Isabelle vs Charizard

Charizard Matchup (Isabelle)

Isabelle vs Charizard

In Isabelle vs Charizard, the stable win condition is to stop Charizard's burst options with Lloyd and slingshot, then convert his large hurtbox and heavy landing into repeated ledge pressure before he wins the damage race.

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Matchup Summary (Win Condition and Game Plan)

This matchup is dangerous because Charizard’s fair, bair, up smash, and Flare Blitz can put Isabelle into kill range almost immediately. At the same time, Charizard’s large hurtbox and slow landing make him vulnerable if Isabelle can keep his path restricted with Lloyd Mine and forward or back air before he gets to swing.
Charizard’s dash speed is strong, but his air drift and defensive landing options are much less impressive. Isabelle should avoid scrapping at point-blank range, place Lloyd Mine one step ahead of herself, and use drifting fair and bair to interrupt Charizard’s ground burst so that up smash and Fishing Rod can cover the landing after he is forced upward.
The frame table also shows that Jab 1-3, forward tilt, up tilt, down tilt, dash attack, all smashes, fair, bair, dair, Neutral B, and Side B are all punishable with quick answers like OOS Nair (8f), OOS Uair (9f), Up Smash (9f), and Grab (10f). Especially against Flare Blitz and Charizard’s heavier grounded swings, Isabelle needs to take the punish every time instead of letting the risk-reward stay close. Nair and uair are the exceptions, where chasing the next landing is more reliable than forcing an immediate shield punish.
For kills, central-stage guesses are less stable than ledge pressure. Keeping Lloyd and Fishing Rod active while covering jump, high recovery, and ledge getup with slingshot aerials and up smash gives Isabelle repeated chances to finish without overextending offstage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldIsabelle OOS Candidate MovesBarely Missed Moves
Jab 14-14
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (+2)
Jab 25-16
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Jab 37-20
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Forward Tilt12-18/-15
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (+1)
Up Tilt9-16
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Down Tilt9-11
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Dash Attack10-12
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (+1)
  • OOS Dair (+2)
Forward Smash22-36/-37
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Up Smash6/14-24
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Down Smash14-35
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Neutral Air8-6/-5
  • None
  • OOS Nair (+3)
Forward Air8-14/-14
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (+2)
Back Air14-16/-15/-14
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (+2)
Up Air12-8
  • OOS Nair (8f)
  • OOS Uair (+1)
  • Up Smash (+1)
  • Grab (+2)
Down Air18-16/-17
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Neutral B19/26/33/40-24
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Side B23-52/-66
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Up B9…
Down B
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Place Lloyd Mine one step in front of Isabelle and use fair and bair to stop Charizard’s dash-ins before they reach point-blank range.
  • Punish Jab 1-3, forward tilt, up tilt, down tilt, dash attack, all smashes, fair, bair, dair, Neutral B, and Side B with OOS Nair, OOS Uair, Up Smash, and Grab, especially making Flare Blitz pay every time.
  • Do not force immediate shield punishes on nair or uair. Chase the landing with slingshot aerials or up smash instead.
  • Once Charizard is airborne, keep tracking the last extra jump and the landing after up-B so Fishing Rod and up smash cover where he must come back down.
  • At the ledge, stay patient and keep Lloyd plus Fishing Rod in place so jump, high recovery, and standard getup are all threatened without needing a deep edgeguard.

Actions to Avoid

  • Taking point-blank brawls where Charizard’s fair, bair, and up smash can decide the stock off one read.
  • Swinging an immediate out-of-shield option after every blocked nair or uair and getting counter-trapped during Charizard’s landing drift.
  • Panicking against Flare Blitz with hasty jumps or air dodges and creating the exact scramble Charizard wants.
  • Chasing too deep offstage, losing ledge setup, and letting Charizard escape the situation with extra jumps or up-B recovery mixups.

Reference Links

Related Pages