Matchup Summary (Win Condition and Game Plan)
This matchup is won by making Charizard swing first. Charizard’s Bair, Up Smash, Forward Smash, Flare Blitz, throws, and raw power can erase Sonic’s lead quickly, and because Charizard also runs fast for a heavyweight, sloppy forward movement gives him exactly the close-range brawl he wants.
Even so, Charizard is still huge, combo-prone, and not especially precise once forced to land. The table shows that after Sonic blocks Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Back Air, Down Air, Neutral B, or Side B, he can usually answer with Up B (4f), then OOS Uair (8f), OOS Fair (8f), OOS Nair (9f), Grab (10f), and sometimes Up Smash (14f). Neutral Air and Up Air are the spots where forcing the instant punish is much less important.
That makes the stable plan to show spin charge, pull back, and re-run the lane until Charizard commits to tail pressure, grab, or Flare Blitz, then hit the outside with Down Tilt, Dash Attack, Fair, or Grab. Once Charizard is above Sonic, the multi-jump does not fix the slow drift, so juggling from slightly off-center with Up Tilt, Uair, and Up Smash is much more reliable than trying to finish the stock immediately.
For kills, it is more repeatable to push Charizard to ledge and cover jump, high Fly routes, and landing drift with Bair, Up Smash, or Forward Smash than to scrap in center stage. Overchasing offstage just gives Charizard more chances to reverse with Bair or Dair, so Sonic should usually close the stock from stage control instead.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Sonic OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -14 |
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| Jab 2 | 5 | -16 |
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| Jab 3 | 7 | -20 |
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| Forward Tilt | 12 | -18/-15 |
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| Up Tilt | 9 | -16 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 10 | -12 |
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| Forward Smash | 22 | -36/-37 |
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| Up Smash | 6/14 | -24 |
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| Down Smash | 14 | -35 |
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| Neutral Air | 8 | -6/-5 |
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| Forward Air | 8 | -14/-14 |
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| Back Air | 14 | -16/-15/-14 |
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| Up Air | 12 | -8 |
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| Down Air | 18 | -16/-17 |
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| Neutral B | 19/26/33/40 | -24 |
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| Side B | 23 | -52/-66 |
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| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Show spin charge, pull back, and dash again until Charizard commits to Forward Tilt, grab, or Flare Blitz first, then whiff punish from the outside with Down Tilt, Dash Attack, Fair, or Grab.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Forward Air, Back Air, Down Air, Neutral B, or Side B, punish immediately with Up B (4f), then extend with OOS Uair (8f), OOS Fair (8f), OOS Nair (9f), Grab (10f), or Up Smash (14f) when spacing allows.
- Do not force the instant shield punish on Neutral Air or Up Air. Hold position and take the next landing or double-jump drift with Uair, Fair, or a run-under instead.
- Once Charizard is high, stay slightly to the side and keep threatening Up Tilt, Uair, and Up Smash so each multi-jump still funnels back toward the ledge.
- At kill percent, keep ledge control and cover jump, high Fly, and landing drift with Bair, Up Smash, and Forward Smash instead of forcing center-stage brawls.
Actions to Avoid
- Standing in front of Charizard for too long and letting Forward Tilt, grab, and Flare Blitz all threaten the same space for free.
- Treating blocked Neutral Air and Up Air like guaranteed punishes and giving up the juggle because the immediate out-of-shield swing whiffs.
- Chasing too deep offstage and letting Charizard reverse with Bair or Dair when the stock could be closed by holding the ledge.
- Fishing for an early kill in center with raw Up Smash or Forward Smash and giving Charizard one heavy punish to flip the game back.