The ending hitbox has somewhat forceful knockback, which can make this move good for juggling. Frames 4-13 of this attack provide Launch resistance. This can be most easily shown by performing this move next to a Smart Bomb: Charizard will take all damage he would normally, but will not be knocked back.
Fly is an average recovery, but is better as a combo finisher and kill move. Since it has Super Armor it is not easily gimped or interrupted when used to kill an opponent off the ceiling.
|Charizard's Special Moves|
|Side Special||Rock Smash||Flare Blitz|
|Down Special||(Pokémon Change)||Rock Smash|
|Final Smash||Fire Blast (of Triple Finish)||Mega Evolution|
Rising Cyclone is Charizard's Up Special Move that can be used via customizations. Charizard flies upward, but its recovery distance is minimal. However, if it makes contact with the enemy, Charizard grabs them briefly, damaging them multiple times before a final hit at the apex of the move, which will knock the opponents back.
|Charizard's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Fire Fang||Fireball Cannon|
|Side Special||Blast Burn||Dragon Rush|
|Up Special||Rising Cyclone||Fly High|
|Down Special||Sinking Skull||Rock Hurl|
Fly is a two-turn move that is tied to HM02 in the Pokémon games since the beginning. It has a Base Power of 90 (originally having a BP of 70 until Generation IV onwards), an accuracy of 95, and it is a Flying-typed attack. While using Fly typically protects the user on the first turn and prior to attacking if the Pokémon in question isn't the fastest, there are ways to circumvent Fly's protection, from moves (i.e., Sky Uppercut and Thunder) to abilities like No Guard (as No Guard forces all attacks on both sides to hit).
Outside of combat, it is used to visit sites previously visited.