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Charicific Valley • The Project: M Charizard General Discussion Thread

Mera Mera

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When do you guys think using b reversed/wavebounced glide cancel would be most appropriate?
If you decided to recover high (which I do in a lot of match ups more often than not), then it's a good way to dodge a juggle on the way down. Don't forget that if you smash down for the down B you will also immediately fastfall, which helps a lot.

Wavebounce in particular can be insanely useful, since you can fake like you're recovering high/mid and then wavebounce to go back off stage and immediately grab the ledge. Wave bounce is a lot harder (for me at least), but it's worth the practice.

As far as I know it can't be used that offensively very well simply because you can't act out of glide cancel that quickly... That said, it's really easy to perfect land out of glide (since your feet come down before you accelerate downwards much, and the feet coming down can cause you to land). That means 0 landing lag instead of the usual 4 frames, so I guess you could wavebounce onto a platform and instantly tilt/jab or something... but that's just theory craft... it's already pretty situational use for glide, and it's hard to imagine wanting to b reverse for this simply because you're probably gliding in the direction of your opponent already. I guess you could use the glide as bait and the b reverse as a dodge to set up for the punish but... yeah... probably not gonna happen often, if at all.
 
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Une

Smash Apprentice
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Jan 23, 2014
Messages
98
Alright so fsmash ain't that good. Gotcha.

Anyway Up B being 5 with startup invinc is good to know. I thought it looked a little faster then jab but whatever human eyes aren't that reliable. Doesn't matter anyway. 5 frame startup is definitely fine especially with invincibility.
 

Solharath

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Two matches away from Top 8 at UFGTX. Was pretty sad I didn't get to Charizard fraud on stream. Mostly because I ran into K9's Metaknight very early in my pool, and they only streamed winners side to top 16. It was a tough match-up and I'm thinking of a counterpick for it honestly, and still not coming up with much.
Obviously take him to Onett.
 

JOE!

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How is that MU? Pretty much as I said somewhere where Eggs are really his savign grace?
 

BluntedMask

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Thanks yomi, and I am not lol.

@Joe
The match up feels a decent amount in Zard's favor. You can keep spacing nairs and bairs on his shield and wait for a reaction.

The eggs weren't that much of a threat, I was able to land before the eggs did any real damage in the air.
Zard still has his fantastic punish game, just really couldn't get too much off of grabs.
Yoshi is pretty strange to go against for me at least.
 

JOE!

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Got 5th, wooo

also, Mask, you got a shoutout from Kwills (the luigi / lucas player) about your zard tonite
 

CatcherAndTheRai

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I am wondering what character would be a good secondary to charizard. To handle all of his bad match ups.
 

LavaLatte

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Mar 23, 2014
Messages
65
Went to a local tourney in manhattan today, got bodied by Gallo and DJ Nintendo. But I have a VOD! :D It'll be up sometime later.

Things I learned today:
1. Zard's D-Tilt sweetspot is exceptionally good at gimping Roy and Ike's Up-Bs. Almost no risk and everything to gain for you if they try to sweetspot ledge.
2. As I learned from a friendly Roy main, Yoshi's Island [Brawl] is a strong counterpick vs. Zard simply because the floor is so wonky D-Tilt gimps don't work. Warioware is great though. =D
3. I confidently think Skyworld and Yoshi's Island [Brawl] are Charizard's worst stages against most of the cast, and Green Hill Zone and Warioware are Zard's best stages. I'd also ban FD against characters like Marth.
4. i really gotta figure out how to approach all characters without using dash attack. Any tips would be appreciated. :p
 
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metroid1117

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4. i really gotta figure out how to approach all characters without using dash attack. Any tips would be appreciated. :p
It's kinda old at this point, but dash-canceled jab is really good. Note that DSmash isn't nearly as questionable and that Glair doesn't do massive damage anymore lol. Dashing forward and DTilting or FTilting are also good options that have a lot of range.
 
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LavaLatte

Smash Cadet
Joined
Mar 23, 2014
Messages
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It's kinda old at this point, but dash-canceled jab is really good. Note that DSmash isn't nearly as questionable and that Glair doesn't do massive damage anymore lol. Dashing forward and DTilting or FTilting are also good options that have a lot of range.
Ooooh, noted. Wes was showing off down-right D-stick jab cancels yesterday, I didn't realize this works too. Also, since you play both Ike and Zard, what's Zard's answer to full-hop Fair? I felt like a spaz running into that over and over again.

I'll post my VOD over in the video thread, hoping for some critique =]
 
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D

Deleted member 189823

Guest
omg, I began playing P:M. Yesterday, we played with friends and stuff. Did pretty ridiculously terrible on my first matches (took a ton of getting used to, despite having practiced a bit before). But then I just cooled down a bit and started...doing stuff. Some pretty nasty stuff. And it felt great, and it made me see that Charizard's simply The One.

Anyway, I've got some questions:

- Could someone tell me more about B-Throw to F-Air? I've heard in a post that we have it garanteed about 90% of the time...but I could simply NEVER seem to pull it off. They either escape or are a bit too far (I'm aware of character weight and DI being in play). Also, what part is the sweetspot and at what %s can it KO? I know it's really strong and can KO around 90% a bit high up.
- What's the deal with B-Air? There were plenty of times where I've KO'd at like 70-80%, sweetspotted. Is it really that strong?
- How do you deal with Kirby? He's so tiny and I just don't know where to DI his D-Throw and is pretty much a garanteed KO at...90-100? Got me really early at Yoshi's, too.

I have some more questions, but I don't want to overwhelm anyone just yet.
 

LavaLatte

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- Could someone tell me more about B-Throw to F-Air? I've heard in a post that we have it garanteed about 90% of the time...but I could simply NEVER seem to pull it off. They either escape or are a bit too far (I'm aware of character weight and DI being in play). Also, what part is the sweetspot and at what %s can it KO? I know it's really strong and can KO around 90% a bit high up.
- What's the deal with B-Air? There were plenty of times where I've KO'd at like 70-80%, sweetspotted. Is it really that strong?

I have some more questions, but I don't want to overwhelm anyone just yet.
Fair will reach medium to heavy characters that DI [incorrectly] towards you. By no means is it guaranteed in most situations - in fact, a RAR Nair is more likely to connect in most situations, even in situations with proper DI. Fair just looks cooler and has much better aerial followups (a sour Fair can link to pretty much any aerial, including Glair). :3

The sourspot [which allows followups] is Zard's shoulder to elbow. The sweetspot [for killing] is his actual claw.

While we're talking about followups, on fastfallers like Falcon and spacies, B-Throw to F-Tilt is the best for getting them offstage at a bad trajactory. It's reeeeeeeally good at punishing bad DI.

Bair is fantastic for killing with its fire sweespot. Thing is, it's relatively difficult to space and the sourspot isn't that great [unless you follow it up with Nair's startup ala Zen-style]. That's why more people tend to favor using N-Air - its first hitbox behind the back has great vertical KO potential, plus it's more likely to hit [and keep Zard safe] in almost every situation. B-Air is still super awesome and should be used often, but learning to discern when to Bair or Nair "separates the good from the great" and all that.

Bair's usefulness comes in when poking an opponent that you know is too far to retaliate, esp. right before Zard lands. Hope this helps!
 
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KingsGambit27

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Hi guys, I don't know if this is mentioned somewhere (new to the Charizard forums), but is there any data on his Up B? Invincibility, start - up, etc? It seems to be a useful "get off me" move for Zard but I want to confirm.
 

Mera Mera

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It's invincible frames 1-3 and the hitbox comes out on frame 4 iirc. So yeah it's good enough to even deal with shine pressure. The down side is it can be crouch canceled so even if you land on a high platform you might not get out scot-free. That said it's still worth it many times, especially if they're higher percents.
 

John12346

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Edit: I decided to just turn this post into a thread, I figure it would make for an easier discussion grounds on this topic. Just go here yo: http://smashboards.com/threads/thoughts-on-charizard-so-far.362261/

Edit: Should make this into its own thread on the Zard boards...?

So I figure this is the best spot for me to make a post like this, and I really hope I don't get bawled out for this but I'd like to throw out my current thoughts on PM Charizard as he stands right now. Most of the Zard Skype chat guys are already aware of my stance on this so it probably won't come as much of a surprise to you guys but I figure I might as well have it documented and all that.

I wanna get this out there right now and say that Charizard as a character doesn't need much in the vein of changes, but rather just a few various touch ups(and downs, perhaps) to make him feel and play as effectively as he should be. Keep it in mind aight?

Perhaps this can serve as feedback, perhaps as potential ideas for future updates? That'd be cool to see, but for now I guess saying what I want to say is good enough. Let's get it started!

______________________________

So first off I want to talk about Charizard's grounded UpB. With a couple of frames of invincibility and some decent knockback it is a reasonably effective OOS option to get opponents off you. It has limited outwards range but that's all fine and good, just means it takes a bit more thinking to use it. However, the way it functions right now there are a two very evident problems that are kinda not making it a PERFECTLY functioning move...:

1. It is crouch cancellable: I'm sure anyone who uses Zard's UpB as a defensive option understands that this move can be crouch cancelled. The effect of this move includes a decent chunk of knockback at a low 30-40 degree angle. In most cases, it's enough to get the opponent far enough away from you so you have time to land after using it. When this move is crouch cancelled, though, the opponent slides against the floor at a much shallower level of knockback in a knocked down state. Depending on the situation the opponent can have enough time to get up and deliver a devastating punish before the recovery time has finished.

This puts the user of the move in a compromising position when considering defensive options, especially against characters who may be holding the down directional for a large proportion of time during their pressure game(Fox and Peach come to mind as vague examples). If the opponent doesn't have to respect this option as a result then it severely diminishes the utility of the move. Considering other characters who have 'get off me' grounded UpBs like Mario, Link, Samus, Diddy, etc., this problem does not appear to be present. To help bring this move in Zard's arsenal up to par, I would like to see an adjusting of the move's knockback and trajectory in a way so it is not as easily crouch cancelled, but not in a way that it becomes more of a kill move than it already is(for non-crouch cancelling opponents).

2. There is very little overlap between invincibility time and hitbox time, but no other redeeming qualities: According to Charizard's frame data, grounded UpB is invincible from frames 1 to 4, and the damaging hitboxes begin on frame 4 as well. Looking at the frame data of other characters with invincible UpBs the invincibility is pretty much all around as non-lenient as Charizard's, so I would say this is par for the course. However, where other characters with 'get off me' grounded UpBs are concerned, these moves generally come with either a supermassive XL hitbox(Mario, Samus, Marth, Snake, etc.) or the ability to reduce the impact of the imminent punishments should the move not succeed(Bowser, Toon Link, Game and Watch, Snake again, etc.).

Charizard's UpB unfortunately does not come with either of the two luxuries stated above, and this is periodically reflected in gameplay, with opponents trading with or flat out beating the move if timed improperly even in the slightest as a result. The move also appears to have a much larger amount of hangtime than most UpBs that launch the user into the air, allowing opponents to set up punishes on Charizard that much more easily. Even with a decently sized grab and a nice OOS option in Nair, as a large character it can be difficult in certain situations to alleviate the tremendous amounts of pressure that appear to becoming very prevalent in the evolving metagame.

I'm not saying that the move needs super amounts of buffs, but it would help if the move's properties were improved a slight bit to make it a good deal more threatening as an out of shield option while still retaining the high risk associated with the move. It appears that there could be one of two ways to achieve this end:
- the hitbox of grounded UpB becomes slightly larger
- the invincibility time of grounded UpB bleeds over a little more into the active frames of the move.


______________________________

The next thing I'm concerned about is the way Charizard's Utilt functions. As it stands, it's a move that has more vertical reach than Usmash and is pretty cool for mid-combo strings. Not bad, but the problem is it has almost no utility in the neutral game due to the fact that it has a very low amount of disjoint. I'm sure all of the Zard players and PMBR members are aware of this one already, but there is a hurtbox in that 'bone' looking thing in the middle of Charizard's wing and absolutely nowhere else. As a result his Jab and Usmash have really neat disjoints to work with. Utilt, however, does not, as the animation has Charizard pushing the middles of his wings upwards in a spike shape, thereby putting the hurtboxes in his wings at the top.

Normally, I wouldn't care about something like this as most moves that have a character flinging a limb at their opponent is inevitably going to have a hurtbox in it, but the way Utilt works currently makes it disfunctional as a move. When Charizard is shoving his wings into the air, the hitbox does not materialize until they have reached their peak, meaning that there is a meaningless point of time where Charizard is stretching hurtboxes out and about with nothing happening. Think of it as if you threw a punch at someone, but that punch wasn't capable of hurting your opponent until you had your arm fully outstretched. That's what Charizard's Utilt is right now, in essence, and it really hurts.

As a result of this, I believe that the utility of Utilt needs to be reassessed. It needs to be made more useful in a way that it can help Charizard play his neutral spacing game, instead of just being a situational combo-continuer. To this end, I believe that one of two adjustments could be made to the move so that it can be just a slight bit more useable:
- for this one move, the wing bone hurtbox is moved to be a significant amount lower or is made to be invincible(this might be overkill)
- the hitbox of the move starts earlier, right when Charizard begins to push his wings into the air.


I would also suggest that the hitbox become narrower horizontally just to stay in line with the animation but that's not too important.

______________________________

Alright, so let's talk about Nair.

It's a move that all Charizard players affectionately hold close to their heart, so as a result, it's hard for me to make the call on whether or not this move should get the hammer without being biased one way or the other. There is one part of the move that has somewhat bugged me, though, and it's that, when I make an attempt to hit someone with the starting frames of Nair - that is, Zard's 9 o' clock position(facing right) - in the neutral game and I miss, my focus shifts to what I should do next to defend myself from punishment, and then my tail swings all the way back around and hits the opponent at that 9 o' clock position anyway before I can realize it. I understand that this move is very good for edgeguards and the like because of this, the tail returning to the starting position should be something I use in my strategies, and, well, Charizard isn't a terribly GREAT character, but if Nair absolutely has to be toned down in some way, this should be the focus of attention for sure, while leaving the rest of the move's properties untouched.

When I visualize Nair, I feel that it should start at the 9 o' clock position with the same frame data like it always has. From that point, moving counterclockwise, the tail should keep going until it reaches the 7 o' clock position and stop there. A fast, whipping motion could be used as the animation to supplement this, and it doesn't necessarily need to meteor smash or anything like that, of course. With the hitbox starting the way it currently does and ending just a bit earlier than it does now, it still allows Charizard to play a large amount of his neutral game onstage, while still having the tools to stick his tail through ledges and edgeguard effectively, but all the while not giving it the overbearing presence that makes it so... overbearingly present.

And as I said, I'm not a hundred percent sure if this move even needs to be canned, since as we know Charizard isn't the greatest of characters, but if it really needs to be, I think this would be a cool way to handle it, for sure.

______________________________

I would also mention the problem where Charizard cannot get through soft platforms if he uses a midair jump and does not complete the animation of that jump entirely, but this has been publicly noted by the PMBR as a universal problem for all characters with more than one midair jump and will be addressed in the next update, so I guess I don't really need to rant about how much it screws with his ability to get down to the floor in neutral play. Figure I should at least give it a footnote though.

______________________________

And that's pretty much all I wanted to touch base on. From playing this character since 2.0, I really am glad to see how Charizard is essentially complete as a character, in the way he only really needs minor touch ups here and there to solidify that status. It seems that a good deal of characters in this game are in the same boat in this case, so I want to thank the PMBR for their dedicated work, and hope for only the best in the upcoming updates(whenever those are). I hope that my insight and feedback can help further that end, but in the end I'm just glad to get this off my chest. I've been meaning to gab about it for a while, heh heh...
 
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Kengy25

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Does anyone know how to handle snake matchups? my friend plays snake and i keep getting comboed by his explosives.
 

Heroofhatz

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Does anyone know how to handle snake matchups? my friend plays snake and i keep getting comboed by his explosives.
The video thread is a good place to start, I'd recommend watching John #'s vs Rolex. Generally the strategy is get him in the air and keep him in the air. Snake has a hard time falling down and Zard's anti air and juggle game are amazing. Also just Dair his Cypher when he's recovering, the timing takes getting used to but it's a free kill every time.
 

Life

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Alright, guys, I have a question. Say I'm in the air after my opponent gets a fairly decent combo on me. What's my best chance for getting back to the ground?

The way I see it, my options are:

1. Fastfall and land doing nothing. Probably just gonna get hit doing this.
2. Wavebounce or b-reverse a special move. Seems to work for Snake mains at least. Which would be the most appropriate? Glide is risky because it eats my jumps. SideB is laggy but gets the most distance and is the easiest to input, plus the hitbox is strong if the opponent gets overzealous. Flamethrower might work but I'm not convinced it's safe.
3. Land with dair or nair or whatever. This seems to consistently get me shieldgrabbed against better players, though, and I can't generally seem to space around that.
4. Jump. Might be good for baiting options, but only resets the situation.
5. Airdodge. Pretty good I guess. Also likely to get me hit if I screw up.

Am I missing any?
 

Yomi-no-Kuni

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If someone has a good answer to that, i'm more than interested....
But i'm guessing SideB and Glide are the best options... (especially if you reverse glidecancel+airdodge to the mix. but getting hit kinda means insta death, and glide startup is rather slow... and charizard is huge, so getting around things like mortar, Din, bulbusaur seeds is still hella hard)
 

Blank Mauser

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If you time your dair low enough you should be able to not get shieldgrabbed. Heck even if you time it late, hold shield + c-stick down to buffer an immediate spot dodge upon landing.
 

Soft Serve

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Didn't really have time to read all the threads, so I assume you guys know about it, but the flame breath instant fall off ledge is so good

Do you guys have a name for it? It's really awesome, it's basically a reverse drop zone. I messed around d with it a bit and used it to edgegaurd marths, and drop zone bair recoveries, super tight.
 

Heroofhatz

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Didn't really have time to read all the threads, so I assume you guys know about it, but the flame breath instant fall off ledge is so good

Do you guys have a name for it? It's really awesome, it's basically a reverse drop zone. I messed around d with it a bit and used it to edgegaurd marths, and drop zone bair recoveries, super tight.
There isn't much of a name for it, but we know it exists. It's a very nice mixup tool for edge guarding. Because you have reverse Nair to cover a lot of ledge options, but you also have the FT ledge hog to quickly grab the ledge to either get invincibility or ledge hog outright.
 

Vierte

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Dec 21, 2014
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Does anybody have any advice on approaching? I find my self usually defaulting to a SHFLL fair or just trying to catch them with a well spaced tilt or jab. I feel like this leaves me extremely predictable and vulnerable to shield grabs and other moves that beat my spacing.
 

theOVEN

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Does anybody have any advice on approaching? I find my self usually defaulting to a SHFLL fair or just trying to catch them with a well spaced tilt or jab. I feel like this leaves me extremely predictable and vulnerable to shield grabs and other moves that beat my spacing.
approaching is probably the hardest aspect of zard's entire game (imho), so you've got to find what works for you, there are a lot of options but most if not all are extremely punishable if your spacing is bad or your opponent reads your approach before your hitboxes come out. Zard's dash attack and dash grab are both very laggy if they miss, and SHFFL'd aerials, although they can be safe on shield, still leave you with quite a bit of a frame disadvantage if your opponent does absolutely anything to get out of the shield stun and your waveland game isn't 100% on point. A really good option that I've found works on most players is wavedashing around on the ground in neutral, assuming your opponent isn't spamming you with projectiles, in order to bait out an opponent's grab//tilt, and then reacting with a well-spaced dash grab, wavedash into jab, or tilt, as appropriate.
 

Vierte

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approaching is probably the hardest aspect of zard's entire game (imho), so you've got to find what works for you, there are a lot of options but most if not all are extremely punishable if your spacing is bad or your opponent reads your approach before your hitboxes come out. Zard's dash attack and dash grab are both very laggy if they miss, and SHFFL'd aerials, although they can be safe on shield, still leave you with quite a bit of a frame disadvantage if your opponent does absolutely anything to get out of the shield stun and your waveland game isn't 100% on point. A really good option that I've found works on most players is wavedashing around on the ground in neutral, assuming your opponent isn't spamming you with projectiles, in order to bait out an opponent's grab//tilt, and then reacting with a well-spaced dash grab, wavedash into jab, or tilt, as appropriate.
Thats a good idea, I think that I need to work on patience and my bait game. For some reason I feel like I should always be on the attack.
 

Heroofhatz

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Thats a good idea, I think that I need to work on patience and my bait game. For some reason I feel like I should always be on the attack.
You can be on the attack, but Zard has like...4 safe on block options. Spaced Ftilt, spaced Bair, landing Nair or backswing of Nair with good timing, or cross up Dair/Bair. But that's about it. However, you can outpace people hard. RAR Nairs WHEN USED CORRECTLY are an amazing spacing controlling option, but for the most part you'll be doing as Oven was saying. Bait out people and force bad approaches that you can stuff with jab/ftilt, or dash dance until you have a chance to get a grab. Remember, you're the 5th fastest character in the game, don't let people forget that.
 

Phoca017

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I playerd a whole year of 3.0 in 2014, and until now with 3.5, I felt charizard better. the nerf on his recovery was very small (others suffered too much more) and the new fair is a terror to combos, range and kill.

I believe hi is the best pokemon after mewtwo, in middle tier.
 
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