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Not sure what you're asking entirely as they're talking about short hops which are obviously low in height.
My question is WHY IS THIS THREAD DEAD? Just picked up charizard as a main to challenge myself after completely plowing through for glory as fox with ease.
Glad to see I'm not the only one who thinks his landing lag is absurdly unfair.. Regardless of his damage output, all things considered he needs a buff.. 90% of his moveset is a liability, especially in unusually awkward matches against someone who knows the punish meta but doesn't play like most people do (in a scrubby, I'm just running around and happened to be in the right spot kinda way)... Making early reads more of a hassle than anything.
Never said they didn't.. Not that these are johns but I'm quite tired of getting hit off stage and basically recycled between recovery and ledge grabs. Trying to offensively regain the ledge or end of platform isn't fun with his landing lag and heavens forbid I turn around midair with the 2nd jump and bair accidentally without realizing my changed orientation. I've been punished with fully charged smashes over that stupid lag.
Lol don't you think it's the sign of a problem when you don't really use 3 of a character's 5 aerials? Show me another example of a character who "doesn't really use" most of their aerials and I will show you another bad character. You don't use uair/dair/bair much because they are difficult to hit with Zard's **** aerial mobility and are very punishable. Uair is also surprisingly small in range, an adjustment to autocancel window of no more than three frames would let it cancel in a shorthop at least.
Lol don't you think it's the sign of a problem when you don't really use 3 of a character's 5 aerials? Show me another example of a character who "doesn't really use" most of their aerials and I will show you another bad character. You don't use uair/dair/bair much because they are difficult to hit with Zard's **** aerial mobility and are very punishable. Uair is also surprisingly small in range, an adjustment to autocancel window of no more than three frames would let it cancel in a shorthop at least.
Mac is clearly an exception. If not, ffs charizard can friggin fly into the stratosphere to do a seismic toss in the anime, but can't connect with a bair unless you manage to sweet spot the thing, and then takes 20 minutes to reevaluate his entire life when he lands.. Often dead before being able to move again. Attempting aerial offensive anywhere remotely close to the ground is like trying to land a jet on the empire state building.
The reason Bair is so laggy is because its only purpose is to kill. It's as strong as many smash attacks but it's an aerial. And you can full hop it to avoid the lag. Just try it offstage and you'll enjoy kills at 50%.
The reason Bair is so laggy is because its only purpose is to kill. It's as strong as many smash attacks but it's an aerial. And you can full hop it to avoid the lag. Just try it offstage and you'll enjoy kills at 50%.
Any one of his aerials are kill moves off stage bro, asides from his barrel roll. It's not like it's insanely over powered either. The risk/reward ratio for it is just lame as ****, truth be told.
My main point is that he can fly exceptionally well in every other instance outside of smash, I think he deserves aerial game more than any other heavy. But this is sakurai we're talking about, who am I kidding.
Rocksmash, same.
Fly, same.
Flamethrower, seems the same.
F smash, 17%
D smash, 16%
U smash 16%.
Grabs same except for up throw which is 11%.
Still testing..
all his damage numbers are the same apart from the upthrow buff im pretty sure
cant say for sure whether his frame data has changed, but i feel like MAYBE his bair and dtilt are a little faster, and MAYBE a little less lag on his fair. could just be placebo though, might not have actually changed aero pls check tyty
I liked your post because you somehow "predicted" the outcome in the sense that you already said how bad it is before this move even getting a patch which makes it even more obvious.
Well, that puts it at 11%, which is more than any of his other throws. So now it is the go-to throw at non-KO percentages. It is probably the easiest throw to land a follow up attack, so its a nice buff.
all his damage numbers are the same apart from the upthrow buff im pretty sure
cant say for sure whether his frame data has changed, but i feel like MAYBE his bair and dtilt are a little faster, and MAYBE a little less lag on his fair. could just be placebo though, might not have actually changed aero pls check tyty
Going to update this today or tomorrow with all 1.0.6 changes, things that will happen:
A link to an easier to read website with all the data will be added at the top
Custom move data will be relegated to the second post. I cannot support custom moves in their current capacity, so you are very lucky to be one of the only characters with at least SOME data on them.
All changes from the patch will be updated to 1.0.6
Going to update this today or tomorrow with all 1.0.6 changes, things that will happen:
A link to an easier to read website with all the data will be added at the top
Custom move data will be relegated to the second post. I cannot support custom moves in their current capacity, so you are very lucky to be one of the only characters with at least SOME data on them.
All changes from the patch will be updated to 1.0.6
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!