rrrRandy
Smash Cadet
I play a pretty decent amount of Charizard, so here's some reasons why he's actually really bad (not worst character bad, but far from good; oh, and while I'm on this point, Palutena isn't nearly as bad as Jigglypuff or Zelda):Can we get some discussion on in this thread? I think he is one of the most underrated bottom 10 characters in the game, if that makes any sense, and I never see any discussion on him. He has some really awesome and overlooked tools, such as:
yet people often say he is the worst character in the game. What am I missing that makes him worse than Jigglypuff or Zelda or Palutena?
- second best killthrow in the game off of a giant grab range
- frame 5 super armor move that can do up to 30% at low percents or kill at high percents
- frame 4 jab that can do 12%
- gigantic disjointed neutral b that can be used to edgeguard onstage
- autocancel frame 9 nair and frame 8 fair
- 8th fastest dash in the game that he can do both of these aerials out of
- frame 9 intangible uptilt that can combo into itself
- frame 7 intangible Up Smash, (frame 6 on aerial opponents,) and
- a frame 4 superarmor oos option in up-b that hits on frame 9 and can KILL
- The most general way I can put this is the following: nearly every aspect of the character that you didn't list as a positive is really bad. For example, he has poor jump height, low fall speed, low air speed, no aerial option that comes out before frame 8, an idle hurtbox that extends well in front of the character in his head/neck which reduces the effective disjointedness of his moves, a dashing hurtbox that also extends very far forward, the ledge-grab hurtbox that extends the furthest above the ledge out of any character, a massive hitstun hurtbox, second lowest ground traction in the game, an airdodge that doesn't autocancel out of a shorthop without inputting another aerial afterward to autocancel that instead, an awkward combination of weight, fall speed and hurtbox size that makes the character easy to combo but not too hard to kill, one of the laggiest dash grabs, the second highest total landing lag on aerials and a high total of (like top 8, don't remember right now) ending lag on smash attacks... I think you get the idea.
- His up-throw really isn't that powerful after taking into account DI, due to the knockback angle being rather shallow for a vertical kill option. You usually have to wait until about 140% before you can really be certain to kill most characters, and rage (and by extension, a raised platform) doesn't make it kill much earlier due to most of its kill power coming from 220 KBG. Grab range is nice, but it's only standing/shield grab range; Charizard's dash and pivot grabs are actually absolutely pitiful (for reasons not entirely to do with range, but yeah).
- Frame 5 super armour isn't that great when it's still a frame 24 hitbox; unless you get a read on their attack, most people will simply grab you out of startup, and even if you do armour through an attack you're taking the full damage of the attack for what will usually average 18% in most situations. Rock Smash is also not a particularly consistent kill option since the rock shards can interrupt the knockback from the initial hit. (As a bit of an aside: One thing that somewhat hampers Rock Smash's utility as a landing option is how B-reversing the move will cause the rock shards to fly out in the unreversed direction, making them cover the space inside you instead of in front of you, which is generally far less useful.)
- Jab is really good, yeah.
- Flamethrower has some pretty significant startup and endlag, so you can't exactly throw it out whenever you want. Its range is pretty damn big to start with, but it quickly peters off so you can't effectively wall people out with it. All things considered, it's a really big commitment for something you primarily want to zone with and only does about 5% in that situation. It is quite nice for edgeguarding, but the character honestly has a plethora of powerful edgeguarding options, so it's not the hugest deal.
- Nair and Fair do autocancel out of a shorthop, but only with a few frames of leeway in Fair's case, meaning a shorthop Fair is only going to be usable while rising, making it useless as an anti-air unless you're willing to commit to the highest amount of landing lag on a forward-air in the game. For real, Charizard's landing and ending lag on moves is kinda messed up how high it is, especially when you compare his damage output per move to other characters. Overall high lag amounts to having no particularly safe options at any time (outside of like, jab and down-tilt), which really hurts the character when he has to be played by an imperfect human player.
- Dash speed is nice, walk speed is actually pretty good too. His head and neck though, goddamn.
- Up-tilt is a very nice move, but it only has utility as an anti-air due to it only hitting directly above Charizard. It's a really good anti-air mind you, but it's not good for much else.
- Up-smash, while disjointed and fast, has very awkwardly positioned hitboxes that will cause it to whiff on opponents slightly diagonally in front of and above you, as well as behind you. The first hit can also occasionally not properly link into the second hit, and it usually also only links into the weaker hitboxes, making it not actually that good for killing unless you hit them with a specific hitbox. It's also pretty laggy, even though it's his least laggy.
- Fly is a pretty good out-of-shield option (as are up-smash and shieldgrab), but out-of-shield options were noticeably hampered in version 1.1.1 due to the shieldstun changes. With that in mind, Fly has some pretty small range on it, and will very often fail to connect all the hits if you B-reverse it, you don't properly follow the opponent's DI or they were above you when you started the attack. And if for any reason you fail to land that last hit, you're very likely going to be taking a hard punish sometime during your slow helpless fall with almost no ability to drift side to side into 30 frames of landing lag. The shieldstun changes actually hurt Charizard's viability a lot even though no direct changes were made to the character, due to the character's main strengths lying in his powerful out-of-shield options, and he received little benefit in exchange due to his aforementioned poor ending lag/damage per hit.
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