Charizard (SSB4)
Charizard in Super Smash Bros. 4 | |
---|---|
Universe | Pokémon |
Other playable appearances | in Brawl in Ultimate |
Availability | Starter |
Final Smash | Mega Evolution |
Tier | E (43) |
“ | Charizard Fires It Up! | ” |
—Introduction Tagline |
Charizard (リザードン, Lizardon) is a playable character in Super Smash Bros. 4. Its return to the series was announced during a Super Smash Bros. Direct on April 8th, 2014, during which its fellow Pokémon representative Greninja was also revealed.[1] Shin'ichirō Miki reprises his role as Charizard's voice actor, albeit via re-recorded voice clips that match how it sounds in the Pokémon anime.
Charizard is currently ranked 43rd out of 55 on the tier list, placing it in the E tier. This is roughly on par with Pokémon Trainer's placement in Super Smash Bros. Brawl, where he was ranked 29th out of 38.
Due to now being a standalone character, Charizard's playstyle is much more consistent, and its moveset is no longer burdened by stamina. Charizard also boasts overall fast mobility for a super heavyweight: its walking and dashing speeds are among the fastest in the game, while a number of its moves boast the useful combination of respectable utility and minimal start-up lag.
Fittingly for a super heavyweight, Charizard boasts an array of strong KOing options and impressive endurance, which are supplemented by rage and its varied recovery, respectively. It also boasts a potent grab game that allows for combos, KO set-ups, and even KOing outright. Charizard's up throw is particularly notable, as it is the second strongest throw of any kind in the game.
However, Charizard has some very noticeable weaknesses. Despite having a number of regular moves with minimal start-up lag, its overall frame data is nevertheless below-average compared to most of the cast. Like heavyweights and its fellow super heavyweights, Charizard is susceptible to juggling; although its options to escape from a disadvantaged state exist, they are also easily exploitable.
In the early metagame, Charizard endured very poor tournament representation and results, to the point of widely being considered the single worst character in the game. However, thanks to consistently receiving very useful buffs via game updates over the SSB4's lifespan, Charizard's tournament presence, particularly in regional tournaments outside of North America, has considerably improved at a very gradual pace. As a result, it has managed to rise from initially being at the middle of the bottom-tier to currently being in the lower portion of the mid-tier, which reflects the general consensus of its tier status even prior to its tier reassessment.
Attributes
Unlike the other playable Pokémon, who are either lightweights (Pikachu, Jigglypuff and Mewtwo) or middleweights (Lucario and Greninja), Charizard is a super heavyweight. Although its overall damage output and endurance are fittingly very high, it deviates from its weight class' archetype in a few ways. The most noticeable of these differences are its hurtbox and mobility. Like Mewtwo, Charizard's hurtbox has a deceptive size: due to its model's z-axis position, its hurtbox does not extend to its wings, and only covers slightly more than the base of its tail.[2][3] As a result, Charizard's wings and the majority of its tail are effectively immune to opposing hitboxes.
In regard to mobility, Charizard's dashing speed is the ninth fastest in the game, whereas its walking speed is tied with Mewtwo's for the fifteenth fastest in the game. Like Pit and Dark Pit, it has below-average falling speed and multiple double jumps: the former makes it floaty in spite of its weight and thus enables it to avoid certain set-ups, whereas the latter assists its recovery. However, Charizard's mobility also has very apparent flaws. Its traction is tied with Mewtwo's for the second lowest in the game, while its rolls are among the slowest in the game. By extension, its below-average air speed hinders its otherwise varied recovery, and its falling speed makes it more susceptible to combos and being KO'd vertically because of its high gravity.
Charizard's greatest strength is its KO potential, thanks to its plethora of KOing options enable it to easily and/or reliably KO opponents either on the ground or in the air. Charizard's sweetspotted forward smash, Flare Blitz and sweetspotted back aerial are its strongest attacks: while near the edge of Final Destination, each of them KO middleweights below 85% and 75% in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, respectively. Although sweetspotted forward aerial, up smash, down smash, up aerial and Fly are weaker in comparison, they KO easily regardless of positioning.
Alternatively, Charizard possesses a few safer, albeit somewhat weaker KOing options in the forms of up tilt, sweetspotted forward tilt, up throw and Rock Smash. Out of these weaker options, up smash and up throw are the most effective. Up smash hits aerial and grounded opponents on frame 6 and 7, respectively, deals respectable damage and KOs reliably, regardless of whether it hits grounded or aerial opponents. Conversely, up throw is the second strongest throw of any kind in the game (surpassed only by Ness' back throw), which enables it to KO reliably even without the aid of a platform, but landing on one will make it kill even earlier.
Another of Charizard's strengths is the utility of its moveset, with its neutral attack being a prime example. In addition to being among the most damaging of its kind in the game, Charizard's neutral attack can be jab canceled reliably, while its speed and deceptively long range make it very useful for spacing or as an out of shield option. Down tilt, neutral aerial and forward aerial have significant ranges and fairly minimal lag, which make them useful for spacing like neutral attack. These three particular attacks also have specific perks: down tilt and sweetspotted forward aerial are useful edge-guarding options thanks to being semi-spikes, whereas neutral aerial is a useful combo starter from low to medium percentages, yet decently safe on shield or when missed thanks to its auto-cancel window and hitbox placements.
Forward smash and up aerial grant intangibility throughout their durations, which essentially enables Charizard to use them to retaliate against incoming attacks. Up tilt and up smash are reliable anti-air attacks, thanks to their ranges and Charizard's wings being unaffected by its hurtbox. Down smash simultaneously hits in front of and behind Charizard. When coupled with its quake hitboxes and its sweetspot being a semi-spike, it is very useful for punishing rolls and edge-guarding. In addition to up throw's aforementioned KO potential, the remainder of Charizard's grab game possesses respectable utility: its forward and back throws have decent damage outputs and are reliable for setting up edge-guards, whereas its down throw is a reliable combo starter from low to medium percentages.
The respectable level of utility within Charizard's moveset also extends to its special moves. Flamethrower is a short-ranged projectile that can be angled to safely rack up damage, intercept approaches and some other projectiles, or gimp recoveries. Rock Smash grants 18 frames of super armor beginning on frame 5, which makes it useful against incoming attacks and a somewhat safe landing option. Lastly, Flare Blitz and Fly are both highly protective recovery options. Flare Blitz covers a great amount of horizontal distance, and grants 30 frames of armor that begin on frame 23 and can withstand a maximum of 15%. Conversely, Fly has fairly minimal start-up lag, and grants 11 frames of super armor beginning on frame 4.
However, Charizard has significant flaws. Like its fellow super heavyweights, it suffers from a lack of reliable landing options; when coupled with its slow air speed and air acceleration weakening its landing mix-ups, Charizard has only neutral aerial and Rock Smash as fairly safe landing options. Charizard's neutral game is also limited because of its lack of safety on shield. Although its neutral game has decent defensive potential, it suffers against opponents that can pressure it safely and force it to approach unsafely, such as Zero Suit Samus.
Although a number of Charizard's normal moves have minimal start-up lag, its overall frame data is below-average compared to most of the cast. This is especially evident with several of its most useful and/or potent attacks: up aerial and Flamethrower have considerable amounts of start-up lag, whereas forward smash, down smash, back and down aerials, Flare Blitz and Rock Smash each have considerable amounts of start-up and ending lag. In addition, some of Charizard's most useful and/or potent attacks have specific flaws aside from lag. Flamethrower's decay can prevent it from spacing effectively when used frequently. Flare Blitz's recoil damage makes it best used strictly as a punishment option. Forward smash, forward aerial, back aerial, down aerial and Rock Smash require their sweetspots to KO reliably, whereas up throw's KO potential can be hindered via directional influence.
A few of Charizard's custom moves alleviate some of its weaknesses. Dragon Rush is effectively its best custom move: although it deals slightly less damage and has very minimal KO potential, it hits multiple times, cannot be blocked by opponents when recovering, has less lag and lacks recoil damage. Rising Cyclone is drastically stronger, to the point that it is capable of KOing most characters under 80%. However, it covers much less distance, to the point that it travels roughly as high as Rising Uppercut. Fly High covers slightly more distance, but at the cost of not dealing any damage. Lastly, Sinking Skull is slightly faster, buries grounded opponents and, when sweetspotted, meteor smashes aerial opponents. However, it does not have any super armor, so it worsens Charizards already poor landing options.
Overall, Charizard is essentially an "all-rounder" version of a super heavyweight, yet it is also comparable to Bowser in certain ways: its air physics and a number of its moves are similar to his, while its grab game is very useful for combos and KOing. Unlike Bowser, however, Charizard possesses faster grounded mobility, greater moveset utility, and a better recovery at the cost of raw power and balanced aerial mobility. These traits make Charizard's playstyle require patience like Bowser's, yet deviate from his by requiring an appropriate balance of offense and defense, instead of being largely defensive. Reads and baits can also be very beneficial for Charizard's most potent punishment options, particularly as its smash attacks and sweetspotted back aerial, although its other useful assets enable it to not be as dependent on mindgames like Bowser is.
From a competitive standpoint, Charizard is currently placed in the lower portion of the mid-tier. While it had been previously regarded as a bottom-tier character, and even the single worst character in the game prior to update 1.0.6, the substantial buffs it consistently received from game updates lead it to be widely regarded as a potential low-tier or mid-tier character even before its improved results and official tier reassessment. Despite being well-rounded for a super heavyweight, many players cite Charizard as one of the more complex heavyweights to utilize, which was reflected by its generally below-average tournament representation in North America prior to 2017. Nevertheless, Charizard has managed to achieve sparse, but notable results in tournaments outside of North America, such as winning some regional tournaments. In addition, its tournament success in North America began to show improvement in 2017, as shown by Bloodcross and Sharpy placing 17th and 33rd, respectively, at CEO Dreamland.
Changes from Brawl
Charizard has received a mix of buffs and nerfs in the transition from Brawl to SSB4. Direct comparisons to its appearance in Brawl are somewhat abstract because of the fact that it could not be played as an individual character; however, it is generally agreed that Charizard itself has been buffed. Charizard's playstyle is drastically different from that of Pokémon Trainer as a whole: in general, the loss of its teammates makes its playstyle much more consistent than Pokémon Trainer's, but less capable of adapting to matchups.
Charizard has received some notable buffs. The removal of stamina grants its moveset consistent power, which is further supplemented by the rage mechanic enabling its wide array of KOing options to become even more potent. In regard to individual buffs, Charizard's grounded mobility has greatly improved: its already fast dashing speed has become the ninth fastest in SSB4, while its walking speed has gone from being the slowest in Brawl to being tied with Mewtwo's as the fifteenth fastest in SSB4.
Charizard's grab game has also improved: up throw is now a reliable KOing option and the second strongest throw of any kind in the game, whereas down throw has been re-purposed from a KOing option into a reliable combo starter at low to medium percentages. Lastly, Rock Smash now grants super armor and Flare Blitz, its new side special, boasts KO and recovery potential.
However, Charizard has also received nerfs. The removal of gliding has greatly weakened its recovery, while Flare Blitz is not as flexible for horizontal recovery like gliding was. Flare Blitz is also burdened with recoil damage, regardless of whether or not it hits a target. In regard to individual nerfs, Charizard's heavier weight, faster falling speed, and slower air speed collectively make it more vulnerable to combos. While some of its moves deal more knockback and are thus able to KO earlier, this in turn makes them less suitable for combos past medium percentages. Lastly, Charizard's overall grab range has been shortened, although it is still above-average compared to most of the cast's.
Aesthetics
- Charizard's design has changed. It has smaller teeth and a slightly less pronounced snout; the corners of its mouth are curved upward; and its wings' metacarpal joints are slightly longer and slightly thinner. Additionally, Charizard's teeth are now white instead of beige; its patagium's interior is now midnight green instead of Persian green; and its tail's flame is now orange instead of vermilion. Lastly, the aesthetic used in SSB4 has resulted in Charizard having a sleeker design, and the orange portion of its skin being more vibrant. Altogether, these changes make Charizard appear virtually identical to its appearance in Pokédex 3D Pro.
- Charizard is slightly more expressive. Its irises now shrink during its sidestep and when it is hit or launched. The majority of Charizard's animations are also more fluid.
- Charizard has new voice clips. Its grunts and roars now match how they sound in the Pokémon anime.
- Due to being separate from Pokémon Trainer, Charizard has a new victory pose that replaces the one that involves Pokémon Trainer petting it. Its new victory pose consists of Charizard using its new side special, Flare Blitz, to descend from the air and crash into ground before striking a pose.
Attributes
- Charizard is heavier (110 → 116). This 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 falls faster (1.35 → 1.4). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.
- Charizard's traction is lower (0.055 → 0.04).
- Rolls have decreased ending lag (frame 35 (forward)/frame 36 (backward) → 33 (both)).
- Sidestep has increased ending lag (frame 25 → 28).
- Air dodge has decreased ending lag (frame 39 → 34).
- Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-18 (rolls), frames 2-20 → 3-18 (sidestep)).
- Jumpsquat is slower (6 frames → 7).
- Item throw is stronger (1.198 → 1.208).
- Dash's animation has slightly changed. Charizard now flaps its wings while dashing.
- Due to the limitations of the Nintendo 3DS' processing power,[4] Charizard is no longer connected to Pokémon Trainer via Pokémon Change or character selection screen input.[1] As a result, it is no longer affected by stamina or type effectiveness, but it is less capable of adapting to matchups.
- The removal of gliding significantly hinders Charizard's recovery.[1]
Ground attacks
- Neutral attack's last hit deals 1% less damage (6% → 5%), although its knockback was compensated (40 (base)/110 (growth) → 60/130). Its first hit also has a shorter duration (frames 4-6 → 4-5).
- Neutral attack's second hit has decreased start-up lag (frame 10 → 5). Its second and last hits also have longer durations (frame 10 → 5-6 (hit 2), frames 7-8 → 7-9 (hit 3)). These changes make its hits connect together significantly better.
- Sourspotted forward tilt deals 3% less damage (10% → 7%).
- Sweetspotted forward tilt has increased base knockback (35 → 40), slightly improving its KO potential.
- Forward tilt has decreased start-up lag (frame 12 → 11) and a longer duration (frames 12-13 → 11-13). One of its sourspots is also now a sweetspot.
- Forward tilt has increased ending lag (frame 42 → 43).
- Up tilt's animation has slightly changed. Charizard now slightly fans out its wings while thrusting them upward. This new animation slightly increases its horizontal range, but shortens its duration (frames 9-16 → 9-13).
- Charizard has a new down tilt, a battering ram. Compared to the previous down tilt, it deals consistent damage (12% (head)/8% (neck) → 10%).
- Down tilt has different knockback (40 (base)/100 (growth) → 60/60) compared to the previous down tilt, making it unusable for KOing. It also has more ending lag (frame 28 → 31).
- Down tilt has less start-up lag (frame 8 → 7) and a longer duration (frames 8-9 → 7-10) compared to the previous down tilt.
- Dash attack has decreased ending lag (frame 45 → 40) and a longer duration (frames 10-18 → 10-20).
- Due to its initial hitbox being removed, forward smash deals less damage (22% → 17% (clean/late body)/14% (late head)) and has a shorter duration (frames 22-29 → 22-24). However, its knockback was somewhat compensated (40 (base)/98 (growth) → 60/94).
- Forward smash has decreased intangibility frames (frames 22-26 → 22-25).
- Forward smash's animation has slightly changed. Charizard now swings its head in a more pronounced motion. This new animation increases its horizontal range, but increases its ending lag (frame 69 → 70).
- The 19% damage increase to shields and the increase to shieldstun significantly improve forward and down smash's shield pressuring potentials.
- Up smash has a shorter duration (frames 6-21 → 6-22) and no longer has transcendent priority.
- Down smash has increased knockback growth (75 (all) → 79 (sweetspot)/85 (sourspot)), improving its KO potential.
- Due to its angle being altered (80° → 33° (sweetspot)/46° (sourspot)), sweetspotted down smash is now a semi-spike and sourspotted down smash has improved edge-guarding potential.
- Down smash's animation has slightly changed. Charizard now stomps the ground with one foot, instead of both feet.
Aerial attacks
- Neutral, up and down aerials have decreased landing lag (22 frames → 20 (neutral/up), 35 frames → 33 (down)).
- Neutral aerial has smaller hitboxes (4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u), increased start-up lag (frame 8 → 9) and a shorter duration (frames 8-28 → 9-25).
- Charizard has a new forward aerial, a downward slash with its claws. Compared to the previous forward aerial, it deals more damage (4% (near)/3% (mid)/2% (far/farthest) → 12% (early/clean arm)/13% (clean tip)) and has more knockback, making it significantly better at KOing. It also has less start-up (frame 9 → 8), ending (frame 48 → 47) and landing lag (32 frames → 22), making it better for spacing.
- Forward aerial has a shorter duration compared to the previous forward aerial (frames 9-16 → 8-11).
- Back aerial deals more damage (9% (flame)/7% (tail)/5% (wing) → 16%/14%/11%), significantly improving its KO potential. Its sweetspot is also larger (4.5u → 5u) and its other hitboxes have been re-positioned farther outward.
- Back aerial has a shorter duration (frames 7-11 → 14-16).
- Back aerial's animation has slightly changed. Charizard now swings its tail in a more pronounced motion. When coupled with its re-positioned hitboxes, this significantly improves its range. However, this new animation increases its start-up (frame 7 → 14), ending (frame 42 → 46) and landing lag (22 frames → 24), and removes its ability to auto-cancel with a short hop.
- The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted back aerial's shield pressuring potential.
- Up aerial deals more damage (10% (clean)/7% (late) → 13%) and has increased base knockback (20 → 30), significantly improving its KO potential. It also now grants intangibility to Charizard's head on frames 11-15.
- Up aerial's animation has slightly changed. Charizard now sways its head, instead of whipping it. This new animation increases its start-up lag (frame 6 → 12).
- Down aerial has received a late hitbox that deals 8% and launches at 55°/361°. This lengthens its duration (frames 18-20 → 18-26), but makes it more susceptible to punishment at low to medium percentages.
- Down aerial's animation has slightly changed. Charizard now performs a stomp with one foot, instead of a double foot stomp.
- The removal of meteor canceling significantly improves clean down aerial's reliability.
Throws/other attacks
- All grabs have decreased ranges.
- All grabs have increased start-up (frame 6 → 8 (standing), frame 8 → 10 (dash), frame 10 → 11 (pivot)) and ending lag (frame 30 → 34 (standing), frame 38 → 42 (dash), frame 36 → 40 (pivot)). Standing and dash grabs also have shorter durations (frames 6-8 → 8-9 (standing), frames 8-10 → 10-11 (dash)).
- Charizard has a new up throw, a dive-bombing slam, similar to Kirby and Meta Knight's up throws. Compared to the previous up throw, it has altered knockback (70 (base)/140 (growth) → 50/220), making it significantly better at KOing.
- Down throw has altered knockback (40 (base)/300 (growth) → 70/130) and decreased ending lag (frame 84 → 70). These changes grant it combo potential at low to medium percentages, but remove its KO potential.
- Down throw's visual effects have changed. Its flames are now orange, instead of vermilion.
Special moves
- Flamethrower has increased start-up up (frame 19 → 20) and ending lag (frame 68 → 71).
- Flamethrower's visual effects have changed. It now appears as a consistent stream of orange flames, instead of individual vermilion flames separated by small gaps.
- Flamethrower and Fly are higher pitched.
- The weakening of SDI makes Flamethrower, Fly and Rock Smash significantly more difficult to escape from.
- Charizard has a new side special, Flare Blitz.[5] It is a fiery, corkscrew tackle that deals respectable damage,[5] propels Charizard horizontally, and grants 30 frames of armor that can withstand a maximum of 15%.
- Flare Blitz deals recoil damage regardless of whether or not Charizard hits an opponent.[5] It also has a very high amount of overall lag.
- Fly covers more vertical distance, improving its recovery potential. Its first and loop hits also connect together better, and its last hit has increased knockback, improving its KO potential.
- Fly has decreased super armor frames (frames 4-16 → 4-15).
- Due to the addition of Flare Blitz, Rock Smash is now Charizard's down special, instead of its side special.[5]
- Rock Smash deals less damage (18% (boulder)/5% (fragments) → 14%/3%) and has decreased knockback, hindering its KO potential. It also has increased ending lag (frame 62 → 72) and its fragments have a shorter duration (frames 28-50 → 27-46).
- Rock Smash now grants super armor on frames 5-23.
- The 19% damage increase to shields and the increase to shieldstun significantly improve Rock Smash's shield pressuring potential.
- Charizard has a new Final Smash, Mega Charizard X.[6] Charizard undergoes Mega Evolution to become Mega Charizard X. Like Triple Finish, Mega Charizard X can use Fire Blast. Unlike Triple Finish, Mega Charizard X is a transformation-based Final Smash that can fly freely across the stage and use Fire Blast as a projectile, similarly to Super Dragon. Mega Charizard X has both super armor and flinch resistance throughout its duration, and it can use Dragon Rush regardless of whether or not custom moves are enabled. However, its duration will shorten upon receiving damage.
Update history
Initially considered one of the worst characters in the game and arguably the worst among the cast, Charizard has been buffed significantly via game updates. Update 1.0.8 granted Charizard arguably its most beneficial buffs: it made neutral attack connect more reliably, increased back aerial's range, and re-purposed up and down throws into a viable KOing option and Charizard's best combo starter, respectively. Although the buffs granted by update 1.1.0 were not as prominent in comparison, they nevertheless improved the utility of Charizard's moveset.
The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 are a mixed bag for Charizard: they make its high hitlag attacks safer and more threatening against shields, yet worsen its out of shield options. Lastly, update 1.1.5 followed a similar route to 1.0.8 by granting very beneficial buffs for Charizard: it increased its air speed, increased the damage outputs and decreased the landing lag of its aerials, and gave Flare Blitz an additional hitbox that can allow it to punish a wider variety of maneuvers.
- 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.
- Down tilt's start-up: frame 11 → 9 and ending lag decreased: frame 33 → 31.
- Forward aerial's sweetspot and sourspot's positions switched.
- Up throw deals 3% more damage: 8% → 11%, restoring its damage output from Brawl.
- Flare Blitz deals 1% more recoil damage: 4% (no contact)/9% (contact) → 5%/10%.
- Neutral attack's first hit's weight-based knockback increased: 15/10 → 26/22 and it transitions faster into its second hit.
- Neutral aerial's hitbox sizes decreased: 4u/4u/4u/4u → 3.5u/3u/1.5u/3.5u, its start-up lag increased: frame 8 → 9, and its duration decreased: frames 8-28 → 9-25.
- Forward aerial's hitbox sizes increased: 4.3u (sweetspot)/4.5u (sourspot) → 4.6u/4.8u and its duration increased: frames 8-10 → 8-11.
- Back aerial's sweetspot's size increased: 4u → 4.5u and its other hitboxes re-positioned outward, improving its range.
- Up throw's knockback growth increased: 160 → 220 and its angle altered: 60° → 70°, significantly improving its KO potential.
- Down throw's knockback altered: 40 (base)/300 (growth) → 70/130 and ending lag decreased: frame 80 → 72. These changes grant it combo potential at low to medium percentages, but remove its KO potential.
- Sweetspotted forward tilt deals 1% more damage: 10% → 11%.
- One of forward tilt's three sourspots has become a sweetspot.
- Down tilt received a windbox that pushes opponents inward, removing its blind spot.
- Back aerial's landing lag decreased: 36 frames → 33.
- Down throw's ending lag decreased: frame 72 → 70.
- Sinking Skull deals more damage: 10% (grounded)/9% (aerial) → 12%/10% and its ending lag decreased.
- 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.
- 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.
- 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% | Two alternating slashes with its claws, followed by swinging one of its wings upward. Thanks to its impressive damage output, minimal start-up lag, very high knockback growth and deceptively long range, it is reliable for damage racking and spacing. Its second hit can be jab canceled into down tilt, a grab, or Fly, although the opponent can potentially evade these follow-ups with proper directional influence. In comparison, its last hit launches opponents at differing angles: the wing's inner portion launches them vertically, whereas its tip launches them horizontally. Due to these strengths, it is considered one of the most effective neutral attacks in the game. | ||
4% | ||||
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 is one of the strongest forward tilts in the game. Its sweetspot KOs middleweights at 122% while near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS, and at 111% in Super Smash Bros. for Wii U. Due to it hitting on frame 11 and having 29 frames of ending lag, however, it is punishable. | ||
Up tilt | 8% | Hunches in order to thrust its wings upward. It hits on frame 9 and has very high knockback growth for a tilt attack. These traits make it a fairly fast, yet capable KOing option, as it KOs middleweights at 135% from anywhere on Final Destination in the 3DS version, and at 126% in the Wii U version. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a safe anti-air attack. However, it is Charizard's least damaging tilt attack, and has fairly minimal horizontal range. | ||
Down tilt | 10% | A battering ram. It has a windbox that hits on frame 7, which makes it deceptively fast. It is also a semi-spike, which makes very useful for edge-guarding. Despite its decent damage output, its base knockback and knockback growth are both below-average, which make it unsuited for KOing. | ||
Dash attack | 11% (clean), 8% (late) | A front kick. It has very high base knockback, and its range and long duration make it decent at punishing and zone breaking. | ||
Forward smash | 17% (clean, late body), 14% (late head) | Rears back its head and then performs a lunging headbutt. It is very strong, as its sweetspots KO middleweights at 70% while near the edge of Final Destination in the 3DS version, and at 61% in the Wii U version. 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 punishable. | ||
Up smash | 5% (hit 1), 11% (hit 2) | Rears back in order to swing its wings upward twice in an overhead fanning motion. Due to it hitting aerial and grounded opponents on frame 6 and 7, respectively, it is Charizard's fastest smash attack. Thanks to its long vertical range and Charizard's hurtbox not covering its wings, it is also a very useful anti-air attack. Despite being Charizard's weakest smash attack, it is still strong enough to KO reliably. Its second hit KOs middleweights at 118% from anywhere on Final Destination in the 3DS version, and at 114% in the Wii U version. Despite its animation, its first hit can jab reset opponents behind Charizard, yet its hits do not connect together well behind Charizard, and its first hit has minimal horizontal range against aerial opponents. Its 27 frames of ending lag also make it punishable. | ||
Down smash | 16% | Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, which makes it very useful for punishing rolls. Due to having quake hitboxes, it is also capable of hitting opponents slightly above ground or hanging on the edge. When coupled with its respectable damage output and its sweetspot being a semi-spike, it is also very useful for edge-guarding. Its sourspot launches at a slightly higher angle, but is also reliable for edge-guarding, thanks to its slightly higher knockback growth. In the 3DS version, its sweetspot and sourspot KO middleweights at 101% and 106%, respectively, while near the edge of Final Destination. In the Wii U version, they KO at 91% and 97%, respectively. Due to it hitting on frame 14 and having 44 frames of ending lag, however, it is very punishable. | ||
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 auto-cancel with a short hop, and its hitboxes end in front of and under Charizard just before it auto-cancels. All of these traits make it a fairly safe landing option and useful combo starter when auto-canceled, with follow-ups including neutral attack, dash attack and forward aerial. However, its very low base knockback and average knockback growth make it unsuited for KOing, even when sweetspotted. | ||
Forward aerial | 12% (early, clean arm), 13% (clean tip) | A downward slash with its claws. It hits on frame 8, which is the lowest amount of start-up lag out Charizard's aerials. It also auto-cancels with a short hop, while its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, these traits make it very reliable either as a follow-up from down throw, or as a KOing option. Its sweetspot KOs middleweights at 108% while near the edge of Final Destination in the 3DS version, and at 97% in the Wii U version. However, it has moderate ending and landing lag, and is punishable from out of shield by most characters. | ||
Back aerial | 11% (body), 14% (tail), 16% (flame) | Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. When sweetspotted, it is Charizard's most damaging aerial, and the second strongest back aerial in the game. Its sweetspot KO middleweights at 84% while near the edge of Final Destination in the 3DS version, and at 74% in the Wii U version. Although its tail hitbox is noticeably weaker, it is still strong enough to KO middleweights at 98% while near the edge of Final Destination in the 3DS version, and at 87% in the Wii U version. Its high damage output and long range also make it safe on shield when spaced properly. Due to it hitting on frame 14, however, it has the second highest amount of start-up lag out of Charizard's aerials. | ||
Up aerial | 13% | An upward headbutt. Its respectable damage output and very high knockback growth allow it to KO middleweights at 86% while near the upper blast line of Final Destination in the 3DS version, and at 80% in the Wii U version. It also renders Charizard's head intangible throughout its duration, and is tied with its neutral aerial for having the lowest amount of landing lag out of its aerials. However, it has minimal horizontal range. | ||
Down aerial | 14% (clean), 8% (late) | A stomp. Its sweetspot is a very powerful meteor smash. In comparison, its sourspot launches opponents either diagonally or at the Sakurai angle. Due to it hitting on frame 18 and having 33 frames of landing lag, however, it is very punishable. Its sourspot is also much less effective than its sweetspot in regard to edge-guarding. | ||
Grab | — | Clinches the opponent. Despite having decreased since Brawl, Charizard's overall grab range is still above-average. | ||
Pummel | 2% | A bite. A fairly fast pummel. | ||
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 edge-guard. However, its base knockback and knockback growth are both below-average, which make it much less reliable for KOing compared to up throw. It KOs at 175% while near the edge of Final Destination in the 3DS version, and at 169% in the Wii U version. | ||
Back throw | 10% | Flings the opponent backward. It deals respectable damage and can be used to set up an edge-guard. Unlike forward throw, it has very low ending lag. As a result, it can combo into dash attack or Flare Blitz at 0%, or forward aerial at 0%-15%. Like forward throw, it has below-average base knockback and knockback growth, which make it much less reliable for KOing than up throw. It KOs at 175% while near the edge of Final Destination in the 3DS version, and at 169% in the Wii U version. | ||
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. As of update 1.0.8, its knockback is significantly higher, making it the strongest up throw in the game. It is also the second strongest throw of any kind in the game, being surpassed only by Ness' back throw. It KOs middleweights at 134% from anywhere on Final Destination in the 3DS version, and at 124% in the Wii U version. It is even more effective on stages with platforms; it KOs middleweights at 107% upon landing on Battlefield's top platform in the 3DS version, and at 104% in the Wii U version. It can also combo into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is only effective at 0%-10% and is easily avoidable via proper DI. Despite being the strongest up throw in the game, proper directional influence hinders its KO potential to the point that Mewtwo's up throw, which is the second strongest up throw in the game, KOs more reliably in comparison. | ||
Down throw | 1% (hits 1-5), 1% (throw) | Pins the opponent to the ground and then expels embers from its mouth onto them. Prior to update 1.0.8, its knockback growth was the highest in the game, to the point that it could KO middleweights at 125%. As of update 1.0.8, its base knockback and knockback growth were both altered, which removed its KO potential and re-purposed it into a reliable combo starter. Notable follow-ups include a dashing up smash from 0%-15%, and neutral, forward, and up aerials from low to medium percentages. | ||
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 |
8% | Performs a battering ram while climbing up. | ||
Neutral special | Default | 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 better at damage racking and spacing, thanks to its overall higher damage output and its farthest hitboxes being able to cause flinching. Like Fire Breath, however, it has considerable start-up and ending lag, while its power and range also gradually decrease when it is used for more than a few seconds. |
Custom 1 | Fire Fang | 2% (embers), 8% (explosion) | Expels a very short-ranged stream of embers from its mouth, which hit multiple times. Releasing the special attack button makes Charizard perform a small, explosive bite that is strong enough to KO middleweights at 124% while near the edge of Final Destination in the 3DS version. However, it has much shorter range. | |
Custom 2 | Fireball Cannon | 3% (clean), 2% (late) | Expels fireballs from its mouth that deal slightly more damage and travel much farther, similarly to Fireball. However, it has more start-up lag and Charizard must expel at least three fireballs before it concludes. | |
Side special | Default | Flare Blitz | 4% (collision), 15% (explosion) | A fiery, corkscrew tackle. It is very powerful, as it KOs middleweights at 81% while near the edge of Final Destination in the 3DS version, and at 69% in the Wii U version. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants armor on frames 23-53 that can withstand a maximum of 15%, which make it a capable and safe recovery option. However, it is very risky to use: it deals 5% recoil damage both at its beginning and on contact, 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. |
Custom 1 | Blast Burn | 4% (collision), 5% (explosion hits 1-3), 9% (explosion hit 4) | A fiery, corkscrew tackle that concludes with a powerful explosion. It deals significantly more damage, has higher knockback and launches opponents vertically, which enables it to KO middleweights at 75% from anywhere on Final Destination in the 3DS version. Like Flare Blitz, it grants armor that can withstand a maximum of 15%. However, it travels slower, covers much less distance, and deals more recoil damage (6% at its beginning and 10% on contact). | |
Custom 2 | Dragon Rush | 1.2% (hits 1-6), 4% (hit 7) | A corkscrew tackle. It has less start-up lag, does not deal recoil damage, and its loop hits drag opponents along during the tackle, all of which make it safer than Flare Blitz and Blast Burn. However, its damage output and knockback are lower than Flare Blitz and Blast Burn's, which result in it having minimal KO potential in comparison. It also covers very slightly less distance than Flare Blitz. Due to its strengths outweighing its weaknesses, however, it is effectively Charizard's most effective custom move. | |
Up special | Default | 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 start-up lag 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 out of shield option. It also deals respectable damage when all of its hits connect, while its last hit's very high knockback allows it to KO middleweights at 125% while near the upper blast line of Final Destination in the 3DS version, and at 110% in the Wii U version. However, it covers only minimal horizontal distance, even when angled forward. Its loop hits can also be DI'd out of when Charizard is affected by rage. |
Custom 1 | Rising Cyclone | 4% (hit 1), 2% (hits 2-7), 6% (hit 8) | Vacuums opponents and launches them. Its last hit is also much stronger, as it KOs middleweights at 86% from anywhere on Final Destination in the 3DS version. Like Fly, it grants super armor at its beginning. However, it has more start-up lag and covers much less distance. | |
Custom 2 | Fly High | — | Covers more vertical distance and, like Fly, it grants super armor at its beginning. However, it deals no damage. | |
Down special | Default | Rock Smash | 14% (boulder), 3% (fragments) | Pulls out a boulder and headbutts it, breaking it into fragments. It can deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. The boulder itself is also strong enough to KO middleweights at 139% while near the edge of Final Destination in the 3DS version, and at 129% in the Wii U version. It also grants super armor on frames 5-23, which makes useful against incoming attacks and a somewhat safe landing option. However, it has considerable start-up and ending lag. |
Custom 1 | Sinking Skull | 12% (sweetspot), 10% (sourspot) | A downward headbutt. It has less start-up lag, buries grounded opponents, and meteor smashes aerial ones. However, its lack of a boulder results in it having a much lower overall damage output, less range, and no super armor. In addition, only its sweetspot is a meteor smash, whereas its sourspot very weakly launches aerial opponents diagonally. | |
Custom 2 | Rock Hurl | 8% (boulder), 2% (fragments) | Grants super armor beginning on frame 1 and has more vertical range, thanks to the boulder's fragments flying much farther. However, it deals less damage, the fragments have slightly less horizontal range, and the boulder lacks KO potential. | |
Final Smash | Mega Charizard X | 2% (Dragon Rush hits 1-7), 10% (Dragon Rush hit 8), 5% (Fire Blast hit 1), 1% (Fire Blast hits 2-7), 5% (Fire Blast hit 8) | Mega Evolves into Mega Charizard X. As Mega Charizard X, it can fly freely around the stage, similarly to Super Dragon. Unlike Super Dragon, Mega Charizard X has super armor and flinch resistance instead of invincibility, and receiving damage will shorten its duration. Pressing the attack and special attack buttons causes Mega Charizard X to use Dragon Rush and Fire Blast, respectively. Compared to the Dragon Rush custom move, Mega Charizard X's Dragon Rush possesses longer range, the ability to propel Mega Charizard X in any given direction, and actual KO potential thanks to its higher damage output and knockback. In comparison, Fire Blast is a fiery projectile that covers slightly more than the entirety of Final Destination and hits multiple times, with its last hit possessing KO potential. Dragon Rush and Fire Blast's last hits KO middleweights at 108% and 123%, respectively, while near the edge of Final Destination in the 3DS version. |
On-screen appearance
- Emerges from a Poké Ball, then stomps once.
Taunts
- Up taunt: Stomps once and then rears back to roar upward while flapping its wings.
- Side taunt: Faces the camera while stomping once and growling while spreading its wings out.
- Down taunt: Violently stomps twice while facing the camera.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Leans back and then stomps once.
- 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
- Roars and then strikes a pose.
- Stomps forward before rearing its head back to roar upward while expelling flames from its mouth, and then strikes a pose.
- Uses Flare Blitz to descend from the sky and crash into the ground before striking a pose.
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
- Angis - Placed 4th at Vancouver Battle Royale. He has a win over ANTi.
- Bloodcross - Placed 17th at CEO Dreamland. He has wins over smasher1001, ADHD, Orion, and Ntarps.
- Blue - Placed 9th at Collision XIV. Ranked 9th on the New Jersey Power Rankings. He has wins over ADHD, Vash, and Blazing Pasta.
- Chuck Nasty - Placed 9th at King of the Springs 2; 13th at Low Tier City 5; 33rd at UGC Smash Open; and 65th at EVO 2016. Ranked 1st on the Oklahoma Power Rankings. He has wins over Konga, MJG, AeroLink, and Mr. Doom.
- Draquaza - Placed 25th at DVDA 8 and 9, and 33rd at LVL UP EXPO 2016. Ranked 9th on the Las Vegas Power Rankings.
- Elegant - Uses Charizard as a rare counterpick, but does not pull him out in big tournaments.
- Fire - The best Charizard player in Europe. He has wins over Glutonny, Neath, Mana, Robo~Luigi, Sim-Max, Homika, Griffith, and MarthForever.
- Serge - Placed 5th at Smash Factor 5 and 7th at Smash Factor 6. He has wins over MKLeo, Javi, NAKAT, ANTi, Hyuga, and Wonf.
- Sharpyzard - Placed 33rd at CEO Dreamland, GENESIS 5 and CEO 2018, and 49th at CEO 2017. Ranked 2nd on the Dominican Republic Power Rankings.
- Tauroneo - Placed 5th at Vancouver Battle Royale. He has wins over Konga and FoCus.
- Tosshi - Placed 13th at Single Game Championships: Umebura X Single-Chu, 25th at Umebura Japan Major, and 4th at Umebura 31. He has wins over Ranai, Nietono, Ri-ma, Ron, and Kie.
- Virum - The best Charizard player in the United Kingdom, and one of the best Charizard players in Europe. Placed 25th at B.E.A.S.T 7 and Syndicate 2017, and 49th at 2GGC: Nairo Saga and Shine 2017. He has wins over TraX, Izaw, Pika4Life, Kogarasuma, and El_Bardo. He also contributes to Charizard's metagame.
Inactive
- Chaoszard - Placed 13th at GUMS 7; 25th at GUMS 6, 9 and 12; and 33rd at GUMS X. He has wins over IceArrow, Hero, Maverick, and CMK. Formerly ranked 2nd on the New Hampshire Power Rankings.
- Trela
Tier placement and history
Upon the initial release of SSB4, Charizard was poorly perceived by the majority of players due to its very sluggish moveset, predictable and exploitable recovery, very slow air speed, and susceptibility to combos. This negative perception was further enforced due to it already being considered one of the worse members of Pokemon Trainer's team in Brawl, with some players even viewing it as being heavily nerfed since Brawl even after losing its partner characters, Squirtle and Ivysaur. It would fail to shake this perception until update 1.0.6, with its representation throughout most of SSB4's lifespan being notoriously poor in spite of its consistent popularity within its home series.
Beginning with update 1.0.8, however, Charizard began to receive consistent and substantial buffs from game updates. Although these buffs noticeably improved its KO potential, combo game, frame data, and mobility to the point that some players argued in favor of Charizard becoming somewhat viable, it was still widely attested that these buffs were not sufficient enough to significantly improve its representation and results, though the general consensus no longer considered it a candidate for the worst character in the game. As a result, Charizard was ranked 49th on the first tier list, confirming its status as a bottom-tier character.
Despite this placement, Charizard's viability became heavily contested ever since update 1.1.5, thanks to its sporadic instances of success and strengths as a character. Numerous professionals, including ZeRo and ESAM, believed Charizard to be somewhat viable and labeled it as a potential low-tier or even mid-tier character. This perception persisted into the second tier list, but was not reinforced by the second tier list itself, as Charizard was ranked 51st and thus placed at the top of the bottom-tier. Despite this, many players kept arguing in favor of Charizard's viability. MkLeo, in particular, has even claimed that Charizard can fare well against top-tier characters, due to having some niche macthups against some of them, like Cloud. Arguments in favor of Charizard's viability were further supplemented by its tournament results slowly, but noticeably improving, with dedicated players such as Chuck Nasty, Sharpy and Serge even winning regional tournaments while exclusively using it.
Thanks to its newfound success, Charizard was ranked 45th on the third tier list, which reassessed it as a low-tier character. International players such as Tosshi, Fire and SilentDoom would also achieve significant wins and results while using Charizard, such as the latter placing 25th at B.E.A.S.T 7 while using both Charizard and Cloud. Although Charizard's results in North America have been more sparse than other regions, they eventually improved in a similar manner; numerous players have achieved notable placements at national tournaments while exclusively using Charizard, such as Bloodcross and Sharpy placing 17th and 33rd, respectively, at CEO Dreamland, and Chuck Nasty placing 13th at Low Tier City 5. Thanks to this steady amount of tournament success, Charizard has been ranked 43rd on the fourth and current tier list, which has reassessed it as a mid-tier character.
Trophies
- Charizard
- 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!
- Charizard (Alt.)
- 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.
- 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.
- CharizardAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- All-Star Battle: Brawl: Charizard is one of the opponents fought in this event. All of the opponents debuted in Brawl.
- Fire-Type Frenzy: Charizard must defeat Greninja, Lucario, and Pikachu. Fire Bars, Fire Flowers, and Superspicy Curry are the only items that appear.
- Pokémon Battle: As Greninja, the player must defeat a team of Charizard, Pikachu, and Lucario.
- The Falchion's Seal: As Robin, the player must defeat a giant Charizard using his Final Smash, Pair Up. Defeating it in any other way causes it to respawn.
Co-Op Events
- Poisonous Planet: Olimar and Samus must defeat two giant Charizard in a Stamina Battle before their own health is depleted via flowering.
- Pokémon Multi Battle!: Charizard and Pikachu must defeat a team of Lucario and Greninja, and then a team of Charizard and Pikachu each appearing after one opponent is defeated.
- Robots vs. Dragons: Mega Man and R.O.B. must defeat a team of a giant Charizard, a giant Yoshi, and Ridley in a Stamina Battle.
- The Ultimate Battle: Two players select characters and must defeat the entire roster.
Reveal trailer
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Alternate costumes
Gallery
Charizard's amiibo.
Charizard alongside Pikachu and various Pokémon during Charizard's trailer.
Using its new forward aerial on Mario.
Using Flare Blitz, its new side special, alongside Diddy Kong.
Using its forward tilt against Mario's F.L.U.D.D.
Rolling away from Little Mac's Jolt Haymaker.
Charizard and Lucario sleeping after coming into contact with Bellossom's Sweet Scent.
Using Mega Charizard X, its new Final Smash.
Using Flare Blitz on Diddy Kong and Wii Fit Trainer and displaying its recoil effect.
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 and Alain's when they use Dragon Tail and Dragon Claw, respectively.
- The animation of its up throw is similar to Ash and Red's when they use Seismic Toss.
- It can use Fire Blast (albeit only via Mega Evolution) and Blast Burn like Red and Alain's, respectively.
- It can Mega Evolve into Mega Charizard X like Red 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.
- It is voiced by Shin'ichirō Miki, who voices Ash and Red's.
- Due to having access to both X Attack and Fake Nails in the attack category, Charizard is the only character capable of using two types of specialized/non-badge equipment within the same category.
- This also makes it the only Pokémon that can equip something other than badges and Pokémon equipment.
- Charizard knows eight official Pokémon moves 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 use Fire Fang and Blast Burn as custom moves, Fire Blast as part of its Final Smash, and Dragon Rush either as a custom move or as part of its Final Smash.
- As Squirtle did not return from Brawl, Charizard is also the only playable Pokémon in SSB4 to know moves that were HMs prior to generation VII (Fly and 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 who lacks both a chargeable special move and an aerial attack that hits more than once.
- Charizard is the only character to have one of its special move inputs changed between games outside of SSB.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
- ^ a b c Super Smash Bros. Direct 4.8.2014
- ^ Ignition - In-Depth Breakdown and Guide to Charizard by SilentDoom
- ^ Kurogane Hammer detailing Charizard's back aerial
- ^ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run
- ^ a b c d Pic of the Day: May 13, 2014
- ^ Sakurai's comment regarding Charizard's new Final Smash