Super Smash Bros. Obliteration/Charizard

Charizard is the Mascot of both Pokemon: Red Version and Pokemon: Fire Red Version,  and a Default/Starter Character in Super Smash Bros. Obliteration. Known as the "Flame" Pokemon, Charizard is a dual Fire/Flying Type Pokemon, and one of the most powerful Fire Type Pokemon around, it evolves from Charmeleon and is the final form of the Fire Starter of the Kanto Region Charmander. Always flying on its Draconic like wings, this Scorching Hot Lizard/Dragon, is always ready to incenerate everything in its path, on a burning hot journey to reach the top of the Mountain of Smashers. Armed with a moveset based around, Wing, Tail, Headbutt, Rock and Fiame Attacks, and additionally sprting an Ultra Devestating Inferno Devestating Inferno Overdrive Final Smash, Charizard is ready to Burn the Competition to Cinders and take the battle head on against any opponent, in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(Claws = 6%, Wing = 5%, Total = 11%). 	Two alternating slashes with its claws, followed by swinging one of its wings upward. A very useful damage racking option due to its damage output and speed, it can be jab canceled and is useful for spacing due to its last hit having very high knockback growth. Its last hit also launches opponents at differing angles, with the wing's inner portion launching them vertically, whereas its tip launches 
them horizontally.
Forward Tilt 	 	(Flame = 11%, Tail = 7%, Total = 18%). 	Swings its tail forward. Its sweetspot is at the tip of Charizard's tail, which has a flame effect. While primarily a spacing option, its sweetspot is powerful enough to KO middleweights at 148% while near the edge.
Up Tilt 	 	(9%) 	Thrusts both of its wings upward. Charizard's wings are intangible as long as the hitbox is active. It has very high knockback growth, which allows it to KO middleweights at 143%
Down Tilt 	 	(11%) 	A low-angle headbutt. It is a semi-spike, but unlike Charizard's other tilt attacks, it is ineffective at KOing due to its base knockback and knockback growth both being below average Despite this, it is still useful for edge-guarding,
Forward Smash	 	(17% = clean Late Body, 14% = Late Head, Total = 31%).	Rears its head back and then performs a headbutt. It is very strong, as its sweetspot KOs middleweights at 87% while near the edge, and it renders Charizard intangible throughout its duration. However, it has high ending lag.
Up Smash 	 	(5% = Hit 1, 11% = Hit 2, 16% = Total). 	Bats its wings upward. It has the lowest amount of start-up and ending lag out of Charizard's smash attacks, and despite its appearance, the first hit can act as a jab reset against opponents behind Charizard. It is also a useful anti-air attack, but is Charizard's weakest smash attack, as it KOs middleweights at 128%.
Down Smash 	 	(16%) 	Stomps the ground to cause a small earthquake. It hits in front of and behind Charizard, and is a powerful semi-spike, as it KOs middleweights at 117% while near the edge. However, its hitboxes are mostly grounded, which can make it difficult to hit an aerial opponent. It also has high ending lag.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	 ( Flame = 12%, Tail = 9%, Total = 21%). 	Somersaults to strike with its tail. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. It has the second lowest amount of start-up lag out of Charizard's aerials, can auto-cancel with a short hop, and is tied with up aerial for having the lowest amount of landing lag out of Charizard's aerials. All of these traits make it a useful approach option. However, its average knockback growth makes it Charizard's most ineffective aerial in regard to KOing, as its sweetspot does not KO middleweights until 156% while near the edge.
Forward	 	(12% = Early/Clean Arm, 13% = Clean Tip, Total = 25%).	Slashes with its claws. It has the lowest amount of start-up lag out Charizard's aerials, auto-cancels with a short hop, and its sweetspot's tip is a semi-spike. When coupled with its respectable damage output and high knockback growth, it is a viable KOing option, as it KOs middleweights at 121% while near the edge. However, it has moderate landing lag. 
Back 	 	(11% = body, 14% = tail, 16% = flame). 	Swings its tail backward. Like forward tilt, its sweetspot is at the tip of Charizard's tail and has a flame effect. When sweetspotted, it is Charizard's most damaging aerial, and is strong enough to KO middleweights at 100% while near the edge. It also has relatively low landing lag for its range, making it safe on shield when spaced properly. However, it has the second highest amount of start-up lag out of Charizard's Aerials.
Up 	 	(13%). 	An upward headbutt. It has the highest knockback growth out of Charizard's aerials, which allows it to KO middleweights at 101% while near the upper blast line. It also renders Charizard's head intangible throughout its duration, and is tied with neutral aerial for having the lowest amount of landing lag out of Charizard's aerials. However, it has minimal horizontal range.
Down 	 	(Clean = 14%, Late = 8%, Total = 22%). 	A stomp. Its sweetspot is not only a very powerful meteor smash, but also makes it Charizard's second most damaging aerial. In comparison, its sourspot deals less damage and launches opponents either diagonally or at the Sakurai angle. However, it has the highest amount of landing lag out of
Charizard's Aerials.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Swings Its Tail In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just WIth Less Power.
Floor Attack (Trip) 	 	(7%) 	Swings Its Tail In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs A Headbutt While Climbing Up.
Dash Attack 	 	(Clean = 11%, Late = 8%, Total = 19%).	A Side Kick While Running Forward, It Can be Used To Intercept Landing Opponents. 
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	 Grabs An Opponent With Its Arms And Mouth. 
Pummel 	 	(3%) 	A Bite, A Fairly, Fast And Strong Pummel.
Forward	 	(7% = hit 1, 3% = throw, 10% = total) 	Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edge-guard. However, its base knockback and knockback growth are both being below average, to the point that it KOs at 182% while near the edge
Back 	 	(7% = hit 1, 4% = throw, 11% = total) 	Flings the opponent backward. It deals respectable damage, while its very low ending lag allows Charizard to pursue the opponent with a dash or, in some cases, a short hopped/jumping Flare Blitz. However, this is only effective at low percents. In addition, its base knockback and knockback growth are both below average like forward throw's, to the point that it KOs middleweights at 182% while near the edge.
Up 	 	(8% = hit 1, 3% = throw, 11% = total). 	Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to Kirby and Meta Knight's up throws. As of update 1.0.8, its knockback has been drastically increased, making it the strongest up throw in the game. It is also the second strongest throw of any kind in the game, being surpassed only by Ness' back throw. Although directional influence is more effective in hindering its KO potential compared to Mewtwo's up throw, which is the second strongest up throw in the game, Charizard's up throw still reliably KOs middleweights at 144%. It can KO even earlier on stages with platforms, such as being able to KO middleweights at 118% when landing on Battlefield's top platform. Although it is a KOing option, it can also act as a set-up into Flare Blitz, which deals 30% altogether. However, this combo is very situational, as it is easily avoidable and requires the opponent to have very minimal damage.
Down 	 	(1% = hits 1-5, 1% = throw, 11% = total).	Pins the opponent to the ground and then expels embers from its mouth onto them. Prior to update 1.0.8, its knockback growth was the highest in the game, to the point that it could KO middleweights at 125%. As of update 1.0.8, its base knockback and knockback growth were both altered, which benefits Charizard due to these changes re-purposing it into a very good combo starter at low to medium percents. Notable follow-ups include a dashing up smash, a neutral aerial (which can be potentially followed up with another grab or up smash), a forward aerial (which can be performed on most characters until around 60%), and an up aerial (which is a potent KO set-up beginning at 80%).
== Taunts ==
Up Taunt = Stomps once and then rears back to roar upward while flapping its wings.
Side Taunt = Faces the camera while stomping once and growling while flapping its wings once.
Down Taunt = Violently stomps twice while facing the camera.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Flamethrower	(10% = clean), 5% = late). 	Expels a stream of flames from its mouth. It gradually weakens if used, similarly to Fire Breath. Unlike Fire Breath, Flamethrower's farthest hitboxes will make the opponent flinching.
Side Special 	Flare Blitz 	(4% = collision, 15% = explosion, 19% = Total). 	A fiery, corkscrewing tackle. It is very powerful, as it KOs middleweights at 100% while near the edge, and grants heavy armor that can withstand a maximum of 15%. In addition to its offensive potential, it covers an impressive amount of horizontal distance, which makes it a capable recovery option. However, it is a very unsafe move due a number of factors: it deals 5% recoil damage both at its beginning and on contact, it is very unsafe on shield due to its extreme amount of overall lag, and it can result in an inevitable self-destruct if used near an edge due to the amount of distance it covers.
Up Special 	Fly 	(5% = hit 1, 3% = loop, 5% = last, 13% = total). 	Flies upward while corkscrewing. Deals respectable damage when all of its hits connect, while the last hit has very high knockback, which allows it to KO middleweights at 130%. It also grants super armor at its beginning. It can be angled and covers fairly good vertical distance, but covers only minimal horizontal distance, even when angled forward.
Down Special 	Rock Smash 	(14% = boulder hit 1, 6% = boulder hit 2, 3% = fragments, 23% = total).	Pulls out a boulder and headbutts it, breaking it into fragments. It grants super armor on frames 5-22, which makes it a fairly safe landing option. It can also deal an impressive amount of damage when the boulder and fragments collectively hit the opponent. Although the boulder itself deals respectable damage, it has below average base knockback and average knockback growth, to the point that it KOs middleweights at 153% while near the edge.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Inferno Overdrive (KO)	(70% = blast burn, 40% = heat wave, 30% = flare blitz, 20% = flamethrower, 10% = fire fang, 170% = total).	Charizard Charges Up and unleashes Multiple Fire Attacks including, Flamethrower, Fire Fang, Blast Burn, Flare Blitz, and Heat Wave, He Then Unleashes a Large Energy Beam which Fire's at the Opponent, This Explosion caused by The Blast, Burns them to a crisp, Launches Them Sky High, And Automatically
KO's Them.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Pokémon (series)
Category:Pokémon Characters