Matchup Summary (Win Condition and Game Plan)
Once Falco stops Charizard with laser and gets into up tilt, nair, or up air, Charizard’s large body and awkward fall timing make the landing trap drag on for a long time.
On the other hand, if Charizard uses ftilt, Flamethrower, and retreating bair to clip Falco’s walk speed and low aerial approaches first, Falco’s light weight and linear recovery let Charizard convert one read into a stock.
The frame table shows that Jab 1, Jab 2, Rapid Jab Finisher, Dash Attack, Neutral B, Side B, Up B, and Down B are all punishable by options such as Up Smash (6f), Up B (9f), Grab (10f), and OOS Nair (11f), so sloppy close-range pressure and recovery choices can be hit hard.
Do not force immediate punishes against shallow nair, dair, or uair; the win condition is to read Falco’s landing and offstage routes, then turn that into second-layer pressure.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Charizard OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -17 |
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| Jab 2 | 3 | -19 |
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| Rapid Jab | 5/7/9/… | — | ||
| Rapid Jab Finisher | 5 | -31 |
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| Forward Tilt | 6 | -11 |
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| Up Tilt | 5/12 | -12 |
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| Down Tilt | 8 | -9/-10/-11 |
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| Dash Attack | 8 | -21 |
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| Forward Smash | 17 | -20 |
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| Up Smash | 7/13 | -27 |
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| Down Smash | 8 | -27 |
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| Neutral Air | 3/6/10/17 | -7/-6 |
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| Forward Air | 7… | -10 |
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| Back Air | 9 | -8/-10 |
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| Up Air | 7 | -5 |
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| Down Air | 10 | -6/-7 |
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| Neutral B | 8/7 | -24/-22 |
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| Side B | 13/18 | -20/-14 |
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| Up B | 20/22/24/26/28/30/32/43-46/47/49/51/53/55/57/59/61 | -21 |
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| Down B | 5 | -33 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Charizard should not jump back in immediately after taking laser. First slow down Falco’s walk speed, short ground bursts, and low approach angles with ftilt and Flamethrower, then contest.
- When Charizard blocks Falco’s Jab 1, Jab 2, Rapid Jab Finisher, Dash Attack, Neutral B, Side B, Up B, or Down B, immediately take the punish that reaches: Up Smash (6f), Up B (9f), Grab (10f), or OOS Nair (11f).
- When launched, Charizard should not mash on the way down. Spend the remaining jumps to change landing height and avoid drifting back directly above Falco’s up tilt and uair.
- Charizard should finish stocks by exploiting Falco’s light weight and linear recovery with ledge Flamethrower, bair, dair, and Up Smash.
Actions to Avoid
- Jumping straight in after seeing laser and handing Falco the starter for up tilt, nair, and uair chains.
- Throwing out a big punish every time against shallow nair, dair, or uair, then letting Falco extend the juggle when the punish whiffs.
- Burning extra jumps too early after being launched, returning to the same height, and letting Falco chain up tilt and uair repeatedly.
- Overchasing offstage, getting your recovery read, and giving Falco a reversal with bair or a landing Up Smash.