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
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
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
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
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
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
Blaziken rolls backward and throws the opponent away.
Parry C
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
>>>>
7 Damage
6A Starter
6A x 2B
>>
8 Damage
Counterhit
6A 6A x 2B
>>>>
11 Damage
Corner Only
4A 5A x 2A x 2B
>>>>>>
Meter? Who needs it? Not me.
3A x 2B
>>
One Meter Combos
5A Starter
5A x 2A x 24B
>>>>
11 Damage
Counterhit
623B 6A x 2B
>>>>
13 Damage
(Note: Hitting a Counterhit 6A will transfer the Counterhit state to 623B, so you can also lead into this combo by starting with Counterhit 6A.)
Corner Only
6A x 5B x 5B 5A x 2A x 2B
>>>>>>>>>>
16 Damage
C-Cancel Combos
Meter-Neutral v1
4A cc 3A
>>>>
6 Damage
Meter-Neutral v2
6A x 5B cc 3A
>>>>>>
6 Damage
Meter-Neutral Close-Range 6A Starter
6A x 5B x 5B 3A
>>>>>>
12 Damage
High Corner Carry C-Cancel
5A x 2A x 6B cc 6A x 2B
>>>>>>>>>>>>
13 Damage
Aerial C-Cancel Combo
5A x 2A x 6B cc 66 x j8A x jB
>>>>>>>>>>>>>>
15 Damage
Two Meter Combos
5B C-Cancel
6A x 5B cc 6A x 24B
>>>>>>>>
18 Damage
Rooster Roast Combo
6A x 5B x 426B 66 j8A 6A x 2B
>>>>>>>>>>>>>>
20 Damage
(Note: If connecting the 6A from a distant range at mid screen such that only the fireball hit of 5B connects, begin running forward after 426B as soon as Blaziken stands back up to continue the combo. However, if starting the combo from close range such that both hits of 5B connect, delay the run slightly more. If performing the combo in the corner, add a 5A immediately after 426B for one extra damage.)
Okeatos TGM's Corner Only Bonanza
6A x 5BB 4A x 5B 6A x 2BB 4A 5A x 2A x 6B