Pokemon: Close Combat/Blaziken

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PKMNCC Blaziken Stats.png
PKMNCC Blaziken Portrait.png
Archetype: Shoto, Rushdown
Health: 39
Endurance: 12
Walk Speed: 3.5 / -2.5 (5.7 Running)
Prejump Frames: 5
Fastest Attack: 5A, 2B (7f)

The Rotisserie Rushdown

Introduction

Blaziken is the ultimate jack of all trades. Its neutral is above average, having great anti airs in 4A & 6B, a fireball in Flame Kick, and a run to help close space. Blaziken likes to throw fireballs while seeking an opportunity to rush in with a quick-falling jump-in or run-cancelled Rising Sun Kick. Its damage is consistently high, and bolstered when bar comes into play. On pressure it's no joke either; it has an unorthodox but powerful throw in 6C along with great normals like 5A and threatening RPS situations from j8A and 2A, making it a terrifying, near-unstoppable snowball. Ken can even fend for itself on the back foot, with a meterless pseudo-reversal and giant 7 frame mash.

Blaziken is not perfect, however; it can sometimes struggle to consistently gain meter. Unlike some other characters, Blaziken is unable to combo into its sweep from grounded normals, though this can be compensated for by running strike/throw mix or poking with 3A. Along with that, Ken is sometimes forced to end its offense on an unsuccessful guess due to its lack of plus frames on ground normals.

Overall, Blaziken is great for those wanting to play someone both strong, consistent, and straightforward.


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: consistently good damage that is bolstered with meter, great neutral, great pressure, etc.
  • Heat Pressure: Blaziken can force the opponent to constantly guess on defense, with its throw in particular granting it meter for snowballing and an unavoidable meaty 3A.
  • Strong Conversions: Virtually any hit Blaziken can land leads to high reward and a free mixup, allowing it to run its pressure even more.
  • Red-Hot Run: Blaziken's run is a frightening neutral tool, either going into Ken's highly advantageous throw or increasing the distance on its specials.
  • Consistency: In almost all situations, Blaziken is very consistent in what it can actually do, from offense to defense.
  • Terribly Tall: Blaziken is the tallest crouch-blocking character in the game, opening it up to character-specific instant overheads.
  • Plus-Frame Access: Blaziken can't become plus on block without a jump-in or super, limiting its ability to loop its pressure without a good guess.
  • No String into Sweep: Blaziken has no way to gain meter off a ground combo, forcing it to guess if it wants to gain meter.

Normals

5A
PKMNCC A.png
PKMNCC Blaziken 5A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 2A, Special - -
Startup Active Recovery Advantage Cost Unique
7 1 12 +3 [+0] - -
Total: 19

Blaziken performs a simple standing jab.

  • Combo starter with excellent frame data
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Blaziken 4A.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 Unique
8, 4 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
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid Special - -
Startup Active Recovery Advantage Cost Unique
13 6 24 +4 [-6] - -
Total: 42

Blaziken steps forward a bit and hits in front of it with the back of its fist.

  • Solid poke
  • Converts into 5BB from a decent range
  • Good in block pressure due to stringing into super from far away
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Blaziken 2A.png
Stanky leg
Damage Endurance Damage Guard Cancel Invul Property
1 0 Low Special, C Cancel - -
Startup Active Recovery Advantage Cost Unique
10 4 15 1 [-2] - -
Total: 28

Blaziken kicks out at the ground.

  • Short-ranged cancellable low, key mix option after j8A or as a meaty
  • Mostly combo fodder, as it gatlings out of 5A and strings into 2B
  • Moves Blaziken forward slightly, allowing it to stay close to its opponent during combos
  • Leads to parry/strike/throw RPS on block
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Blaziken 3A.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low 2B, 24B - Sweep
Startup Active Recovery Advantage Cost Unique
11 8 40 +40 [-30] - -
Total: 58

Blaziken squats down and greatly extends its leg in a low kick.

  • Has great range, making it a dangerous tool in neutral when combined with its run
  • Hits meaty after throw and can be made safe with 2BB
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Blaziken j5A.png
Damage Endurance Damage Guard Cancel Invul Property
4/3 1 High jB - -
Startup Active Recovery Advantage Cost Unique
9 25 6 +20 [+17] - -
Total: 39

Blaziken kicks in front of it in the air.

  • Weak version of jA comes out on frame 19
  • Very large jump-in to start your offense
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Blaziken j8A.png
80% combo moment
Damage Endurance Damage Guard Cancel Invul Property
3, 3 1, 1 High jB - -
Startup Active Recovery Advantage Cost Unique
12 17 6 +27 [+17] - -
Total: 34

Blaziken punches the air below it.

  • Great jump in tool, especially when Blaziken has its opponent cornered
  • Leads to high/low/throw mix thanks to its jB cancel
Toggle Hitboxes
Toggle Hitboxes

Specials

Flame Kick
5B
PKMNCC B.png
PKMNCC Blaziken 5B.png
Damage Endurance Damage Guard Cancel Invul Property
2, 3 0, 1 Mid 5BB, 426B, C Cancel - Knockdown (Air), Projectile, Fire
Startup Active Recovery Advantage Cost Unique
21 2 45 6 [-13] - -
Total: 68

Blaziken kicks the air and sends out a spinning fire projectile.

  • Advantage assumes done point blank
  • All fireballs sent out by Blaziken's moves do the same amount of damage & endurance
  • Primary neutral tool, allows you to space your approach options and you can challenge their parries rather easily
Toggle Hitboxes
Toggle Hitboxes


Sky Uppercut
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Blaziken 6B.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid C Cancel Upper Body, Throw Launch
Startup Active Recovery Advantage Cost Unique
11 24 49 +46 [-34] - -
Total: 83

Blaziken uppercuts the air.

  • Reliable anti-air
  • Greater vertical but weaker horizontal range compared to 4A
  • Situational reversal
  • Blaziken travels much farther horizontally if the move is used while dashing forwards
Toggle Hitboxes
Toggle Hitboxes


Rising Sun Kick
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Blaziken 2B.png
Damage Endurance Damage Guard Cancel Invul Property
1, 4 1, 1 Mid 2BB Throw Knockdown, Anti-Projectile, Fire
Startup Active Recovery Advantage Cost Unique
7 11(11)11 48 +45 [-9] - -
Total: 87

Blaziken does a two-hit spinning kick, rising into the air as it moves forward.

  • Burst option in neutral to catch the opponent off guard
  • Excellent corner carry
  • Blaziken travels much farther horizontally if the move is used while dashing forwards
  • Safe on block at max range
Toggle Hitboxes
Toggle Hitboxes


Blaze Kick
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Blaziken jB.png
Damage Endurance Damage Guard Cancel Invul Property
4/2 1 High - - Knockdown (Air), Fire
Startup Active Recovery Advantage Cost Unique
30 22 23 +12 [-1] - -
Total: 74

Blaziken does a flip kick downward.

  • Jump-in, trades the jump normals' speed and on-block advantage for size and movement
  • Redirects Blaziken's aerial momentum, allowing for a surprise attack after jumping backwards
  • Deceptively active, making it sometimes difficult to deal with
  • Final hitbox is slow & rarely seen but hits cross-up
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Flare
5BB
PKMNCC B.pngPKMNCC B.png
PKMNCC Blaziken 5BB.png
Damage Endurance Damage Guard Cancel Invul Property
1, 3 0, 1 Mid - - Projectile, Knockdown (Air), Fire
Startup Active Recovery Advantage Cost Unique
9 64 49 +14 [-8] 1 -
Total: 122

Blaziken sends out another fireball.

  • Advantage assumes you either got hit point-blank or blocked the previous 5B
  • Point blank 5BB is unsafe on block
  • Extremely useful on oki when trying to cover tech options as well as making 5B more safe
  • Combos into 5A or 2A afterward unlike 5B, converting a 6A into great damage


Flare (2B)
2BB
PKMNCC2.pngPKMNCC B.pngPKMNCC B.png
PKMNCC Blaziken 2BB.png
Damage Endurance Damage Guard Cancel Invul Property
1, 4, 3 1 Mid - Throw Anti-Projectile (knee hitbox), Projectile (fireball) Knockdown (Air), Fire (both)
Startup Active Recovery Advantage Cost Unique
7 8 31 54 [-6] 1 -
Total: 45

Blaziken sends out a fire projectile from its legs.

  • Useful in neutral as it sends out a projectile combined with forward movement
  • Can be used after destroying a projectile with 2B, punishing a fireball from fullscreen
  • Makes 2B and by extension 3A safe on block
  • The fireball sent out can be crouched under, although some low profiling moves and even shorter characters and simply go underneath it untouched


Solar Uppercut
623B
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC Blaziken 623B.png
The cooler 6B
The cooler 6B
Damage Endurance Damage Guard Cancel Invul Property
2, 2, 2 1, 1 Mid C Cancel Full (1-46) Launch, Fire
Startup Active Recovery Advantage Cost Unique
10 35 61 66 [-57] 1 -
Total: 105

Blaziken unleashes a rising uppercut, its fist engulfed in flames.

  • Reliable reversal
  • Somewhat tricky to punish because of its horizontal movement
  • Excellent for stealing turns on C-Cancel
Toggle Hitboxes
Toggle Hitboxes


Triple Sun Kick
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Blaziken 24B.png
Damage Endurance Damage Guard Cancel Invul Property
3, 3, 3 0, 0, 4 Mid - Throw Knockdown, Anti-Projectile, Fire
Startup Active Recovery Advantage Cost Unique
16, 6, 6 5, 6, 8 45 +40 [-14] 1 -
Total: 89

Blaziken does 3 advancing kicks to the air.

  • Excellent corner carry off the same starters as 2B
  • Very high endurance damage, though it's unsafe if you don't get the guard break
  • Similar counterplay to projectiles as its 2B counterpart but with even more burst range
Toggle Hitboxes
Toggle Hitboxes

Super

Rooster Roast
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Blaziken 2626B.png
Useful for cooking
Useful for cooking
Damage Endurance Damage Guard Cancel Invul Property
1x6, 4 0x6, 4 Mid - - Launch, Knockdown, Fire
Startup Active Recovery Advantage Cost Unique
28 [-7 Super Freeze] 41 105 +86 [+38] 2 -
Total: 173

Blaziken breathes out a giant fireball, burning anything near it.

  • Great for pressuring low-endurance characters by cancelling 5B
  • 6A 5B 426B allows you to convert a large normal into high frame advantage
  • The final hit launches the opponent upwards, allowing Blaziken to continue its combo by jumping to follow up
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Blaziken 6C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable (Throw) - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Blaziken knees the opponent three times and sends them upward.

  • One of Blaziken's best tools, leading to a meaty 3A or almost meaty throw loop
  • Almost unique among throws in that it does not knock down the opponent


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Blaziken 4C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 41 - - -
Total: 50

Blaziken rolls backward and throws the opponent away.


Parry
C
PKMNCC C.png
PKMNCC Blaziken Parry.png
Damage Endurance Damage Guard Cancel Invul Property
3 - - - - -
Startup Active Recovery Advantage Cost Unique
- - - - - -

Blaziken strikes forward with its elbow.

Combos

Combo Theory:

  • Combos that begin with 5A or 4A can also start from a jump in (jA, j8A, jB, or jA/j8A x jB). And because of Blaziken's excellent jump speed, they often do.
  • Combos that end with 2A x 2B or 6A x 2B can also end by canceling into 6B instead.

Meterless 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


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

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


Meter? Who needs it? Not me.
3A x 2B

PKMNCC3.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png


Colors

A
B
C
D
E


General
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Blaziken
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