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El Blaze Tactical Guide by Shiwapon

Discussion in 'El Blaze' started by VolcanoShed, Jun 4, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154407

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Blaze Tactical Guide

    Beginner

    An unconventional character, but with a strong grasp of the basics

    Blaze is known for his flashy moves, such as flying and running, but his basic moves remain the same.
    First, start with the mid-level 6P, which is quick to start and easy to use, and then follow it up with a flashy move.

    6PK is an excellent follow-up technique that can knock down an opponent, but it leaves a large disadvantage if it is blocked, so use it when the first hit is counter-hit or on someone who moves without worrying about the follow-up.

    When you have an advantage, try hitting with an uppercut.

    When 6P hits counter-hit, you have two options [nitaku].
    After this, you can force the opponent to choose between 4P+K and a throw.

    4P+K is an uppercut that will send your opponent flying high if you counter-hit it.
    After the counter-hit, use 2P to bounce your opponent and continue the combo.

    Aim for high-power throws such as 41236P+G, 63217789P+G, and 63214P+G.
    Note that P+G and 6P+G leave the opponent far away after the throw, which makes things a little worse for Blaze, who has a short reach.

    When it comes to throws, it's best to use throws that are easy to attack after, such as 4P+G or 41236P+G.

    Let's go in with 9P+K

    As mentioned above, Blaze has a short reach, and when the opponent is far away, there are almost no techniques that can reach him.
    That's where 9P+KK comes in.

    This technique has a fairly long reach because it involves a large jump forward motion.
    Also, after blocking, you can input 6 to run in a Rocket Discharge stance (RD).

    From here, aim for fast moves like RD K.
    If your opponent has their guard up, you can also throw them with RD followed by P+G.

    However, an attack from 9P+KK will be defeated by the opponent's P or 2P, so in that case try RD 2K.

    This technique keeps your upper body low, allowing you to dodge your opponent's high attacks while attacking.
    After hitting, your opponent will crumple, so try combos with 2P.

    If it is blocked, it leaves you open, so use it when your opponent is hitting back with a high attack.

    Also, because 9P+KK is an upper attack, opponents who know about it will crouch down, so be careful.
    If your opponent is crouching while waiting, you can close the distance by dashing.

    Don't allow your opponent to fuzzy

    If your opponent is using Fuzzy Guard to avoid your mid-level attacks and throws, use a low throw to knock them out of their crouching position. Blaze can combo after a low throw, so the damage is high.

    3P+G goes behind the opponent, so you can move the opponent behind you before the throw.
    2P+G pushes the opponent forward.

    Use these depending on which way you want to move your opponent.

    Also, don't forget the 9P+G catch throw.
    This does less damage than the low throw, but it can do more damage because the opponent cannot escape from the throw.

    This move [9P+G] will send your opponent backwards, so aim for it if there's a wall or the edge of the ring behind you.

    Intermediate

    When attacking, use K+G

    Blaze is light, so if you misread and get launched, you're in big trouble. Seriously.
    But the opponent evades or guards, so you want to throw... That's when K+G comes in.

    This technique is a fast-starting, full-circular high attack, making it easy to block the opponent's evades.
    Of course, it can also land a counter-hit if the opponent is trying to read your throw with a strike.

    After a counter hit, 2P is guaranteed.
    Also, since the opponent is facing the side, after hitting with 2P, try to launch a side attack, which will be described later.

    Since it's a high attack, it will lose to opponent's 2P and the like, but it's still far better than getting hit with a combo-starting move, so use this when you want a stable attack.

    Break down the opponent's guard with a 4PK on the side

    After evading an opponent's attack or hitting K+G, it's your chance to attack from the side.

    Here too, it is important to first demonstrate the 3K.

    If 3K is a counter hit, the opponent's side will collapse, allowing for further follow-up attacks.

    If your opponent is reluctant and evades it, use K+G.
    If K+G counter hits on the side, you can connect a PK or throw.

    If your opponent is reluctant to use 3K and is guarding, try using 4PK and attack with RD on the side.
    After you have them guard the 4PK on the side, the basic strategy is to move to RD with 6.

    From this point on, RD K cannot be interrupted.
    If RD K counter-hits on the side, PPK or 2P is guaranteed.

    If your opponent hates RD K and guards or evades it, try throwing it with RD P+G.
    If you don't want your RD P+G to be countered by a strike, try using RD K+G, which is an unblockable attack.

    From the 4PK on the side, first try to choose between K and P+G, and then try to break down your opponent.

    If you evade an attack and it looks like you can get a definite counterattack, PPK will hit continuously [and knock down], so it's not a bad idea to go for okizeme from there.
    Also, punishing with PK and setting up three options with 3K, 4P, and K+G is also powerful.

    Loop the terrifying wake-up attack [okizeme]!

    After floating the opponent, you can close the combo with KKK to develop a vicious wake-up attack afterwards.
    After KKK, I recommend hitting 6 for a second, then running, and from here doing a wake-up attack with 9K+GP or 9K+GK during RD.

    If the opponent is on the defensive, you can set up two choices by overlapping derivatives [after RD 9K+G].
    9K+GP is -13F when blocked, but it is a mid-stage attack that can do a lot of damage.
    9K+GK is an upper-level move, so there is a risk that the opponent will crouch, but it is an upper-level full-circular move that can stagger the opponent.
    You can run again after the move [9K+GK] by inputting 6, so it is possible to make choices in RD forever.

    Finish the combo with KKK and then run from there to put pressure on your opponent.

    If you get in trouble, use chops to dodge.

    When you are at a frame disadvantage and you think your opponent is going to use a short-ranged move, it's time to use the 1P+K chop.
    This is a combo starter that pulls back and launches the opponent up, making it easy to avoid the opponent's short moves.

    The best times to aim for this are after 1P is NH'd [normal hit], after your low rising kick is guarded, after 2K+G hits, etc.
    If it's guarded, you'll be -13F, and there's a risk that you'll be crushed if you get hit with a long-reaching move, but if your opponent is using a short move like 6P, you can get a big return, so try using it occasionally.

    Try running with 46K

    If you want to run [use RD] more than just on the side, try using 46K.
    When 46K hits, you can shift to RD with 6.
    Also, when it hits, the opponent will stagger, so you can go straight from RD to a combo.

    And if you input 4 when 46K is guarded, a special effect will be performed, and Blaze can transition to RD even while guarded.
    After that, RD K cannot be interrupted, so use this and RD P+G to break them down.

    Isn't it hard to tell when it hits and when it's blocked? If you input 46K46, it will run when it hits and perform a special effect when it is blocked.

    Tactical Guide: Advanced

    Break the opponent's evading with a delayed sideturn attack!

    If you're attacking with RD but can't seem to hit your opponent, try delaying your attack after RD.

    Input 4PK6 from the side,and when the 6 run is finished, try to hit a move.
    Then, you can perform a delayed attack.

    The advantage of delaying your move is that you can land a strike at the end of your opponent's evade.
    When delaying your move, try the two options of RD 9K+G and RD P+G, which have high returns.

    The weakness is that since you are hitting the technique late, if the opponent is out of control [with abare], you will lose unilaterally.
    However, if you hit RD 9K+G, it's a bit less risky because of the jump status [you can go over 2P and other low attacks].

    Approach to the wall

    ● Opponent's back to the wall

    In this foot position, aim for a wall stagger with 6K.
    After using 6K to wall stagger, you can move to RD with 6 and use RD K to get a stomach collapse.

    If your opponent evades it, aim for K+G.
    If your K+G hits the opponent with a counter hit, hit 2P, and if 2P gets the opponent to stagger to the wall, 2_6P+K will start a combo.

    If the opponent is guarding, 46P+G will be a throw that involves the wall, so you should definitely aim for it.
    It's also fun to forcefully launch an RD attack with 46K.

    If RD K is counter-hit near a wall, they will wall stagger, and 2_6P+K or PK will be confirmed.
    If the opponent evades it, try RD P+G or RD delayed 9K+G to break them down.

    ● Parallel to the wall, Blaze's stomach facing the wall

    In this foot position, you want to aim for 1P.
    The basic flow is to aim for 2_6P+K after side wall staggering them with 1P.

    If your opponent evades it, try 4PK.
    If 4P hits, they will be side wall staggered from 4PK.

    Also, even if 4P is avoided, if the derived K hits, it will be a side wall stagger, so it's good to let 4PK flow out randomly.
    After the side wall stagger, try 2_6P+K or 6 [after 4PK] and then RD K to attack the side.

    ● Parallel to the wall, Blaze's back facing the wall

    In this foot position, use 2K+G to hit a side wall stagger.
    After the side wall stagger, it is possible to follow up with 2_6P+K.​


    Improve the accuracy of crouching confirmation

    Blaze has an upper combo starter, 2_6P+K, that can be used while crouching (commonly known as Shadow Hammer). This is an excellent move as it has a fast start-up, long reach, and no guaranteed counterattack even if it is blocked.

    You can use it as a normal strike, but if you crouch your opponent's high attack or read their throw, try this move instead. It does high damage and it's easy to finish off a combo with KKK, so you can start your okizeme.

    As a Blaze user, being able to use this technique in an emergency is a test of your ability, so you'll want to be able to do it quickly.

    Use 4K to see what your opponent is doing.

    Say it's a situation where you have two options [nitaku], but I think there are some people who are selfish and think, "4P+K is scary if the opponent avoids it, throwing is scary if the opponent goes wild, K+G is scary if the opponent crouches..." That's me.
    In those cases, try using 4K.

    This is an excellent technique that gives +6 on counter hit, has string follow-ups, and leaves no gaps even if the first hit is guarded.
    If the 4K is counter-hit, try again with a 4K, a throw, K+G, or 4P+K.

    If 4K is evaded, try to hit 4KP.
    If your opponent evades and then uses a move, the second hit of 4KP is likely to be a counter hit.
    After that, you can connect to 4KPP, so try to combo from there.

    4KPP is a bit heavy at -15 if it is blocked, so if you are not confident in your hit confirmation, try 4KPK.
    This does not have a guaranteed counterattack even if it is blocked, so you can rest assured even if you fail to confirm the hit.

    Also, after hitting [4KPK], the opponent will stagger, and you can transition to RD with 6, allowing you to attack further.

    Since 4KP is a high attack, some opponents may crouch or use 2P.
    You can guard normally and attack again, but in those cases, you can also use the 8P+K jump status [to crush the 2P], or perform a low throw after 4K.

    If you are afraid of going for a big choice, use 4K here to develop a safe attack.

    Try rejecting your opponent's choice with a jumping attack

    When you are at a frame disadvantage, you can use a big attack such as 6K+G, but I recommend 8P+K.
    Because it is a jump status attack, if the opponent attacks with a low attack or a throw, you will win unilaterally.

    If your opponent attacks with a nitaku move such as an uppercut, your jump status will put you in the air, making the combo less damaging than usual.

    However, if your opponent attacks with a small move such as 6P, you may receive more damage from it.
    If your opponent has a solid nitaku game, you can use 8P+K to attack while having a lower risk, so try using it occasionally.

    Dodge certain strings with 46P

    A little maniacal, but just in case.
    Blaze's 46P makes him crouch for just a moment, so he can land a long-range attack while crouching.
    This makes it very useful for interrupting an opponent's high attack string or beating certain character's stances.

    First, try using it against your opponent's high string follow-up.
    Of course, you can also crouch and aim for 2_6P+K, so it depends on your play style.​
     
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