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A Competitive Guide to Charizard

A Competitive Guide to Charizard

Game Versions
Smash 3DS, Smash Wii U
Taming Your Inner Lizardon
Note: This guide is going to be a competitive strategy guide. If you are looking for breakdowns of percents, terminology, etc this is not the guide for you. This is a guide for those who know smash and they see what Charizard has but want to know how to use it. (If you're revisiting this guide because of the update, the youtube link leads to a brand new video which is the main reason for the update...enjoy!)

  • Spacing: Charizard, in my opinion, is a mid-range, spacing/bait character. You want to corner your opponent to one side of the stage and wall them out. You are going to try and predict their movements, make the right reads, Charizard can make them pay. At other times if they are a character that has to come to you, you can just stay put and hold down the fort and keep them away. I believe Charizard is a great character for someone who can make great reads, if you can't and you want something cheap and easy, or fundamental, go elsewhere. If you want to swag out and show up your opponents with amazing reads, keep reading. (Charizard does have a decent fundamental boxing game but he's definitely not the most well rounded)

  • Offense:
How to approach zoning with Charizard (how to corner your opponent): So, in order to get to that space of mid-range, you need a way to approach (unless they are a rushdown character). So there are the non-character specific ways such as running shield, etc, etc. But this if for Charizard. One way to approach is by jumping over whatever zoning tools they are using and using Charizard's fire breath. This allows you to get in without putting yourself in danger, and will space you out, if you hold it, to about where you want to be. If you want to look awesome you can predict a projectile by throwing out flare blitz before the opponent's projectile and punish them hard. Of course, as I said, you can just run and flash your shield until you get about mid-range. You can also just empty jump (in other words jump and do nothing) or jump and look out for them to drop their shield and try and stop you, if this happens use neutral air/forward air. I recommend the fire approach though. This does not include what to do after you run in and shield/dodge that is included in the next section.

What to do once you get there: Now you want to wall them out and force them off the edge, simple enough right? Get about max ftilt range and stay there. From there you have a number of options: Press ftilt whenever they approach or just to make sure they stay there, throw out down tilt, dash up and grab/shield grab them (charizard's grab range can be deceptive). If they go to the air either short hop auto-cancel neutral air/forward air (you do this by pressing forward/neutral air immediately) or jump fire breath. You can even do auto-cancel forward/neutral air to force offense because even if they block or spot/air dodge your forward/neutral air you can throw out a jab or grab almost immediately after if auto-canceled correctly. (Note: auto cancel neutral air in place is also a good defensive tool, it beats out a lot of approaches and you can also jab/shield/dodge if they try to come in afterward) Look out for times to bait with rock-smash/b-reverse rock-smash (because it has lots of armor) or for a smash attack if at kill percents. Rock-smash will sometimes not get punished because a pebble or two will hit your opponent, but of course you can get punished for it, risk/reward. If they try to roll or are past the tip of your ftilt use dtilt to poke at them and if you get a good read use a smash attack. If they are in a pattern of rushing in and rolling out throw out a flare blitz and make them pay!​

^ Skip the approach step and follow this if your opponent can't zone from long range.

Also if they're really in your face, Charizard's jab is pretty good with decent knockback and he has plenty of "get off me" moves (rock smash, short hop neutral air, smash attacks, flare blitz).​

Juggling- Charizard's up air, up smash, and up tilt are very good for juggling an opponent. You can use the non-hittable head & wings of Charizard in these moves to your advantage. Neutral air and forward air are good in general and back air is a good kill move. When the opponent is above you, stagger charizard's jumps and bait an air dodge, then punish with an up-air or chase on the ground and use the utilt's deceptive range to poke them back up in the air or running upsmash's double hits to trap the person in the air. The safest option, though, might be to use neutral air underneath them. At mid-high percents you can up b them to kill them off the top for an early death! This works extremely well because up b has some armor and, since Charizard has multiple jumps, he can hang around high in the air for a while waiting for the right moment! Finally, if the person is one who will try and sneak in a hit on the way down, bait with rock-smash and punish!​

Off the edge - Charizard has some great edgeguarding tools. First there is his down air which is a meteor spike. One of the best in the game. Charizard's recovery is pretty good so you can chase your opponent out rather far. His forward air is a good option for a quick knockout and back air is if you have a good read or want to knock them out for sure or run off and back air for a stage spike (although I hardly use this). An even more reserved approach is not getting off the edge at all and using fire breath so it covers the ledge. This will mess with opponents recoveries sometimes making them SD and if not you at least got a bit of free damage.​

  • Defense:
DO NOT roll with charizard! If at all possible don't do it! It is slow and you want to hold your ground with your spacing moves and your shield, spot dodge, armor, etc. For defense you would just play as normal with Charizard when not against a zoner. (See above). Charizard works best on defense. I covered most of what you need already but I really wanted to cover two things, when you are being juggled and when you are trying to recover.​

When you are trying to recover - Take care of your multi-jumps, don't use them all at once if you're feeling pressured. Charizard can recover either horizontally, with jumps, flare blitz, or vertically with jumps and up b. He is a big target so be careful. Set the tone early that you are not afraid to use flare blitz to recover then most opponents will be scared and will stay on the stage baiting it. You can flare blitz to the ledgee but beware you will be knocked a short distance back if you hit the side, so be sure you hit it just right and make it snap. Also you can flare blitz high and try and go over your opponent to recover which is usually pretty safe if they are not expecting it. And of course you can recover low and use up b to recover which is good because it has some armor.​

When you are being juggled - Try and use your momentum and fast fall to the ground without air dodging if possible, this is what you want to do a lot of times with most characters but Charizard gets juggled particularly badly. You can use neutral air if you see the opponent trying to attack you on your way down and want to get some space. You can also, if you're awesome and you have a good read, use rock smash on an opponent's juggle attempt to safely land and armor through their attack while punishing them for a possible kill at high percents! Of course take care of your multi-jumps and don't use them both if you don't have to. You can use them in tandem with your rock smash for example by jumping away and baiting the opponent into coming in to challenge then b-reversing rock smash as you land to punish them!​

Miscellaneous: Most of the time you want to save up throw until they're at high percent in order to keep it fresh for a kill.. You can use forward/backward throw for positioning/momentum.Down throw should be used frequently at the beginning for down throw into fair combos. If you read an air dodge you can just dash forward and usmash instead of fair after down throw. Also, a good kill option other than throw is to jab twice and then press up b. This will usually combo into a kill at high percents on most characters, but it can miss on occasion. You can also use your up b to punish some attacks right after they hit your shield and you might even land a kill! Don't be afraid to walk back and dtilt, pivot ftilt/pivot grab or just walk back to bait things, or even walk forward to make them scared! These options are better than roll. Charizard is all about the baits and mind games! The more you are able to stand your ground the better. Use flare blitz sparingly, unless they're playing dumb, but that does not mean to forget about it entirely. It's good and you want to remind them that it's there! Make them forget about it and then use it again! Also if you mash a for a quick get up attack after a shielded flare blitz you may just get it in time to beat out their punish!​

Check out the Youtube link below for more! (the vid is updated to the most recent patch)

https://www.youtube.com/watch?v=NsKGQw9Pp68

Matchups:
(matchup numbers just meant to show mostly even or advantage/disadvantage not to what degree, obviously haven't worked out the full meta yet! And descriptions for each matchup are incoming)

  • Rosalina & Luma (4-6)
  • Link (4-6)
  • Fox (5-5)
  • Charizard (5-5)
  • Falco (5-5)
  • Lucina (5-5)
  • Marth (5-5)
  • Cpt. Falcon (4-6)
  • Diddy Kong (4-6)
  • Olimar (4-6)
  • Megaman (4-6)
  • Pikachu (4-6)
  • Jigglypuff (5-5)
  • Sonic (4-6)
  • Peach (5-5)
  • Mario (4-6)
  • Dr. Mario (4-6)
  • Luigi (4-6)
  • Bowser (5-5)
  • Donkey Kong (5-5)
  • Ike (5-5)
  • Lucario (4-6)
  • Zelda (5-5)
  • Villager (4-6)
  • Yoshi (4-6)
  • Mr. Game & Watch (5-5)
  • Wario (5-5)
  • Toon Link (4-6)
  • Sheik (4-6)
  • Ganondorf (5-5)
  • Samus (5-5)
  • Zero Suit (4-6)
  • Pit (4-6)
  • Dark Pit (4-6)
  • Robin (5-5)
  • Kirby (5-5)
  • King DeDeDe (4-6)
  • Meta Knight (4-6)
  • Little Mac (4-6)
  • Greninja (5-5)
  • Duck Hunt (4-6)
  • R.O.B. (4-6)
  • Ness (4-6)
  • Wii Fit (5-5)
  • Shulk (5-5)
  • Pac-Man (4-6)
  • Mewtwo (5-5)
  • Bayonetta (4-6)
  • Corrin (4-6)
  • Cloud (4-6)

That's all for now. If you have any suggestions or want to tell me how awesome my guide is you're welcome to :) .
Author
KingsHaki
Views
857
First release
Last update
Rating
4.43 star(s) 7 ratings

Latest updates

  1. Updated Youtube Guide and some minor changes

    I updated the youtube link to go to a new video guide which has been updated to the final patch...
  2. YouTube tutorial added to the end of the guide

    I added a Youtube video that @roronoatrey and I did. It covers link and Charizard so skip to the...

Latest reviews

Very good overview on how to use beast mode dragon. I switched out Pikachu as my main for Charizard and am glad I did since I seem to be able to defeat even top tier listed characters with him. With this guide I feel like I can compete with him even more to the point I can face tournament level players.
Great stuff!
Extremely useful.
I've mained Pikachu since 64 but with Charizard being my favourite Pokemon, I immediately wanted to swap over but I tend to play him like Pikachu(super evasive, quick ranged attacks)
I'm practicing up with your pointers and they're really upping my game!
Loving this review. Charizard was a little awkward for me at first because I didn't understand how to use him properly.
But after some practice, I can see how he shines.
This guide is full of useful information. Looking forward to see any updates.

Sliding rock smash is great if it can be pulled off properly. Might want to add that bit in eventually. Overall great guide for a great charactercharacter!
KingsHaki
KingsHaki
Thanks! I'll add that in soon good recommendation!
Really liked the reading! Thanks!

I do have some suggestions, though:
- Try to highlight the moves, so it makes it easier to find in which area should you use each move.
- Don't you think it's interesting to point out that both nAir and fAir auto-cancel on landing (if done while rising SH)? I believe it's useful information, specially so you can use them while being relatively safe on landing.
- Dragon Rush. Seriously. Give this custom it's space. IMO, it's just as good, if not better than Flare Blitz.
- How about going through Zard's ATs? I've seen his Sliding Rock Smash and seems very useful. Not sure if there are others.

That's it. See ya~
KingsHaki
KingsHaki
Thanks!!! I'll take a look at the suggestions and add to the guide in a week or so!
"if...you want something cheap and easy, or fundamental, go elsewhere." Perfectly said! Zard is anything but those things. Obvi he's my main, and i agree with a lot stated here. As you explained, he really can be a force if you put in the work. Enjoyed the read!
Needs more info, but that is understandable as the game just came out. Good job overall.
It gives a really good understanding of how charizard works and what players are well suited to playing as Charizard. Overall it's great!
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