So...
I made a matchup sheet for Charizard...
This assumes Mii Fighters are given full reign of their moves.
So... I know that for some this may seem a tad odd, but let me explain some points.
- I didn't even try to to input numbers here. I think that people focus too much on the numbers and not the experience, so I simply labeled them as how easy I think it is.
- I know the first thing you're thinking. There are way too many evenish characters. Well, yeah. This is exactly Charizard's problem. He doesn't lose too hard against most of the cast, but he doesn't do that well either. He's ho-hum. Middle of the road and doesn't excel and the majority of the cast don't find him a problem either. This makes his harder match ups stick out that much more. And he has a lot of bad ones near the top of the food chain. He's not bad. Just not good, and most of the cast is good.
- One might think that projectiles are a amazing plus against Zard like the other heavies, and while they're still annoying, Charizard can deal with them better than the other super heavy weights. Flare Blitz is a horribly underutilized tool. That said, projectiles are still a problem for Charizard, but they need to have one of two properties. One, they have to be REALLY meaty. They have to pack a punch. Think Charge Shot meaty. Those will straight up over power Flare Blitz. They are amazing Flare Blitz punishes. Second, if you can fill the screen with projectiles, Zard is going to have a bad time.Those kinds of projectiles shut Charizard down completely and remove his projectile trumpcard. Anything else can be flare blitzed or armored through. Don't try to space Zard out with Mega Buster or Fireballs.
- Combos are a thing, and they hurt. Zard is big and has few landing options, so combos can REALLY hurt. Speedy characters that can combo can REALLY take advantage of Zard's bad disadvantage state. That being said, if they really want to get in and do damage, they should try attacking from under him. Then Zard truly suffers.
- Charizard actually has a pretty amazing advantaged state. Once Zard is in, he can stay in and you'd be surprised by what combos. Nair to jab to grab is amazing and I love it.
- Characters with a bad or linear recovery have a really big problem against Zard. He can effectively edge guard them without leaving the stage. Flamethrower is never used and I have no idea why. It's Zard's best move by far. It shuts down approaches, its an amazing approaching tool and most importantly, its an incredibly safe recovery. Characters with particularly bad recoveries are forced to mash Up B to not die and high level Zards can use that to their advantage. You have no idea how useful flamethrower to F Smash is against characters like Cloud and Falcon.
- Recovery is not a problem for Charizard. Fly is a great vertical recovery tool and flare blitz can be used to recover long distances quickly. Not to mention, he has two mid air jumps. Charizard should never have a problem getting back to the stage barring player error.
And I'll address some questionablel placements.
: Yes., he combos and hits hard and he's mobile. But he's that easily killed and walled by flamethrower.
: Why is DK so low? It's a really tough issue and if I had to change one thing about the list, it'd be bumping DK up a tier. Basically, he can effectively be walled out and his recovery can be taken advantage of with ease.
: Yes. Yes. I know... But his recovery and lack of killing ability hurt him pretty badly. Still, he's another really iffy one.
: Just has everything he needs to wreak havoc on Zard.
: Yes, Mii Gunner is the devil and she has everything that can shut Charizard down...
: Iffy on them as well. They can combo well, but not so well that it can't be dealt with. Still, I'm iffy so... eh.
I'm willing and eager to answer any questions you guys got.