Cornstalk
Smash Journeyman
Since there doesn't seem to be a topic yet about Charizard's custom options, here we go!
1 FLAMETHROWER (Default)
The classic stream of fire we've known from Bowser since melee. While it's harder to get out of multi-hit moves in Smash 4, the hit boxes do appear to be slightly more spread out then past incarnations. The move can be a good choice for free damage if you find the right opportunity, and is probably the best choice over all for the 3 choices. An opponent not caught in the flame will usually get a free hit on you still, unfortunately.
2 FIRE FANG
The stream of fire is small, but you can hold it as long as you'd like and it never diminishes. The real strength of this move is the bite when you release the button. It deals about 7-8% damage from just the bite. The bite also has a decent launch power.
This move has potential as a mix up. Because you can hold the button to delay the bite and the move does not cancel from landing, it can potentially catch someone off guard that thinks they have a free shield grab or avoided your attack with an air dodge.
Though not as safe for dealing damage as Flamethrower, Fire Fang still has potential as a useful alternative.
3 FIREBALL CANNON
Charizard shoots out 3 flame bursts with a noticeable delay between each blast. This move forces you to stay still until it completes, does very little damage, and has virtually non-existent hit stun and knock back. If someone can suggest a use for this custom, please share, because it seems completely useless right now.
1 FLARE BLITZ
Charizard rushes forward in a blaze of glory. Start-up inflicts 4% self damage and hitting an opponent deals another 5% to Charizard, for a total of 9% self inflicted damage. Priority on this move is high, causing it to clash with many projectiles, stopping the move outright. Speed is good, making it a good tech or roll chase option. In a pinch, it makes a good recovery option as well.
This is a solid choice that is only truly limited by the self inflicted damage.
2 BLAST BURN
A more powerful version of Flare Blitz at the cost of speed and reach. Starting recoil damage is 6% with another 10% added when you impact an opponent. The kill power on this special is great, resulting in a star KO on mid weight characters around 100%.
Actually landing this move is the hard part, and repeated use is massively self destructive. Good option if you rarely use Flare Blitz anyway and want the extra kill power for when you do.
3 DRAGON RUSH
This move opens up some new doors to Charizard. There is no longer self-inflicted damage. The end lag is considerably less. Instead of 1 big hit, the attack is a multi-hit move but it carries most of the priority that Flare Blitz does. The final hit has respectable horizontal launch power.
Dragon Rush shines as a harassment move against low projectile spammers. It will clash wish many of them, resulting in a complete stop for Charizard that resets the situation. With a short hop, it can actually clear several of the projectiles catching the shooter in the attack before their lag ends.
It also makes a frightening edge guard tool. Catching an opponent from the edge of the stage can result in KO's as low as 50% (depending on weight and vectoring), as they will be dragged all the way out to the blast zone then launched. As long as you start just above the ledge, Charizard can recover with the right timing of Jump -> Dragon Rush. If the timing is slightly off, he can still make it back with 1 more jump and Fly. Equiping Fly High instead allows Charizard to run off the edge into a dragon rush and still -just- make it back, making him a bigger threat to players recovering low.
Dragon Rush is so versatile, it's hard to go back to Flare Blitz after using it.
1 FLY
A standard recovery move with a good vertical launch power hit at the very end. It can pick up opponents in front of Charizard and makes a decent out of shield choice if they're foolish enough to land right in front of you. An alert evasive opponent will find Fly pretty easy to dodge.
If you're good at landing this move for KO's or need that piece of mind of having a hit box to protect yourself recovering, stick with Fly.
2 RISING CYCLONE
This move has a noticeably better hit box on both sides of Charizard at start up. It is much more likely to scoop up opponents nearby, so it's not a bad out of shield option to get some breathing room. There is a very strong vertical launch at the very end of the attack, but landing it can be quite hard. The multi-hit on Rising Cyclone tends to knock foes away before the final hit can land. It also seems to get less height then the other 2 choices, making it risky for recovery.
Unless something new is discovered about this move, it's probably the weakest of the 3 choices for this slot.
3 FLY HIGH
You sacrifice the damage on the move for a little more height. It's a good option if you find you have trouble making it back on stage. The real advantage comes with the Dragon Rush combo, allowing you to use Dragon Rush slightly below the stage and still recover.
1 ROCK SMASH
Good use of this move can make an opponent think twice about taking you head on. It has generous super armor, so odds are you can trade damage and come out on top. Of the 3 choices, it does the most damage. It can even KO on the odd occasion the start up skull bash lands without the rock shards hitting your target and stopping the launch, but don't rely on this.
2 SINKING SKULL
No rock this time around. You're basically getting Donkey Kong's head butt attack. It will spike on the first hit box and bury grounded opponents if they're... on the ground.
No super armor on this variation.
3 ROCK HURL
This is a bizarre one. It does less damage than Rock Smash, but it pops a victim up and away from Charizard. While there doesn't seem to be an 1 on 1 follow up options for this move, it may have value in teams as a way to set up an opponent for your team mate to get a free hit.
So there's a short summary of all the special moves. Anyone have some interesting tidbits to add?
1 FLAMETHROWER (Default)
The classic stream of fire we've known from Bowser since melee. While it's harder to get out of multi-hit moves in Smash 4, the hit boxes do appear to be slightly more spread out then past incarnations. The move can be a good choice for free damage if you find the right opportunity, and is probably the best choice over all for the 3 choices. An opponent not caught in the flame will usually get a free hit on you still, unfortunately.
2 FIRE FANG
The stream of fire is small, but you can hold it as long as you'd like and it never diminishes. The real strength of this move is the bite when you release the button. It deals about 7-8% damage from just the bite. The bite also has a decent launch power.
This move has potential as a mix up. Because you can hold the button to delay the bite and the move does not cancel from landing, it can potentially catch someone off guard that thinks they have a free shield grab or avoided your attack with an air dodge.
Though not as safe for dealing damage as Flamethrower, Fire Fang still has potential as a useful alternative.
3 FIREBALL CANNON
Charizard shoots out 3 flame bursts with a noticeable delay between each blast. This move forces you to stay still until it completes, does very little damage, and has virtually non-existent hit stun and knock back. If someone can suggest a use for this custom, please share, because it seems completely useless right now.
1 FLARE BLITZ
Charizard rushes forward in a blaze of glory. Start-up inflicts 4% self damage and hitting an opponent deals another 5% to Charizard, for a total of 9% self inflicted damage. Priority on this move is high, causing it to clash with many projectiles, stopping the move outright. Speed is good, making it a good tech or roll chase option. In a pinch, it makes a good recovery option as well.
This is a solid choice that is only truly limited by the self inflicted damage.
2 BLAST BURN
A more powerful version of Flare Blitz at the cost of speed and reach. Starting recoil damage is 6% with another 10% added when you impact an opponent. The kill power on this special is great, resulting in a star KO on mid weight characters around 100%.
Actually landing this move is the hard part, and repeated use is massively self destructive. Good option if you rarely use Flare Blitz anyway and want the extra kill power for when you do.
3 DRAGON RUSH
This move opens up some new doors to Charizard. There is no longer self-inflicted damage. The end lag is considerably less. Instead of 1 big hit, the attack is a multi-hit move but it carries most of the priority that Flare Blitz does. The final hit has respectable horizontal launch power.
Dragon Rush shines as a harassment move against low projectile spammers. It will clash wish many of them, resulting in a complete stop for Charizard that resets the situation. With a short hop, it can actually clear several of the projectiles catching the shooter in the attack before their lag ends.
It also makes a frightening edge guard tool. Catching an opponent from the edge of the stage can result in KO's as low as 50% (depending on weight and vectoring), as they will be dragged all the way out to the blast zone then launched. As long as you start just above the ledge, Charizard can recover with the right timing of Jump -> Dragon Rush. If the timing is slightly off, he can still make it back with 1 more jump and Fly. Equiping Fly High instead allows Charizard to run off the edge into a dragon rush and still -just- make it back, making him a bigger threat to players recovering low.
Dragon Rush is so versatile, it's hard to go back to Flare Blitz after using it.
1 FLY
A standard recovery move with a good vertical launch power hit at the very end. It can pick up opponents in front of Charizard and makes a decent out of shield choice if they're foolish enough to land right in front of you. An alert evasive opponent will find Fly pretty easy to dodge.
If you're good at landing this move for KO's or need that piece of mind of having a hit box to protect yourself recovering, stick with Fly.
2 RISING CYCLONE
This move has a noticeably better hit box on both sides of Charizard at start up. It is much more likely to scoop up opponents nearby, so it's not a bad out of shield option to get some breathing room. There is a very strong vertical launch at the very end of the attack, but landing it can be quite hard. The multi-hit on Rising Cyclone tends to knock foes away before the final hit can land. It also seems to get less height then the other 2 choices, making it risky for recovery.
Unless something new is discovered about this move, it's probably the weakest of the 3 choices for this slot.
3 FLY HIGH
You sacrifice the damage on the move for a little more height. It's a good option if you find you have trouble making it back on stage. The real advantage comes with the Dragon Rush combo, allowing you to use Dragon Rush slightly below the stage and still recover.
1 ROCK SMASH
Good use of this move can make an opponent think twice about taking you head on. It has generous super armor, so odds are you can trade damage and come out on top. Of the 3 choices, it does the most damage. It can even KO on the odd occasion the start up skull bash lands without the rock shards hitting your target and stopping the launch, but don't rely on this.
2 SINKING SKULL
No rock this time around. You're basically getting Donkey Kong's head butt attack. It will spike on the first hit box and bury grounded opponents if they're... on the ground.
No super armor on this variation.
3 ROCK HURL
This is a bizarre one. It does less damage than Rock Smash, but it pops a victim up and away from Charizard. While there doesn't seem to be an 1 on 1 follow up options for this move, it may have value in teams as a way to set up an opponent for your team mate to get a free hit.
So there's a short summary of all the special moves. Anyone have some interesting tidbits to add?