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VF5FS El Blaze Move Analysis

Feb 19, 2021
VF5FS El Blaze Move Analysis

  • Top-10 Moves(top)


    1. [P]: The Jab is your fastest high attack. This move grants advantage on normal hit, counter hit, and even guard. It has many different follow ups for different situations and needs to be used to keep your opponent guessing. [P][K] is your default 12f punisher.
    2. [2][P]: The Sit Jab Is your fastest low. Landing a counter hit grants you nitaku to start your guessing game.
    3. [6][P]: The Shadow Strike is your fastest mid. On counter hit this move grants you nitaku to start a guessing game or you can use the the follow up [K] Shadow Fang to simply knock them down. On normal hit and guard you become at disadvantage but the disadvantage is so little that you can crouch dash fuzzy guard to defend any immediate attack or throw making [6][P] safe. [6][P][K] is also useful as an easy 14f punisher on both standing and crouching opponents.
    4. [8][P][+][K]: The Jumping Hammer Knuckle is your low crush move. Use this to hop over your opponent's [2][P] and low rising attacks. On normal hit this move can lead to a combo.
    5. [6][K][+][G]: The Volcano Knee is your most damaging mid normal hit combo starter. This move is also your fastest way to normal hit your opponent for a wall splat. This move is fast enough to be used when you have advantage from nitaku and can be used as an anti nitaku when you think you will be thrown. This move is your default 17f and above punisher.
    6. [2_][6][P][+][K]: The Shadow Hammer is your fastest high normal hit Combo starter. This move has deceptive range and is your primary attack when you duck your opponents high attack for a whiff punish. This move should be your default 15f standing punisher.
    7. [6][K]: The Shadow Spear is a great mid kick poke in that it can go into Rocket Discharge on hit only. On guard your opponent is pushed far enough back that if you confirm the block and back crouch dash, you can avoid almost any immediate attack. This move is fast enough to use in nitaku giving you plenty of opportunities to use it safely. On side counter hit into Rocket Discharge you can combo this move into a Hotdog for big damage.
    8. [4][P][K]: The Back Knuckle into Shadow Spin Kick is a great poke that is basically safe on block. El Blaze can Rocket Discharge Jump Cancel out of his run and be at a safe distance to restart his offense as he pleases. This move is also a 16f punisher vs. Taka in the completed string [4][P][K][P].
    9. [K][+][G]: The High Spin Kick is your fastest full circular attack to beat evades. This move on hit also sideturns your opponent. On counterhit this move gives you enough advantage that a [P][P][K] can combo a standing opponent due to rules of sideturn.
    10. [4][6][P][+][G]: The Perfect Thrust Kick is a throw with decent damage and other uses. If your opponent is close to the edge of the ring this throw can ring out. If your opponent's back is to the wall this throw can cause a wall slump and give you a combo opportunity.

    Attacks(top)


    P(top)


    [P] – The Jab is your standard 12f punch that can be followed up with different string variations. On counter hit Blaze is at +8 and your opponent is in a nitaku situation. On block Blaze is at +2 advantage and can set up counter hits or attempt a throw. [P][K] is your standard 12f punisher and gives you +4 advantage on normal hit to continue your offense. [P][P][K] is a 12f punisher for Taka only. This is useful since it knocks down and does more damage than [P][K]. [P][P][K] will also combo on side hit against all characters. When using as an evade punish, confirming if [P][P] hits should determine if you follow through with the [K], if blocked then end with the final [P] and fuzzy guard any immediate attack to make it safe. [P][P][P][K] is mostly useful in combos involving a side wall stun to hit back into the wall for a wall slump for more damage. The last hit on it's own can even wall splat depending on position. The last hit of [P][P][P][K] is special high, full circular, and can go into Rocket Discharge on guard or hit. If the last hit of [P][P][P][K] lands on a standing opponent, a Rocket Discharge into Sunrise Knee will combo on all characters. [P][2][K] is a quick hi-low string useful at the end of a round or to surprise your way through a standing guard. On guard it is punishable.

    [6][P] – The Shadow Strike is a 14f mid punch that can be followed up with a knee. On counter hit and vs. a crouching opponent you have enough time to verify the hit to make [6][P][K] aka Shadow Fang a combo. Also useful is on counter hit and crouching without the follow up knee, El Blaze has enough advantage to put their opponent in a nitaku situation for more mix up opportunity. On block [6][P] is -5 so Blaze is able to crouch dash fuzzy guard against any immediate attack. The Shadow Fang on the other hand is -18 on block and extremely punishable. On low wall and no wall stages, it is better to end combos with [6][P][K] for ringouts since it will float over a low wall or end shorter so you don't ring yourself out. Landing [6][P] on a staggered opponent will float them for a combo opportunity and is one of the fastest ways to combo from a stagger.

    [4][6][P] – The High Speed Jab is a 13f high that can be followed up into different string variations. On it's own it has the special ability to go under certain high attacks at disadvantage. On counter hit Blaze is at +6 and can set up a nitaku. On block Blaze is is +1 and can continue his offense. [4][6][P][K][K] is a good choice as a string poke. Both follow-ups are safe on block and have good rewards on counter hit. [4][6][P][K] can lead to a nitaku on its own while [4][6][P][K][K] will stagger on hit leading to a backturn mixup or rocket discharge. [4][6][P][P][K] is generally good close to a wall since the last hit is full circular and can wall splat. [4][6][P][P][2][K] is a half circular low ending kick that can surprise an opponent who tends to guard high. Both strings can be dangerous if your opponent crouch guards during the last hit of either string.

    [4][P] – The Back Knuckle is a 16f half circular high punch that can be followed up into a string. [4][P][K] aka the Shadow Spin Kick makes for a great poke due to the 2nd hit being a full circular mid kick that can be Rocket Discharged on hit or block. On block there is enough pushback that when the Rocket Discharge is canceled with a jump, most of your opponent's moves will whiff. Confirming a hit puts you in a prime position for your opponent to guess from the many Rocket Discharge Options. When your opponent becomes used to taking the block after [4][P][K][6], it makes the perfect time to mix in throws after [4][P]. [4][P][K][P] is useful in combos close to the wall. When Blaze's stomach is facing the wall the last hit of [4][P][K][P] will wall slump the opponent. Against Taka, [4][P][K][P] will combo for a 16f punisher. On block [4][P][K][P] is punishable.

    [3][P] – The Short Upper is a 15f mid punch that can be followed up into a string. [3][P] on it's own can be fuzzied on guard or normal hit and gives small advantage on counter hit. [3][P] on hit can combo into the 2nd hit of the string setting up a guessing game between the last hit in the string called the Shutdown Knee or ending after the 2nd hit with a throw. [3][P][P] is useful in nitaku situations since it is fast enough to crush an abare attempt and is fuzzy guardable on block. The drawback of [3][P][P] is that the 2nd hit can be low crushed since it is a high. The 3rd hit of this string [3][P][P][K] cannot be interrupted with a normal attack and will stagger your opponent on hit. On guard [3][P][P][K] is punishable.

    [2][P]– The Sit Jab is the standard 12f special low punch. This move can be guarded standing or crouching. On normal hit this move is +4 but on counter hit this move is +7 giving Blaze the opportunity to start a nitaku. On guard this move is -5 giving Blaze the chance to crouch dash fuzzy guard any immediate attack from his opponent.

    [1][P] – The Rolling Low Knuckle is a 19f half circular low punch. This is Blaze's safest true low being the only one that isn't punishable on block. On normal hit Blaze is -4 and can crouch dash fuzzy guard against any immediate attack. On counter hit he is at +4 to continue his offense. With Blaze's stomach towards the wall, [1][P] has the chance to hit for a wall stun.

    [4][1][2][3][6][P] – The Fake Roll is a special movement where Blaze rolls forward. This move can roll under high attacks but will get interrupted by mids and lows. This move has a follow up mid attack in [4][1][2][3][6][P][P][5][K] which can lead to a damaging combo. On block the Venus Diversion is punishable. When you make your opponent fear the Venus Diversion you can simply Fake Roll without the follow up and throw them. Close to a wall [4][1][2][3][6][P][P] on its own can hit for a wall splat. This move can also be used as a stylish combo ender during a wall slump.


    K(top)


    [K] – The High Kick is a 14f half circular high kick that can be followed up into a string. On counter hit, [K] will float an opponent and the full [K][K][K] string can combo into a knockdown. If the last hit connects on hit or guard El Blaze can Rocket Discharge to keep up momentum. [K][K] used as a poke is a decent option when fishing for counterhits since both kicks are half circulars that go in the opposite directions and 2nd hit cannot be interrupted with [2][P] or [P]. Seasoned opponents will be looking to duck the 3rd kick which is the perfect time for a low throw or Jumping Hammer Knuckle. [K][K][K] is most useful as a combo ender that can be Rocket Discharged after the knockdown.

    [6][K] – The Shadow Spear is a 17f mid kick that can be followed up into Rocket Discharge on hit only. At max range the Shadow Spear is a great poke because on block the pushback is so great that many character's immediate attacks will not reach. You should always hold [6] after [6][K] since Rocket Discharge only occurs on hit. If this move hits into a wall, a stagger will occur and you have the option to RD into Sunrise Knee for a combo or simply Volcano Knee for a wall splat attempt.

    [6][6][K] – The Shadow Lance is a 22f half circular mid kick that staggers on any hit. This move has good range at medium distance. It is especially useful as a meaty on tech rolling opponents when a Rocket Discharge Cartwheel Kick is not available. El Blaze can transition into Rocket Discharge on hit or guard to continue momentum. On guard this move is -8.

    [4][K] – The Toe Kick is an 18f mid kick that can be followed up into 2 different strings. [4][K] on it's own hit into a wall or on a side facing crouching opponent will cause a stagger. [4][K][P] is a decent mid high poke since it has better range than [3][P][P] and more options after. It will combo on either normal or counter hit. From here the opponent has to guess whether to defend a [K] half circular high that staggers on hit, a [P] mid that leads to a combo, or a throw. This mixup will also work if [4][K][P] is guarded. The only drawback to this string mixup is if your opponent can interrupt the 2nd hit since it is high. [4][K][P][P] hit into a wall will cause wall bounce that can lead to a combo.

    [4][6][K] – The Head Smash Kick is a 22f special high kick that staggers on hit. On either normal or counter hit your opponent will be staggered and Blaze can Rocket Discharge to keep up the pressure. On guard Blaze is -3 but has the option to press [4] to go into a catch throw called the Mouse that does no damage but goes into Rocket Discharge. El Blaze can simply [4][6][K][4][6] to use as an option select that will either stagger on hit or Mouse on block.

    [2][K] – The Low Kick is a 19f low that can be followed up with 2 different strings. On counter hit [2][K] will combo into the next [P] in the string setting up a guessing game between guarding a half circular high [P] that leads to a combo, a half circular mid [K] that leads to a rocket discharge mixup, or ending with a throw. [2][K][P][K] is also used as a combo ender that can be Rocket Discharged after knockdown.

    [1][K] – The Slide Low Kick is 16f low kick. On counter hit Blaze is at even advantage and on normal hit Blaze is in his opponent's nitaku. This move's only decent use is if the opponent is counter hit into the wall this move will cause a stagger. Use only if you know it will kill. This move is punishable if blocked.

    [3][K] – The Middle Kick is a 16f mid kick. On hit Blaze is at even advantage. On counter hit this move is +8 but the pushback is too far to throw to make it a nitaku situation. On side counter hit your opponent will be side crumpled. If this moves hits a backdash your opponent will be in a backdash stagger. If your opponent is hit into a wal they will be staggered. On guard, your opponent will have you in their nitaku.

    [8][K] – The Death Scythe Slash is a 19f full circular off the ground high kick. This move staggers on block and will knock down on normal or counter hit. This move can be Rocket Discharged on guard or hit. This move can wall splat on hit if Blaze's stomach is facing the wall.

    [9][K] – The Drop Kick is a 25f off the ground mid kick. This move has good mid range and will cause a stagger through your opponent's guard. This move will knock down on normal or counter hit and can be Rocket Discharged. If this move hits into the wall it will cause a wall splat.

    [7][K] – The Fade Roll Kick is a 19f mid hitting cartwheel kick that moves backwards. On hit or guard, El Blaze can go into Rocket Discharge. On guard this move moves so far back that most of your opponent's immediate attacks won't reach as long as Blaze doesn't Rocket Discharge.


    P+K(top)


    [P][+][K] – The Elbow is a 14f high that can be followed up with a string. [P][+][K][P][P] is generally used as a 14f standing punish since it will combo all hits on minor counter.

    [6][P][+][K] – The Straight is a 12f high punch that can be followed up with a mid punch. As a poke [6][P][+][K][P] is decent since the second punch is a mid and very delayable. [6][P][+][K][P] on counter hit will leave you at +6 to start your nitaku. If the second hit counter hits against the wall it will cause a wall stagger. On block the Quick Combo is -8 and will put you in your opponent's nitaku. Primarily [6][P][+][K][P] will be used after a launcher to extend a combo before a [2][P][+][K] bound.

    [4][P][+][K] – The Volcano Upper is a 16f mid punch that leaves you backturned. On counter hit the Volcano Upper launches your opponent for a combo opportunity. When counter hit into the wall this move will wall splat. On normal hit your opponent stays grounded but you have +4 advantage to use a back turned move. When guarded and your opponent does any immediate attack whether it be a guard or throw, El Blaze will be side turned and -6. When attacking from max range and are guarded, you can backwards crouch dash out of range of most of your opponents immediate attacks and attempt a whiff punish.

    [4][6][P][+][K] – The Hammer Smash is a 16f mid punch. On counter hit your opponent will go into a stomach crumple leaving El Blaze with a combo opportunity. On normal hit Blaze is +1 and can continue his offense. On guard Blaze is -6 and will have to defend his opponent's nitaku.

    [4][3][P][+][K] – The Darkness Smash is a 26f half circular high punch. This move has a follow up hit throw which if successful can go into Rocket Discharge. From here the best options are either Hotdog if your opponent is good at shaking staggers or Space Rolling Elbow for a damaging combo. This move might seem hard to land due to it's slow nature but there are a few ways you can try landing it including after a stagger, after side wall stun, after a heavy advantaged Tornado Spin, or if you see your opponent likes to evade in 1 direction. On guard this move is -5 and a crouch dash fuzzy will be able to defend against an immediate incoming attack.

    [2][P][+][K] – The Darkness Hammer is a 20f mid punch. In combos this is your bound move that will put your opponent on their back for Blaze to extended combos. On counter hit Blaze is +8 and is at enough advantage to attempt a low throw. On guard this move is +1 which let's Blaze continue his offense.

    [2_][6][P][+][K] – The Shadow Hammer is a 14f high punch. This is your fastest combo starter and will crumple on normal or counter hit. This move is especially good after blocking a punishable standing low and vs. whiff punishable highs. On block this move is -8 putting you into your opponent's nitaku.

    [3][P][+][K] – The Overtune Blow is an 18f mid punch. This move has a follow up hit throw which if successful can go into Rocket Discharge. From here the best options are either Hotdog if your opponent is good at shaking staggers or Space Rolling Elbow for a damaging combo. On block [3][P][+][K] is -6 putting you into your opponent's nitaku.

    [1][P][+][K] – The Backswing Rocket is a 31f mid punch. This move starts by El Blaze swaying back then lunging forward with a slap. On hit this move will launch for a combo opportunity. Close to a wall this move will also wall splat. This move is best used at minor disadvantage where your opponent's incoming attack will whiff due to initial swaying back of this move. On block this move is punishable.

    [8][P][+][K] – The Jumping Hammer Knuckle is a 20f double handed attack. On normal hit this move gives El Blaze a combo opportunity. It is especially useful to crush an incoming low rising attack or any low when blaze is at small disadvantages. This move is also good vs. reversals that can be crushed with double handed moves and is a good choice since it leads to a combo. On block this move is -9 making it somewhat safe.

    [9][P][+][K] – The Demon Dance is a special move that makes El Blaze jump forward. On it's own, this move leaves Blaze backturned when landing giving him access to his backturned moves. During the jump, you can press the [K] button and do a Special High Kick called the Demon Tail. On hit and counter hit [9][P][+][K][K] will cause a stagger. On guard or hit this move can also be Rocket Discharged for even more mix ups. This move is generally used at long range to close the distance but [9][P][+][K][K] can also be used as a low crush at disadvantage. Hitting with this move against an airborne opponent midscreen or after a wall splat/bounce will cause a heavy bound for a combo opportunity. [9][P][+][K] also has the possibilities of hopping over a rising attack to set up back crumples or back throws.


    K+G(top)


    [K][+][G] – The High Spin Kick is a 17f full circular high kick. On hit this move will sideturn your opponent. On counter hit El Blaze is +9 and can attempt a [P][P][K] combo that can't be guarded but can only be ducked do to the rules of being sideturned. On block El Blaze is -5 and can crouch dash fuzzy an immediate attack or because of the pushback can back crouch dash back and make most incoming attacks from your opponent whiff. This is the perfect time to buffer a Shadow Hammer into combo.

    [6][K][+][G] – The Volcano Knee is a 17f mid knee. This move launches on normal hit for a combo opportunity and launches higher during a counterhit for even bigger combo opportunities. If this move hits against the wall it will wall splat. On guard this move is punishable.

    [4][3][K][+][G] – The Darkness Sword is a 20f half circular special high kick. This move can be followed up with a hit throw called the Axe Bomber. This move has good reach and great damage when combined with the hit throw. El Blaze can option select a back crouchdash after pressing [P][+][G] to avoid most immediate attacks from your opponent if [4][3][K][+][G] is guarded. If this move counter hits into the wall your opponent will be wall staggered.

    [2][K][+][G] – The Low Spin Kick is a 23f full circular low. On normal hit this Blaze is -4 and can fuzzy guard any immediate attack from his opponent. On counter hit this move knocks down. On counter hit close to a wall this move can wall splat. When Blaze's back is facing the wall, a wall stun is possible on normal hit. On block this move is punishable.

    [3][K][+][G] – The Spinning Thrust Kick is a 16f half circular high kick. On hit or guard this move can be Rocket Discharged. This move knocks down on normal or counter hit. With Blaze's stomach facing the wall this move can wall splat on any hit. On guard this move is -8 and puts Blaze in his opponent's nitaku. This move is primarily used as a combo ender.

    [1][K][+][G] – The Low Drop Kick is a 20f low. On counter hit this move causes a leg crumple and will give El Blaze a small combo opportunity. This move will cause a stagger on normal hit and vs. an opponent's standing guard. Hitting an opponent's stand guard unfortunately causes no damage. On block this move is punishable.

    [9][K][+][G] – The Jumping Savate is a 22f half circular mid kick. On normal or counter hit this move causes a stagger that can be either go into Rocket Discharge or go into El Blaze's backturn stance. On block this move is only -4 giving El Blaze the chance to crouch dash fuzzy any immediate attack from his opponent. This move is generally used to hit meaty after an offensive move on an opponent who does an in place exact recovery.


    P+K+G(top)


    [P][+][K][+][G] – The Tornado Spin is a sabaki that eats high attacks. If successful El Blaze is given advantage to either follow through with a half circular high [P] attack that knocks down for a combo attempt, a half circular mid [K] hit throw, or any other attack he wants, typically [6][K][+][G] but even up to Handsome Scratch Rush. [P][+][K][+][G] and [P][+][K][+][G][K][5][P][+][G] don't require the sabaki to land for the moves to come out and are useful against a tech rolling opponent.[P][+][K][+][G] also has a guard break option in [P][+][K][+][G][P][+][K] called poison Mist. Midscreen, Poison Mist has no guaranteed follow ups except on counter hit which would be hard to land but if Poison Mist hits against the wall, El Blaze is guaranteed a throw attempt.

    [3]/[9][P][+][K][+][G] – The Tiger Step is a special movement where Blaze can move at an angle towards or away from the screen and end up side facing his opponent. Anytime during the Tiger Step Blaze has 3 options. The [P] option is a mid hitting hit throw called the Shooting Star Press. The [K] option is a mid kick that can go into Rocket Discharge called the Quick Back Spin Kick. The [P][+][G][P][+][G] option is a catch throw that cannot be broken called Just Face Lock. Tiger Step options are mostly useful as a meaty setup after a knockdown. The striking options are relatively safe on guard.

    [7][P][+][K][+][G] - Zero G Flight is a special movement where El Blaze jumps back and can Rocket Discharge when he lands. This move also can go into Momentary Touchdown when Blaze's back is against the wall.


    Rocket Discharge(top)


    [6][P][+][K][+][G] - Rocket Discharge is a special movement where El Blaze goes into a Run and has special moves not found in his normal command list. Going into the run raw is useful after a move that knocks down and can't be Rocket Discharged from or at far range. When running past an opponent, Blaze will usually run towards the foreground but if you press [8] while in the run Blaze will pass behind his opponent in the background.

    [4>[P][+][K][+][G] - Backfire is a special movement where El Blaze does a backwards Rocket Discharge. All his RD moves are available to him during the Backfire and if he performs any one of them except the Flying Cross Chop, Tope Mortal, Space Rolling Elbow, or Demon Dance he will recover backturned. If El Blaze runs into a wall he will turn around and do a Rocket Discharge back at his opponent. On an open stage, El Blaze can ring himself out if he's not careful.

    [P] - The Flying Cross Chop is an off the ground double handed mid attack. This move knocks down on both hit and counter hit. Upon landing, Blaze can just ukemi and attempt a meaty on tech rolling opponents. Close to the wall this move will wall splat. On block this move is punishable.

    [K] - The Sunrise Knee is a mid hitting knee that gives nitaku on hit or counter hit. It is more useful after a stagger from moves like Demon Tail since it will cause a crumple that can lead to a combo. On side counter hit Blaze is +12 and can combo into ppk or a throw. If this move hits into a wall it will cause a stagger. On block this move is only -4 and can be crouch dashed fuzzy guarded.

    [2][K] - The Low Drop Kick is a sliding low kick that knocks down on hit and counter hit. On hit it can lead to a combo or a ground throw since it can't be just ukemi'd. On block this move is punishable.

    [9][K] - The Drop kick has the same properties as a regular Drop Kick without a Rocket Discharge.

    [P][+][K] - The Demon Dance has the same properties as a regular Demon Dance without Rocket Discharge.

    [K][+][G] - Tope Mortal is an unblockable high kick. Upon landing El Blaze can just ukemi. If hit into a wall and Blaze does a just ukemi he can get a meaty attempt with a well timed Jumping Savate.

    [9][K][+][G] - "The Cartwheel Kick is a forward rolling 2 hit mid kick. On hit and counter hit this move will stagger. After confirming a hit, the [P] follow up called Space Rolling Elbow can lead to a combo. On block Blaze has the option to end there, attempt a Space Rolling Elbow, or use the [K] follow up called the Screw Leg Lariat. This move is a full circular high. It will stagger a standing guard and can knockdown on hit. Blaze can do another Rocket Discharge after the Screw Leg Lariat on hit or guard for more mix up opportunities. The Cartwheel Kick is best used as a meaty after a knockdown that can be Rocket Discharged from. On block this move is still strong since the opponent has to guess whether to guard a mid or duck a full circular.

    [P][+][G] - The Deja Vu is a high catch throw. This move can eat through high and mid attacks after Blaze does a counter hit that goes into Rocket Discharge. The drawback is it will whiff against a low attack or crouching guard. After a side counter hit Shadow Spear or side counter hit Quick Back Spin Kick, this move can be combo'd into. If Blaze is able to counter hit into Rocket Discharge, The Deja Vu and Super Rana become a strong mix up.

    [2][P][+][G] - The Super Rana is a low catch throw. This move can eat through low attacks after Blaze does a counter hit that goes into Rocket Discharge but will whiff on a standing opponent. This move is also useful after certain knock downs like like a Screw Leg Lariat since it can land meaty on an in place recovered opponent. If Blaze is able to counter hit into Rocket Discharge, The Deja Vu and Super Rana become a strong mix up.

    [P][+][K][+][G] - The Fake Roll has the same properties as a regular Fake Roll without Rocket Discharge.


    Momentary Touchdown(top)


    Back to Wall [7][P][+][K][+][G] - The Momentary Touchdown is a special movement where Blaze jumps onto a half fence or wall. Blaze has 3 attack options from this position. If Blaze does nothing he eventually comes down off the wall in a standing position. This is the back to the wall version.

    Facing Wall [9][P][+][K][+][G] -The Momentary Touchdown is a special movement where Blaze jumps onto a half fence or wall. Blaze has 3 attack options from this position. If Blaze does nothing he eventually comes down off the wall in a standing position. This is the facing the wall version.

    [P] - The Flying Body press is a mid attack where Blaze jumps off the wall and splats body first onto his opponent. On guard this move can be punished with a down attack.

    [K] - From Fence to Target is a low drop kick. On hit and counter hit Blaze can follow up with a small combo. On guard this move is punishable.

    [P][+][G] - Deep Impact is a high catch throw. If ducked this move can be punished with a down attack.

    [P][+][K][+][G] - Zero G Infinity is a special movement where Blaze jumps off the wall. If your opponent is close enough, Blaze can jump behind them and be at their back. If your opponent is too far, Blaze will land in his back turned stance.


    Backturned(top)


    [P] – The Shouda is a 13f high punch that has all the same follow ups as the Jab. This move is useful after a Volcano Upper counter hits and your opponent is close enough to the wall to get a high wall bounce with an extension such as pp, p2k, ppk. This gives Blaze the opportunity for more damage that he normally wouldn't get in a regular mid screen combo. On guard this move is -3 making it safe to fuzzy guard.

    [2][P] – The Darkness Hammer is a 16f mid punch that forces a crouch on hit. This move is mostly used as a bound after 4p+k connects for a counter hit. On normal and counter hit the advantage given on this move is enough for Blaze to attempt a low throw. The low throw is not guaranteed but the advantage given is enough for a nitaku like mixup where the opponent has to guess between attacking through a low throw or defending a mid. On a side counter hit this move will combo into a side low throw. On guard this move gives +1 advantage and let's Blaze continue his offense.

    [K] – The Behind Heel Kick is a 15f mid kick. This move can go into a hit throw on hit and counter hit called Guillotino con Giro. On block this move is -6 putting you in your opponent's nitaku. Mix this move up with backturn p+g for a throw or mid mixup when going back turned.

    [2][K] – The Rebs Low Kick is a 21f full circular low sweep. This move knocks down on both hit and counter hit. On block this move is punishable.

    [8][K] – The Meteor Impact is a mid sommersault kick. This move knocks down on hit and counter hit. This move can be followed up with a combo. After a 4p+k wall splat this move can be used to bound your opponent. This move will also bound Taka after a counter hit 4p+k midscreen. This move is also useful after going back turned from moves such as 9k+g, 4kpk, and 46pkk since it is the only move that will reach after a hit. On block this move is safe at -3 and can be fuzzy guarded.

    [P][+][K] – The Poison Mist is a 22f high guard break. On normal hit it gives +10 advantage but no follow up is guaranteed midscreen. If on normal hit this moves hits into a wall, Blaze is close enough to combo into a throw. On counter hit this move gives +15 and can be hit with an instant Shadow Hammer combo.

    [K][+][G] – The Stab Blade is a 19f half circular special high kick. On hit and counter hit this moves knocks down and gives Blaze a combo opportunity. This move is useful to beat your opponent's rising attack since it will win against a mid in a trade due to the damage difference and will hit a low since it is a special high. On guard this move is -8 and puts you in your opponent's nitaku.

    [P][+][G]Cicion Estacas is a 13f high catch throw. It is useful in the mixup of your opponent having to guess between guarding a Behind Heel Kick or a throw. After normal hitting a back turned opponent with 4p+k, this move is able to eat through standing high and mid attacks.

    [9][P][+][K][+][G]Zero G Flight is a special movement where Blaze jumps away from his opponent. Upon landing Blaze can go into Rocket Discharge by pressing 6. This move can be done while back turned.



    Jumping(top)


    [7][8][9][G] - The following motion is to initiate the jump in any direction.

    Ascending [P] -The Jumping Body Press is a 19f mid. On hit and counter hit this move knocks down. On guard this move is punishable.

    Descending [P] – The Shouda Upper is a 49f mid punch. On hit and counter hit this move knocks down. On either hit this move gives a combo opportunity. On guard this move is -7 putting Blaze in his opponent's nitaku.

    Ascending [K]The Jump and Saw Butt is a 25f mid kick. This move knocks down on hit and counter hit. On either hit this move can be Rocket Discharged. On guard this move is -5 and can be crouch fuzzy guarded but this move will also cause some push back. This can give Blaze some room to bait an attack.

    Descending [K] – The Low Drop Kick is a low kick. On hit and counter hit this move knocks down. On either hit this move gives a combo opportunity. On guard this move is punishable.



    Opponent Down(top)


    [3][K] – The Tread Smash is a 26f stomp. This is your fastest option for a down attack. This move can be option selected as a down attack or Mid Kick with proper timing to catch a still or tech roll. If guarded this move is -9 putting you in your opponent's nitaku.

    [8][P] – The 450 Splash is Blaze's heavy down attack. This move is useful from a knockdown that lands out of range of other down attacks. If guarded this move is -14 punishable.

    [3_][P][+][K] – The Personal Elbow is a 43f elbow drop. This move can be option selected as a down attack or Overtune Blow with proper timing to catch a still or tech rolling opponent. If guarded this move is -33f punishable.

    Ascending [9][G][P] – The Jumping Body Press down attack version is a 35f ground body splash. On guard this move is punishable.

    [2_]/[3_][P][+][G] - Blaze has a ground throw for any position his opponent can land.



    Throws(top)


    [P][+][G] – The High Speed Brain Buster is Blaze's neutral throw. This move throws Blaze's opponent behind him. This throw is useful with Blaze's back towards the edge of an open stage for a ring out.

    [6][P][+][G] – The Decapitation is a forward ending throw. This throw leaves the opponent in front of Blaze but doesn't push far enough to ring out. Since this throw leaves the opponent close to Blaze, rising attacks are close enough to be hit with a meaty 6k. This throw is a good choice against Shun since it takes off a drink point.

    [4][1][2][3][6][P][+][G] – The Swing DDT is a forward ending throw. This throw leaves the opponent behind Blaze. This move has the potential to ring out if the opponent's back is towards the edge of the ring. This move is the highest damaging forward throw option that also takes away a Shun drink point.

    [4][P][+][G] – The 44 is a back ending throw. This throw leaves the opponent in front of Blaze but doesn't push far enough for a ring out. Against most opponent's rising attacks from this downed position, Blaze can jump over with a Demon Dance and hit their recovery with 3k for a back crumple combo attempt. This move is the only back throw that takes off a Shun drink point.

    [4][6][P][+][G] – The Perfect Thrust Kick is a forward ending throw where Blaze kicks his opponent. This move leaves the opponent in front of Blaze and has the ability to ring out if the opponent's back is towards the edge of the ring. If this throw hits into the wall, Blaze can get a combo opportunity. This move will take a off a Shun drink point.

    [6][3][2][1][4][P][+][G] – The Head Scissors is a back ending throw. This throw leaves the opponent behind Blaze. This throw can ring out with Blaze's back to the edge of the ring. This throw is Blaze's most damaging back throw.

    [2][4][8][6]/[8][4][2][6][P][+][G] – The Pole shift is a forward ending throw. This move leaves the opponent in front of Blaze but doesn't have any ring out possibilities. If an opponent attempts a rising attack, Blaze is positioned for a meaty 6k. This is Blaze's strongest throw.

    [9][P][+][G] -The High Speed Huracanrana is a 26f high catch throw. This throw cannot be broken.

    Opponent Back to Wall [6][4][P][+][G] – The Swing DDT is Blaze's back ending high wall throw.

    Opponent Back to Wall [6][6][P][+][G] – The Tope Invertida is Blaze's forward ending high wall throw. This is the only wall throw that takes off a Shun drink point.

    Opponent Back to Half Wall [6][P][+][G] – The Flying Head Scissors is Blaze's half wall throw.

    Opponent to Right [P][+][G] – The Arondight is Blaze's neutral side throw when the opponent is on the right.

    Opponent to Left [P][+][G] – The Falchion is Blaze's neutral side throw when the opponent is on the left.

    Opponent Right [4][6]/[6][4][P][+][G] – The Stinging Leap is a right side throw that does more damage than the neutral side throw version.

    Opponent Left [4][6]/[6][4][P][+][G] – The Strike Back is a left side throw that does more damage than the neutral side throw version.

    Opponent Back [P][+][G]– The Mysterious Rana is Blaze's back throw. This throw cannot be broken.

    Opponent Crouch [2][P][+][G]– The Rolling Clutch is a down ending low throw. This throw can lead to a combo opportunity.

    Opponent Crouch [3][P][+][G]– The Fantasma is a down forward ending low throw. This throw does no damage on it's own but grants +17 advantage with your opponent in a back turned position. This can lead to a combo opportunity.

    Opponent Crouch [3][3][P][+][G] – The Spread Wing is a down forward ending low throw. This is Blaze's strongest low throw and the only one that takes off a Shun drink point.

    Opponent Crouch [1][P][+][G]– The La Magistral ~ Cancun Tornado is a down back ending low throw. Against certain opponent's who do an in place rising attack, Blaze can neutral jump over them and be in a position to do a back turned attack.

    Opponent Crouch Right [2][P][+][G] – The Arondight is a right side low throw.

    Opponent Crouch Left [2][P][+][G] – The Falchion is a left side low throw.

    Opponent Crouch Back [2][P][+][G]– The Diamond Dust is a back low throw. After this throw, a Personal Elbow down attack is guaranteed.

    :eek:
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