- Standard Attack: The first two hits will always deal fixed knockback now, with each hit dealing 3% damage. The final hit deals 6% damage, and good knockback to boot. Capable of KOing Mario at around 169% damage if all three hits connect.
- F-tilt: All hitboxes deal more damage, with the tip dealing 12% damage with its flame effect. The attack also gains a 50% trip rate. All hitboxes use the Sakurai Angle, but the strongest hitboxes can deal some shield damage. Base knockback has been nerfed a bit, however. Stage center sweetspot KOs Mario at around 136% damage. Hits at around frame 10.
- U-tilt: Attack now deals 10% damage, and sends opponents flying straight up. Has less knockback growth, due to the damage increase. KOs Mario at around 143% damage. Hits at around frame 7.
- D-tilt: Attack now deals 12% damage, and has gained a large buff to its knockback growth. The BKB, however, suffers a nerf, but the attack does gain the ability to trip fighters (50%) as a trade-off. Uses the Sakurai Angle, and KOs Mario at around 148% damage on the stage center. Hits at around frame 10.
- Dash Attack: Clean hit deals 12% damage, while the late hit deals 9% damage. BKB is stronger, while KBG is weaker. KOs Mario at around 187% damage when clean. Clean hit can deal some shield damage.
- F-smash: The head is now a sweetspot hitbox, dealing 20% damage, while the body deals 17% damage. KBG is stronger, but BKB is considerably weaker. Despite the BKB nerf, however, hitting with the head can KO Mario at around 82% damage on the stage center. Hits at around frame 20, and can also deal some shield damage.
- U-smash: Hitboxes have been adjusted at spots, and a new single frame hitbox has been added for frame 7. The new hitbox prevents the first hit from missing by having fighters take damage from the trail that Charizard's wing leaves behind. Knockback adjustments have also been made to (almost) ensure that the second wing strike will hit its mark. Landing both hits will deal up to 18% damage, and can KO Mario at around 104% damage if the first hit hits Mario on the ground.
- D-smash: Damage and knockback are stronger, dealing up to 18% damage. Sends fighters flying at a 35 degree angle when it hits. KOs Mario at around 103% damage on the stage center. The attack also deals high shield damage, but is unable to shatter full shields, even when fully charged. Lastly, the attack has lost its ability to trip fighters, as fighters will hardly ever trip from the attack, even if they're metal.
- N-air: Damage and knockback values have been improved. Hitting with the tail deals 13% damage, and it also deals some shield damage. The sweetspot KOs Mario at around 146% damage on the stage center.
- F-air: Attack no longer has sourspots, with all hitboxes dealing 13% damage. It now operates the same way as Bowser's f-air, but has a stronger KBG value that can make KOs sooner, and can deal some shield damage. KOs Mario at around 130% damage on the stage center.
- B-air: All hitboxes deal greater damage, with the tail dealing 18% damage. However, BKB and KBG do receive nerfs as a drawback. The tail hit can KO Mario at around 108% damage on the stage center, and deals some shield damage.
- U-air: Attack deals up to 15% damage, rivaling Bowser's u-air. However, its knockback is less powerful, as it doesn't KO Mario on the center Battlefield platform until his current damage is set to 112%. Also deals some shield damage.
- D-air: Damage has been increased, with the clean hit dealing 16% damage, while the late hit deals 9% damage. The clean hit KOs Mario at around 139% damage if he's on the ground. Only the clean hit deals shield damage.
- F-throw: Throw now deals 11% damage, and has some knockback adjustments. KOs Mario near stage ledges at around 117% damage.
- B-throw: Throw has received the same damage and knockback attributes as the f-throw. KOs Mario near stage ledges at around 120% damage.
- U-throw: Damage adjustments have been made. The collateral hit deals 10% damage, while the throw deals 2% damage. The throw also receives a knockback buff, enabling the u-throw to KO Mario at around 129% damage. The collateral hit gains some extra hitboxes that enable it to hit bystanding fighters more easily, but it no longer offers freeze frames.
- D-throw: The collateral hit now hits more frequently, dealing up to 9 hits before the throw (adding up to 11% damage). The throw sends opponents flying at a lower angle, and it also has a weaker BKB value, which makes it easier for Charizard to perform follow-up attacks at low damage percentages. KOs the latest of all of Charizard's throws, not being able to KO Mario near stage ledges until his current damage is set to 267%.
- Flamethrower: Knockback has been weakened, making it easier for the flames to deliver multiple hits. It can't make KOs at all though.
- Flare Blitz: Overall damage and knockback are stronger than before. Deals up to 22% damage, and can KO Mario at around 82% damage on stage centers. The explosion also deals high shield damage, but not enough to fully shatter a full shield. On a side note, the explosion can no longer be reflected or absorbed.
- Fly: Knockback changes have been made to ensure that the attack can properly trap fighters before the final hit is delivered. Deals up to 8 hits, for a total of 17% damage. If all hits connect, they can potentially KO Mario at around 116% damage.
- Rock Smash: Attack now deals 15% damage, while the rock shards each deal 4% damage. Can potentially deal up to a total of 35% damage. The primary hit KOs Mario at around 123% damage, even when used in the air. Deals decent shield damage.
- Fire Fang: The final hit deals 10% damage, but suffers a small KBG nerf. Also sends opponents flying a bit lower than before. KOs Mario at around 122% damage on stage centers. Also deals some shield damage.
- Blast Burn: Overall damage has been strengthened, dealing a grand total of 36% damage. KOs Mario at around 44% damage, making it the most devastating attack in Charizard's arsenal. The explosion's multiple hits also deal enough shield damage to shatter even full shields, making the attack too dangerous to block.
- Rising Cyclone: The attack can now trap fighters more easily, especially with a larger hitbox during the ascent. Deals up to 13 hits, adding up to 25% damage. KOs Mario at around 96% damage if all the hits connect.
- Sinking Skull: Deals slightly less damage than Rock Smash, dealing up to 14% damage. However, the attack is now a meteor smash that can bury grounded fighters, even when used in the air. And unlike Donkey Kong's Headbutt, Sinking Skull has the knockback strength to send aerial opponents plummeting, giving Charizard another meteor smash option to choose from. Deals decent shield damage.
- Fireball Cannon: The clean hit now deals 4% damage. Additionally, all hitboxes receive stronger BKB and KBG, enabling the flames to push back opponents more easily. However, it's still not much of a KO maker, as the 4% damage hitbox doesn't KO Mario at stage centers until his current damage hits 600%. Despite this drawback, the attack can serve as a way to gimp recoveries.
- Dragon Rush: An additional hitbox has been added to make it easier for the attack to trap fighters. The overall attack now deals up to 9 hits, adding up to 14% damage.
- Rock Hurl: Attack deals 10% damage, while the rock shards each deal 2% damage. Can potentially deal up to a total of 18% damage. The primary hit KOs Mario at around 160% damage, even when used in the air. Doesn't deliver as much shield damage as Rock Smash and Sinking Skull.
- Mega Charizard X: Fire Blast and Dragon Rush each receive overall damage buffs, with each attack dealing up to 11 hits, and potentially dealing up to 30% damage. Fire Blast's final hit now has mostly vertical knockback, and can KO Mario at around 55% damage if all 11 hits connect. Dragon Rush starts KOing Mario on stage centers once his current damage goes over 50%, and all 11 hits connect.
Note: This hack does not affect Charizard's attributes or mechanics.
Some point after releasing this moveset hack, I spotted an issue with Dragon Rush. For some reason, it had trouble trapping multiple fighters at the same time. It turns out that the multi-hit segment dealt too much hitlag, making it possible for fighters to break free from the attack if more than one fighter gets hit.
I decided to fix up that issue by decreasing the amount of hitlag that the multi-hit segment delivers; I referenced Mega Charizard X's Dragon Rush, which deals very little hitlag during the multi-hit segment. I also modified Dragon Rush's hitboxes so that it's almost guaranteed to properly trap any fighter who gets hit.
Lastly, the final hit's KBG has been strengthened a bit, and I also decreased its hitlag duration. The whole attack still deals up to 9 hits, adding up to 14% damage.
Everything else remains the same as in the first revision.
I made some additional improvements to a couple of Charizard's attacks for this update.
- F-smash: Charizard now gains super armor after the charging frame, and it lasts until after the attack's hitboxes are removed. However, the f-smash can still be interrupted before and during the charging frame. Likewise, grabs bypass super armor.
- D-smash: Charizard now gains super armor after the charging frame, and it lasts until after the attack's hitboxes are removed. However, the d-smash can still be interrupted before and during the charging frame. Likewise, grabs bypass super armor.
- F-air: Some unnecessary script data has been removed, but the attack still operates the same way as in the previous versions.
- B-air: Adjusted the damage output for a few hitboxes. The flame hitbox still deals 18% damage, but now, the center of the tail deals 16% damage, while the tail portion that's closest to the body deals 14% damage.
- U-throw: Charizard now gains super armor immediately upon executing this throw. The super armor lasts until one frame after Charizard releases its grabbed target.
- Rock Smash: The super armor duration is now longer, active immediately on frame 1 (just like with Rock Hurl). This also applies to the aerial version of the attack.
After thinking things over, I decided to fix some more stuff with the f-smash and d-smash.
The f-smash still has its new super armor property, but I decided to make the sourspot (the body) a bit smaller, while the sweetspot (the head) is now slightly larger. Super armor still activates immediately after the charging frame.
The d-smash still has its new super armor property as well, but to make the attack not be so overpowered with the super armor addition, the super armor's duration is now shorter; it now becomes active on frame 10, instead of frame 3, giving opposing fighters a chance to interrupt the attack without having to resort to grabs.
On a side note, I did test the f-smash's and d-smash's super armor additions against most of the Counter moves, and pretty much all the counterattacks hit Charizard after the super armor is turned off. As for the u-throw's super armor addition, the counterattacks will almost always miss Charizard; the collateral hitboxes do not have any hitlag.
I also tried to see if I could implement heavy armor, but that apparently can't be done with moveset editing; it's a parameter feature that only certain moves have.
Today may be St. Patrick's Day, but this update is not about being green, but more focusing on improving Charizard even further. A lot of months have passed since I last updated this moveset, but I did learn some new stuff that I wanted to implement, which even includes modifying Charizard's parameter data. Below are the most notable changes...
- F-tilt: The flame portion of the tail now deals 13% damage, and it can now KO Mario at 125% damage on any Omega form stage center. The flame hitbox is also larger than before.
- U-tilt: The hitboxes now become active on frame 6.
- D-tilt: The main attack now hits on frame 8. I did have to adjust the windbox's duration along the way.
- Dash Attack: The clean hit's BKB is now stronger, but the KBG has been toned down, making it unable to KO Mario until he has 189% damage. The late hit now deals 10% damage, but it does receive a KBG nerf, causing it to not KO Mario until he has 298% damage. On a final note, the hitboxes for the clean hit and late hit have been merged into extended hitboxes.
- U-smash: I fixed up the hitboxes for the first hit so that they're all weight independent. The second hit remains unchanged.
- D-smash: The super armor that I implemented on the previous revision has been changed to damage-based heavy armor, which activates on frame 3, and lasts until the attack's hitboxes are removed. The heavy armor's damage threshold is 10, so Charizard will only flinch from hitboxes that deal more than 10% damage. Also, I did some hitbox merging so that instead of four hitboxes, there are two extended hitboxes.
- N-air: The attack's hitboxes now become active on frame 6, and the hitboxes have been made larger. However, the KBG for all the hitboxes have been nerfed. As a result, the flame now KOs Mario on any Omega form stage center at 155% damage, while all the other hitboxes make the KO at 199% damage.
- B-air: The whole tail now deals 16% damage, while the flame deals 18% damage. The KBG for all of this attack's hitboxes have been increased as well, with the flame hitbox KOing Mario at any Omega form stage at 101% damage, while all the other hitboxes make the KO at 116% damage.
- U-air: Fixed up the timing for the hitboxes so that they'll now be active on frame 11. The intangible period for the head has also been altered so that it begins on frame 10.
- D-air: The attack now hits on frame 14. The late hit also deals 10% damage now, KOing Mario at any Omega form stage at 177% damage.
- F-throw & B-throw: Both throws now deal 12% damage, but they do receive a small nerf to their BKB. The f-throw KOs Mario on the stage edge at some point after 110% damage, while the b-throw KOs Mario on the stage edge at some point after 115% damage.
- U-throw: I've merged two of the collateral damage hitboxes into an extended hitbox. Charizard still has super armor until after it releases its target.
- Flamethrower: The flames now have transcendent priority, and the late hit's script data has been altered a bit so that a different action is used to change the flame's damage. The flames also travel a bit father than before. The attack can't KO, even if the target has 999% damage.
- Flare Blitz: The damage penalty for executing Flare Blitz has been lowered back to 4% (the original value). The main hitbox has also been made larger, but the explosion remains the same as in the previous revision.
- Fly: The first hit is now weight independent. Also, Fly's travel distance is now the same, regardless of if Charizard uses it on the ground, or in the air.
- Rock Smash: Charizard still has super armor, but it now transitions over to damage-based heavy armor once the hitbox becomes active. The heavy armor's damage threshold is 10.
- Fire Fang: The flames have received slightly less fixed knockback. The final hit remains unchanged.
- Blast Burn: The heavy armor damage threshold has been increased to 20, and the hitbox is larger as well. The explosion remains unchanged, which especially includes its ability to shatter full shields.
- Rising Cyclone: The travel distance on the ground is now better than before, but the move still covers less distance than Fly. The first hit now uses a single extended hitbox that's weight independent. The looping hitbox is now an extended hitbox that can Autolink, making it much more likely to keep fighters trapped. When performed on the ground, the increased travel distance enables Rising Cyclone to KO Mario at around 87% damage if all 13 hits connect.
- Sinking Skull: Charizard now receives damage-based heavy armor for this attack. The damage threshold is 10, and the heavy armor lasts until the hitboxes turn off. The attack itself remains the same as in the previous revision.
- Fireball Cannon: This move has been improved greatly in that Charizard only has to spit one fireball before ending the attack. A new fireball gets generated every 30 frames, and the recharge time has been decreased as well. The damage amount has also been adjusted in that the flame starts out by dealing 4% damage, but as it travels farther from Charizard, the damage decreases to 3% damage, and then 2% damage. While placed on the center of an Omega form stage, Mario can get KO'd by the 4% hit at 600% damage, the 3% hit at 721% damage, and the 2% hit at 903% damage. Lastly, the flame has received transcendent priority.
- Dragon Rush: Some hitbox merging has been made to this attack. Additionally, Charizard now gains heavy armor while using this attack, but the damage threshold is only 5, so it can still be interrupted more easily than Flare Blitz and Blast Burn. Lastly, this attack now has transcendent priority, so it can't clang with other attacks anymore, such as Dr. Mario's Dr. Tornado.
- Fly High: This move's travel distance has been increased further, making its usage as a recovery move much more efficient than before. It still can't deal any damage though. Also, Charizard's mobility upon entering a helpless state has been improved, and the landing lag duration is now the same as Fly's landing lag (30 frames).
- Rock Hurl: Rock Hurl receives a damage-based heavy armor period, which begins once the attack's hitbox activates. The damage threshold, however, is weaker than what Rock Smash has received, which is only 5 for Rock Hurl.
- Dragon Rush (Mega Charizard X): Mega Charizard X's Dragon Rush can now hit every single frame, with the final hit occurring on frame 21, but the maximum damage dealt is still 30%. Because the hitlag for the looping hit apparently can't be adjusted, it's not easy for this attack to trap multiple fighters at the same time if their gravity values are high. But by having the looping hit rehit every frame, even multiple Greninjas can be trapped for this attack's whole duration. Lastly, the looping hitboxes have received a stronger fixed knockback value. Because of these adjustments, Mega Charizard X's Dragon Rush can now KO Mario at around 48% damage if all 21 hits connect, and Mario is placed at the center of an Omega form stage.
- Fire Blast (Mega Charizard X): The start-up period for this attack has been reduced. The flame also deals more hits than before (the looping hitboxes rehit every 2 frames), dealing up to 20 hits total, but the maximum damage dealt is still 30%. The looping hit also has less hitlag than before. KOs Mario at 55% damage if all 20 hits connect.
- Mega Charizard X (Overall): With the improvements to its Dragon Rush and Fire Blast, Mega Charizard X now operates as a powerful damage builder that can potentially deliver a lot of combo hits. If the right circumstances are in play, Mega Charizard X could deliver as many as 81 hits on a single target. However, pulling this off against CPU players is rather difficult, due to their tendency to want to air dodge everything that Mega Charizard X tries to do.
Version 4a Update
After releasing version 4, I apparently overlooked something with the back aerial. As such, I went back and made one more adjustment to that specific attack so that its hitboxes activate on frame 13. While you won't be able to land the flame hitbox on frame 13, you'll at least be able to land one of the tail hitboxes at that point.
I also overlooked Blast Burn's hit before the explosion, where I unintentionally decreased its hitlag multiplier down to 1. The hitlag multiplier is now back to being 3.
Other than those two adjustments, everything else is exactly the same as in version 4.
Version 5 Update
For some reason, whenever I release an update, there always seems to be something that I still have to work on. In this case, there was some more things in Charizard's moveset that I had to work on further. The edits in this update include the following...
- N-air: The attack's hitboxes are now active on frame 5, and I adjusted which animation frame will have the hitboxes activated. Additionally, the hitbox duration is longer, and the ending lag is shorter, enabling Charizard to perform a short hop and this attack without any landing lag issues. In fact, this attack is now Charizard's quickest aerial attack, only lasting up to 43 frames.
- B-air: I had to reposition some of the tail hitboxes, due to the odd placement of Charizard's tail on frame 14. This helps to ensure that no matter how small the target is, the tail or flame hitboxes can hit their mark.
- U-air: Hitbox timing has been modified further in that the hitboxes now activate on frame 10, while the head bones enter an intangible period on frame 9.
- Rising Cyclone: The looping hitbox now lasts 1 frame longer, but the final hit still occurs on frame 41. Still deals up to 13 hits total, adding up to 25% damage.
- Dragon Rush: The looping hitbox now rehits every 2 frames and no longer causes hitlag, enabling Charizard to trap multiple fighters in this attack much more easily, regardless of how high their gravity might be. However, the damage dealt has been adjusted in that the first hit deals 1% damage, while the remaining looping hits deal 0.5% damage per hit. The whole attack deals up to 16 hits now, but the total damage still adds up to 14%.
Version 5a Update
This update is a rather tiny one that modifies one thing in Charizard's parameter data. Thanks to some useful information by BenArthur_7, I was finally able to modify the duration of Charizard's Final Smash; Mega Charizard X can now stay in battle for up to 20 seconds, instead of the original 12 seconds.
Everything else remains the same as in version 5.
Version 6 Update
I've gotten back to updating this moveset hack a bit further. A few attacks have received some additional adjustments and improvements, as mentioned below.
- F-smash: The start-up period has been adjusted a bit. The hitboxes have also received a BKB buff, but the KBG has been toned down as a drawback. The head is still the sweetspot, and it can KO Mario at 78% damage when he's positioned at the center of an Omega form stage. The body hitbox makes the KO at 97% damage. Lastly, the super armor period is still present.
- D-smash: The hitboxes have received slightly better KBG, enabling them to KO Mario at 98% damage when he's positioned at the center of an Omega form stage. The heavy armor period is still present.
- U-air: I've split an extended hitbox back into separate hitboxes. Also, the BKB and KBG have been increased, enabling the attack to KO Mario at 105% damage whenever he's placed on Battlefield's center platform.
- D-throw: The looping hitbox is now attached to bone ID, 0x1A, ensuring that the grabbed target will always take damage from it, regardless of his/her size. The throw's knockback angle is also lower than before, enabling Charizard to deliver a follow-up attack more easily at lower damage percentages. KOs Mario at around 235% damage whenever he's positioned at the stage edge.
- Flamethrower: Charizard will now be pushed back after dealing 5 hits with this attack. The flame hitbox deals 2% damage for frames 1-5, but starting on frame 6, it'll deal 1% damage. KBG is slightly weaker as well, and the flames still have no KO potential.
- Flare Blitz: The explosion hitboxes have been adjusted so that only one hitbox is utilized. The whole attack still KOs Mario at 82% damage when he's positioned at the center of an Omega form stage, and takes a total of 22% damage.
- Fire Fang: Charizard will now be pushed back after dealing 5 hits with this attack. No actual changes to the hitboxes, so the final hit will still KO Mario at 123% damage when he's positioned at the center of an Omega form stage.
- Blast Burn: A few adjustments have been made to the explosion hitboxes. The whole attack still KOs Mario at 44% damage if he takes a total of 36% damage.
- Fireball Cannon: Adjusted when the flame hitbox's damage output will decrease. For frames 1-5, the flame will deal 4% damage; 3% damage on frames 6-10; 2% damage on frame 11 and above. Knockback remains unchanged, so whenever Mario is placed at the center of an Omega form stage, the flame will KO him at 600% damage if it deals 4% damage; KOs at 721% damage if it deals 3% damage; KOs at 903% damage if it deals 2% damage.
- Dragon Rush: The heavy armor damage threshold has been increased to 8. The hitboxes still have transcendent priority, and no further changes have been made to the damage and knockback values; deals 14% damage if all 16 hits connect.
Version 6a Update
After releasing version 6, I've started to question if Rock Smash and its custom variants needed some additional improvements as well. As such, I did some updates to them.
- Rock Smash: The rock's damage output has been increased to 16%, and the ending lag duration is shorter. The damage output increase now enables the attack to KO Mario at 115% damage. Deals a grand total of 36% damage if the rock and its shards hit their target.
- Sinking Skull: Adjusted the start-up lag so that the attack hits on frame 20. Ending lag is also shorter. Damage and knockback stats remain unchanged, including this attack's ability to bury grounded targets. The heavy armor period also stays in tact.
- Rock Hurl: Start-up lag and ending lag have been reduced, with the attack now hitting on frame 18. Damage and knockback stats remain unchanged, so the rock hitbox will still KO Mario at 160% damage. Deals a grand total of 18% damage if the rock and its shards hit their target.
Version 6b Update
There always seems to be something about Charizard that prompts me to want to go back to it again. Anyway, after updating my Ganondorf moveset hack, I felt that Charizard needed a few more improvements itself.
- N-air: Improved the BKB for the hitboxes, but the KBG is also lower. When Mario is placed at the center of an Omega form stage, the flame will KO at 154% damage, while the tail makes the KO at 199% damage.
- B-air: Increased the KBG for the hitboxes. When Mario is placed at the center of an Omega form stage, the flame will KO at 98% damage, while the tail makes the KO at 113% damage.
- U-throw: A tiny adjustment has been made to the timing of the super armor activation. Other than that, no other changes, as the throw still KOs Mario at 129% damage, while the collateral hit makes the KO at 130% whenever Mario is placed at the center of an Omega form stage.
- Flamethrower: Charizard now gets pushed back after dealing more than 10 hits. This helps Charizard deliver more hits on its opponents, potentially dealing over 20% damage before the flames start to shrink. Still has no KO potential.
- Fire Fang: Charizard now gets pushed back after dealing more than 10 hits. The flames also have their fixed knockback weakened slightly, enabling Charizard to deal more hits before it's time to use the finishing attack.
- Fireball Cannon: After thinking things over, I decided to weaken the BKB for the weaker hits. The 4% hit still has 40 BKB; the 3% hit now has 30 BKB; the 2% hit now has 20 BKB. KBG is still 60, regardless of damage dealt. When Mario is placed at the center of an Omega form stage, the 4% damage hit will KO at 600% damage; the 3% damage hit will KO at 768% damage. The 2% damage hit is no longer able to KO Mario at the center of Omega form stages, but it will KO him at 789% damage if he's placed at the stage edge.