"Insert amazing Charizard pic here"
As discussed in the social thread (thanks Coffee), we should try to have a thread dedicated to discussion about matchups. I have noticed there are as many different views on the matchups as there are Charizard users here so I decided to go ahead and create a thread where we can discuss these things and collect all the good stuff into one easy to find location.
I will start with a not so cool thread but I will with time keep polishing it with things until it becomes amazing. I will appreciate all the help I can get.
Please keep all the discussion that isn't related to matchups to the Metagame discussion or the social thread.
Copying a bit from the Greninja boards, I think having 2 characters each week should work well.
Let's begin with the infamous two: Diddy Kong and Sheik.
Even if you feel like you aren't the next Charizard god, speak up your mind, the discussion is what matters, not the numbers we end up with. Videos are very welcome too. Eventually the good information will be added to the first post where it's easy to find without having to search around the forums.
[collapse=Diddy Kong (-2)]
Pros:
-Charizard is good at edgeguarding Diddy kong
-Charizard is much heavier and has much stronger kill moves
Cons:
-Getting grabbed hurts, Diddy can Uair Charizard for days and it's very hard to land
-Bananas are troublesome, learn to Z catch them
-His Fair will easily beat everything we have at neutral, try not to directly challenge it
-Ledgetrump into Bair
Diddy Kong will spend most of the match controlling the stage with bananas and trying to land a grab on you. It's very hard to beat Diddy Kong in neutral without hard reads, but when Diddy is sent offstage or in the air it will get much easier. Avoiding getting grabbed should be #1 priority.
Stages to Counterpick:
Stages to Ban:
Customs:
Dragon Rush and Rock Hurl recommended.
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[collapse=Sheik(-2)]
Pros:
-Sheik has to work much harder to land kills while Charizard can easily land a kill move before 100%
-Sheik cannot trade with us
-Super armor is effective against Sheiks combos
Cons:
-Sheik can combo Charizard for days, closing the kill gap between the characters
-Edgeguarding Sheik is difficult
-Getting grabbed hurts
Sheik will dominate the neutral game with their greater mobility and safe pressure. Landing a hit will be very difficult, but you only have to land a few while they need to get a lot of hits for the KO. Looking for trades is favorable thanks to the kill power/weight difference. Sheik needs to take great care with combos in order to avoid super armor moves.
Stages to Counterpick:
Stages to Ban:
Customs:
Flare Blitz is effective if Sheik uses fully charged needles but Dragon Rush is more reliable.
Rock Hurl is recommended to make Sheik have to second guess their follow ups in order to not trade
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[collapse=Yoshi(-1)]
Pros:
-His grabgame isn't a threat to us
Cons:
-We are a huge target so we have a hard time dealing with Egg Toss from the distance
-If Yoshi gets momentum it will be extremely hard to reset back to neutral
-His airspeed is so high he can weave through your armor and get out of there in time to not get hit
-Yoshi has an aerial grab
Okay, so I feel like the way Zard is supposed to punish a lot of Yoshi's safest stuff is to armor through it. This is very tricky because of his insane airspeed and quick attacks with large hitboxes. So yeah, you can Blitz right through an egg toss if you predict it, or Rock Smash/Hurl the fairs and nairs that would otherwise safely hit your shield. Don't let Yoshi get above your shield because you will eat a dair and it will **** your shield up and/or poke right through. Utilt/Fly/Usmash before he can do that. Fsmash can be a really strong option but it is really slow for what you need it to do. So I find it difficult to space and time to hit through attacks. It can work though. Flamethrower is pretty bad in this matchup, I think Yoshi can double jump out pretty consistently. Any good Yoshi will save their double jump for as long as possible, so a Yoshi with the jump can just armor through a Flamethrower over the edge and hit you for your trouble. On top of that, eggs are just the perfect projectile answer to the fire. They can arc right over it and hit you in the face. Because Flamethrower is slow and loses to eggs, Zard's mediocre neutral game is even worse in this matchup. Also, eggs set up for strong frame traps, especially when you are in the midst of a juggle. I would probably take Fireball Cannon here because at least they outrange eggs from a good distance and force Yoshi to shield or move around them to get to you, which is when you try to correctly answer what he wants to do to you. I need to give Cannon more credit, in a lot of matchups it gives Zard the ability to not have to approach and dodge **** constantly.
Approaching is very difficult because eggs. Egg Lay is also a terrific answer to a Zard dashing up. Aerially, everything Yoshi does in the air beats Zard's aerials. Faster, bigger, whatever.
Stages to Counterpick:
Stages to Ban:
Customs:
Flamethrower is awful here as Yoshi can just double jump straight through or throw eggs in an arc that avoids the flames. Fireball cannon is preferred instead.
Flare Blitz will keep Yoshi in check and prevents him from throwing eggs at mid range, but Dragon Rush has more utility overall. It's up player preference.
Rock Hurl is the recommended downB. The 1 frame super armor is very useful here and Yoshi can play so safe you will never get a full damage Rock Smash.
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[collapse=Zero Suit Samus (-3)]
Pros:
-Charizard kills much earlier on average if you manage to avoid upB.
-They have a hard time comboing into upB when it kills
-Charizard is able to keep momentum if he gains a lead
-They have a hard time edgeguarding if Charizard chooses to recover with Flare Blitz
Cons:
-Paralyzer, SideB are excellent zoning tools that Charizard has trouble dealing with
-Getting hit means eating a big combo, possibly into an early upB kill
-Her DownB is an easy way to deal with Flamethrower
Offensively, it's hard to fight ZSS offstage because of the tether and Flip Kick. This is especially problematic for Dair but if you do manage to land a Dair, ZSS will probably lose a stock since her vertical recovery isn't great. She can Flip Kick on over most of our other offstage options or outrange them with Zair. But, ZSS does not have particularly good options to hit opponents that are directly below her so you'll want to be under her to do the most damage. ZSS's Nair has a weird (slanted, right?) hitbox that won't hit opponents that are below but behind her so use that to your advantage. She has pretty much no options for hitting you when you're below her but be ready to cover Flip Kick landings since it is usually a really good/safe escape option for ZSS. ZSS's Dair also has a ton of landing lag but you really shouldn't be seeing her use it at all. You can get a lot of mileage out of spotdodging the grabs of particularly grab-happy ZSS players but the safer ones that stick to projectiles and disjointed options (Nair, Zair, Usmash, and side special) will be a lot harder to rack up percent on. Your best KO options for the matchup are probably Uair/tilt/smash and Dthrow. You might be able to score a KO using flare blitz if you read a charged paralyzer shot. Flamethrower edge guards for a little extra % should work fine but ZSS can read that with a Flip Kick for some damage so can be a bit of a mindgame.
Defensively, it's really a nightmare. The Dthrow to up special combo is cake for ZSS against bigger/heavier characters, even at higher percents. I would appreciate it if someone could test how it works with DI and stuff at various percents but it was a true combo for me in training mode and it killed when I was near the ledge while charizard was at 86% (pre-grab) on FD. Dthrow to U/F/Bair is also a pain but Charizard should be able to tank quite a few Uairs and Fairs before finally being KO'd by one. Do not DI the Dthrow toward (iirc) ZSS at higher percents. That's how you get Bair'd and lose a stock. As for getting out of combos, the ledge is probably going to be a good option but ledge trump Bair is a thing so watch out for that too. I don't think it is particularly better to recover high/low specifically against ZSS as long as you are out of range of her Flip Kick spike (just don't be horizontal with the stage, go above or below). Save your jumps until just before you land if you try to land on stage because Usmash will outrange any Nair you want to land with and the tether grab has surprisingly good range. Charizard's second and third jumps may be small but they can get you out of range of these options well enough.
It's the kind of matchup where the opponent won't kill early (barring the odd Uspecial or Dspecial near ledge) and Charizard will win and lose the game trying to read things while the opponent looks for the kill.
When using Flamethrower, you have to stop the move before it stops hitting so you can shield the buffered Flip Kick that will likely be coming (you may be able to get a punish if you powershield it, maybe with a hard Fly read if you're up to it).
Some notes.
Flare Blitz does plow through any Paralyzer but only use it if she's actually charging and you know you're close. Too far and she'll shield.
Plasma Wire will stop Rock Smash DEAD IN ITS TRACKS. It won't hurt, but it will clash.Charizard will actually drop the rock.
Flip Jump is tricky, but Fly can destroy it with a good read. The fact that you can straight up counter this is a great mental tool as it can intimidate.
Up B we just have to tank or Rock Smash if you can.
Her grab makes me cry.
She combos us quite well.
ZSS shouldn't be able to combo UpB after a Dthrow most of the time when you are at kill %
ZSS is quite the hard character for Zard. She's fast, combos well, has an annoying projectile and has a ton of range. Fighting her seems impossible at first, but you do actually have some tool to counter her strategies. This is a matchup where you're really gonna need to rely on your weight to keep you alive. Mind games and the intimidation factor are what you need. You have incredibly powerful killing tools and ZSS has average recovery. You need to make her fear you.
Stages to Counterpick:
Stages to Ban:
Delfino Plaza
Duck Hunt
Customs:
The armor of Flare Blitz is more useful than in most matchups. ZSS doesn't have much trouble dealing with Dragon Rush either.
Rock Hurl should be used escape her strings and make them double guess their follow ups, you won't be getting the full damage of Rock Smash so there is nothing to lose by switching to Hurl.
Flamethrower is interesting... It's nearly useless in neutral but gimps ZSS so well. I'm thinking Flare Cannon will be more useful in neutral due to its range. Depends on what you want to do I guess.
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