Pokemon: Close Combat/Blaziken

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PKMNCC Blaziken Portrait.png
Archetype: Shoto
Health: 39
Endurance: 12
Endurance Refresh: 3
Walk Speed: 3.5 / -2.5 (5.7 Running)
Prejump Frames: 6f
Fastest Attack: 5A (7f)

The Rotisserie Rushdown

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
PKMNCC Blaziken NavboxIcon.png 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
PKMNCC A.png
PKMNCC Blaziken 5A.png
PKMNCC Blaziken 5AHitbox.png
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
PKMNCC4.pngPKMNCC A.png
PKMNCC Blaziken 4A.png
PKMNCC Blaziken 4A1Hitbox.png
PKMNCC Blaziken 4A2Hitbox.png
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 its upper body invulnerability
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Blaziken 6A.png
PKMNCC Blaziken 6AHitbox.png
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
PKMNCC2.pngPKMNCC A.png
PKMNCC Blaziken 2A.png
PKMNCC Blaziken 2AHitbox.png
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
PKMNCC3.pngPKMNCC A.png
PKMNCC Blaziken 3A.png
PKMNCC Blaziken 3AHitbox.png
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
PKMNCC A.png PKMNCC J.png
PKMNCC Blaziken j5A.png
PKMNCC Blaziken j5A1Hitbox.png
PKMNCC Blaziken j5a2Hitbox.png
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
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Blaziken j8A.png
PKMNCC Blaziken j8A1Hitbox.png
80% combo moment
PKMNCC Blaziken j8a2Hitbox.png
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
PKMNCC B.png
PKMNCC Blaziken 5B.png
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
PKMNCC6.pngPKMNCC B.png
PKMNCC Blaziken 6B.png
PKMNCC Blaziken 6B1Hitbox.png
PKMNCC Blaziken 6B2Hitbox.png
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
PKMNCC2.pngPKMNCC B.png
PKMNCC Blaziken 2B.png
PKMNCC Blaziken 2B1Hitbox.png
PKMNCC Blaziken 2B2Hitbox.png
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
PKMNCC B.png PKMNCC J.png
PKMNCC Blaziken jB.png
PKMNCC Blaziken j5B1Hitbox.png
Target Brand Pom jC
Target Brand Pom jC
PKMNCC Blaziken j5B2Hitbox.png
PKMNCC Blaziken j5B3Hitbox.png
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
PKMNCC B.pngPKMNCC B.png
PKMNCC Blaziken 5BB.png
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
PKMNCC2.pngPKMNCC B.pngPKMNCC B.png
PKMNCC Blaziken 2BB.png
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
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC Blaziken 623B.png
PKMNCC Blaziken 623B1Hitbox.png
The cooler 6B
The cooler 6B
PKMNCC Blaziken 623B2Hitbox.png
PKMNCC Blaziken 623B3Hitbox.png
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
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Blaziken 24B.png
PKMNCC Blaziken 24B1Hitbox.png
PKMNCC Blaziken 24B2Hitbox.png
PKMNCC Blaziken 24B3Hitbox.png
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
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Blaziken 2626B.png
PKMNCC Blaziken 2626B1Hitbox.png
Useful for cooking
Useful for cooking
PKMNCC Blaziken 2626B2Hitbox.png
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
PKMNCC6.pngPKMNCC C.png
PKMNCC Blaziken 6C.png
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
PKMNCC4.pngPKMNCC C.png
PKMNCC Blaziken 4C.png
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

PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

7 Damage


6A Starter
6A x 2B

PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

8 Damage


Counterhit
6A 6A x 2B

PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

11 Damage


jA Jump-In
jA 6A x 2B

PKMNCC8.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

12 Damage


j8A Jump-In
j8A x jB 5A x 2A x 2B

PKMNCC8.png>> PKMNCC8.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

13 Damage


Corner Only
4A 5A x 2A x 2B

PKMNCC4.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

11 Damage


1 Meter:

5A Starter
5A x 2A x 24B

PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC24.pngPKMNCC B.png

11 Damage


Counterhit
623B 6A x 2B

PKMNCC623.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

13 Damage


Corner Only
6A x 5B x 5B 5A x 2A x 2B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

16 Damage


C-Cancel Combos

6B C-Cancel (1 Meter)
5A x 2A x 6B cc 6A x 2B

PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC9.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

13 Damage High Corner Carry


6B C-Cancel (1 Meter)
5A x 2A x 6B cc 66 x j8A x jB

PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC66.png>> PKMNCC9.png>> PKMNCC8.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

15 Damage


5B C-Cancel (2 Meter)
6A x 5B cc 6A x 24B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC24.pngPKMNCC B.png

18 Damage


Super Combo
6A x 5B x 426B 66 j8A 6A x 2B