Super Smash Bros. Ultimate

Charizard (SSBU)

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This article is about Charizard's appearance inSuper Smash Bros. Ultimate. For other uses, seeCharizard. Also, for information about Charizard in regards to Pokémon Trainer, seePokémon Trainer (SSBU),Squirtle (SSBU), andIvysaur (SSBU).
Charizard
inSuper Smash Bros. Ultimate
Charizard SSBU.png
PokemonSymbol.svg
UniversePokémon
Shares character slot withPokémon Trainer
Ivysaur
Squirtle
Other playable appearancesinBrawl
inSSB4

AvailabilityUnlockable
Final SmashTriple Finish
TierA- (36)
Charizard (SSBU)

Charizard (リザードン,Lizardon) is a character inSuper Smash Bros. Ultimate. Unlike inSuper Smash Bros. 4, Charizard is no longer a standalone character, and is back under thePokémon Trainer’s control. It was confirmed on June 12th, 2018. Along with the Pokémon Trainer and his other Pokémon, Charizard is classified asFighter #35. Shin'ichirō Miki reprises his voiced role as Charizard in all regions, providing new clips.

Charizard, alongside the rest of the Pokémon Trainer's team, is ranked 36th out of 82 on the officialUltimatetier list. This is a significant improvement over its placement as a standalone fighter inSSB4, where it was ranked 42nd out of 54, and its best placement in the series to date.

How to unlock[edit]

Unlocked as part ofPokémon Trainer alongsideSquirtle andIvysaur.

Attributes[edit]

Charizard is a super heavyweight fighter and one of the characters made playable fromPokémon Trainer, alongside the likes ofSquirtle andIvysaur. WhileSquirtle will automatically be the first Pokémon on-screen if Pokémon Trainer is selected, pressing theY button twice on the character select screen will toggle Charizard as first. In relation toPokémon Change, the order is always Charizard-Squirtle-Ivysaur. If Ivysaur isKO'd, Charizard will always appear on the nextrevival platform.

Charizard deviates from the other super heavyweight characters in mobility, with high stats in its initial dash and run speed. This provides it excellent spacing capabilities in the ground, as attacks that would normally hit its head hurtbox can be avoided by simply turning around or dashing in the opposite direction. Charizard's normals such as forward tilt and neutral attack are supplemented by skid canceling. Its high traction and quick out-of-shield options like up special and up smash suit its close-quarters combat well. Up smash hits on frame 6, KOs at reliable percents, and functions as an effective juggling and anti-air tool alongside up tilt.

Charizard's neutral air is a multi-purpose tool that is useful at starting and extending combos, juggling, edge guarding opponents, and helping Charizard land. It is capable of stringing into itself, forward air, and back air, especially out of a fast fall. Its forward air is fast (frame 8) and has considerable power as a combo finisher and KO tool. Up air renders Charizard's head intangible and is one of the strongest in the game, making it a reliable juggling tool and finisher. Used out of a fast-fall, it is also an effective combo starter at low to middle percent ranges. Back air's power cannot be understated; it features extensive disjoint and a wide diagonal arc that overpowers opponents above and behind Charizard, especially those recovering high or otherwise attempting to return to center stage. Lastly, Down air's sweet spot hitbox is large and powerful, allowing it to easilymeteor smash opponents on the ledge and KO at low percents.

Charizard's grab game is highly flexible, being capable of setting up combos and positioning the opponent, as well as outright KOing them. Having minimal ending lag, back throw is a versatile combo tool that leads to the likes of forward air, back air, and reverse neutral air. It positions the opponent off-stage at higher percents as well. Down throw is capable of initiating combos and mix-ups much like back throw, though it is much less effective. Forward throw has higher knockback than back throw, being able to set up edge guards and ledge traps earlier, as well as KO'ing at higher percents. Lastly, up throw works as a last-resort KO option at 150% and above, or even earlier on stages with platforms.

Of Charizard's special moves, Flamethrower sees the most utility, having a long range and being able to angle up or down. It pressures opponents to approach, counteracts weak projectiles, and is a useful ledge-trapping move. Fly has super armor at its startup, not only granting Charizard a safer recovery but also a reliable option out of parry against attacks with multiple hits. Flare Blitz is a strong attack that effectively tech chases opponents and inflicts significant damage and knockback.

Overall, Charizard's main benefits include its robust advantage state, damage-racking capabilities, and KO potential. It can build significant damage from just a few hits thanks to its high returns from its combos and strings, mainly out of its back throw. Charizard is the most advantaged when it is below the opponent. Its neutral air, up tilt, up smash, and back air are disjointed and cover wide arcs against opponents above it. Charizard also comes with respectable edgeguarding and ledge-trapping abilities. Flamethrower covers many get-up options when adequately spaced, and the player can punish them on reaction with down smash, up smash, forward tilt, or neutral air. Forward tilt (angled downwards) and down smash are also capable of hitting characters at the ledge.

Additionally, Charizard's neutral game is considered mediocre. Flamethrower's decay prevents it from being usable for a long time, and its few safe-on-shield options, such as back air, neutral air, and forward tilt, require precise spacing and timing for the highest benefit. Its moveset contains several flaws that offset its strengths, including forward air not being able to autocancel out of a short hop. As a result, its playstyle requires patience and high commitment, resulting in heavy reliance on movement and reads to control the tempo of the game. While Charizard can maintain a strong advantage state, its combo and juggling tools consist entirely of single-hit attacks with short active durations and are built to target paths the opponent is taking instead of juggling them aggressively. Charizard’s biggest weakness is against characters that can rush it down with combos such asSquirtle,Mario,Palutena,Lucina, andCorrin, as its few combo-breaking moves are either too risky or too slow to be consistent for this purpose.

All in all, Charizard is a well-rounded super heavyweight but has the weakest auto-pilot of the three Pokémon in the Pokémon Trainer's party. It must take full advantage of its exceptional ground game and carefully play around the opponent's mistakes before committing to its strong punish and KO capabilities. Charizard can function both offensively and defensively in the neutral, but it is up to the player to find the most advantageous position in this spectrum. Once it gains advantage, it must capitalize on the opponent's mistakes to the greatest extent for the highest return. While Charizard is fully functional as an individual fighter like Squirtle and Ivysaur, it is the Pokémon of choice at 120% and above when playing with all three. Its high weight lets it survive blows that would otherwise be fatal to Squirtle and Ivysaur. Also, especially with rage, many of its attacks have the KO power required to swiftly finish an opponent already weakened by the other two Pokémon.

Charizard can be considered the best super heavyweight in the game as its Trainer can call on it when its strength, endurance, and recovery are needed and remove it from situations that exploit the weaknesses it shares with fighters of its weight class. While Charizard requires more skill and prediction to use to its full potential than Squirtle and Ivysaur, Pokémon Trainers that have mastered the Flame Pokémon will be rewarded significantly with the options that it brings to the table.

If the player wishes to centralize their gameplan around Charizard, knowledge of Squirtle is recommended. It excels in areas where Charizard tends to be weak (combos, evasion, and frame data) and can be used most effectively in situations where Charizard would struggle, especially in racking up damage and avoiding enemy combos at low percents. Muscle memory with Squirtle can supplement Charizard's own combo game and movement as well.

Changes fromSuper Smash Bros. 4[edit]

Previously the standalone character inSSB4 representing the trio of Pokémon inBrawl, Charizard now returns as part of thePokémon Trainer's crew. It has both kept many of its changes fromSSB4 as well as its function as the fastest and hardest-hitting member of the Pokémon Trainer's party. In the transition toUltimate, Charizard has received a mix of buffs and nerfs; while it was initially ambiguous to whether it was buffed or nerfed, game updates have provided Charizard with some useful buffs that have improved its options and fixed inconsistencies with its moveset. Because of this, Charizard has been slightly buffed overall.

When it comes to its grounded moveset, most of Charizard's finishers have become much more reliable;forward tilt has a better hitbox placement and more knockback,forward smash deals more damage and knockback, some ofup smash's hitboxes link more reliably and the second hit is faster anddown smash no longer has sourspots. Charizard has also gained other finishers, withdash attack gaining more damage and knockback andforward throw dealing more knockback.Up tilt's hitbox also covers more horizontal range, improving its already decent anti-air potential. On the other hand, in terms of its aerial moveset, Charizard'sneutral aerial has much less ending lag and its animation is faster, making it a more effective air-to-air option and combo extender, andback aerial has better vertical range that overlaps, making the move's dangerous sweetspot easier to land. Its special moveset has also seen some improvements, withFlare Blitz's hitbox now linking much more reliably into the explosion, which is stronger, andFly's ascending hits linking much more reliably, making both more reliable.

The revamped game mechanics have brought mostly positive changes to Charizard. While the increased mobility has benefitted most characters, Charizard is one of the biggest recipients relative to the cast; its previously abysmal initialdash speed is now one of the fastest in the game (which allows Charizard to also benefit from the ability touse any attack out of a run), itsair speed is now substantially faster compared toSSB4, and itsfalling speed andfast falling speed are much higher, making it easier for Charizard to land while making itsneutral game potentially more effective, and the universally faster jumpsquat significantly helps its buffed aerials. The changes toair dodges help Charizard overall, allowing it to use a directional air dodge to escape combos and juggling more easily, while not making it much more susceptible to edgeguarding due to its multiple jumps and faster air speed. Its increased mobility also allows Charizard to catch opponents that could abuse directional air dodging with more ease. Finally, the increasedshieldstun has further improved Charizard's ground game, making its moves safer on shield when properly spaced, most notably its sweetspotted forward tilt and down tilt.

However, Charizard has also received equally notable nerfs, which particularly affect its former most effective tools.Neutral attack's third hit has shorter range and the first two hits can no longer jab cancel in exchange for their ability tolock,up tilt has lost most of its KO power and no longer renders Charizard's wings intangible, anddown throw had its combo potential mitigated past very low percentages due to receiving more ending lag; both the former and latter changes have worsened Charizard's combo game. Its most notable nerf, however, was toforward aerial, as it no longerautocancels in a short hop due to Charizard's faster falling speed, and it has reduced range on its furthest hitbox, which cripples one of Charizard's former staple tools in the neutral game. While its higher fall speed has slightly improved Charizard's neutral game and landing issues, said change has also made it easier to combo. Finally, the removal ofRock Smash to make way forPokémon Change has eliminated a previous landing option and shield-pressuring tool from its moveset; however, Pokémon Change can be considered a strength to Pokémon Trainer as an aggregate if the player wishes to eject Charizard from any given situation and take advantage ofSquirtle's small size and combo game.

Some of the changes to game mechanics have also hindered Charizard. The increased startup on grabsout of shield after blocking an attack has worsened Charizard's own out of shield game (despite options such as up smash and Fly), and when combined with down throw's neutered combo potential, Charizard's grab game has been worsened overall (though it still remains flexible in terms of power). The universal reductions tolanding lag hinder Charizard overall, as they allow characters to space their moves on shield more easily; while they have significantly improved its landing options (most notably its neutral, up and down aerials), some of Charizard's aerials still remain highly punishable compared to the cast, and this change further compounds the loss of forward aerial as an option in neutral, its slightly worsened out of shield game, and its vulnerability to combos. Lastly, while Charizard's faster initial dash is unquestionably beneficial, the changes to initial dash mechanics cause Charizard's microspacing abilities to be weakened, especially through the use of moves like forward tilt.

Overall, Charizard's strengths and weaknesses have been both further defined. While it has much better mobility and power, both points are now counterbalanced by new flaws in its moveset and changes to the game engine, such as a more polarized neutral game due to the streamlining of its previously most powerful tools and a higher vulnerability to combos. Game updates have buffed Charizard as a standalone character though, alleviating a few of its issues. Collectively, Charizard's changes have retooled it to fit more in-line with the "heavyweight" character among its partners, letting Charizard adapt to situations where its recovery, speed, endurance and/or KO power are needed, and may now replace itself withSquirtle orIvysaur in cases where its weaknesses can be exploited compared to its partners. Nevertheless, Charizard fares marginally better than it did in its solo appearance inSSB4.

Aesthetics[edit]

  • Change Charizard's model features a more subdued color scheme, more closely resembling its appearance in recent mainlinePokémon games. Its legs and arms are more defined, and the flame on its tail is more vibrant.
  • Change During normal matches, Charizard uses thePokémon Trainer's stock icon, name call, andBoxing Ring title instead of having its own. However, it still has its own stock icon used in numerous situations, such as the Spirits mode, as aClassic Mode opponent, and duringMr. Game & Watch's throws.
  • Change Charizard moves in a wave-like motion during its dash animation, similar toLugia on the title screen forPokémon SoulSilver.[1]
  • Change Charizard now hangs onto ledges with one hand instead of two.
  • Change Charizard has two newtaunts: one where it stands upright for its up taunt (similar toRidley's down taunt), and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.
  • Change While maintaining its Flare Blitz victory pose fromSmash 4, Charizard regains its victory pose fromBrawl where the Pokémon Trainer pets its neck, replacing the roaring victory pose fromSmash 4.

Attributes[edit]

  • Change Charizard is once again part ofPokémon Trainer, allowing it to switch toSquirtle andIvysaur.
  • Buff Like all characters, Charizard's jumpsquat animation lasts 3 frames (down from 7).
  • Nerf Charizardwalks slightly slower (1.2 → 1.187).
  • Buff Charizardruns faster (2 → 2.2).
    • Buff Itsinitial dash speed is significantly faster (1 → 2.28), going from the slowest in the game to the 5th fastest.
  • Buff Charizard'sair speed is much higher (0.92 → 1.103).
  • Buff Charizard has significantly highertraction (0.04 → 0.11), no longer being tied withMewtwo for having the second lowest traction in the game. This allows it to punish opponents out of shield much more easily.
  • Buff Charizard moves its head closer to itself duringforward aerial, standinggrab, and when hanging on the ledge, leaving it less vulnerable to attacks.
  • Change Charizard's midair jumps' animations have been changed to be more distinguishable from each other.
  • Change Charizard'sfalling speed and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves itstomahawk and overallneutral game.
  • Nerf Charizard once again possesseshurtboxes on its wings like inBrawl, making it easier to hit from above.
  • Nerf Charizard takes small amounts of damage whileswimming. It shares this attribute withSonic,Inkling, andIncineroar.
  • Nerf Forward roll grants lessintangibility (frames 4-18 → 4-16).
  • Nerf Back roll has more startup with less intangibility (frames 4-18 → 5-17), and more ending lag (FAF 33 → 38).
  • NerfSpot dodge has more ending lag (FAF 28 → 29).
  • BuffAir dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 50).
  • Change Air dodge's animation has been altered.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole combo to connect more smoothly.
    • Nerf All hits have smaller hitboxes, with the third hit having one of them removed (4.5u/4u/3u → 2.4u/2.4u/2.6u (hit 1), 2.8u/2.8u/3.2u (hit 2), 6.5u/5.5u/5u/4u → 5u/4u/4u (hit 3)), reducing the attack range.
    • Nerf All hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 1.2× (hit 2), 1.6× (hit 3)), giving opponents more time toSDI each hit andDI the last hit.
    • Nerf The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).
    • Nerf The first hit no longer dealsset knockback (26/22 set/100 scaling → 20/20/24/20 base/30/28/25/25 scaling), causing it to connect less reliably into the next hits at very high percents.
    • Nerf The third hit has a shorter hitbox duration (frames 7-9 → 7-8).
    • Change The first and second hits have altered angles to keep opponents close to Charizard (120°/361° → 361°/180° (hit 1), 80°/55°/30° → 361° (hit 2)) like other neutral attacks, and have gained ahitstun modifier of 2, with the second hit also dealing less knockback (25/40 base/50 scaling → 20 base/30/28/25 scaling). This allows them to connect andjab lock more consistently, but removes theirjab cancel setups against grounded opponents.
    • Change The third hit launches at a consistent angle (70°/60°/50°/45° → 60°).
    • Change Charizard rears back in a more pronounced fashion during the ending lag of the third hit.
  • Forward tilt:
    • Buff Forward tilt has a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with thez-axis.
    • Buff It has less ending lag (FAF 43 → 38).
    • Buff The sweetspot deals more knockback (40 base/100 scaling → 45/104).
    • Nerf It has more startup with a shorter hitbox duration (frames 11-13 → 12-13).
  • Up tilt:
    • Change Up tilt has an altered animation, with Charizard jumping higher and its wings spreading out more to its sides.
    • Buff In addition to the hitbox above Charizard, it possesses new hitboxes covering its wings as they spread out. This increases the move's lateral range above Charizard, although due to the high placements of these hitboxes, it still cannot effectively hit grounded opponents at its sides.
    • Nerf It has a shorter hitbox duration (frames 9-13 → 9-12).
    • Nerf It launches opponents slightly away from Charizard instead of towards it (96° → 78°/84°), and deals much less knockback (40 base/130 scaling → 50 base/80/85 scaling). This collectively worsens both the move's combo and KO potential, stringing into itself less reliably at low percents, and still having too much ending lag to combo into other moves, despite Charizard's faster jumpsquat, while it is now unable to KO grounded opponents below 200% (compared to KOing below 140% under the same circumstances inSmash 4).
    • Nerf Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes now extend upward especially during the active frames, leaving Charizard more vulnerable to trades with aerial attacks.
    • Change The body hitbox uses anormal effect with punch SFX, instead ofslash ones.
  • Down tilt:
    • Buff The changes tojostle mechanics allow down tilt to connect more consistently against opponents right next to Charizard.
    • Nerf The hitbox does not extend as far (Z offset: 7u-16u → 7u-13.5u), considerably reducing its range.
    • Change It no longer has a point-blank windbox to push opponents into the hitboxes; however, this is made negligible by the jostle changes.
    • Change The headbutt has a more pronounced animation.
  • Dash attack:
    • Buff Dash attack deals more damage (11% → 13% (clean), 8% → 10% (late)) and launches at lower angles (50°/60° → 45°/55° (clean), 60°/75° → 55°/70° (late)), with knockback not fully compensated (100 base/45 scaling → 96/44 (clean), 100/30 → 98/27 (late)), improving its KO potential.
    • Buff It has gained ashieldstun multiplier of 1.5×, increasing its safety on shield in combination with its higher damage.
  • Forward smash:
    • Change Charizard no longer breathes fire during forward smash's animation.
    • Buff Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)), improving its KO potential.
    • Buff It grants moreintangibility (frames 22-25 → 20-24).
  • Up smash:
    • Buff Up smash's second hit is faster (frame 16 → 14), allowing it to connect better from the first hit. The move's total duration has been reduced as well (FAF 49 → 47).
    • Buff The first hit's innermost hitboxes after frame 6 use the 368°autolink angle, while the outermost hitbox uses different angles (280° → 280° (frame 7), 320° (frame 8), 340° (frame 9)) with more set knockback (10 → 32, 42, 60), allowing it to link more consistently into the second hit.
    • Nerf Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, although to a much lesser extent compared to up tilt.
    • Nerf The first hit's late hit has smaller hitboxes (4.2u/5.5u/5u → 4.2u/5u/4.2u), with the outermost hitbox also being moved inward (X offset: 9u → 7u), reducing its range.
    • Change The first hit's animation has been sped up. This allows it to hit faster behind Charizard, but reduces its duration (frame 6-11 → 6-9).
  • Down smash:
    • Buff The knockback scaling and angles on the hitboxes close to Charizard have been homogenized with the outer hitboxes (KBS: 85 → 79; angle: 46° → 33°), increasing its consistency and overall improving its KO ability.
    • Change It no longer has atrip chance. However, due to the move having been unable to trip opponents regardless, this change is negligible.
    • Change Charizard faces towards the screen instead of downward, and sports an angrier expression.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use offstage.
    • Change Its animation has been sped up. This shortens the duration of its hitboxes (frames 9-25 → 8-20), but allows it to hit faster around Charizard.
      • Nerf Theauto-cancel window is unchanged, increasing the move's ending lag before it can auto-cancel.
  • Forward aerial:
    • Buff Forward aerial has one frame less ending lag (FAF 47 → 46).
    • Nerf It no longer auto-cancels in ashort hop, as Charizard's faster falling speed causes its auto-cancel window to fall short by one frame. In combination with it now having the most landing lag of any forward aerial alongsideSnake's, this considerably hinders its safety and utility for approaching.
    • Nerf The sweetspot has been moved inwards (X offset: 7.5u → 6u), reducing its range. The middle hitbox is also slightly smaller (4u → 3.8u).
  • Back aerial:
    • Buff Back aerial's animation has been rotated slightly to prevent issues with the z-axis.
    • Nerf The first active frame has shorter range, and does not contain the 16% sweetspot.
    • Change The last active frame is aimed more behind Charizard instead of above it, reducing its vertical range, but allowing it to hit more consistently.
  • Down aerial:
    • Buff Down aerial's lower landing lag alongside the removal ofteching for groundedmeteor smashes enable it to function as a potent combo starter onstage.
    • Nerf It has smaller hitboxes (6u/5u → 5u/5.5u (clean), 4.5u/5.5u (late)) that no longer extend horizontally from Charizard's leg, and the clean hit's inner hitbox is now a sourspot that does not meteor smash (270° → 361°). This reduces the move's range and makes it slightly harder to use for edgeguarding.
    • Nerf The late hit has a shorter duration (frames 21-26 → 22-25).
    • Change The move's animation has been lengthened by one frame during startup, leading to several small frame changes:
      • Buff Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).
      • Buff The clean hit has a longer duration (frames 18-20 → 18-21).
      • Nerf Its ending auto-cancel window is active later (frame 41 → 42).
    • Change The stomp has a more pronounced animation.
    • Bug fix The landing animation no longer causes Charizard's tongue to clip through its head.

Throws and other attacks[edit]

  • Grabs:
    • Buff All grabs are active for one more frame (frames 8-9 → 8-10 (standing), 10-11 → 11-13 (dash), 11-12 → 12-14 (pivot)).
    • Buff Standing grab has been moved forward (Z offset: 5u-13.6u → 7.5u-16u), while dash grab extends further (Z offset: 5u-12.3u → 5u-16.5u), increasing their range.
    • Nerf All grabs have more ending lag (FAF 34 → 40 (standing), 42 → 46 (dash), 40 → 43 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 10 → 11 (dash), 11 → 12 (pivot)).
    • Nerf Pivot grab doesn't extend as far (Z offset: 4u-17.6u → 4u-17.2u), reducing its range.
    • Change Standing and dash grab's animations have been altered, with Charizard lunging farther forward, matching their increased range.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.6%).
    • Nerf It has much less ending lag (FAF 17 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.
      • Change Relative to the rest of the cast, Charizard's pummel is among the slowest but most damaging, rather than average on both accounts.
  • Change The speed of Charizard's forward and back throws is no longer weight-dependent.
  • Forward throw:
    • Buff Forward throw deals more knockback (60 base/65 scaling → 63/70), allowing it to KO around 20% earlier.
    • Change Charizard spreads its arms out more near the end of the animation.
  • Back throw:
    • Change Back throw releases the opponent earlier (frame 29 → 26), though with its total duration unchanged. This makes it harder to DI, but gives it more ending lag.
      • Buff Despite this change, it has increased combo ability due to Charizard's much faster initial dash speed and jumpsquat.
    • Buff Due to theSakurai angle being lower against aerial opponents inUltimate (45° → 38°), it has improved edgeguarding and KO potential.
  • Down throw:
    • Buff Down throw's looping hits no longer inflict hitlag, allowing it to execute much faster, despite releasing the opponent later (frame 52 → 55).
    • Buff The looping hits deal knockback to bystanders (0 base/0 scaling → 0/100), making the move safer in battles with multiple opponents.
    • Nerf It has more ending lag (FAF 71 → 77), and no longer inflicts 4 frames of hitlag on the opponent upon releasing them. This hinders its combo potential, with Charizard's faster jumpsquat failing to compensate.
    • Change It has an altered animation where Charizard hovers slightly while breathing fire onto the opponent, and lifts itself higher into the air with a more exaggerated breathing animation upon releasing them.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves[edit]

  • Flamethrower:
    • Buff Flamethrower's clean hit lasts longer (3 frames → 4), and it has gained a mid hit, which lasts 3 frames before the late hit and deals more damage (1% → 1.3%). This improves the move's damage racking ability overall.
    • Change The flames have a more vibrant coloration.
  • Flare Blitz:
    • Buff Flare Blitz deals drastically more damage (4% → 6% (hit 1), 15% → 18% (hit 2); 19% total → 24%)), with knockback scaling only minimally compensated (84 → 77), KOing middleweights under 80% from the center ofFinal Destination.
    • Buff Charizard cannot belocked if it gets knocked down by the move's collision; attacks will instead cause it to get up as if hit beyond the lock limit. This leaves it less vulnerable to deadly punishes.
    • Buff The first hit uses anautolink angle (60° → 366°) and set knockback (60 base/80 scaling → 60 base/46 set/78 scaling), allowing it to connect more reliably into the second hit.
    • Buff In addition to the hitbox following Charizard's rotation, the first hit has a hitbox that consistently stays on its lower side. This gives the move more range below Charizard, allowing it to hit every character lying on the ground and a few hanging on the ledge.
    • Buff The first hit has a lower hitlag multiplier (1× → 0.1×), allowing it to transition faster into the second hit.
    • Nerf The move is only able to grab the ledge starting on frame 45 (about two-thirds of the way).
    • Change It causes Charizard to emit orange flames on startup instead of glowing blue. Its flame effects are also much more intense.
    • Change Charizard's voice is louder when using the move, allowing players to hear it without adjusting theSound settings.
    • Change The recoil damage from the second hit of the move is no longer applied all in one go, but is instead applied over the course of a few frames, with it being applied over the next 5 consecutive frames when hitting an opponent, or in intervals of 10 frames when hitting a wall.[1]
  • Fly:
    • Bug fix Fly no longer suffersRCO lag.
    • Buff The first hit has different angles (70°/95°/80° → 100°/70°/65°) and less set knockback (130/140/140 → 120/80/115), while the looping hits use an autolink angle (72°/90° → 367°). In combination withrage no longer affecting moves with set knockback, this allows it to connect much more reliably.
    • Buff The looping hits's hitboxes are spread around Charizard instead of placed in front of it, while the last hit has one hitbox less, but one of its hitboxes has been moved much farther back. This allows the move to hit behind Charizard and further helps in its linking ability.
      • Nerf However, this reduces the looping hits' frontal range.
  • Down special:
    • Change Since Charizard has returned to Pokémon Trainer's team,Rock Smash has been replaced withPokémon Change.
      • Buff This allows it to change places withSquirtle andIvysaur to adapt to difficult situations and matchups.
      • Nerf The removal of Rock Smash reduces Charizard's own defensive capabilities, hinders its landing options and eliminates one of its finishers.
    • Buff Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.
    • Buff It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than inBrawl as a defensive option.
    • Nerf It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
    • Nerf It no longer resetsstale-move negation, effectively weakening Squirtle when Charizard switches.
    • Nerf It can no longerskip the ending lag of the switch if performed near the edge of a moving platform.
  • Final Smash:

Update history[edit]

As a result of Charizard being considered to be the worst Pokémon Trainer Pokémon at launch, it was buffed in updates. Charizard would only receive small but helpful buffs throughout update 2.0.0 and 3.1.0, slightly improving its consistency and KO power. It wasn't until update 4.0.0 where Charizard would gain some considerable buffs. Said update made its forward tilt and forward smash much stronger, Charizard's neutral aerial was given two more active frames on its hitboxes, on top of having less landing lag, making it safer on shield and easier to combo into other moves more reliably out of fast fall. Forward throw was given more knockback and Flare Blitz is now able to grab the ledge substantially earlier. Charizard also benefited from the near-universal buff to shield sizes granted in 7.0.0. Update 9.0.0 buffed the consistency of Flare Blitz and Fly, making the two moves connect more reliably than they once did before.

Overall, Charizard fares much better than it did at the beginning ofUltimate. Whether or not Charizard is one of the better Pokémon in the trio is up for debate, but nonetheless it has found its footing and is being used much more on average.

Super Smash Bros. Ultimate2.0.0

  • Buff Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (Early: 100 base/45 scaling → 96/44; late: 100/30 → 98/27).
  • Bug fix Charizard'sdown aerial landing lag animation no longer causes its tongue to clip through its head.

Super Smash Bros. Ultimate3.0.0

  • Buff GroundedFlare Blitz has more an additional hitbox below it, being able to hit every character lying on the ground and some hanging on the ledge.
  • Bug fix Up throw drifts slightly forward, meaning that Pichu and Ridley do not get stage spiked when it is used near the ledge.
    • Nerf This means true follow-ups with this application (such as back aerial) are no longer possible.

Super Smash Bros. Ultimate3.1.0

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.

Technical changelist 3.1.0

ChangedBeforeAfter
Jab 1 hitbox ID 2Base knockback: 20BKB: 24
Jab 2 kinetic moduleNo added speedFrame 3: X speed +0.72, Frame 5: X speed -0.5
Jab 2 hitbox ID 2No extensionHitbox extended from Z=13 to Z2=15.5

Super Smash Bros. Ultimate4.0.0

  • Buff Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).
  • Buff Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).
  • Change The outermost hitbox of up smash's first hit uses set angles (368° → 280°/320°/340° (frame 7/8/9)) and fixed knockback (0 → 32/42/60). On frame 9, there is a new highest priority hitbox that has the same position as and keeps the pre-patch properties of the outermost hitbox (aside from set weight).
    • Nerf However, this new hitbox deals no damage (5% → 0%), reducing the move's damage potential.
  • Bug fix The autolink hitboxes of up smash no longer useset weight, fixing a glitch that caused theirposition vector to last much longer than usual and launch opponents much farther if the move was interrupted.
  • Nerf The second hit of up smash always launches in the direction Charizard is facing, making it easier to DI.
  • Buff Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).
  • Buff Forward throw deals more knockback (60 base/65 scaling → 63/70).
  • Buff Flare Blitz can snap to the ledge earlier (frame 54 → frame 45).

Super Smash Bros. Ultimate6.0.0

  • Buff Up smash's 0% hitbox introduced in update4.0.0 has been properly given damage like the rest of the hitboxes (0% → 5%).

Super Smash Bros. Ultimate7.0.0

  • Buff Overall shield size has been increased by 1.2×.

Super Smash Bros. Ultimate9.0.0

  • BuffFlare Blitz's first hit uses theautolink angle (60° → 366°), and has a higherhitlag multiplier if used in the air (0.1× → 0.7×) which is only experienced by the opponent, allowing it to connect more reliably into the explosion.
  • BuffFly's first hit has different angles (80°/98°/80° → 65°/100°/70°) with lessset knockback (140/140/130 → 115/120/80) and altered priority (ID 0/1/2 → 2/0/1), and launches opponents in the direction Charizard is facing, while the looping hits use the autolink angle (72°/92°/82°/82° → 367°), allowing the move to connect more reliably.

Moveset[edit]

  • Charizard can perform2 double jumps.
  • Charizard continuously receives damage whileswimming. It shares this trait withIncineroar,Sonic, andInkling. This is a reference to Charizard being susceptible to water due to being a Fire-type Pokémon.

For a gallery of Charizard's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackScratch (ひっかき)
Continuous Scratch (れんぞくひっかき)
Wing Cutter (ウイングカッター)
2.5%Swipes its claws twice, then swings its wing. Fast (frame 4) and having moderate range, it is reliable in close-quarters combat.
2.5%
5%
Forward tiltFlame Tail (ほのおのしっぽ)11% (flame), 7% (tail)Swings its tail forward. The move has a sweetspot at theflaming tip of Charizard's tail. When sweetspotted, it has high knockback for a tilt attack, KOing middleweights at around 140% from the center ofFinal Destination. Having long-range andangling capabilities, forward tilt is an essential tool in the neutral game for spacing and approaching.
Up tiltWing Thrust (はねあげ,Flip-Up)8%Jumps with its wings widespread, hitting with them from below. While it has decent vertical range, it is not an effective anti-air attack because the hurtboxes of its wings are vertically extended. In addition, it has very low priority, since it almost always clanks with weak attacks and loses against strong attacks. Lastly, it doesn't hit grounded opponents or ducking characters as easily.
Down tiltLow Headbutt (ていくうずつき,Low Altitude Headbutt)10%Headbutts low to the ground. It has long-range and launches at asemi-spike angle, which makes it useful for edgeguarding and tech chasing. However, it is unsuited for combos or KOing at conventional damage ranges. If it is blocked, even when unspaced, it cannot be shieldgrabbed by the majority of the cast, including Palutena and Bowser.
Dash attackFront Kick (まえげり)13% (clean), 10% (late)Kicks forward. Dash attack has very high base knockback, and its power and long duration allow it to effectively punish cooldown and break zoning. The move KOs at high percents near the ledge.
Forward smashHeadlong Rush (ぶちかまし,Striking the Biter)19% (clean, late body),16.4% (late head)Performs a lunging headbutt. Very strong, with its sweetspot KOing middleweights under 70% from the center of Final Destination. It also renders Charizardintangible throughout its duration. However, it is extremely unsafe, hitting on frame 22 and suffering 45 frames of ending lag.
Up smashWing Bash (ウイングバッシュ)5% (hit 1),11% (hit 2)Chops away with its wings in an overhead, fanning motion. Charizard's up smash possesses wide range and disjoint and KOs most characters within the 100%-120% range. It is also among the quickest up smashes in the game (hitting grounded opponents on frame 6 and aerial opponents on frame 7), making it a potent anti-air and out-of-shield option.
Down smashWing Attack (つばさでうつ,Winged Striking)16%Stomps the ground, creating a shock wave. It hits on both sides of Charizard and launches at a semi-spike angle, making it potent for edgeguarding. However, it has slow startup and extremely high ending lag.
Neutral aerialCharizard Turn (リザードンターン,Lizardon Turn)12% (flame),9% (tail)Somersaults forward, striking with its tail. Its sweetspot is at the flaming tip of Charizard's tail. It can auto-cancel in a short hop and quickly hits all around Charizard. Has strong combo potential (especially when used while landing) and gimping potential. It is also a satisfactory landing option. At its fastest, neutral air hits behind Charizard and is thus best used out of areverse aerial rush.
Forward aerialAerial Claw (くうちゅうひっかき,Midair Scratch)12% (early),13% (clean)A downward arcing slash with its claws. Its high power, speed (frame 8) and semi-spike angle make it reliable as an edgeguarding and KOing option. However, it has high landing lag and cannot auto-cancel in a short hop, limiting its utility in the neutral.
Back aerialAerial/Midair Tail (くうちゅうしっぽ)16% (flame),14% (tail),11% (body)Swings its long tail behind it. It has slow startup, ending lag, and landing lag. However, the sweetspot at the tip of Charizard's tail is incredibly disjointed, deals high damage, and KOs middleweights under 90%, making it Charizard's strongest KO option and one of the strongest of it kind. The diagonal arc the move covers allows it to overpower opponents above Charizard.
Up aerialHeading (ヘディング)13%An upward headbutt. The move's damage output and particularly high knockback allow it to KO middleweights under 100% near the upper blast line. It renders Charizard's head intangible and serves as a makeshift combo starter into itself, up smash, or other aerial attacks when landing.
Down aerialMeteor Stomp (メテオスタンプ)14% (clean),8% (late)Kicks straight down. The clean hit is ameteor smash, with a sourspot on Charizard's body that deals high sideways knockback. Down aerial has the highest overall lag of Charizard's aerials, but can function as a niche combo starter against grounded opponents, allowing for a potential KO setup into up aerial at higher percents.
GrabGrab (つかみ)Reaches out with its neck to bite and hold the opponent. Grabbed opponents areclinched while held by Charizard's open mouth. Great range.
PummelBiting and Tearing (かみちぎり)1.6%A bite. Slow but strong.
Forward throwBiting Throw (かみとばし,Bite Flying)10%Hurls the opponent forward with its teeth. Charizard's forward throw is among the strongest in the game, KOing middleweights near the edge of Final Destination at around 105% withoutrage. It can also be used as aDI trap against opponents attempting to DI Charizard's up throw.
Back throwRear Biting Throw (うしろかみとばし,Back Bite Flying)10%Hurls the opponent backward with its teeth. This is considered Charizard's most versatile throw, capable of setting up edgeguards, KO'ing middleweights at around 130% at the edge of Final Destination, and leading to a wide range of high-damage bread-and-butter combos and 50/50 situations with only 5 frames of ending lag. True combos from Charizard's back throw include dash attack,reverse aerial rush neutral aerial, and up smash at very low percents, and forward aerial or back aerial up to around 50% percents. It can also follow up into Flare Blitz, but this is not a true combo.
Up throwSeismic Toss (ちきゅうなげ)8% (hit 1), 3% (throw)Flies into the air and dives into the ground to suplex the opponent, similar toKirby andMeta Knight's up throws. It is one of the strongest throws in the game without DI, but its mostly vertical, yet more horizontal angle than other up throws allows the target to easily DI down and away, surviving the move up to around 160% at ground level without rage, though platforms such as those onBattlefield andTown and City alleviate this issue.
Down throwRoasting Heat (あぶりやき,Toasting Fry)1% (hits 1-5), 1% (throw)Pins the opponent to the ground and hovers, expelling embers from its mouth on them. Down throw's moderate ending lag allows it to function as a niche combo starter, leading into up smash out of dash at low percents and neutral or forward aerial until mid percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Swings its tail backward, then headbutts forward while getting up.
Floor attack (back)
Floor getups (back)
 7%Swings its tail forward and backward while getting up.
Floor attack (trip)
Floor getups (trip)
 5%Performs a slash with its claws while getting up.
Edge attack
Edge getups
 10%Performs a battering ram while climbing up from the ledge. This comes out on frame 24, compared to Squirtle's slow frame 28 and Ivysaur's quicker frame 21. It is one of the longest edge attacks in the game.
Neutral specialFlamethrower2% (clean), 1% (late)Expels a stream of flames from its mouth, almost identically toFire Breath. Flamethrower remains active as long as the user holds down the B button, but its power and range gradually decreases with prolonged or continuous use. It can also be angled slightly up or down, making it useful for ledgetrapping purposes andinterrupting low recoveries. Compared to Fire Breath, Flamethrower deals lower damage but is capable of causingflinching at far ranges.
Side specialFlare Blitz6% (collision), 18% (explosion)A flaming corkscrew tackle that alsohurts Charizard. Flare Blitz is extremely powerful, KOing middleweights under 80% from the center of Final Destination and possessing incredible horizontal burst range. It also grantsheavy armor on frames 23-53 that sustains 15% (18% in 1v1)[2] damage, enabling it to bypass most weaker attacks and projectiles. However, it deals 5% of recoil damage upon activation and an additional 5% on contact, and contains extreme amounts of cooldown, enabling opponents to punish it out of shield just as hard. In the same way, Flare Blitz can be used off the ledge to KO opponents at disproportionally low percentages at the risk of a self-destruct in the event it misses.
Up specialFly5% (hit 1), 2% (hits 2-5), 4% (hit 6)Flies upward in a corkscrewing motion. Fly covers an average amount of vertical distance. Has the lowest amount of startup out of Charizard's special moves, connecting as early as frame 9. It grants super armor during frames 4-15, enabling it to intercept airborne combos and punish opponentsout of shield. It deals a respectable 17% damage when all hits connect, and can KO airborne targets reliably at high percents.
Down specialPokémon ChangeThePokémon Trainer calls Charizard back to its Poké Ball and sends outSquirtle.
Final SmashTriple Finish5% (Fire Blast, first four), 7.5% (Fire Blast, final)Squirtle andIvysaur are sent out alongside Charizard, and all three Pokémon perform a synchronized team attack directly in front of them. Charizard expels fiveFire Blasts in a row, with the last one having the highest power.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value1162.288 – Initial dash
2.2 – Run
1.1870.110.0081.1030.01 – Base
0.05 – Additional
0.111.52 – Base
2.432Fast fall
332 - Base
15.43 -Short hop
365

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

Unlike inBrawl andSmash 4, Charizard no longer has a unique announcer call. Rather, the announcer will always callPokémon Trainer.

On-screen appearance[edit]

  • Pokémon Trainer releases Charizard from its Poké Ball while saying "Go!" or "Charizard!". Charizard stomps once as it emerges.
  • Charizard's on-screen appearance

    Charizard's on-screen appearance

Taunts[edit]

  • Up taunt: Stands upright and puffs its chest out, similarly toRidley's down taunt.
  • Side taunt: Does a quick aerial flip and roars.
  • Down taunt: Faces upright and roars. Could possibly be a reference toPokémon Red'sJapanese boxart.
  • Charizard's up taunt.

    Charizard's up taunt.

  • Charizard's side taunt.

    Charizard's side taunt.

  • Charizard's down taunt.

    Charizard's down taunt.

Idle poses[edit]

  • Raises its foot as it leans back, opening its mouth as if roaring, and then stomps its foot.
  • Turns its head to the side and quickly spits fire towards the ground.
  • Charizard's first idle pose.

    Charizard's first idle pose.

  • Charizard's second idle pose.

    Charizard's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
(♂)

(♀)
(♂)

(♀)
DescriptionI choose you!Pokémon Trai - ner!A - llena - to - re di Po - ké - mon! (♂)
A - llena - tri - ce di Po - ké - mon! (♀)
Pokémon Trai - ner!Dre - sseur de Poké - mon! (♂)
Dre - sseuse de Poké - mon! (♀)
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer(♂)

(♀)
(♂)

(♀)
DescriptionPo - ké - mon Trai - ner! (♂)
Po - ké - mon Trai - ner - in! (♀)
En - trenador! Po - ké - mon! (♂)
En - trenadora! Po - ké - mon! (♀)
Trener! Pokemonov!Pokémon Trai - ner!

Victory poses[edit]

During Charizard's victory poses, the Pokémon Trainer will say one of two lines at random. The male Trainer will say either "You all did great!" (みんな、よくがんばったな!,Everyone, you did great!) or "You did it, Charizard!" (やったぞ、リザードン!,You did it, Charizard!). The female Trainer will say either "Everyone did great!" (みんな、最高だね!,Everyone, you're the best!) or "You're amazing, Charizard!" (すごいね、リザードン!,Amazing, Charizard!).

  • Left: Stomps and rears its head back to roar upward, then strikes a pose.
  • Up: UsesFlare Blitz downwards to descend from the sky and crash into the ground, bounces out of it and lands on its feet, then strikes a pose.
  • Right: Pokémon Trainer pets its head and neck.
A small excerpt of the title theme ofPokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become thePokémon main theme and the title theme for the entire series.
  • CharizardVictoryPose1SSBU.gif
  • CharizardVictoryPose2SSBU.gif
  • CharizardVictoryPose3SSBU.gif
  • FemaleCharizardVictoryPose1SSBU.gif
  • FemaleCharizardVictoryPose2SSBU.gif
  • FemaleCharizardVictoryPose3SSBU.gif

Classic Mode: The Future Champion[edit]

Pokémon Trainer'scongratulations screen.

Pokémon Trainer's route refers to the player's goal of becoming thePokémon Champion in thePokémon games. Like inPikachu's route, the opponents are all Pokémon and all rounds are onPokémon stages. Each round will start with the Pokémon chosen on the character select screen regardless of which one was active at the end of the previous round.

RoundOpponentStageMusic
1Pikachu (SSBU)PikachuPokémon StadiumMain Theme - Pokémon Red & Pokémon Blue (Melee)
2Jigglypuff (SSBU)JigglypuffPokémon StadiumBattle! (Trainer Battle) - Pokémon X / Pokémon Y
3Lucario (SSBU)LucarioUnova Pokémon LeagueBattle! (Trainer) - Pokémon Sun / Pokémon Moon
4Incineroar (SSBU)IncineroarKalos Pokémon LeagueBattle! (Elite Four) / Battle! (Solgaleo/Lunala)
5Greninja (SSBU)GreninjaPokémon Stadium 2Battle! (Champion) - Pokémon X / Pokémon Y
6Pokémon Trainer (SSBU) (Pokémon Trainer (SSBU)) Opposite-genderPokémon TrainerPokémon Stadium 2The Battle at the Summit!
Bonus Stage
FinalMewtwo (SSBU)Mewtwo, thenMaster HandFinal DestinationPokémon Red / Pokémon Blue Medley(Mewtwo)
Master Hand(Master Hand)

Note: Items are disabled in every round.

Completing Classic Mode as Pokémon Trainer hasMain Theme - Pokémon Red & Pokémon Blue (Brawl) accompanying the credits that roll every time the player finishes a Classic route, with the selected Pokémon playable during the credits minigame rather than the actual Trainer.

Role inWorld of Light[edit]

Finding Pokémon Trainer in World of Light

Charizard and the malePokémon Trainer were among the fighters that were summoned to fight against the army ofMaster Hands.

While Charizard is seen standing separately from its Trainer in the establishing shot, it reunited with him,Squirtle andIvysaur, shortly beforeGaleem unleashed his beams of light. Under Pokémon Trainer's command, Charizard usedFlamethrower in an attempt to fight the beams of light, but this attempt failed. Pokémon Trainer, Squirtle, Ivysaur and Charizard were all vaporized and placed under Galeem's imprisonment along with the other fighters, excludingKirby.

Pokémon Trainer can be found at the southeast near the maze that resemblesPac-Maze. Defeating him allows access to all three Pokémon.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
33-35
Pokémon Trainer SSBU.png
Pokémon Trainer
Attack
Attack
7,500Battlefield (Ω form)Main Theme - Pokémon Red & Pokémon Blue (Brawl)

Spirits[edit]

Charizard's fighter spirit can be obtained by completingClassic Mode as Pokémon Trainer, along with Squirtle's and Ivysaur's if they already haven't been obtained. It is also available periodically for purchase in the shop for 300 Gold, but only after Pokémon Trainer has been unlocked. Unlocking Pokémon Trainer in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork inUltimate.

Additionally,Mega Charizard X appears as a primary spirit.

  • 416. Charizard

    416.Charizard

  • 422. Mega Charizard X

    422. Mega Charizard X

In Spirit Battles[edit]

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
252
SSBU spirit Valoo.png
ValooThe Legend of Zelda Series•GiantCharizardCharizard (SSBU)
Attack
4,000Wuhu Island (Maka Wuhu)N/A•The enemy is giantDragon Roost Island
356
SSBU spirit Landia.png
LandiaKirby SeriesCharizard TeamCharizard (SSBU)×5 (40 HP)
Attack
3,600Find Mii (hazards off)N/A•The enemy's explosion and fire attacks have increased power
Stamina battle
•Reinforcements will appear after an enemy is KO'd
Dangerous Dinner
421
SSBU spirit Charmander.png
CharmanderPokémon Series•TinyCharizardCharizard (SSBU)
Attack
2,200The Great Cave Offensive (Battlefield form)•Hazard: Lava Floor•The floor is lavaMain Theme - Pokémon Red & Pokémon Blue (Brawl)
422
SSBU spirit Mega Charizard X.png
Mega Charizard XPokémon Series•GiantCharizardCharizard (SSBU) (150 HP)
Attack
9,700Pokémon Stadium (Fire type)N/A•The enemy's special moves have increased power
Stamina battle
•The enemy is giant
Battle! (Trainer Battle) - Pokémon X / Pokémon Y
439
SSBU spirit Rapidash.png
RapidashPokémon Series•CurryCharizardCharizard (SSBU)
Attack
3,900Mushroom Kingdom U (Battlefield form)N/A•The enemy breathes fire
•The enemy has increased move speed
Main Theme - Pokémon Red & Pokémon Blue (Melee)
463
SSBU spirit Dragonite.png
DragonitePokémon Series•GiantCharizardCharizard (SSBU)
Shield
4,700Spear Pillar•Hazard: Heavy Wind•Dangerously high winds are in effect after a little while
•The enemy is giant
Pokémon Red / Pokémon Blue Medley
485
SSBU spirit Ho-Oh.png
Ho-OhPokémon Series•CurryCharizardCharizard (SSBU)
Neutral
13,900Kalos Pokémon League (Blazing Chamber (Legendary) only)N/A•Fire and explosion attacks aren't as effective against the enemy
•The enemy breathes fire
Pokémon Gold / Pokémon Silver Medley
493
SSBU spirit Salamence.png
SalamencePokémon SeriesCharizardCharizard (SSBU)
Attack
4,400Spear Pillar (hazards off)•Hazard: Heavy Wind•Dangerously high winds are in effectBattle! (Lorekeeper Zinnia)
495
SSBU spirit Latias & Latios.png
Latias & LatiosPokémon SeriesCharizardCharizard (SSBU)Charizard (SSBU)
Shield
9,100Delfino Plaza (Gondola area)•Uncontrollable Speed•The enemy is very fast and can't stop quickly
•Only certain Pokémon will emerge from Poké Balls (Latias & Latios)
Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon SapphireLatias (red costume)
Latios (blue costume)
504
SSBU spirit Garchomp.png
GarchompPokémon SeriesCharizardCharizard (SSBU)
Attack
3,900Spear Pillar (hazards off)•Attack Power ↑•The enemy has increased attack power after a little while
•The enemy has increased move speed
Battle! (Champion) / Champion Cynthia
524
SSBU spirit Hydreigon.png
HydreigonPokémon SeriesCharizardCharizard (SSBU)
Attack
3,600Kalos Pokémon League (Dragonmark Chamber only)•Attack Power ↑•The enemy has increased attack power after a little whileRoute 23 - Pokémon Black 2 / Pokémon White 2
528
SSBU spirit Reshiram.png
ReshiramPokémon SeriesCharizardCharizard (SSBU)
Shield
9,300Unova Pokémon League (Reshiram only)N/A•The enemy's explosion and fire attacks have increased power
•The enemy favors special moves
Battle! (Reshiram / Zekrom)
543
SSBU spirit Yveltal.png
YveltalPokémon Series•GiantCharizardCharizard (SSBU)
Grab
9,800Kalos Pokémon League (hazards off)N/A•The enemy's explosion and fire attacks have increased power
•The enemy is giant
Battle! (Champion) - Pokémon X / Pokémon Y
813
SSBU spirit Burrowing Snagret.png
Burrowing SnagretPikmin Series•GiantCharizardCharizard (SSBU)
Attack
9,400Garden of Hope•Assist Trophy Enemies (Burrowing Snagret)
•Item:Pitfall
•Hostile assist trophies will appear
•The enemy is giant
World Map - Pikmin 2
815
SSBU spirit Fiery Blowhog.png
Fiery BlowhogPikmin SeriesCharizardCharizard (SSBU)×3 (50 HP)
Attack
1,500The Great Cave Offensive (Battlefield form)•Item:Fire FlowerStamina battle
•The enemy favors neutral specials
Mission Mode - Pikmin 3
1,023
SSBU spirit Fortitudo.png
FortitudoBayonetta Series•GiantCharizardCharizard (SSBU) (140 HP)
Neutral
4,000Umbra Clock Tower•Hazard: Low Gravity•The enemy's explosion and fire attacks have increased power
Stamina battle
•Gravity is reduced
One Of A Kind
1,487
SSBU spirit Razewing Ratha.png
Razewing RathaMONSTER HUNTER SeriesCharizardCharizard (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3133, Ninja Headband, Brown Standard Outfit)
Neutral
9,500Gaur Plain (Battlefield form)•Attack Power ↑•The enemy has increased attack power after a little whileProof of a Hero ~ 4Version
CharizardCharizard (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3133, Rathalos Helm, Rathalos Mail)[SB 1]
1,521
SSBU spirit Koraidon & Miraidon.png
Koraidon & MiraidonPokémon SeriesCharizardCharizard (SSBU)
RidleyRidley (SSBU)
Attack
13,100Final Destination•Attack Power ↑
•Hazard: Zap Floor
•The floor is electrified
•The enemy has increased attack power
•The enemy loves to jump
Battle! (Reshiram / Zekrom)Koraidon
  1. ^This alternative occurs when the corresponding DLC has been purchased and downloaded.

As a minion[edit]

SpiritBattle parametersReference
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
251
SSBU spirit Medli.png
MedliThe Legend of Zelda SeriesIsabelleIsabelle (SSBU)
CharizardCharizard (SSBU)
Shield
9,300Pirate ShipN/A•The enemy has increased jump powerDragon Roost IslandValoo
627
SSBU spirit Minerva.png
MinervaFire Emblem SeriesLucinaLucina (SSBU)
CharizardCharizard (SSBU)
Shield
3,500SkyworldN/A•The enemy has increased jump power
•The enemy has increased move speed
Story 5 MeetingMinerva's Wyvern
663
SSBU spirit Ashnard.png
AshnardFire Emblem SeriesGanondorfGanondorf (SSBU) (80 HP)
CharizardCharizard (SSBU) (80 HP)
Attack
3,600Reset Bomb Forest (hazards off)•Defense ↑Stamina battle
•The enemy has increased defense
Against the Dark KnightRajaion
683
SSBU spirit Camilla.png
CamillaFire Emblem SeriesCorrinCorrin (SSBU)
CharizardCharizard (SSBU)
Grab
9,700Spear Pillar (hazards off)•Item:X Bomb
•Hazard: Poison Cloud
•The stage is covered in a poisonous cloudLost in Thoughts All Alone (for 3DS / Wii U)Camilla's Wyvern
1,053
SSBU spirit Maria Renard.png
Maria RenardCastlevania SeriesZeldaZelda (SSBU)
FalcoFalco (SSBU)
CharizardCharizard (SSBU)
IncineroarIncineroar (SSBU)
Grab
3,700Reset Bomb Forest (hazards off)N/A•The enemy starts the battle with aCuccoSlashDragon
1,232
nibbles
NibblesFossil Fighters SeriesYoshiYoshi (SSBU)
CharizardCharizard (SSBU)
RidleyRidley (SSBU)
BowserBowser (SSBU)
Attack
1,800Arena Ferox•Item:Pitfall•Defeat the main fighter to win
•Reinforcements will appear during the battle
Battle Start - Fossil Fighters: FrontierCrimson Ravager
1,389
SSBU spirit Rhea.png
RheaFire Emblem SeriesPalutenaPalutena (SSBU) (80 HP)
•GiantCharizardCharizard (SSBU) (120 HP)
Neutral
10,300Bridge of Eldin (hazards off)N/AStamina battle
•Reinforcements will appear after an enemy is KO'd
•The enemy is giant
The Apex of the WorldThe Immaculate One
1,514
SSBU spirit Rauru.png
RauruThe Legend of Zelda SeriesMewtwoMewtwo (SSBU) (100 HP)
ZeldaZelda (SSBU) (70 HP)
•GiantR.O.B.R.O.B. (SSBU) (70 HP)
RobinRobin (SSBU) (60 HP)
InklingInkling (SSBU) (60 HP)
CharizardCharizard (SSBU) (60 HP)
PitPit (SSBU) (60 HP)
Neutral
13,000Temple (Battlefield form)N/AStamina battle
•The enemy favors neutral specials
•Reinforcements will appear after an enemy is KO'd
Calamity Ganon Battle - Second FormGoron Sage of Fire

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • One of thein-game tips for Charizard states that its wings "won't take damage" during its up tilt. However, this is incorrect, as the hurtboxes on Charizard's wings extend upward without gainingintangibility orinvincibility, making it easier to hit. The player can see this by turning on the invincibility option in training mode.
    • This tip is recycled fromSmash 4, where Charizard's wings do not possess hurtboxes.
  • Charizard is the only character in the series to have been part of a composite character in one game, separated into a standalone character, and then returned to a composite.
    • The official Pokémon website claims that this was due to a stint ofdisobedience, similarly toAsh's Charizard.[3] This is hinted at via its new taunts and victory poses, where it behaves in a less feral way and acts slightly more tame than it did inSSB4.
  • Charizard andLucario are the only characters to have had theirFinal Smash get a new one in one installment, only to revert back to their original Final Smash in the next. Charizard is part ofTriple Finish inBrawl, usesMega Charizard X as a standalone character inSmash 4, then reverts to Triple Finish inUltimate (as it was regrouped back toPokemon Trainer's party). InUltimate, Lucario reverts back toAura Storm fromBrawl, though it still transforms intoMega Lucario while performing it.
    • Both characters are also Pokémon.
  • Charizard is the only playable Pokémon capable ofMega Evolution that does not Mega Evolve for their Final Smash. Mega Charizard X appears as aspirit.
  • Charizard is the only veteran fromSmash 4 whose announcer voice clip is not reused inUltimate. Pokémon Trainer's name is used instead.
    • Since the announcer does not call outSquirtle orIvysaur either, this makes all three of Pokémon Trainer's Pokémon the only fighters not to have their own announcer clips in the game.
  • With the female option for Pokémon Trainer,Ultimate marks the first time outside of the main seriesPokémon games whereLeaf or one of her counterparts is depicted with a member of Charizard's evolutionary line.

References[edit]

  1. ^In early versions of the game, the 10 frame delay would always be applied, even when hitting an opponent. At an unknown point in the game's update history, this stopped being the case. The mention of the 10 frame delay in the game's parameters, along with no mention of a different delay for when hitting opponent, would imply that this is a glitch
  2. ^https://docs.google.com/spreadsheets/d/1thw3dkxtnvoA6bDKRnZiCeBwcmHmRLqBSv_dpmy4Nfg/edit?usp=sharing
  3. ^https://www.pokemon.com/uk/pokemon-news/celebrate-pokemon-in-super-smash-bros-ultimate/


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Pokémon (universe)Pokémon universe
FightersPikachu (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Jigglypuff (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Pichu (SSBM ·SSBU) ·Mewtwo (SSBM ·SSB4 ·SSBU) ·Pokémon Trainer (SSBB ·SSBU) ·Squirtle (SSBB ·SSBU) ·Ivysaur (SSBB ·SSBU) ·Charizard (SSBB ·SSB4 ·SSBU) ·Lucario (SSBB ·SSB4 ·SSBU) ·Greninja (SSB4 ·SSBU) ·Incineroar (SSBU)
BossRayquaza
StagesSaffron City ·Pokémon Stadium ·Poké Floats ·Pokémon Stadium 2 ·Spear Pillar ·Unova Pokémon League ·Prism Tower ·Kalos Pokémon League
ItemsPoké Ball ·Master Ball
Poké Ball PokémonAbomasnow ·Abra ·Arceus ·Articuno ·Beedrill ·Bellossom ·Bewear ·Blastoise ·Bonsly ·Celebi ·Chansey ·Charizard ·Chespin ·Chikorita ·Clefairy ·Cyndaquil ·Darkrai ·Dedenne ·Deoxys ·Ditto ·Eevee ·Electrode ·Entei ·Exeggutor ·Fennekin ·Fletchling ·Gardevoir ·Genesect ·Giratina ·Gogoat ·Goldeen ·Groudon ·Gulpin ·Hitmonlee ·Ho-Oh ·Inkay ·Jirachi ·Keldeo ·Koffing ·Kyogre ·Kyurem ·Latias & Latios ·Lugia ·Lunala ·Manaphy ·Marill ·Marshadow ·Meloetta ·Meowth ·Metagross ·Mew ·Mimikyu ·Moltres ·Munchlax ·Onix ·Oshawott ·Palkia ·Piplup ·Porygon2 ·Pyukumuku ·Raichu ·Raikou ·Scizor ·Snivy ·Snorlax ·Solgaleo ·Spewpa ·Starmie ·Staryu ·Suicune ·Swirlix ·Tapu Koko ·Togedemaru ·Togepi ·Torchic ·Unown ·Venusaur ·Victini ·Vulpix ·Weavile ·Weezing ·Wobbuffet ·Xerneas ·Zapdos ·Zoroark
EnemiesChandelure ·Cryogonal ·Gastly ·Koffing ·Petilil
OtherCharmander ·Cresselia ·Dialga ·Porygon ·Registeel ·Reshiram ·Team Rocket ·Zekrom ·List of Pokémon
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate