Introduction
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.
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Pick if you like |
Avoid if you dislike
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- 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.
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- Tallness: 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 sweep in order to get meter.
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Stats
Health
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Guard Heatlh
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Fastest Attack
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Walkspeed
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Prejump
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26
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12
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4A (4f)
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3.5 / -3.5
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6f
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Normals
5A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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1 [1]
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-
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Mid
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2A, 5B, 6B, 2B, 623B, 214B,
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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5
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1
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12
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+3 [+7]
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-
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Simple standing jab.
- Blaziken's second fastest button, behind 4A.
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2, 2 [2, 2]
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-
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Mid
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(First Hit Only) 5B, 2B, 6B, 623B, 214B
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Upper Body Invul (Frames 1-16)
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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6
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4(2)6
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28
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+3 [0]
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-
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Blaziken does a roundhouse kick to the air.
- Blaziken's fastest normal, making it a great mash option.
- Also a great anti-air because of where it hits along with it's upper body invulnerability
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2 [3]
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-
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Mid
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5B, 6B, 2B, 214B, 623B, 2626B
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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8
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6
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22
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+2 [-1]
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-
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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 it's range.
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Toggle Hitboxes Toggle Hitboxes
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2A Stanky leg
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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1 [1]
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-
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Low
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5B, 6B, 2B, 214B, 623B, 2626B
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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7
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4
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18
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0 [-2]
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-
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Short-ranged cancellable low.
- Mostly combo fodder, as it gatlings out of 5a and combos on cancel into 2b.
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Toggle Hitboxes Toggle Hitboxes
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3A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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1 [1]
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-
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Low
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5B, 6B, 2B, 214B, 623B, 2626B
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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10
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8
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27
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+53 [-15]
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-
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Universal sweep.
- Has great range, making it an extremely dangerous tool in neutral combined with his run.
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Toggle Hitboxes Toggle Hitboxes
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j.5A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3/2 [1]
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-
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High
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j.B
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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8
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25
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6
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15 [+13]
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-
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Blaziken kicks in front of him in the air.
- Advantage assumes done at lowest possible height.
- Weak version of j.A comes out on frame 19.
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Toggle Hitboxes Toggle Hitboxes
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j.8A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2, 2 [1, 1]
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-
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High
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j.B
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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11
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17
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6
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23 [+13]
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-
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Blaziken punches the air below him.
- Advantage assumes done at lowest possible height.
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Toggle Hitboxes Toggle Hitboxes
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Specials
Flame Kick 5B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2 [1]
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-
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Mid
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5BB
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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19
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-
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51
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-29 [-39]
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-
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Blaziken kicks the air and sends out a spinning fire projectile.
- Advantage assumes done point blank.
- Knockdown occurs if it hits an opponent in the air.
- Don't use it raw up close or you'll explode.
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Sky Uppercut 6B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3 [1]
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-
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Mid
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C Cancel
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-
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Launch, Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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10
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24
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65
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+30 [-48]
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-
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Blaziken uppercuts the air.
- Great vertical range, but weak horizontal range.
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Toggle Hitboxes Toggle Hitboxes
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Rising Sun Kick 2B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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1, 3 [2, 3]
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-
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Mid
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2BB
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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6
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11(10)11
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24
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+x [-x]
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-
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Blaziken does a two-hit forward-moving tatsu.
- Used as a burst option in neutral to catch people off guard.
- Certain characters like Mienshao can duck this move and then whiff punish Blaziken afterward.
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Toggle Hitboxes Toggle Hitboxes
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Blaze Kick j.B Target Brand Pom j.C Target Brand Pom j.C
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3 [2]
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-
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High
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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29
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39
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18
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+9 [+9]
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-
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Blaziken does a flip kick downward.
- Advantage assumes done at lowest possible height.
- Knockdown occurs when hitting an opponent in the air.
- Deceptively active, making it sometimes difficult to deal with.
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Toggle Hitboxes Toggle Hitboxes
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EX Moves
Flare 5BB
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2 [1]
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-
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Mid
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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8
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-
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61
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+1 [-13]
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1
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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.
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Flare (2B) 2BB
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2 [1]
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-
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Mid
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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8
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-
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53
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-
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1
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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 projectile sent out can be crouched under.
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Solar Uppercut 623B The cooler 6B The cooler 6B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2, 2, 1 [1]
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-
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Mid
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C Cancel
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Full invincibility frames 1-46
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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5
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41
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70
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57 [-58]
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-
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EX version of 6B.
- Somewhat tricky to punish because of the horizontal movement Blaziken has during Solar Uppercut.
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Toggle Hitboxes Toggle Hitboxes
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Triple Sun Kick 24B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2, 2, 2 [1, 1, 4]
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-
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Mid
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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15
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5(4)6(4)8
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55
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+38 [-14]
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1
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Blaziken does 3 advancing kicks to the air.
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Toggle Hitboxes Toggle Hitboxes
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Super
Rooster Roast 2626B Useful for cooking Useful for cooking
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3, 3, 4 [3, 3, 3]
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-
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Mid
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-
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-
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Launch, Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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7
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27
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78
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+38 [-14]
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2
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Blaziken breathes out a giant fireball, burning anything near it.
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Toggle Hitboxes Toggle Hitboxes
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Throws
Forward Throw 6C I felt a great disturbance in the corner, as if millions of PKMN:CC players cried out in terror and were suddenly silenced. I felt a great disturbance in the corner, as if millions of PKMN:CC players cried out in terror and were suddenly silenced.
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3
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-
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Unblockable
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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7
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2
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35
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-
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-
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Blaziken knees the opponent three times and sends them upward.
- One of Blaziken's best tools.
- Doesn't count as a knockdown, meaning any dealt guard damage stays.
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Back Throw 4C
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2
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-
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Unblockable
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-
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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7
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2
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35
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-
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-
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Blaziken rolls backward and throws the opponent away.
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Character Page Progress
table
Roadmap
In Progress / Completed |
To-do
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- Landing page done.
- Character images, frame data, write-ups done.
- Combos listed for most characters.
- All major pages are done, including Training Mode.
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- Create an easy-to-read tool for Combos.
- Add more details about character strategy in pages.
- Add a page for other 1P modes.
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