Burning is an asshole. You run at people, hit them a few times, then beam their ass. If they somehow live it you're probably just gonna chip'em out anyways. This dude has an invincible command dash that's air OK, so keeping him out is a chore. Hope your buttons whiff cancel or have low recovery. And even then he can cancel it into DP. If he hits you, his super is one of the best in the game and will probably take a stock. Thankfully, his mixup isn't anything special although it's definitely not the worst in the game, trying to find when to interrupt his pressure is difficult and if he catches you slacking he'll grab you into full combo.
Archetype: Rushdown
Strengths
Weaknesses
Invincible Dash: Fuck neutral
Weak Projectiles: This dude ain't zoning lmao
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P (Air OK) - Vulcan Guns: Ammo attack, varies with button strength. Shoots small, fast projectiles.
426P (Air OK) - Tenkyoken: Hadouken-esque projectile that doesn't go full screen but has high priority.
624P - Burning Finger Sword: Slow and short ranged unblockable.
626P - Burning Finger Uppercut: Short range punch into burning finger, high damage combo ender.
264P - Heat End: Hit grab that does a ton of damage and can be canceled into other specials for combos.
626K (Air OK) - Jumping Knee: Invincible DP.
24K (Air OK) - Burning Dash: Invincible forward dash that can cancel into normals or specials, excellent in neutral, pressure and defense. Can't be canceled into.
Super
26X+X - Sekiha Tenkyoken: Big and fast beam super, excellent for combos and punishes.
Command Normals
j.2WK - Knee Kick: Divekick, good for overhead mixups.
A standard standing jab. Whiffs on small and medium crouching characters, but larger characters will have nightmares trying to get out of the constant pressure this move can provide.
Burning performs a two-hit anti-air uppercut. Be it by sorcery or some other form of witchcraft, Burning's upper body's hurtbox seems almost unexistent when he uses this move, making it a spectacular anti-air. Also frequently used to add damage on grounded combos before cancelling into super.
Short-ranged kick. Due to how good Burning's jabs are, this move sees little use in neutral or in pressure. It does serve as a hitconfirm on some crouching characters where 2SP won't connect, allowing combos into super on those niche situations.
Kick to the face. Used as combo filler in some specific routes or against specific characters to add a huge chunk of damage before cancelling into super.
Standard low jab. Hits low for some reason, making it really dangerous to try walking away from Burning pressure, as doing so makes you run the risk of getting hit by this and subsequently getting hit by a full combo into super.
Crouching low kick. Underwhelming when compared to most other Burning normals, but does have good reach to make up for it overall lack of utility otherwise.
Downward strike with both fists. Knocks the opponent down when used. Not the best aerial normal, but Burning bends in such a weird way that some attacks will go right under him during the move.
They told me to pick a character that plays footsies, so I did
They told me to pick a character that plays footsies, so I did
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
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High
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-
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Potentially Burning's best normal. Incredible hitbox, almost no hurtbox on the waist below, and leads to a full combo into super if it hits a grounded opponent. Using it during an aerial Burning Dash (j.24K)
gives Burning an unbelievable amount of forward momentum, granting him a hard to predict "surprise attack" factor, as few opponents will be ready to see Burning traverse the whole screen in less than half a second with this move.
Drop kick with the knees. Stops and forward momentum Burning had before dropping down and hits overhead. Can be used for unorthodox crossups or as a movement option when you want to fall straight down.
High kick that stops Burning's forward momentum. Can be used in aerial combos in place of j.SK, but it's not as consistent. Feel free to use it if you think it looks cooler, however!
Burning shoots a streak of bullets from his head. The projectiles are low priority and deal low damage, but follow the opponent's movement trajectory to a moderate degree. Additionally, Burning can link these vulcan guns into a super. While they do prorate quite heavily, thus reducing the super's damage, it can be a useful way to finish off an opponent's HP bar and force an overheat or even win the match altogether.
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
WP
-
High/Low
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-
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Projectile, Ammo
Costs 25 ammo. Shoots fewer projectiles, but has lower recovery. Good for stopping enemy approaches, interrupting setups and baiting Supers in certain matchups.
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
SP
-
High/Low
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-
-
-
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Costs 50 ammo. Shoots more projectiles, but has longer recovery. Good for dealing chip damage to an opponent about to overheat and for linking into a super as mentioned above.
Although it is called "Burning Finger", Burning actually advances while emanating flames from his entire hand. The lengthy startup makes it a difficult move to simply throw out, but it does deal good damage to make up for it, including a respectable amount of chip damage. Despite it looking like a projectile, it isn't one, meaning opponents that have I-field instead of Dodge are unable to avoid the massive chip damage this attack deals on block. Additionally, Burning Finger can be super canceled for high damage on hit or, if you're confident in your timing, canceled into Heat End (264P) then into super for massive instead.
Burning shoots a Hadouken-like projectile. It doesn't go very far, but it has high priority, meaning it will overcome most projectiles it comes up against.
One of the slowest unblockables in the game, Burning prepares a heavy swing with his energy sword. The only moment you feasibly make use of this is after causing a hard knockdown on a opponent without meter, so that they cannot Dodge or I-field it on wakeup, thus making them susceptible to a meaty hit from the sword. At any other moment, you're effectively sacrificing all momentum and asking to get hit in the face for trying to use this.
Burning punches the opponent before dragging them into the air with a burning finger attack. The animation only plays out on hit. Doesn't see much use due to its short hit and due to the fact that Burning doesn't particularly care about dragging opponents into the air when killing them with grounded supers is preferable.
Burning grabs the opponent with his palm before exploding them and launching them forward. Not a true throw, as it can be blocked, but can be comboed into with Burning Finger (24P). On hit, it can be special canceled into the super Sekiha Tenkyoken (26P+K) for massive amounts of damage.
Burning does a rising knee strike. Frame 1 full invincibility makes this a true reversal, and the damage, knockdown and active frames on this move make it a very good reversal at that. Causes knockdown on hit, making it a good ender for air combos as well. can be used after Burning Dash (24K) for extended invincibility when the dash alone can't get you out of a pinch.
Burning performs a forward dash that can be canceled into any normal and most special moves. The best special in Burning's kit, this move has frame 1 invincibility, allowing him to go through most attacks in the game unscathed. The invincibility goes away the moment he cancels it into another move (other than Jumping Knee), but more often than not Burning will be able to avoid the opponent's attack and punish them for it with a full combo into super. Because of this, and because of how much momentum Burning gets for cancelling this move in the air, almost every scenario in the game that involves risk/reward is heavily skewered in Burning's favor, as he can and often will deal much more damage than the opponent could if he gets the hit.
Burning fires a fullscreen horizontal laser. Deals massive damage and blasts through almost every other projectile in the game. Burning's entire goal is hitting a button into this beauty, and it WILL hurt you if he does so. Characters with lower defense values with often overheat from a single 5SP cancelled into this due to Burning's excellent damage scaling on his attacks. Tougher characters aren't much safer, as Burning can, in fact, link two uses of this super back to back to finish off an HP bar should he have a super to spare. Avoid firing off vulcans on the ground, or you might just eat one of these raw in return.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
F
Offense
F. Add additional categories as needed
Additional Resources
Links to any additional resources, delete category if there are none.
Combos
Midscreen
5WP > 5WP > 5SP > 5SK
Damage. Combo desc.
Corner
Combo Example
Damage'. Combo desc.
Matchups
Overall
His general matchup spread, how good is he across the board. Does he have weaknesses against an archetype? Does he do especially well against a group?