CHARIZARD FRAME DATA & HITBOX INFORMATION
Number of Jumps | 3 [6th]
Run Speed | [8th]
Walk Speed | [19th]
Air Speed | [41st]
Fall Speed | [31st-32nd]
Fast Fall Speed | [31st-32nd]
Weight | 115 [4th-5th]
Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
WBKB: Knockback based on weight (used for fixed knockback moves)
KBG: Knockback growth of the move. Scaling is a designed number. For example a move does 15% and that has a scaling of 150, means it increases in power 50% faster than attacks that have a scaling of 100 and the same statistics otherwise.
Landing Lag: Aerials only. Number of frames Charizard lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Charizard can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Charizard will take no damage.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
WBKB: Knockback based on weight (used for fixed knockback moves)
KBG: Knockback growth of the move. Scaling is a designed number. For example a move does 15% and that has a scaling of 150, means it increases in power 50% faster than attacks that have a scaling of 100 and the same statistics otherwise.
Landing Lag: Aerials only. Number of frames Charizard lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Charizard can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Charizard will take no damage.
Hitboxes are sorted into IDs separated by a "/" (aka which ones take priority when hitboxes overlap with hurtboxes). This effect is very easy to see with Charizard's Jab 1. Play around with it and see if you can find whereabouts the hitbox is that sends people toward you/away from you!
Jab 1 | 4-5 | 23 | 3 | 120/361/361 | W: 15/10/10 | 100
Jab 2 | 5-6 | 26 | 4 | 80/55/30 | W: 25/25/34 | 50
Jab 3 | 7-9 | 33 | 5 | 70/60/50/45 | 60 | 110
D. Attack | 10-12 | 45 | 11 | 70/80 | 100 | 45
D. Attack (Late) |13-20 | - | 8 | 70/80 | 100 | 30
Ftilt | 11-13 | 42 | 10/7/7/7 | 40/361/361/361 | 40/30/30/30 | 100
Utilt | 9-13 | 34 | 8 | 96 | 40 | 130
Dtilt | 11-12 | 33 | 10 | 30 | 60 | 60
Fsmash | 22 | 70 | 17 | 45 | 60 | 94
Fsmash (Late) | 23-24 | - | 17/14 | 45 | 60 | 94
Usmash | 6 | 49 | 5 | 110 | W: 100 | 100
Usmash | 7-11 | - | 5 | 100 | W: 60/40/10 | 100
Usmash (2nd Hit) | 17-21 | - | 11 | 83 | 40 | 107/103/98/90
Dsmash | 14-16 | 61 | 16 | 33/33/46/46 | 40 | 76/76/82/82
Grabs | Hitbox Active | FAF
Grab | 8-9 | 34
Dash Grab | 10-11 | 41
Pivot Grab | 11-12 | 39
Dodges | Intangibility | FAF
Spotdodge | 4- | 27
F. Roll | 4-20 | 31
B. Roll | 4-20 | 31
Air Dodge | 4- | 33
Throws | Weight Dependent? | Base Dmg. | Angle | BKB | KBG
Fthrow | Yes | 10 | 40 | 60 | 65
Bthrow | Yes | 10 | 361 | 60 | 65
Dthrow | No | 1%×5, 1 | 361 | 40 | 300
The bad one | No | 6, 2 | 60 | 50 | 160
Nair | 8-27 | 59 | 10/7/7/7/7 | 361 | 30 | 90 | 22 | 1-3, 31>
Fair | 8-9 | 47 | 11 | 361 | 45 | 100 | 32 | 1-4, 35>
Fair (Late) | 10-11 | - | 12 | 34 | 25 | 80 | - | -
Bair | 14-16 | 46 | 15/13/10/10 | 361 | 50 | 90 | 36 | 1-3, 44>
Uair | 12-15 | 46 | 13 | 85 | 30 | 105 | 22 | 1-3, 38>
Dair | 18-20 | 52 | 14 | 270 | 20 | 100 | 35 | 1-4, 41>
Dair (Late) | 21-26 | - | 8 | 55/361 | 20 | 100 | - | -
Flamethrower | 20, 27, 34, 41... | 71 | 2/1 | 45/58 | 30/15 | 50/30 | -
Fire Fang | 11, ?? | 49 | 2 | 82 | W: 5 | 100 | -
Fire Fang | 20 | - | 8 | 50 | 40 | 150 | -
Fireball Cannon | 27, 55, 83... | 118 | 3/2 | 45/58 | 15/10 | 50/30 | -
Flare Blitz | 23- | 102 | 4 | 60 | 60 | 80 | ~14%
Flare Blitz | ? | - | 15 | 361 | 70 | 76 | -
Blast Burn | 28- | 109 | 4 | 60 | 60 | 80 | ~14%
Blast Burn | 32, 38, 44 | - | 5 | 361 | 50 | 100 | -
Blast Burn | 50 | - | 9 | 70 | 55 | 150 | -
Dragon Rush | ? | ? | 1.2 | M | E | S | S
Dragon Rush | ? | ? | 4 | 45 | 50 | 150 | -
Fly | 9-10 | - | 5 | 70/95/80 | W: 130/140/140 | 100 | 4-15
Fly | 16-26 | - | 2%×4 | 72/90/90 | W: 90/100/100 | 100 | -
Fly | 27-28 | - | 4 | 75 | 70 | 150 | -
Rising Cyclone | 15-16 | - | 4 | 90/100/100 | W: 80/100/100 | 100 | 13-18
Rising Cyclone | 19-39 | - | 2%×6 | 135/135/90 | 70/70/105 | 40/40/30 | -
Rising Cyclone | 41 | - | 6 | 70 | 70 | 160 | -
Fly High | - | - | - | - | - | - | 11-19
Rock Smash | 24-26 | 72 | 14 | 60 | 60 | 80 | 5-23
Rock Smash | 27 | - | 6 | ? | ? | ? | -
Rock Smash | 28-46(?) | - | 3 | 70 | 50 | 70 | -
Sinking Skull (Ground) | 23-26 | ? | 10 | 60 | 60 | 50 | -
Sinking Skull (Air) | 23-24 | ? | 12 | 275 | 50 | 80 | -
Sinking Skull (Air) | 23-26 | ? | 9 | 70 | 50 | 50 | -
Rock Hurl | 21-23 | ? | 8 | 80 | 60 | 80 | 1-20
Rock Hurl | ? | ? | 4 | ? | ? | ? | -
Rock Hurl | ? | ? | 2 | 85 | 70 | 50 | -
Notes:
- Contrary to popular belief, Charizard's tail and wings for the most part do not have hurtboxes at all, making most of his attacks disjointed
- Dash attack and Dragon Rush are his only standard, non-get up attack moves that have extra shield damage at (+1)
- Charizard's head and neck is intangible during uair
- The base of his wings during Usmash has more knockback than the tip of them
- Flare Blitz and Blast Burn have damage-based heavy armor, it seems to be somewhere between 13-17% (Haven't fully tested yet)
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