• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Victory through Inferno - A Treatise on Flamethrower V1.0

Davregis

Smash Apprentice
Joined
Oct 11, 2014
Messages
182
First off, this is written not as a full character guide but a Flamethrower guide. I will go over the bare explanation of what Charizard is, but no more. That being said...

Charizard is a fast heavy whose absence of safe, long-ranged normals and damaging, true combos consign him to defense. Accordingly, Charizard has the game's best OoS, longest grab range, a variety of punish tools, and Flamethrower, a zoning tool fantastic enough to make even Dhalsim envious. That being said, any Charizard who wishes to carry on a reasonable defense should be well aware of the myriad array of uses, fakeouts, and setups to bring this mighty attack to the forefront. Against projectile-users, Flamethrower becomes one of Charizard's best approach options when shorthopped and against rushdown an excellent defense.

Flamethrower
  • Stuns through entire length
  • Zone in which it will stun is considerably larger than Bowser's
  • Can be angled quickly
  • Moderate startup & recovery
  • Recovery slightly covered by flames
  • Continues for a set duration when B is hit; does not immediately stop
  • Hits below ledge (!!)
  • B-reversable, turnaround-able, and wavebounce-able
  • Pushes opponent back (!!)
  • Pushes Charizard back (!!)
Upon usage, Charizard will throw out a cone of flame which covers ~40% of Final Destination.
Flamethrower exhausts from full in ~5 seconds and takes ~10 to recharge fully once depleted.

Grounded Use
Flamethrower is a move primarily for zoning purposes. As you've chosen Charizard, however, this is exactly what you want. Flamethrower has a long range in front of Charizard and enables you to safely cover range while stopping the offense of the opponent. A good Flamethrower can deal ~8-10% damage without necessitating risk, and will both freeze the opponent, chew through any dodges or shield attempts, and push the opponent back, mandating an approach. It's a tool which will keep the distance between you and your opponent and as all Zard mains should know, Charizard loves when the opponent has to approach him and take another risk. It's even safe on block!

When the opponent is in the air, launching flamethrower will create a zero-risk unblockable setup. They'll have no choice but to take their ~8% damage and get pushed back, and air dodging is useless against a move with a continual hitbox.

Finally, Flamethrower can be used against a recovering opponent below the ledge for guaranteed free damage. Flamethrower will interrupt non-teleport recoveries (and push the opponent back given sufficient percent and positioning), and attempting to gain the ledge while Flamethrower is active will result in Flamethrower hitting and pushing the opponent right back off the ledge. This is the optimal setup for Charizard given inability to go off the ledge and attempt a kill for whatever reason.

Grounded flamethrower usage is primarily defensive zoning, with the exception of stalling out opponents seeking to grab the ledge. It will stop rushes and keep opponents back, but not much more. Many ground setups can be done better in the air!

Aerial Use (General)
In the air, flamethrower becomes much deadlier than its usage on the ground. Charizard high-profiles projectiles, and Flamethrower suddenly has a much larger range. A landed hit may also deal more damage if you've chosen to jump forward, while a backwards-hopped Flamethrower will option-select a multitude of offensive choices. A neutral-hopped Flamethrower may be primarily used to land the unblockable aerial setup, but has bait potential as well.

Jumping Forward:

On Approach:
Flamethrower is a great choice to approach with as you're throwing out a massive, mobile hitbox that's safe on block. SH Flamethrower covers a variety of options, but is vulnerable to forward rolls and quick dashes if predicted. As with any option, approach shorthop is punishable off a hard read, but it takes very strong spacing and reactions to stuff. Approaching flamethrower can cover

  • Dash
  • Angled jump
  • Back roll
  • Spotdodge
  • Airdodge
  • Neutral jump
  • Any aerial
  • Short forward roll
  • Any attack.
A shorthopped approaching flamethrower will also high profile most of the projectiles in the game while also punishing them; make zoners fear the move!

On Defense:
As with any other usage of the move, Flamethrower will push the opponent back if it connects. Shorthopped forward will extend the range; this can be used as a pressure tool, and to mess up jumpins from faster characters. Be sure to angle the move almost straight forward if shorthopping - this will cover the maximum vertical range!

As with every use, a guaranteed unblockable is a good choice.

Neutral Jumped:

Valid uses of NJumped Flamethrower include vertical range extension and better antiairing, but perhaps the strongest use of NJumped Flamethrower is to eliminate the guessing game while the opponent seeks to recover high. From a distance, you can improve your position, avoid staling your killmoves, and tack on some chip damage while launching an unblockable attack. However, you lose out on a potential KO; this usage is perhaps best done when the opponent has a strong horizontal game or you cannot reach them in time.

Backwards Jump:

Usually defensive, a backwards-jumped flamethrower is an incredible tool against rushdown. This method will stuff any approach if angled properly while doing damage and pushing the opponent back, and is completely safe in almost all situations. This can be used to
  • Predict a rush
  • Predict a jump
  • Pressure while improving position
  • Safe retreat
  • Chip damage
  • Unblockable setup

Trying to Land
Whether it's the wings or the surface area, Charizard is a slow faller subject to rampant beatdown by the numerous fast & light classes that adorn this game. While oftentimes not the best option, Flamethrower is there should you choose to use it. Successfully landing a full stream will net you a free landing and sometimes even positional advantage, but unlike versions close to the ground, it isn't the safest option in the air, as its startup, cooldown, and area of effect can prove a free punish. As always, a properly timed flamethrower is unblockable while the opponent is in the air, so tossing the hitbox into the opponent will always net you damage.

Thankfully, Flamethrower can be done turnaround OR B-Reversed. Turnaround can be performed by touching the opposite direction you're facing then flamethrowering, while B-Reversing is hitting the Flamethrower then immediately slamming the direction opposite you. Turnaround will just turn Charizard around to Flamethrower, while B-Reversing will also reverse momentum, a very handy tool should you have imprudently burned your jumps.

This means that Flamethrower will always have full coverage to Charizard's left and right sides at any given moment. However, an aerial flamethrower is much easier to avoid and punish; over 180 degrees are exposed, and the startup, active frames, and cooldown taken together of Flamethrower are nearly as abysmal as that of Rock Smash on whiff.
Should you land flamethrower in the air or close to the ground, however, you'll reap a situational reset and a return to footsies; the opponent will have to approach you once again.

As with any option while trying to land, Flamethrower is risky. However, the risk while landing can be completely eliminated should you mosey over to off the ledge and cover your landing area with Flamethrower. This will result in a guaranteed ledgegrab if not stopped before setup, but you will have to recover from the edge.

On the Ledge (Recovering & Interruputing)
While on the ledge, you can use flamethrower by either jumping straight up and smacking B as soon as you're able to act, or by letting go, jumping forward, and hitting B to just barely land while Flamethrower is active. Both of these are subpar options and lack either coverage or invincibility, but their use should nonetheless be covered.

Ledge-release
- Covers large horizontal distance
- Will push you off the edge if held too long

Ledge-jump
-Covers a small angle in front of Charizard
-Can be reacted to

Of course, do it if the Yomi fairy tells you to and try to make it safe somehow.

You can also interrupt someone trying to reach the ledge with a well-spaced flamethrower. The closer you get to the ledge, the more reach you have and the more damage you deal, but the opponent will be able to roll behind you upon reaching the ledge and punish if you don't time your release properly. If you space it far out, the opponent will be able to grab the ledge easier but won't be able to roll and will still be caught by the flamethrower. Either way, the flame will dissipate to uselessness, so while this is free, guaranteed damage, make sure you space and time it right so it can't be punished. Against Little Mac, Flamethrower will always deal enough hitstun to gimp provided you do it off a full charge

Note that by choosing to use Flamethrower, you eliminate your chances of landing an FSmash, Dash attack, or DSmash, all of which hit below the ledge and can wreck recoveries that don't sweetspot or come in at a perfectly vertical angle. Note that DSmash has the lowest vertical hitbox of any in the game directly beneath Charizard, and has great horizontal reach too. You also remove jumpoff edgeguards, so this exchanges a possible kill for guaranteed damage, a large part of Flamethrower overall.

Unblockable Attacks
Any attack which reaches an opponent between the distance in which they can airdodge and shield (prior to them reaching the ground) is unblockable. Flamethrower, which has a steady hitbox, is unblockable anywhere in the air.

Conclusion
Charizard's Flamethrower is an incredible tool, both on offense and defense. Used offensively it can break through projectile walls with its massive range, and defensively it can stop a variety of approaches & attacks. This move fundamentally changes the nature of Charizard play by extending his threatbox to cover a massive area; rushdown characters may find it hard to approach, and coupled with AAA Jab and OoS Flamethrower numbers among the tools needed to master Charizard on a fundamental level.

You can post now. If you have anything to add regarding flamethrower usage, Charizard tech, or even this guide, feel free to write it down.

Version 1.0 - 12/19/14
 
Last edited:

Swamp Sensei

Today is always the most enjoyable day!
BRoomer
Joined
Jan 4, 2013
Messages
37,972
Location
Um....Lost?
NNID
Swampasaur
3DS FC
4141-2776-0914
Switch FC
SW-6476-1588-8392
Incredible guide for an incredible move. Well done.
 

CaliburChamp

Smash Master
Joined
Oct 13, 2003
Messages
4,453
Location
Fort Lauderdale, FL
3DS FC
1392-6575-2504
Something is missing from this flamethrower guide. How many seconds does it take for Charizards Flamethrower to fully recharge to its maximum distance, after using it til there is no more hitbox? Sometimes I'll use it too soon and miss with the flamethrower from using it previously to the point where it doesn't cover as much distance.
 

Davregis

Smash Apprentice
Joined
Oct 11, 2014
Messages
182
Something is missing from this flamethrower guide. How many seconds does it take for Charizards Flamethrower to fully recharge to its maximum distance, after using it til there is no more hitbox? Sometimes I'll use it too soon and miss with the flamethrower from using it previously to the point where it doesn't cover as much distance.
~10 seconds, thanks.
 

Ramzy

ROCKMAN
Joined
Apr 8, 2014
Messages
112
Location
MI
One thing I like to do is wait for them to grab the ledge then activate the flamethrower, but only long enough to make them let go of the ledge, then immediately use a FSmash because they will re-grab the ledge but without invincibility this time. It has worked wonders.
 
Top Bottom