Blaziken is the ultimate jack of all trades.
His neutral is above average, having a great anti air in 4A, a fireball in Flame Kick, and a run to help close up space. His damage is consistently high, and bolstered when bar comes into play. On pressure he's no joke either; he has one of the most useful throws in the game in 6C along with great normals like 6A and a terrifying overhead in the form of Blaze Kick, making him a terrifying, near-unstoppable snowball.
Blaziken is not perfect however; he struggles to consistently gain meter. Unlike other characters, Blaziken is unable to combo into his sweep from his normals, forcing him to work harder for meter gain.
Along with that, some matchups force Blaziken to play the opponent's game, namely Primeape and Toxicroak either completely changing how Blaziken plays neutral or forcing him to take unnecessary risks to not take further damage.
Overall, Blaziken is great for those wanting to play someone both strong, consistent, and straightforward. While gaining meter can be difficult, once you gain it, the opponent is in for a rough time.
Playstyle
Blaziken is a versatile shoto who can switch between oppressive offense and strong keep-away at a moment's notice.
Pick if you like
Avoid if you dislike
Jack of All Trades: Blaziken is good in almost every department; Consistent high damage that is bolstered with meter, great neutral, great pressure, etc.
Strong Conversions off of Stray Hits: Any hit that isn't something like a 6A usually leads to high reward and a free mixup for Blaziken, allowing him to run his pressure even more.
Consistency: In almost all situations, Blaziken is very consistent in what he can actually do, from advantage to disadvantage.
Terribly Tall: Being tall makes it easier for other characters to pressure Blaziken.
Volatile Matchups: Being a jack of all trades leaves Blaziken outshined in matchups against specialists like Toxicroak and Primeape.
No String into Sweep: Blaziken has no consistent way to gain meter, meaning he has to fish for throws and sweeps.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
2A, Special
-
-
Startup
Active
Recovery
Advantage
Cost
7
1
12
+3 [+5]
-
Total: 19
Blaziken performs a simple standing jab.
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2, 3
0, 1
Mid
(First Hit Only) Special, C Cancel
Upper Body Invul (Frames 1-16)
-
Startup
Active
Recovery
Advantage
Cost
8
3(3)8
37
+6 [-6]
-
Total: 58
Blaziken does a roundhouse kick to the air.
Great anti-air because of where it hits along with it's upper body invulnerability
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
1
Mid
Special
-
-
Startup
Active
Recovery
Advantage
Cost
13
6
24
+4 [-5]
-
Total: 42
Blaziken steps forward a bit and hits in front of him with the back of his fist.
Sees lots of usage in block pressure due to its range
Toggle Hitboxes
Toggle Hitboxes
2A
Stanky leg
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Low
Special, C Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
10
4
15
1 [-1]
-
Total: 28
Blaziken kicks out at the ground.
Short-ranged cancellable low
Mostly combo fodder, as it gatlings out of 5a and combos on cancel into 2B
Toggle Hitboxes
Toggle Hitboxes
3A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
1
Low
2B, 24B
-
Knockdown (Ground Hit)
Startup
Active
Recovery
Advantage
Cost
11
8
40
+40 [-30]
-
Total: 58
Blaziken squats down and greatly extends his leg in a low kick.
Has great range, making it an extremely dangerous tool in neutral combined with his run
Builds a bar of meter on hit
Toggle Hitboxes
Toggle Hitboxes
j5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4/3
0
High
jB
-
-
Startup
Active
Recovery
Advantage
Cost
9
25
6
+20 [+11]
-
Total: 39
Blaziken kicks in front of him in the air.
Advantage assumes done at lowest possible height
Weak version of jA comes out on frame 19
Toggle Hitboxes
Toggle Hitboxes
j8A
80% combo moment
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3, 3
1, 1
High
jB
-
-
Startup
Active
Recovery
Advantage
Cost
12
17
6
+27 [+11]
-
Total: 34
Blaziken punches the air below him.
Advantage assumes done at lowest possible height
Toggle Hitboxes
Toggle Hitboxes
Specials
Flame Kick 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1, 3
1, 1
Mid
5BB, 426B, C Cancel
-
Knockdown (Air Hit), Projectile
Startup
Active
Recovery
Advantage
Cost
21
9
49
2 [-17]
-
Total: 79
Blaziken kicks the air and sends out a spinning fire projectile.
Advantage assumes done point blank
Don't use it raw up close
Sky Uppercut 6B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
1
Mid
426B, C Cancel
Upper Body
Launch, Knockdown
Startup
Active
Recovery
Advantage
Cost
11
24
49
+46 [-34]
-
Total: 83
Blaziken uppercuts the air.
Great vertical but weak horizontal range
Toggle Hitboxes
Toggle Hitboxes
Rising Sun Kick 2B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1, 4
1, 1
Mid
2BB
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
7
11(11)11
48
+45 [-9]
-
Total: 87
Blaziken does a two-hit forward-moving tatsu.
Burst option in neutral to catch opponent off guard
Certain characters like Mienshao can duck this move and then whiff punish Blaziken afterward
Toggle Hitboxes
Toggle Hitboxes
Blaze Kick jB
Target Brand Pom jC
Target Brand Pom jC
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4/2
1
High
-
-
Knockdown (Air Hit)
Startup
Active
Recovery
Advantage
Cost
30
22
23
+12 [+0]
-
Total: 74
Blaziken does a flip kick downward.
Advantage assumes done at lowest possible height
Deceptively active, making it sometimes difficult to deal with
Toggle Hitboxes
Toggle Hitboxes
Hyper Moves
Flare 5BB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
426B, C Cancel
-
Projectile
Startup
Active
Recovery
Advantage
Cost
9
64
50
+31 [-1]
1
Total: 123
Blaziken sends out another fireball.
Advantage assumes you either got hit point-blank or blocked the previous 5B
Extremely useful on oki when trying to cover tech options
Flare (2B) 2BB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
0
Mid
-
-
Projectile
Startup
Active
Recovery
Advantage
Cost
6
8
31
54 [-6]
1
Total: 45
Blaziken sends out a fire projectile from his legs.
Useful in neutral as it sends out a projectile combined with forward movement
Can be used to make 2B safe
The fireball sent out can be crouched under
Solar Uppercut 623B
The cooler 6B
The cooler 6B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2, 2, 2
1, 1
Mid
(First Hit only) 426B, C Cancel
Full invincibility frames 1-46
Launch, Knockdown
Startup
Active
Recovery
Advantage
Cost
6
35
61
66 [-57]
1
Total: 57
EX version of 6B.
Somewhat tricky to punish because of the horizontal movement Blaziken has during it.
Toggle Hitboxes
Toggle Hitboxes
Triple Sun Kick 24B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3, 3, 3
1, 1, 4
Mid
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
16
5(5)6(5)8
24
+48 [-6]
1
Total: 89
Blaziken does 3 advancing kicks to the air.
Can be crouched under
Toggle Hitboxes
Toggle Hitboxes
Super
Rooster Roast 426B
Useful for cooking
Useful for cooking
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1x6, 4
0x6, 4
Mid
-
-
Launch, Knockdown
Startup
Active
Recovery
Advantage
Cost
28 [-7 Super Freeze]
41
105
+86 [-2]
2
Total: 173
Blaziken breathes out a giant fireball, burning anything near it.
Lotta damage
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable
-
-
-
Startup
Active
Recovery
Advantage
Cost
8
2
41
-
-
Total: 50
Blaziken knees the opponent three times and sends them upward.
One of Blaziken's best tools
Back Throw 4C
Because of course the fire bird who kicks a lot would have Ken's back throw.
Because of course the fire bird who kicks a lot would have Ken's back throw.
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
8
2
41
-
-
Total: 50
Blaziken rolls backward and throws the opponent away.
Combos
BnBs:
5A Starter
5A x 2A x 2B
>>>>
7 Damage
6A Starter
6A x 2B
>>
8 Damage
Counterhit
6A 6A x 2B
>>>>
11 Damage
jA Jump-In
jA 6A x 2B
>>>>
12 Damage
j8A Jump-In
j8A x jB 5A x 2A x 2B
|none1=8
|normal2=8
|special3=5
|normal4=5
|normal5=2
|special6=2
}}
13 Damage
Corner Only
4A 5A x 2A x 2B
>>>>>>
11 Damage
1 Meter:
5A Starter
5A x 2A x 24B
>>>>
11 Damage
Counterhit
623B 6A x 2B
>>>>
13 Damage
Corner Only
6A x 5B x 5B 5A x 2A x 2B
>>>>>>>>>>
16 Damage
C-Cancel Combos
6B C-Cancel (1 Meter)
5A x 2A x 6B cc 6A x 2B
>>>>>>>>>>>>
13 Damage
High Corner Carry
6B C-Cancel (1 Meter)
5A x 2A x 6B cc 66 x j8A x jB