), all of which become even more lethal courtesy of the rage mechanic that SSB4 introduced. As of update 1.1.5, Charizard's back aerial in particular is one of its most fearsome moves, as it has significant range, KO power and is safe on shield due to its relatively low landing lag.

Charizard's special moves are all very useful for its general playstyle. Flamethrower is a short-range projectile that can inflict massive damage, intercept projectiles, interrupt approaches, and gimp recoveries, and is overall more versatile than Bowser's Fire Breath because it has less ending lag and can cause flinching more easily. Its recovery is also very versatile, as Flare Blitz, though somewhat situational, covers a large amount of horizontal distance quickly while providing fairly high damage and powerful knockback. Flare Blitz is also devastating as a long-range and relatively fast punishing move, although it can leave Charizard in a vulnerable state if it is shielded or otherwise avoided. As such, it is a high risk, high reward move that is easier to use and time than other punishing moves, such as Warlock Punch and most smash attacks, although it should not be used recklessly or due to the risk involved. On the upside, however, Flare Blitz's large range and heavy armor allow it to act to punish certain projectiles that have significant startup or endlag, such as Zero Suit Samus's Paralyzer; if timed properly, Charizard will fly through the projectile and strike the foe while they are still going through the projectile move's starting/ending lag. Fly covers a decent amount of vertical distance while providing super armor and high base knockback. Finally, Rock Smash is an essential move as it provides Charizard with high amounts of super armor while causing high damage and knockback itself, allowing Charizard to avoid being launched or juggled by all but the fastest moves while shifting momentum in its favor.

Another of Charizard's best assets is its grab game. Its grab's reach is one of the longest for a non-tether grab in SSB4, its up throw can potentially KO below 95%, and its down throw is a good combo starter. Its very high dashing speed additionally allows it to land dash and pivot grabs more easily than other super heavyweights, leading into its combo and KO set-ups.

However, Charizard has noticeable flaws. One flaw is its lack of a very useful projectile; despite Flamethrower's strengths, its subpar range and moderately fast decay can prevent it from aiding Charizard significantly. Charizard also is easy to combo and generally hit due to its size and weight, although this factor can be overcome with the use of defensive moves such as Rock Smash, Fly, and dodging. Additionally, Charizard's frame data, while better overall than other heavyweights (even Bowser's), is still generally poor compared to most of the cast, although this is not necessarily too big of a problem depending on the moves used. While Charizard's air speed has been greatly improved and is no longer among the lowest in the game, it is still below average overall. Arguably, its most noticeable flaw is its out of shield game; despite having some of the best out of shield options available, like Fly and its up throw, they are hindered by Charizard's exceptionally poor traction, which is the second worst in the game after Luigi's.

Custom moves address some of Charizard's shortcomings. Dragon Rush is arguably its best custom, as it is a pressuring and rushdown option that has less lag, no recoil and cannot be blocked by opponents when recovering. Fly High slightly improves its vertical recovery, although it loses one of its fastest punishing moves in the process. The other up special alternative, Rising Cyclone, sacrifices some recovery height for very high launching power that can KO most characters towards the upper blast line around as low as 56%.

Overall, Charizard is a surprisingly quick yet sturdy character that, in spite of its impressive power, must be defensive more often than not. While it can catch opponents off guard with its speed, combos and diverse moveset, it lacks the tools for completely all-out offensive play; in the neutral game, the player should exploit Charizard's defense, mobility, super armor, and faster moves, until an opening presents itself for Charizard to punish with its more brutal, yet risky, options. Optimal play with Charizard requires use of psychological reads and mindgames, although it is not as singularly dependent on them like Ganondorf and Jigglypuff are, thanks to its other assets. In competitive gameplay terms, while Charizard ranks in the bottom tier and has generally poor tournament representation, its current tier placement is under debate due to numerous factors, such as its various competitive successes under Mew2King, Bloodcross, Trela and ANTi, its frequent and consistent buffs up to and including update 1.1.5 and the fact that the current tier list only reflects the metagame up to and including update 1.1.3. Some players, including Mew2King, argue that Charizard's status as of update 1.1.5 could result in it rising from being a bottom-tier character to being a low-tier or even mid-tier character.

Changes from Brawl

Charizard has received a mix of buffs and nerfs from Brawl. As of update 1.1.5, it is unclear how Charizard fares compared to its standing in Brawl, but what is clear is that it becoming independent from Pokémon Trainer has provided both positives and negatives. Charizard has improved as an individual character, does not have to contend with running out of stamina and its learning curve is much lower than that of Pokémon Trainer, but it is overall a less potent character than Pokémon Trainer due to lacking other Pokémon as teammates that are better suited for specific match-ups. Like Pit and Meta Knight, the removal of gliding has greatly weakened Charizard's already unimpressive recovery. Additionally, its new side special, Flare Blitz, is situational as a recovery option when compared to gliding. The rest of its moveset has been re-balanced in other ways: its faster attacks (such as neutral attack, neutral aerial and forward tilt) are slightly weaker, many of its KOing options are stronger at the cost of some speed, and its grab game is stronger both in terms of combo and KO potentials. As a super heavyweight, Charizard benefits greatly from the addition of the rage mechanic; in fact, the recoil from Flare Blitz can act as a positive due to it bringing Charizard closer to utilizing rage sooner. Additionally, many of its moves (most notably its special moves) grant it super armor.

Charizard's status as an individual character and the corresponding changes to its moveset and attributes require it to be played differently from how it did in Brawl. As such, it is said to work best as a punishment-oriented character, using its strong yet slow attacks to take advantage of openings and flaws in the opponent's play.

Aesthetics

  •   Due to the brighter aesthetic used in SSB4, Charizard's skin is a brighter shade of orange. Additionally, its fangs are smaller and its proportions are more in-line with its recent 3D appearances in the Pokémon franchise.
  •   Dash animation has slightly changed. It now flaps its wings while dashing.
  •   Charizard's victory poses have changed due to being separate from Pokémon Trainer.
  •   Charizard is now ambidextrous.

Attributes

  •   Charizard is heavier (110 → 116), which improves its endurance, but makes it more susceptible to combos.
  •   Charizard walks faster (0.7 → 1.2).
  •   Charizard dashes faster (1.8 → 2.0).
  •   Charizard's air speed is slower (0.987 → 0.92).
  •   Charizard's jumpsquat is 1 frame longer (frame 6 → 7)
  •   Charizard falls faster (1.35 → 1.4).
  •   Charizard's traction has decreased (0.055 → 0.04), making it the second worst in the game after Luigi's.
  •   Charizard's item throw is stronger (1.198 → 1.208).
  •   Charizard is no longer affected by stamina due to being separate from Pokémon Trainer.
  •   Type effectiveness has been removed, thus removing Charizard's water weakness and grass resistance.
  •   Charizard can no longer glide.

Ground attacks

  •   Neutral attack is significantly faster.
  •   Neutral attack deals 1% less damage (14% → 12%).
  •   Sourspotted forward tilt deals 3% less damage (10% → 7%).
  •   Forward tilt is slightly faster and one of its previous sourspot hitboxes is now a sweetspot hitbox.
  •   Down tilt has no sweetspot (12% head, 8% neck → 10%), is slower and has lost its KO potential.
  •   Down tilt now has a windbox that pushes opponents away from Charizard.
  •   Dash attack has decreased ending lag (44 → 39).
  •   Forward smash deals 5% less damage (22% → 17%).
  •   Forward smash is stronger, has increased horizontal range and now consists of a single hit attack instead of multiple hits.
  •   Up smash no longer has transcendent priority.
  •   Up smash has increased knockback.
  •   Down smash is stronger and now launches opponents horizontally, which improves it as a set-up option for edge-guarding.

Aerial attacks

  •   Neutral, forward, up and down aerials have decreased landing lag (22 → 20 (neutral), 32 → 22 (forward), 22 → 20 (up), 35 → 33 (down)).
  •   Back aerial has increased landing lag (22 → 24).
  •   Neutral aerial's damage output is now consistent throughout its duration and is significantly faster, to the point that it can now auto-cancel from a short hop.
  •   Forward aerial deals more damage (2%-4% → 12% (early, clean arm), 13% (clean tip)) and knockback.
  •   Forward aerial's animation has changed. Charizard now slashes with its right arm instead of breathing a cone of fire.
  •   Back aerial deals more damage (9% → 16% (flame), 7% → 14% (tail), 5% → 11% (wing)), its sweetspot is larger (4.5u → 5u) and has increased reach. It is also significantly stronger, now KOing earlier than some smash attacks.
  •   Back aerial no longer auto-cancels from a short hop.
  •   Up aerial deals more damage (10% clean, 7% late → 13%), provides partial intangibility, and is significantly stronger.
  •   Up aerial has increased start-up and has lost its lingering hitbox.
  •   Up aerial's has animation changed. Charizard now headbutts instead of biting.
  •   Down aerial now has a lingering sourspot that is significantly weaker and deals horizontal knockback. This makes it capable of edge-guarding and slightly improves its follow-up potential when aerially fighting opponents, but makes it easier to punish at lower percents.
  •   Down aerial's animation has slightly changed. Charizard now stomps with one foot instead of both.

Throws/other attacks

  •   Up throw's animation has changed. Charizard now soars to the upper blast line while clutching the opponent and dive-bombs them, instead of holding the opponent above itself and slamming them down with its head. This new animation is similar to Seismic Toss when used by Ash's Charizard in the Pokémon anime.
  •   Up throw launches at a more vertical angle (60° → 70°) and has significantly increased knockback (160 → 220), making itone of the strongest throws of any kind in the game, especially on stages with high platforms.
  •   Down throw's knockback has decreased to the point that is a much better combo starter at the cost of losing its ability to reliably KO, although this was compensated for with the buff to up throw. It has decreased ending lag (80 → 70).

Special moves

  •   Charizard has a new side special, Flare Blitz. It is an extremely powerful but laggy attack that deals recoil damage regardless of whether or not Charizard hits an opponent. Aside from being another KOing option, it also helps Charizard's horizontal recovery.
  •   Rock Smash is now Charizard's down special instead of its side special.
  •   Starting on frame 5, Rock Smash now grants Charizard 22 frames of launch resistance.
  •   Rock Smash deals less damage (18% → 14% (headbutt), 5% → 3% (fragments)) and knockback.
  •   Fly's vertical distance has increased. Its initial hits also connect together better and the last hit is much stronger.
  •   Charizard has a new Final Smash, Mega Charizard X. Charizard undergoes Mega Evolution to become Mega Charizard X, which results in it being able to fly freely across the screen instead of being forced into a stationary position like Triple Finish did, launch fiery attacks similarly to Yoshi's Super Dragon and gain resistance to both flinching and launching. In addition to Fire Blast, Mega Charizard X can also perform Dragon Rush instead of Flare Blitz, regardless of whether custom moves are on or off. However, Mega Charizard X's duration is not fixed like Triple Finish's, as Mega Charizard X will end earlier if Charizard takes damage while Mega Evolved.

Update history

Initially considered one of the worst characters in the game and arguably the worst among the cast, Charizard has been noticeably buffed via game updates, making it faster and improving its combo game. Notably, update 1.0.8 drastically improved two of Charizard's most useful moves as well as its grab game. Its neutral attack connects more reliably and its neutral aerial is much faster, so much so that it can auto-cancel from a short hop, which greatly increases its utility in spacing. Its up throw now has far more knockback, making it the strongest up throw in the game and one of the strongest throws overall in the game. However, it is easier to mitigate with DI due to its launching trajectory. Additionally, its down throw has been re-purposed into becoming Charizard's best combo starter, which can occasionally lead into a KO when followed up with its up aerial.

In spite of Charizard's below average out of shield game, changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 also help it due to its moves' high hitlag and damage outputs. Update 1.1.5 provided the most significant buffs of all, by increasing Charizard's air speed to a passable level, increasing the damage outputs and reducing the landing lag on its aerials (especially its forward and back aerials), and giving Flare Blitz an additional hitbox that can allow it to punish a wider variety of maneuvers.

  1.0.4

  •   Four frames of intangibility have been added to Charizard's head for its shielding animation. This leaves Charizard less susceptible to shield stabbing, as its head is not covered by the shield during these first frames even at full health, and could therefore be hit prior to the change.
  •   Dragon Rush deals less damage: 15% → 11%.
  •   Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.


  1.0.6

  •   Up throw's damage increased: 6% (hit 1), 2% (throw) → 8% (hit 1), 3% (throw).
  •   Flare Blitz deals 1% more recoil damage: 4% (no collision), 9% (collision) → 5% (no collision), 10% (collision).
  •   Forward aerial's sweetspot and sourspot hitbox positions switched.
  •   Fly's knockback increased.
  •   Down tilt's start-up and ending lag decreased.

  1.0.8

  •   Neutral attack has been improved. Its hits connect together better and the first hit has increased weight-based knockback.
  •   Forward aerial's hitbox size and duration increased.
  •   Up throw's knockback growth increased (160 → 220) and launches at more vertical angle (60° → 70°), making it the strongest up throw in the game and a viable KOing option.
  •   Down throw's knockback altered: 40 (base)/300 (growth) → 70/130 and ending lag decreased: 80 → 72, making it Charizard's best combo starter at low percents. Although this has removed its viability as a KOing option, this is completely mitigated by up throw's buff in the same update.

  1.1.0

  •   Sweetspotted forward tilt deals 1% more damage: 10% → 11%.
  •   One of forward tilt's three sourspot hitboxes has become a sweetspot, which essentially makes its sweetspot larger overall.
  •   Down tilt has received a windbox that pushes opponents inward. This allows it to land better.
  •   Back aerial's landing lag decreased: 36 → 33.
  •   Down throw's ending lag decreased: 72 → 70.

  1.1.1

  •   Sinking Skull's damage increased: 10% → 12% (ground), 9% → 10% (air).
  •   Sinking Skull's ending lag decreased by 5 frames.

  1.1.3

  •   Dash attack has less ending lag (FAF 45 → 40).
  •   Dash attack launches opponents at a lower angle: 70°/80° (near/far) → 50° (near clean)/60° (near late/far clean)/75° (far late)).
  •   Up smash has received several minor tweaks.
  •   Down smashhas higher knockback scaling (76 (far)/82 (near) → 79/85), improving its KO potential.


  1.1.4

  •   First hit of up smash's hitbox placements modified significantly and have angle modifications and/or increased knockback.
  •   Second hit of up smash deals more knockback.
  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


  1.1.5

  •   Air speed: 0.87 → 0.92
  •   Weight: 115 → 116
  •   Neutral (22 → 20), forward (31 → 22), back (33 → 24), up (22 → 20), and down air (35 → 33) all have less landing lag.
  •   Neutral aerial deals 2% more damage: 10%/7%/7%/7% → 12%/9%/9%/9% but with knockback compensated (90 → 78).
  •   Forward aerial deals 1% more damage: 11%/12% → 12%/13%.
  •   Back aerial deals 1% more damage: 15%/13%/10%/10% → 16%/14%/11%/11% and has a larger sweetspot (4.5u → 5u).
  •   Flare Blitz explosion knockback growth: 78 → 84
  •   Flare Blitz has an additional hitbox that extends its reach to behind Charizard.
  •   Max Walk speed with heavy items increased: 1.198 → 1.208


Moveset

  Name Damage Description
Neutral attack   3% Slashes twice with its claws and then strikes with one of its wings. The last hit has high knockback, with the wing's inner part launching opponents vertically, while its tip launches horizontally. Can be jab cancelled into Fly or a grab.
4%
5%
Forward tilt   11% (flame), 7% (tail) Sweeps its tail forward. Sweetspot is at the tip of Charizard's tail, which has a flame effect. Useful for spacing and can KO at 148% when sweetspotted.
Up tilt   8% Thrusts both of its wings upward. Charizard's wings are intangible as long as the hitbox is active. It has decent vertical knockback and K.O's around 135% on Final Destination.
Down tilt   10% A low-angle headbutt. Good horizontal knockback, though not as much as in Brawl.
Dash attack   11% (clean), 8% (late) A running side kick. Can be used to catch landing opponents.
Forward smash   17% (clean, late body), 14% (late head) Rears its head back and then performs a powerful headbutt. Charizard is invincible during the active frames of this attack, even when hitting explosive items, though it has high ending lag. A clean hit can KO at 91%.
Up smash   5% (hit 1), 11% (hit 2) Bats its wings upward, hitting twice. First hit requires the attack to be initiated with the opponent in front of Charizard to reliably connect, but can act as a jab reset if they aren't. It has the lowest ending lag of all of Charizard's smash attacks. Can KO at 115%.
Down smash   16% Stomps the ground once with both feet, causing the ground to erupt from either side of it. As its hitboxes are mostly grounded, it can be difficult to hit an aerial opponent with it. It also has high ending lag. Can KO at 132%.
Neutral aerial   12% (flame), 9% (tail) Somersaults and attacks with its tail. Sweetspot is at the flaming tip of Charizard's tail, which has a flame effect. Can auto-cancel from a short hop.
Forward aerial   12% (early, clean arm), 13% (clean tip) Slashes with its right arm. Good knockback, KOing early if hits with the tip, relatively quick and also auto-cancels from a short hop. However, it has somewhat high landing lag.
Back aerial   11% (body), 14% (tail), 16% (flame) Swings its tail backward. Very strong, with power on par with Captain Falcon's Knee Smash. The flame on Charizard's tail is the sweetspot and K.O's around 105% in the middle of Final Destination. It also has low landing lag for its range, making it safe on shield when spaced correctly.
Up aerial   13% An upward headbutt. Very strong, though it has thin horizontal range. Charizard's head is intangible during its active frames. K.O's around 107% on Final Destination from a short hop.
Down aerial   14% (clean), 8% (late) A stomp. A very powerful meteor smash on the first three active frames, with its lingering hitbox launching opponents either vertically or at the Sakurai angle. Has high landing lag.
Grab   Clinches the opponent with its arms and mouth. Good range.
Pummel   2% Bites the opponent. Fairly fast.
Forward throw   10% Spins the opponent once with its mouth, then throws them forward. Fairly high knockback and can KO near the edge at 147%. Can be used as a mix-up while facing the edge with its up throw, if the opponent DIs away, it can potentially KO earlier than up throw.
Back throw   10% Throws the opponent backward with its mouth, launching opponents at the Sakurai angle. Does not have much ending lag, meaning that at low percents, Charizard can pursue a thrown opponent with a dash immediately after or even with a short hopped or jumping Flare Blitz in some cases. It has fairly high knockback like its forward throw, but due to its launching angle, it KOs later (at 155%) than the former while near the edge.
Up throw   8% (hit 1), 3% (throw) Soars to the upper blast line with the opponent in tow, then zooms back down and slams them against the floor, similarly to Kirby and Meta Knight's up throws. As of update 1.0.8, its knockback has been drastically increased, making it the strongest up throw in the game, especially on stages with high platforms, as well as the second strongest overall throw in the game, only behind Ness' back throw. Although DI is more effective in lowering its KO power than Mewtwo's up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs around 130%. It can KO even sooner on stages with platforms, such as Battlefield, KOing reliably around 95% at most. While its knockback is best suited for KOing, it can also act as a set-up for Flare Blitz, which deals 30% altogether. However, this combo can only be used on an opponent that is at 0% and can be air dodged if they are particularly vigilant.
Down throw   1% (flames), 1% (throw) Pins the opponent on the floor and then expels embers on them. Charizard's weakest throw in regards to damage output. Prior to update 1.0.8, it had high knockback and could KO enemies at high percents near the edge, starting at 125%. As of update 1.0.8, its knockback has been drastically decreased, which is not actually a nerf due to it now being re-purposed into a very good combo starter at low percents. Notable follow-ups include neutral aerial, which can be potentially followed up with a regrab or upsmash, forward aerial, which can be performed on most characters until about 60%, and up aerial, which can score a KO around 80% and especially if the opponent DIs vertically.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings its tail backward, then headbutts forward.
Floor attack (back)
Floor getups (back)
  7% Gets up and performs a semi-circular slash.
Floor attack (trip)
Floor getups (trip)
  5% Similar to the back floor attack.
Edge attack
Edge getups
  8% Gets up and headbutts.
Neutral special Default Flamethrower 2% (clean), 1% (late) Expels a stream of flames from its mouth that gradually weakens if the attack is held, similarly to Bowser's Fire Breath. Unlike Fire Breath, Flamethrower's long-ranged hitboxes will make the opponent flinch.
Custom 1 Fire Fang 2% (flames), 8% (finish) A short-range, fire breathing attack that hits quickly. Releasing the button finishes the move with a small explosion.
Custom 2 Fireball Cannon 3% (clean), 2% (late) Expels fireballs that travel far and will only weaken slightly over time, though they deal less damage than Flamethrower. In addition to having more start-up, Charizard must fire three fireballs before the move can end.
Side special Default Flare Blitz 4% (collision), 15% (explosion) A corkscrewing tackle while engulfing itself in flames. Deals recoil damage at the beginning of the move and again on contact. Has heavy armor (14%). K.O's at 110% in the middle of Final Destination.
Custom 1 Blast Burn 4% (collision), 5% (explosion loop), 9% (explosion last) A slower, short-ranged version that deals more damage to both Charizard and its opponent. Has heavy armor (14%).
Custom 2 Dragon Rush 1.2% (per hit) Hits multiple times and deals less damage and knockback overall, but does not deal recoil damage and will not stop moving if it hits an opponent, improving its recovery. Generally considered the most versatile of Charizard's custom moves, as it cannot be interrupted unlike Flare Blitz or Blast Burn, while also functioning as a good KOing option near the edge when used against opponents that have high recoveries.
Up special Default Fly 5% (hit 1), 2% (loop hits), 4% (last hit) Flies upward while corkscrewing. The last hit has great knockback and can KO at 115% from the ground on Final Destination. Grants super armor at the start of the move.
Custom 1 Rising Cyclone 4% (hit 1), 2% (loop hits), 6% (last hit) Recovery distance is reduced, but Charizard can suck in opponents and launch them. The final hit is also noticeably stronger. Like the default version, it grants super armor at the start of the move.
Custom 2 Fly High Deals no damage, but covers more vertical distance. Like the default version, it grants super armor at the start of the move.
Down special Default Rock Smash 14% (headbutt), 3% (fragments) Pulls out a boulder and headbutts it, breaking it into pieces. Grants Charizard super armor on frames 5-22 before breaking the boulder. K.O's around 139% in the middle of Final Destination.
Custom 1 Sinking Skull 10% (ground), 12%/9% (air) A headbutt without involving a boulder. Buries grounded opponents and meteor smashes opponents below Charizard.
Custom 2 Rock Hurl 8% (headbutt), 2% (fragments) The boulder fragments fly farther, but deal less damage. It grants super armor earlier than the default version.
Final Smash Mega Charizard X 2% (charge loop), 10% (charge last hit), 5% (blast collision), 1% (blast loop), 5% (blast last hit) Mega Evolves into Mega Charizard X. Mega Charizard X consistently hovers around the stage, similarly to Yoshi's Super Dragon. As Mega Charizard X, it can use Fire Blast, a powerful projectile, and Dragon Rush, a powerful corkscrewing tackle. Unlike the Dragon Rush custom move, Mega Charizard X's Dragon Rush can move in any given direction.

On-screen appearance

  • Charizard is released from a Poké Ball, then stomps.
 

Taunts

  • Up taunt: Stomps and roars to the sky while flapping its wings.
  • Side taunt: Faces the camera and stomps and growls while flapping its wings once.
  • Down taunt: Stomps violently while facing the camera.
Up taunt Side taunt Down taunt
     

Idle poses

  • Leans back and stomps the ground.
  • Turns its head to the side and quickly spits an ember onto the ground.
   

Crowd cheer

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

Victory poses

A small excerpt of the music that would play on the title screen of Pokémon Red, Blue and Green Versions.
  • Roars and then poses.
  • Stomps forward, then roars upward with flames coming out of its mouth and then poses.
  • Uses Flare Blitz into the ground and then poses.
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  Charizard 1311 1313 1331 1333 1113
1211 1213 3311 2311 1321

Notable players

Active

Inactive

Trophies

Charizard
  The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air, seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move— a move so strong, it even injures the user!
  Charizard, a Fire- and Flying-type Pokémon, can burn through anything with the flames it breathes. It is constantly on the lookout for powerful opponents. And where better to find them than in this game? Its huge build and special moves mean it can inflict massive damage, and its Flare Blitz is so powerful, it even hurts Charizard itself!
 : Pokémon Red and Pokémon Blue (09/1998)
 : Pokémon X and Pokémon Y (10/2013)
Charizard (Alt.)
  Charizard's Flamethrower attack can be sustained by holding the button. The flames will gradually die, but a short break will recharge them. Charizard's down special Rock Smash crushes a rock and hits foes with the pieces. Charizard won't flinch while crushing, but others can break the rock...
  When using Charizard's Flamethrower move, hold the button to keep breathing fire. The flames gradually die down, but you just need to rest for a bit before doing it again. If you get hit while you're using the down special Rock Smash, you won't flinch, but someone else can break the rock instead, making your attack fail.
 : Pokémon Red and Pokémon Blue (09/1998)
 : Pokémon X and Pokémon Y (10/2013)
Mega Evolution (Charizard)
  In this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction or shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though-in fact, taking damage will actually reduce the time you can stay transformed.
  For this powerful Final Smash, Charizard Mega Evolves into Mega Charizard X and takes to the air. In this form, it can charge violently in any direction and shoot horizontal blasts of fire that launch foes. Mega Charizard X isn't invulnerable, though - taking attacks will reduce the length of time it stays transformed.

In Event Matches

Solo Events

Co-Op Events

Reveal trailer

<youtube>xEJBPMcbRkk</youtube>

Alternate costumes

 
               

Gallery

Trivia

  • Unlike in Brawl, Charizard draws inspiration from Ash's Charizard, Red's Charizard and Alain's Charizard:
    • The animations of its neutral attack's first two hits are similar to Red's when repeatedly using Slash against Mewtwo.
    • The animations of its neutral and forward aerials' are identical to Ash's and Alain's when they use Dragon Tail and Dragon Claw, respectively.
    • The animation of its up throw is similar to Ash's and Red's when they use Seismic Toss.
    • It can use Fire Blast and Blast Burn like Red's and Alain's, respectively.
      • However, this Charizard can only use Fire Blast while Mega Evolved.
    • It can Mega Evolve into Mega Charizard X like Red's and Alain's.
    • It has an idle pose that sees it turn its head and spit out an ember like Ash's did during its disobedient phase.
    • Its grunts and roars are identical to Ash's.
      • While Shin-ichiro Miki also voices Red's Charizard in Pokémon Origins, unlike this Charizard and Ash's, he uses coarser grunts and roars in Origins like in Brawl. This makes Charizard the only Pokémon to receive new voice clips while retaining its voice actor.
  • Charizard is the only character capable of using two types of specialized/non-badge equipment within the same category, due to having access to both X Attack and Fake Nails in the attack category.
    • This also makes it the only Pokémon that can equip something other than badges and Pokémon equipment.
  • Charizard knows eight official Pokémon attacks in SSB4, all of which it can learn legally in the Pokémon core series. In addition to Flamethrower, Flare Blitz, Fly and Rock Smash, it can also use Fire Fang and Blast Burn as custom moves, Fire Blast as part of its Final Smash and Dragon Rush as both a custom move and as part of its Final Smash.
    • As Squirtle did not return from Brawl, Charizard is now the only Pokémon in SSB4 to know at least one HM move, due to it knowing Rock Smash.
  • In the PAL version of Super Smash Bros. for Nintendo 3DS, one of the tips about Rock Smash refers to Charizard using masculine pronouns: "Right before smashing a rock, Charizard gets super armor, meaning he won't even flinch if he's attacked!"
  • Charizard is the only Pokémon without a chargeable special move and whose aerial attacks only hit once.
  • Charizard is the only character to have one of its special move inputs changed between games outside of SSB.