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Charizard's Frame Data [1.0.4] [Deleted]

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KuroganeHammer

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CHARIZARD FRAME DATA & HITBOX INFORMATION


Statistic | Rank
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.

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!

Attacks | Hitbox Active | FAF | Base Dmg. | Angle | BKB/WBKG | KBG
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

Attacks | Hitbox Active | FAF | Base Dmg. | Angle | BKB | KBG | Landing Lag | Autocancel
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 | - | -

Attacks | Hitbox Active | FAF | Base Dmg. | Angle | BKB | KBG | Armor
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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RadianB

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His up Smash comes out so fast, it's my main KO smash with him.
 

KuroganeHammer

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What's with the multiple hitboxes on Dsmash and Bair? I didn't think there were that many.
dsmash.png

dsmash looks ~SOMETHING~ like this

Bair just has lots of hitboxes because it has quite a bit of range. Too bad the move sucks.

His up Smash comes out so fast, it's my main KO smash with him.
Technically it's frame 7 because the frame 6 hitbox can't hit grounded opponents. But yea it's fast.
 
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Davregis

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ayy thanks Aero

Surprising DSmash has so few active frames. I knew it didn't have many, but 3 is a bit small ;>_>
Nice to get hitbox frames on USmash and Fly especially!
 
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KuroganeHammer

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I'm glad, dsmash is scary

also fun fact, dsmash and dtilt have trip modifiers.... which are impossible to proc because they knock people off the ground,

cool i guess
 

-LzR-

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Bair just has lots of hitboxes because it has quite a bit of range. Too bad the move sucks.
What what what what?

Bair is like an aerial fsmash. That stuff is insane. It's just not supposed to be used like a Sheik bair or anything. It's a ridiculously strong aerial.
 

KuroganeHammer

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It's umm

not that it sucks

I mean

Like

If you land with it then Zelda will KO you with fully charged Phantom.

Also the knockback is mediocre unless you tip it.

By mediocre I mean, like fair.
 

KuroganeHammer

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Also at some point today I will be recording the FAFs of all the moves with my capture card! Get hype!
 

-LzR-

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It's umm

not that it sucks

I mean

Like

If you land with it then Zelda will KO you with fully charged Phantom.

Also the knockback is mediocre unless you tip it.

By mediocre I mean, like fair.
Mediocre I can agree with. Just like almost every move Zard has.

But with Bair you are not supposed to land with it. Use it offstage or catch jumps with FH Bair. It's not a move you want to throw more than a few times a match, but make it count and it will be huge. Just like Flare Blitz.
 

#HBC | Red Ryu

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Bair is more aerial than for on ground Unless you got a hard read or going for a punish, even then though I would use Fsmash for a hard read over that.

Dsmash is bigger than I thought though lol.
 

KuroganeHammer

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Gurls I'm sorry this is taking so long, I had something pop up on wednesday, then I went to a tournament, then I got back yesterday and found out a good friend of mine had died in a car accident, now I have family staying over. Postponing this for a few more days.

What are the invuln frames on FSmash?
I'll check this out too when I come back. It says nothing in PSA about invulnerability which makes me wonder if it even exists. It should be easy to test the invincibility frames.
 

Z1GMA

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Char has great attributes. Power, Range, Weight, Recovery, good grab with a throw that kills, and the list goes on.
What keeps him from beeing ranked higher?
It can't be him being a Combo Magnet alone, can it?
I think he'll become a big threat in the future.
 
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-LzR-

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I think Zards biggest issue is that he has to work really hard for everything. Most hightier characters can do better with safer tools.
Almost everything Zard has is crazy unsafe if you make even the smallest mistake while Diddy will keep Uairing for days and while you still can't get away from Yoshis crazy airspeed.
I think if Zard had just some very small changes, like Fair autocanceling or Flare Blitz being stronger he would be a good character. Now he is only average at best, but out of 50 characters that's not so bad.
 

KuroganeHammer

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Surely it can't just be me, but controlling your rage using flare blitz imo is INCREDIBLY strong, but yeah, not having any aerials you can land with is difficult to work with.

His offensive options on the ground aren't amazing, and yes he gets combo'd to actual death by characters like Sheik and Diddy (although yes most characters have bad matchups vs Sheik and Diddy, I think Charizard's is worse off than most).
 

-LzR-

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Charizard has it really bad against fast characters with strong punish options. Landing a flareblitz doesn't feel so nice anymore when your opponent can do similar things with 10 times less risk. I honestly believe Blitz should be much stronger. The 9% self hurt is not justified.
 

A2ZOMG

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Char has great attributes. Power, Range, Weight, Recovery, good grab with a throw that kills, and the list goes on.
What keeps him from beeing ranked higher?
It can't be him being a Combo Magnet alone, can it?
I think he'll become a big threat in the future.
Outside of autocancel N-air and to a smaller extent Rock Smash, his aerials are honestly pretty bad outside of platform pressure and edgeguarding. He's mostly only really good when he's on the ground. Also while Flare Blitz can put him back in neutral with relative ease, the self damage sucks unless you're already at a damage where you might die.
 
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KuroganeHammer

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What are the invuln frames on FSmash?
hay hawt babe

I think it's from about 22-26

Edit: Most relevant moves have had FAF's added

to come:

Spotdodge/Roll data
Aerial FAF
Dash Attack FAF
Custom moves stuff
 
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Lavani

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I'm a bit confused about the armor column. For FB, you list 17%... then for some of the others, you list a range. What
Flare Blitz has heavy armor for the duration, which only loses out to hits of a certain strength.

The durations are the frames during which the other moves have super armor (unbreakable, but only partial duration).
 

Lavani

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I think the end lag you're expecting is still actually there and it's just that airdodges have stupid-early iasa that lets you cancel it. If you do a fullhop airdodge with a super leaf and then try it again but buffer an attack after the airdodge you're able to float a ton sooner.

Also applies to avoiding airdodge landing lag, delux canceling etc.
 

Lavani

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yes well it matters for landing lag

sh airdodge has landing lag, sh airdodge>aerial does not

All I'm saying is the FAF is earlier than the autocancel still and that's something to keep in mind.
 

Jay-kun

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yes well it matters for landing lag

sh airdodge has landing lag, sh airdodge>aerial does not

All I'm saying is the FAF is earlier than the autocancel still and that's something to keep in mind.
Isn't that useless though because don't sh>air dodge aerials only useful for reducing lag..or can some aerials be used that will actually produce a hitbox?
 

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Isn't that useless though because don't sh>air dodge aerials only useful for reducing lag..or can some aerials be used that will actually produce a hitbox?
From what I've seen, it's a way to use SH air dodges to approach (or get away) but with reduced landing lag. As for actually attacking, I think only a few characters can do it, like Luma (Rosalina ACs but Luma still attacks) and Pac-Man (floaty enough to get his frame 3 nair off which has little landing lag). But no, I don't think Charizard can use an attack this way. I don't personally bother with this.
 

KuroganeHammer

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Zelda also gets guaranteed LKs off it too

But it's useless for Charizard when nair exists.

By the way, I forgot to mention, the FAF values may be off by a frame. Not really sure because of how the capture card blends images instead of capturing frame by frame.
 

Jay-kun

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From what I've seen, it's a way to use SH air dodges to approach (or get away) but with reduced landing lag. As for actually attacking, I think only a few characters can do it, like Luma (Rosalina ACs but Luma still attacks) and Pac-Man (floaty enough to get his frame 3 nair off which has little landing lag). But no, I don't think Charizard can use an attack this way. I don't personally bother with this.
:(
Zelda also gets guaranteed LKs off it too

But it's useless for Charizard when nair exists.

By the way, I forgot to mention, the FAF values may be off by a frame. Not really sure because of how the capture card blends images instead of capturing frame by frame.
What is LK >.<
Also how u git capture card blend capture frames hitboxes WUT
 
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Lavani

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From what I've seen, it's a way to use SH air dodges to approach (or get away) but with reduced landing lag. As for actually attacking, I think only a few characters can do it, like Luma (Rosalina ACs but Luma still attacks) and Pac-Man (floaty enough to get his frame 3 nair off which has little landing lag). But no, I don't think Charizard can use an attack this way. I don't personally bother with this.
Well, the application isn't just sh airdodge approaches, if you're being juggled and trying to get back to the ground, an airdodge at a certain height will leave you with punishable landing lag, but at the same height you can autocancel an aerial's startup and shield immediately, or jab, or whatever.

I don't have a Charizard example (sorry!) but it's a pretty significant difference, though the FAF is only like 5 frames before the airdodge's autocancel so you have to really be familiar with your character's fall speed to know when it matters.
 

Davregis

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Isn't this a 'land free if you get to a certain height button', then? What makes it lesser?
 
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