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VF5FS El Blaze Strategy

Jun 5, 2014
VF5FS El Blaze Strategy

  • Introduction(top)


    El Blaze is a well rounded character with exceptional options to keep up momentum after a stagger or knockdown. The main reason for this is Blaze's special stance called Rocket Discharge. The Rocket Discharge is a unique run that Blaze can do after certain moves on hit and even sometimes on guard. When Blaze goes into this run he gains access to many special moves that will keep his opponent guessing.



    General Strategy(top)


    Close Range

    [P], [2][P], and [6][P] are Blaze's fastest pokes and the staple attacks you can revolve your offense around for attacking safely and gaining frame advantage on hit. [3][P], [4][6][P], [4][P], and [2][K] are useful for pressuring with strings that change attack height. [4][P][K] is especially useful since it is a half circular high that goes into a full circular mid. [1][P] is your safe low attack to break through a standing guard and make your opponent want to block low. When your opponent starts ducking or attacking with lows, Blaze has [8][P][+][K] which can lead to a combo. [P] and [4][6][P] give advantage on guard to start a frame trap. During nitaku, Blaze can use [4][6][P][+][K] and [4][P][+][K] as safe ways to start a counter hit combo. Blaze has many damaging high and low throws as well as a catch throw for when your opponent is frozen, trying to evade, or fuzzy guarding.

    Mid Range

    [6][K][6] is a strong choice since it will only Rocket Discharge on hit and will keep your opponent back on block. Whiffing with [4][P] and connecting with the follow up full circular mid [K] is a good way to keep your opponent blocking for continuous pressure that can't be easily dealt with. [3][K][+][G] is a quick attack with good range that will beat most of your opponents mid range attacks on a trade since it is 27 dmg. Crouch dashing in and out at this range is a good way to buffer [2_][6][P][+][K] to quickly react to whiffed attacks and punish them with a combo. [4][P][+][K] can quickly close the distance when looking for a counter hit combo opportunity or go into Blaze's back turned stance. [2][P][+][K] at mid range followed by an immediate [P] or [2][P] can be used as a frame trap to counter hit any immediate attack from your opponent. [K][+][G] is also a good poke at this range to keep your opponent from wanting to evade around attacks and to push them back on block to set up a whiff punish.

    Long Range

    [9][P][+][K][K] and [4][1][2][3][6][P][P][K] instantly offer 2 different attack levels to attack from far range. Both moves also have an empty version that can provide a throw mixup if the opponent is ready to guard a strike. [9][K] is a powerful attack at 30 dmg which can catch you opponents whiffed attack or beat most of your opponent's attacks in a trade. [4][3][K][+][G][5][P][+][G] is a fast grounded attack that is safe on block and will keep you at a distance where most immediate attacks from your opponent can't reach.



    Nitaku(top)


    What's this character's nitaku, or two-choice, guessing game?

    In Final Showdown nitaku begins when your opponent is at a -6 disadvantage. Blaze has many striking options for when he is in this advantage. Blaze's throw game is also strong in that he can do at least 60 damage in either forward or back direction. The ability to mix up these strikes and throws will keep you from being predictable to your opponents anti nitaku strategies.

    The following are strikes El Blaze can do at +6 for use in nitaku. Mix these strikes with throws to keep your opponent guessing.

    [6][P] is a 14f mid punch. This is the fastest and safest way to attack. On counterhit you can either use the follow up [K] to combo into a knockdown or use your advantage for a +7 nitaku situation. On block you can fuzzy guard an immediate attack making this move safe. If evaded, no strike is guaranteed.

    [3][P] is a 15f mid punch. On counter hit this move can combo into the 2nd [P] attack in the [3][P][P][K] string. This gives you a mixup where your opponent has to deal with an incoming and very delayable mid hitting knee that staggers on hit or stopping short and attempting a throw. On block you can safely fuzzy after either first or second attacks in the [3][P][P][K] string. If [3][P] is evaded, no strike is guaranteed but if you follow through with the second hit then a launcher is possible.

    [3][K] is a 16f mid kick. This is your fastest mid kick option. This move comes in handy if you think your opponent might do a mid punch reversal or think they can backdash. On counter hit this move pushes back and is useful if hit into a wall since it will cause a wall stagger or possible ring out. On block you end up at -6 and are put into a nitaku yourself. If evaded a jab string is possible.

    [4][P][+][K] is a 16f mid punch. On counter hit this move gives you a higher damaging mid punch combo over [4][6][P][+][K] but has drawbacks because it leaves you backturned. If guarded you are put into a sideturned situation if your opponent immediately attacks with a throw or 15f and below move. If evaded, a back throw or launcher combo is possible.

    [4][6][P][+][K] is a 16f mid punch. This move gives a slightly less damaging combo on counterhit compared to [4][P][+][K] but has none of its backturned drawbacks when guarded. Keep in mind that on guard you are -6 and have to defend your opponents nitaku. If evaded, a jab string is possible.

    [6][K] is a 17f mid kick. On counter hit this move allows Blaze to choose to go into Rocket Discharge to keep your opponent guessing. If hit into a wall you can also induce a wall stagger. On guard you become -8 but have a slight pushback where you have the option to backdash almost any immediate incoming attack. If evaded, a launcher combo is possible.

    [6][K][+][G] is a 17f mid knee. This move will net you the most damage out of any of the above options. It is also useful in the event your opponent does a mid punch reversal. It's only drawback is that it is unsafe at -15 when guarded. If evaded a launcher, combo is possible.


    What is recommended at different advantages?

    At +6 advantage the above options are the only strikes to use in nitaku but there a few more options for you to explore at higher advantages of +7 to +9.

    +7

    [4][K][P] – This move works like [3][P][P] where the second move in the string will combo on counter hit and you have options in the third attack where you can either hit for a combo with the [P] ender, hit for a stagger into Rocket Discharge or backturn mixup with the [K] ender, or you can simply end the string after the second hit and attempt a throw. If evaded a launcher combo is possible.

    [7][K] – This move counter hits for a stagger and allows you to go into Rocket Discharge. On block you are typically too far back for any immediate retaliation and can bait an immediate whiff punish. If evaded only long range attacks have the possibility to reach.

    [3][P][+][K][5][P][+][G] – This move on counter hit allows for a hit throw into Rocket Discharge mixup while the opponent is staggered. When connecting a full combo you will most likely have combo'd your opponent to the edge of the ring/wall. If evaded a launcher combo is possible.

    +9

    [8][P][+][K] – This move is Blaze's double handed mid class attack that will beat Aoi's YY stance as well as other anti nitaku moves. On block it is -9 which puts you into your opponents nitaku. If evaded a launcher combo is possible.

    [4][3][K][+][G][5][P][+][G] – This move is Blaze's only half circular to catch evaders. It is a special high that at this advantage will eat [2][P]. On hit or block you can option select a back crouchdash after inputting [P][+][G]. Use this to gain a little extra space to bait and whiff punish when blocked. If evaded a launcher combo is possible towards Blaze's back.

    [2][P][+][K] – On counter hit, this move gives you +8 advantage to set up a situation that forces your opponent in a crouched position with enough advantage to be low thrown. On block this move leaves you at +1 giving you the chance to attack first with [2][P] counterhit or a throw. A 14f attack is possible if evaded.


    What are Blaze's moves that force nitaku?

    +6 - [K][+][G], Rocket Discharge [K], [6][P] vs. crouch, CH [4][6][P], CH [4][K], CH [4][K][[P]], CH [6][P][+][K][[P]]

    +7 - CH [6][P], CH [2][P]

    +8 - [3][K] vs. crouch, CH [P], CH [6_][P], CH [4][6][P][[K]]

    +9 - CH [K][+][G], CH Rocket Discharge [K]


    What can you do to defeat a Guarding Throw Escape? (e.g. guard breaks)

    Defending with a guarding throw escape is the easiest thing to do against a nitaku situation since it covers blocking a mid and gives you the chance to break 1 throw direction. To combat this, El Blaze has a few lows he can do that can still counterhit [2][P] and is fast enough to duck or counterhit an 11f [P]. The only drawback of these moves compared to mids are they will lose to any moves that low crush at disadvantage.

    [1][K] – This move will work at +6. It's drawbacks is that it isn't much damage, doesn't knockdown or stagger, and is 0 on counterhit which isn't much reward. On normal hit you are at -6 disadvantage and will be in your opponents nitaku but it may be worth it if you only need a few points of damage to kill. On block this move is punishable. If evaded a launcher combo is possible.

    [1][P] - This move will work at +7. On counter hit you become +4 to keep up momentum. On normal hit you are at -4 but have the ability to fuzzy. On hit it is especially useful close to the wall since it can induce a wall stun under the right conditions. A launcher combo is possible if evaded.

    [2][K] – This move will work at +8. On counter hit [2][K][P] will combo and your opponent will have to guess between guarding another throw or half circular high that crumples on hit with the [P] ender or a kick mid that leads into Rocket Discharge with the [K] ender. On normal hit you are at -4 but will have the ability to fuzzy guard any immediate attack. On block this move is punishable. If evaded a launcher combo is possible.

    [1][K][+][G] - This move will work at +9. On counter hit this move will leg crumble. On normal hit and on a standing guard this move will stagger. On block this move is punishable. If evaded a launcher combo is possible.

    There are other moves that can break through a Guarding Throw Escape but can lose to an abare attempt by your opponent.

    [4][6][K][4] - This move does no damage but is like a catch throw that can't be broken and has the ability go into rocket discharge on block.

    [8][K] - This move is a full circular high that staggers on guard and can be Rocket Discharged.

    [9][K] – This move is a jumping mid drop kick that will stagger a standing guard.

    [9][P][+][G] – This move is a high catch throw that can't be broken.

    [2][K][+][G] – This move is a full circular low.


    What can you do if you anticipate an evade in any or a particular direction?

    Throwing is the strongest option you have against a possible evade because they cover both directions in nitaku.

    At +7 [1][P] becomes an option if you anticipate your opponent evades to your back.

    At +8 [4][3][K][+][G][5][P][+][G] also becomes an option if you anticipate your opponent evades to your back.

    Other riskier options El Blaze has include the following. But keep in mind they can be counterhit out of in nitaku since none are mids, or are either too slow to beat the fastest abare strikes, and can simply be ducked or crouch guarded.

    [K][+][G] – This move is a full circular high that sideturns opponents on hit. On counterhit, a ppk cannot be guarded.

    [8][K][+][G] – This move is a full circular high that can be Rocket discharged on hit or guard.

    [9][P][+][G] – This move is a high catch throw

    [2][K][+][G] – This Move is a full circular low that knocks down on counterhit.


    Crouch Nitaku(top)


    El Blaze can use his ability to Low Throw to create a Nitaku situation. If the opponent is -6 and above disadvantage while crouching they cannot rise in time to make the Low Throw whiff. The opponent has to decide whether to guard an incoming mid or guess a Low Throw direction to break/abare through it. There is no option that covers both situations the way a guarding throw escape works on a standing nitaku making this a strong set up.

    The first way to do this is to use moves such as CH [2][P][+][K] and BT [2][P] which force the opponent into a crouched position with enough advantage to be low thrown.

    The second way a crouch nitaku can occur is when your opponent's crouching low attack is -6 or above disadvantage. The most common situation this will happen in is when you knock down your opponent and guard their low rising attack. It is also important to know that some characters low attacks leave them at -6 on normal hit including Blaze's [1][K].



    Small Advantage +1-5(top)


    At -1 to -5 frames of disadvantage your opponent can use a fuzzy guard to duck a throw and rise in time to guard Blaze's fastest mid which is [6][P]. To combat this Blaze can use a low throw to catch the crouch or use a delayed throw to grab the opponent as they rise to block the mid.

    If you think your opponent will attack at disadvantage, Blaze can still counter hit his opponent with the proper attacks. [2][P] or a mid is preferred since you basically want to be able to beat 11f jabs or your opponent's [2][P]. Highs are dangerous since they can be beat by crouching lows and Blaze's [1][K] which is the only low fast enough to work at +4 and above doesn't give you any advantage to work with.

    +1 [2][P]

    +2 [6][P]

    +3 [3][P]

    +4 [4][P][+][K], [4][6][P][+][K], [3][K]

    +5 [6][K], [6][K][+][G]



    From Disadvantage(top)


    Defending with a fuzzy guard at -1 to -5, evade dash canceling, and guarding throw escapes are always the best options at disadvantage but Blaze has a few things he can do if he guess right.

    vs. high attacks Blaze can always go for the typical low like [2][P], [1][P], [2][K][+][G], etc but those moves can be beaten by special highs that crush lows. Fortunately there are other options Blaze has to disrupt his opponent. [4][6][P] will go under grounded high attacks including special highs that aren't full circular and gives Blaze a recovery counter hit for +3 advantage. [P][+][K][+][G] is a high attack sabaki that will eat grounded high attacks including special highs that aren't full circular and give Blaze from 15f up to 30+ depending on what move is sabaki'd.

    If Blaze guesses a low attack is coming he can use jumping [K] ascending at -9 for a knockdown into Rocket Discharge mixup. [9][P][+][K][K] can also work at -9 but you opponent will have time to block after a whiffed [2][P]. [8][P][+][K] is also an option but it will only work up to -8. and can be counter hit at -9.

    [1][P][+][K] at disadvantage can avoid many incoming attacks including mids but is very situational. It is mostly useful after Blaze does an attack that pushes back on block like [4][3][K][+][G], [K][+][G], and [3][K][+][G]. [1][P][+][K] is dangerous in that it is punishable on block and easy to hit with a far reaching move or multi hit string.

    Like all character's, at -1 to -9 you can attack through a throw since throws aren't guaranteed until +10 (except Wolf's [6][P][+][G] with 9f exe). [2][P] and [4][6][P] are good choices if you guess between a high and throw. [8][P][+][K] is your choice if you want to guess defend a throw or a low since the other options have slow startup off the ground. If you are dead set on attacking through a throw then [6][K][+][G] is your most damaging choice since it will launch on minor counter hit for the most damage compared to other combo starters.


    Punishment(top)


    Punishment can occur 2 different ways. The first way is by guarding an opponent's attack that leaves them at -10 or more disadvantage and attacking before they are able to guard again. The second way is to make your opponent's attack miss and hitting them before their move ends.

    The important thing for El Blaze when punishing is securing the knock down when he can.

    Guard Punishing(top)


    The following become guaranteed when you guard and have each frame advantage.

    +10 to +11 - throw attempt

    +12 to +13 - [P][K], [2][P] (vs. crouching opponent), [P][P][K] (vs. standing Taka only)

    +14 - [P][+][K][P][P], [6][P][K] (vs. crouching opponent until +17), [K][K][K] (vs. Taka Only)

    +15 - [2_][6][P][+][K]

    +16 - [4][P][K][P] (vs. Taka only)

    +17 and above - [6][K][+][G]

    +20 and above move that pushes back - [4][3][K][+][G][5][P][+][G]

    Whiff Punishing(top)


    Whiff Punishing can occur by ducking your opponent's moves, back dashing out of range, and evading.

    [2_][6][P][+][K] is a strong option for a ducking punish since it is fast at 14 frames and doesn't require a major counter hit to start a combo.

    Backdashing your opponent's whiffed moves will require an attack that moves Blaze forward to get back into a position to hit his opponent. Moves that have a [4] are especially useful since while backdashing you are already buffering during the [4][4]. This includes [4][3][K][+][G], [4][6][K], [4][6][P][+][K], etc. [2_][6][P][+][K] is also strong since you can buffer a back crouchdash to start this move. Having your opponent block a move that has pushback such as [K][+][G], [6][K], [3][K][+][G], and [P][+][K][+][G][P], are also useful in creating space when attempting a whiff punish setup.

    Punishing after a successful evade can be tricky since there are many variables such as amount of disadvantage you had before the evade, how late you enter the evade, and how much recovery your opponent has during their move that is evaded. Generally if you look at your opponent's total frames and subtract 23f plus whatever disadvantage you are evading from (-1 to -9) you can figure your advantage and which moves from what characters are guaranteed punishable. In theory 44+ total frame moves are at least [P][P][K] (23 successful evade frames + 9f disadvantage + 12f jab) punishable for a knockdown and as you notice which moves have higher totals you can determine higher damaging punishes.



    Using Strings(top)


    El Blaze has many strings he can use to create a mix up between finishing a string or stopping short and using a throw. To further confuse your opponents, Blaze can delay between moves and create counter hits. Typically in a 3 hit string if the 2nd hit counter hits then the 3rd hit will combo. If the last hit of a string lands as a counter hit that knocks down, Blaze can even sometimes get a combo opportunity where he normally wouldn't from a normal hit knockdown.

    The following are strings that create a combo opportunity if the last hit lands as a counter hit.

    [P][[K]]

    [P][P][[K]]

    [4][6][P][P][[K]]

    [P][+][K][P][[P]]

    [6][P][[K]] (only works on a counterhit from a crouching low like [2][P])



    Side Turned(top)


    What are this character's options for side turning the opponent with an attack or throw?

    [K][+][G] is Blaze's attack that will side turn his opponent. Breaking your opponent's throws can also leave them sideturned but generally leaves them too far to be thrown.

    What are the optimal follow-ups when the opponent is side turned?

    Throwing is always your fastest option.

    [P] and [2][P] are always your fastest striking options.

    [6][P] is always your fastest mid option.

    [3][K] will side crumple your opponent on counter hit.

    [4][K] will stagger a crouching opponent.

    CH [6][K] can combo into rd p+g on counterhit.

    [2][P][+][K] and BT [2][P] on counterhit will combo into a side low throw attempt.

    [K][+][G] again will back turn your opponent for a free back throw.


    Do the options vary due to ring position?

    Evading towards your opponent's back and hitting with [K][+][G] will back turn your opponent.


    What are the optimal follow-ups when you successfully evade an attack that recovers standing or crouching?

    Throwing is the fastest way to stop your opponent from evading your evade.

    [P][P][K] Is the fastest way to knockdown your opponent's recovery.

    [6][P][K] is the fastest way to knockdown a crouching opponent's recovery.

    [6][K][+][G] is the easiest and most damaging way to launch an opponent for a combo against an opponent's attack that has a long recovery.


    Side Turned Unblockables

    When hitting your opponent side turned all characters get an invisible +2, +3 or +6 extra advantage depending on the damage of the previous move. When this happens at +9, a [P] and [2][P] can become unblockable even though it is not a combo. [P][P][K] combos on normal sideturn hit and becomes a strong choice for a damaging knockdown or [2][P] can be used to keep your opponent sideturned for a nitaku setup.

    At the +9 side turned situation, even though standing [P] is unblockable it can still lose to a low attack or high crush. This goes the same for [2][P] which can be beat by a low crush that works at disadvantage. Once your opponent realizes this it opens up the opportunity for side counter hits such as a [3][K] side crumple combo for massive damage.

    The following are moves that create a side turned unblockable setup.

    +9 - CH [K][+][G] ([P]/[2][P])

    +9 Side CH [2][P] ([P]/[2][P])

    +9 Side CH [4][K] ([P]/[2][P])

    +10 Side CH [P] ([P]/[2][P]/[4][6][P])

    +10 Side CH [6][P] ([P]/[4][6][P])

    +11 - Side Ch [4][6][P][[K]] ([P]/[4][6][P]/[6][P])

    +13 - Side CH [2][K][P][[K]][6] (Rocket Discharge [K] unblockable and +9 NH for another [P]/[2][P] unblockable setup)

    +13 - Side CH [4][P][[K]][6] (Rocket Discharge [K] unblockable and +9 NH for another [P]/[2][P] unblockable setup)

    +15 - Side CH [6][K][6] (Rocket Discharge [K] unblockable and +9 NH for another [P]/[2][P] unblockable setup)

    + 15 - Side CH [K][+][G] (closed stance towards back only, +16 to +21 strikes unblockable, Shadow Hammer and Back Throw guaranteed situation)


    Side Turned Advantage On Guard

    Many moves that were negative frames normal faced on guard gain advantage when guarded side turned. This give's Blaze more opportunities to create counter hits from moves that would normally put him at disadvantage.

    The following are attacks that give Blaze advantage when guarded side turned and the followups that will counterhit your opponent's [2][P] and above attacks.

    +1 [K][+][G] ([2][P])

    +1 [9][K][+][G][4] (BT [P] only vs. 13f and above mids and highs that don't high crush)

    +3 [4][6][P] ([2][P], [6][P], [3][P])

    +3 [4][K][P][K][4] (BT [K])

    +4 [P] ([2][P], [6][P], [3][P], [4][6][P][+][K], [4][P][+][K], [3][K], [1][K])

    +4 [2][P][+][K] ([2][P], [6][P], [3][P], [4][6][P][+][K], [4][P][+][K], [3][K], [1][K])

    +4 [4][K][P][K][6] (RD [K])

    +5 [4][P][K][6] (RD [K])

    +6 [P][P][P][K][6] (RD [K])

    +9 [4][6][P][P][K] ([2][P], [6][P], [3][P], [4][6][P][+][K], [4][P][+][K], [3][K], [1][K], [6][K], [6][K][+][G], [3][P][+][K], [4][3][K][+][G])



    Combos(top)


    Any additional notes about combos (e.g. favouring one over another due to ring position)

    In Rectangle 6x16 stage distance, it is possible to adjust combos to get a high bounce off the wall. From here Blaze can usually get a [9][P][+][K][K] bound where he normally can't in a midscreen combo. Try experimenting with moves such as [3][P][P], [2][K][P], [P][K], [6][P][+][K][P], [4][K][P], etc. after a combo starter to get your opponent to get the high bounce. Against most characters you will be able to follow with a [9][P][+][K][K], [P], [2][P][+][K], [K][K][K] to finish the combo.

    Another way to adjust combos at the wall is to [2][P] right after a combo starter to continue a float then [4][P][+][K] to bounce them off the wall and then bound with backturned [2][P] into [K][K][K]. This will net Blaze some additional damage for almost any combo starter.

    At times when you are ending a combo close to the edge of the ring an ender like [K][K][K] might make you fall out faster than your opponent. This happens because your feet are on the ground and your opponent may still be in the air during a juggle and as you keep walking forward you fall in first. Rather than ending with [K][K][K] or other 3 hit strings you can try ending with [6][P][K] instead to ring your opponent out before you get close to the edge. An additional note about [6][P][K] is that it will ring out over a low fence where [K][K][K] won't.

    Discuss techniques that can be used for 1 frame delays

    Some combos require a one frame delay after a bound. To do this input [3][3][6_] during the bound, and while holding [6_] enter [P].

    Other combo's can be followed with [6][P][+][K] after a bound for 1 extra damage instead of [6_][P]. [6][P][+][K]can be delayed with [6][6][P][+][K] or [2]/[8][6][6][P][+][K].

    Fastest input Shadow Hammer can be input as [3][3][6][P][+][K] or [1][1][6][P][+][K].



    Wakeup Strategies(top)


    Okizeme(top)


    Baiting and punishing whiffed rising attacks

    To bait a whiffed rising attack you must first know what position your character will be in when they are knocked down. The second thing to know is if the character Blaze is fighting has special properties to their rising attack for example most of Akira's rising attacks are linear.

    A common set up is a ending a combo with [K][K][K]. This will leave your opponent face up, head towards. In this position most character's attacks are half circular. Anticipating a mid rising attack and evading towards their back will give Blaze the chance to [6][K][+][G] the recovery of your opponent's kick and get Blaze a combo.

    Another common setup ending with a [K][K][K] combo is doing Rocket discharge [9][K][+][G] to crowd your opponent then immediately [7][G] back. Against a mid rising attack [4][3][K][+][G][5][P][+][G] is fast enough to hit the recovery of your opponent. Against a low rising attack [9][P][+][K][K] will hit due to the special high attack properties.

    A tricky setup involves getting a knockdown with [6][P][K] or [P][+][K][P][P] punish. Both knockdowns leave your opponent face up, feet towards. The common mid and low rising attack is a full circular. After getting the knockdown do an immediate [9][P][+][K] to crowd your opponent and then forward neutral jump over them. Your opponent's rising attack should whiff forwards and you should land behind them in a back turned position. A well timed BT [2][P] will hit the recovery of either low or high rising attack giving Blaze a free BT [2][P][+][G] into [3][P][+][K] down attack combo.

    Another tricky setup is getting a Jump [K] descending into [3][K][+][G] combo and Rocket Discharge [9][K][+][G] over them and immediately [7][G]over them again. Unlike the above setup, this puts Blaze facing forward with their opponent's back exposed to them. A back throw or [3][K] crumple combo are strong options in this situation.

    Other options Blaze has in dealing with rising attacks is trying to crush them outright in well timed meaty attacks.

    A typical setup is getting a knockdown with a [K][K][K] combo ender and doing Rocket Discharge [9][K][+][G] to crowd their body. From here you can time [6][K] to hit meaty on either low or mid rising attacks to connect for a counter hit into Rocket Discharge setup. Since [6][K] does more damage than a rising kick, it will also beat it since higher damaging attacks win in a trade.

    Another common setup is after a [6][P][K] or [P][+][K][P][P] knockdown is to immediate [9][P][+][K] then BT [K][+][G]. BT [K][+][G] is a special high that can cover both mid and low rising attacks and gives Blaze a combo opportunity.

    Against mid rising attacks, [K][+][G] is a strong option since it has 7 active frames to hit your opponent. Also advantage given on counter hit is so much that you can at least combo into a throw attempt.

    Against a low rising attack [6][K][+][G] can do massive damage from the follow up combo opportunity. Blaze also has [8][P][+][K] for comparable damage and is a safer option if blocked.

    Blaze has many moves that will beat a rising attack but timing will vary. The risk vs. reward can be beneficial against a rising attack happy opponent since getting counter hit out is only 30 damage and -6 disadvantage compared to the rewards Blaze gets if his hits with any of the above set ups.

    * The above listed set ups were done on in place rising kick opponents. Setups may not work on all characters or in side/back rolling opponents. Use with caution.


    Guaranteed punishment after blocking certain rising attacks

    If an opponent back rolls and does a rising attack, they are -15 on guard. Dealing with this can be tricky because your opponent may be so far back that even if you block the attack, your fastest punishment options may not reach. Only if their back is against the wall or if you are crowding them with forward dash/crouch dashes will get you a guaranteed punish.

    Ukemizeme(top)


    Ideal attacks to pressure with

    El Blaze excels at pressure after a knockdown due to the fact that most of his common max damage combos end with [K][K][K]. [K][K][K] gives a spinning knockdown that results in the opponent landing face up head towards. If the opponent does a quick rise they wake up backturned. If they side roll they are subject to mid meaties and [3][K] down attacks. If they choose to lay still they are subject to ground throws, heavier ground attacks, and green combos. The constant threat of being harassed on wakeup is one of the main reasons El Blaze can be scary.

    Following a [K][K][K] ending knockdown with Rocket Discharge [9][K][+][G] can hit meaty against in place and side roll recovery. Against in place recovery this set up is unblockable since your opponent is hit back turned. From here you can follow with a Space Rolling Elbow combo [P] combo. Against a side roll is more tricky since it requires delayed timing. Also they are front facing and can shake the [9][K][+][G] stagger to block or evade an incoming Space Rolling Elbow. Against this kind of situation, a Screw Leg Lariat [K] follow up becomes a safer option since it will stagger a guard or knock down on hit and can lead to another Rocket Discharge mix up. If your opponent decides to lay still after a Rocket Discharge and [9][K][+][G] doesn't hit, El Blaze has a few options. These options include a [3][K] down attack, using a meaty mid if they side roll their get up, or simply [7][G] back to reset the situation. With practice you can hit check the RD [9][K][+][G] to determine how you proceed.

    When Blaze gets a knockdown from a move that can't be Rocket Discharged from he still has other options to keep up pressure on a quick rise or tech rolling opponent. An immediate [9]/[3][P][+][K][+][G] Tiger Step after any knockdown sets up the meaty mid attack or throw guessing game. Another useful setup is an offensive move into [4][6][K][4][6]. If the opponent wakes up with a immediate attack they will be counter hit but if they block they will be caught in the Mouse. There are also many mids Blaze can use with or without an offensive move to catch his opponent backturned or during the side roll.

    Not being able to Rocket Discharge after a knockdown carries a benefit in being able to forward dash in without going into the run. This is useful against the opponent who just lays there and expects you to whiff a meaty. After knockdowns like [6][P][K] or [P][+][K][P][P], you can do an immediate [6][6] and [2][P] your opponent off the ground if they don't quick recover or tech roll. From there you can combo them with an easy [6][P][K] or [3][K][+][G].

    Combining the above techniques with ground throws will make your opponent fear the knockdown.

    Option selects between attack or down attack

    If your opponent is good at mixing up how they will wake up, it becomes a good time to use Blaze's [3][P][+][K] and [3][K] option selects. After any knockdown, offensive move up or down and use [3][K] or [3][P][+][K]. If they lie still or try to rising attack, Blaze's down attack will come out. If they in place recover or techroll then a [3][K] Middle Kick or [3][P][+][K] Overtune Blow will come out.

    Meaties

    Depending on the knockdown and if your opponent does an in place or side roll recovery will determine what meaties will connect. When close, almost any mid from a 14f [6][P] to an 20f [2][P][+][K] can work to mix up your opponent and give you different advantages or positioning. When knocked far away only something like [6][6][K] or [4][1][2][3][6][P][P][K] might connect. There are many possibilities for almost any situation.


    Ring Position(top)


    Wall Pressure(top)


    How to induce, and follow-up, wall staggers

    There are many ways to induce a wall stagger.

    [4][6][P][K]
    [6][K]
    [3][K]
    [4][K]
    [9]/[3][P][+][K][+][G][K]
    BT [K]
    CH [6][P]
    CH [4][P]
    CH [3][P]
    CH [1][P]
    CH [6][K]
    CH [4][K]
    CH [3][K]
    CH [2][K]
    CH [P][+][K]
    CH [6][P][+][K][[P]]
    CH [3][P][+][K]
    CH [4][3][P][+][K]
    CH [4][3][K][+][G]
    CH [P][+][K][+][G][K]
    CH [9]/[3][P][+][K][+][G][P]
    CH [9]/[3][P][+][K][+][G][K]
    CH Rocket Discharge [K]
    CH BT [K]

    Depending on how well your opponent can shake the stagger should determine how you follow up. The following will work against most characters.

    14f [6][P][K], [6][K][+][G]
    15f [3][P][P][K], [6][K][+][G]
    16f [4][6][P][+][K], [2][P], [4][P][+][K], [2][P], [K][K][K]
    17f [6][K][+][G], [4][P][+][K], [8][K], [P], [2][P][+][K], [K][K][K]

    If a move can be Rocket Discharged from you can also do the following

    RD [K], [2][P], [4][P][+][K], [2][P], [K][K][K]
    RD [9][K], [4][P][+][K], [2][P], [K][K][K]


    How to induce and follow up wall splats.

    There are many ways Blaze can induce a wall splat.

    [4][6][P][K][K]
    [4][1][2][3][6][P][P]
    [9][K]
    [6][K][+][G]
    RD [P]
    RD [9][K]
    Jump [K] (ascending)
    CH [P][[K]]
    CH [P][P][[K]]
    CH [6][P][[K]]
    CH [4][P][+][K]
    CH [2][K][+][G]
    CH BT [2][K]
    parallel and back towards wall [P][P][P][K]
    parallel and back towards wall [4][6][P][P][K]
    parallel and back towards wall [1][P][+][K]
    parallel and stomach towards wall [8][K]
    parallel and stomach towards wall [3][K][+][G]
    parallel and stomach towards wall CH [4][6][P][P][2][K]
    parallel and stomach towards wall opponent to right CH [2][K][+][G]

    [6][K][+][G] is your typical go to move for a wall splat after a stagger or during nitaku.

    Blaze can typically follow up any wall splat with a simple [P], [2][P][+][K], [K][K][K] but has many more damaging options he can do depending on weight class.


    How to induce, and follow-up, wall side stuns

    Wall side stuns are dependent on your opponent's shoulder being normal hit into the wall. Getting the proper angle in a match will be mostly by luck but once you recognize the positioning it becomes a powerful tool to combo your opponent. With Blaze's back facing the wall, [2][K][+][G] and [1][K] are strong options and with Blaze's stomach facing the wall, [1][P] is your go to move. Lows are good because it is easier to normal hit an opponent while they are stand guarding.

    The typical combo is as follows

    [1][P], [2_][6][P][+][K], [4][P][K][P], [K][K][K]
    [2][K][+][G], [2_][6][P][+][K], [4][P][K][P], [K][K][K]
    [1][K], [3][K][+][G], [9][P][+][K][K], [4][P][+][K], [8][K], [P], [2][P][+][K], [K][K][K]

    There are many other combos depending on weight class.

    The following can also be used to induce a wall side stun and do not depend on Blaze's stance to the wall.

    [P]
    [6][P]
    [4][P]
    [4][6][P]
    [2][P]
    [3][P]
    [2][K]
    [P][+][K]
    [3][P][+][K]
    [4][6][P][+][K]
    [4][3][P][+][K]
    [2][K][+][G]
    [P][+][K][+][G][K]
    [4][3][K][+][K]
    [9]/[3][P][+][K][+][G][P]
    RD [K]
    BT [P]

    Since most of the time the side wall stun will be from an accident while using the above moves it may be hard to buffer [2_][6][P][+][K]. In this situation [6][K][+][G] is preferred to instantly launch your opponent. The follow up will be dependent if Blaze's back or stomach is facing the wall

    A typical combo would be the following.

    (back to wall) [6][K][+][G], [K][K][K], [K][K][K]

    (stomach to wall) [6][K][+][G], [P][P][P][K], [K][K][K]

    There are other variations depending on weight class.


    Ring Out(top)


    Ideal ways to ring out over half fences

    Blaze has many ways to ring out over a half fence. Unfortunately few of them are consistent or require strict spacing. A consistent way to see if a move will float over a half fence is to pick Akira's stage and land a hit right as your opponent's back foot lands on the the middle of the circle close to the wall.

    Listed below are known ways to get a half wall ring out.

    [P][P][K]
    [6][P][[K]]
    [4][1][2][3][6][P]
    [9][K]
    [P][+][K][P][P]
    [6][K][+][G]
    Rocket Discharge [P]
    Rocket Discharge [9][K]
    CH [P][P][K]
    CH [P][[K]]
    CH [6][P][[K]]
    CH [4][1][2][3][6][P]
    CH [K]
    CH [9][K]
    CH [P][+][K][P][P]
    CH [4][P][+][K]
    CH [6][K][+][G]
    CH [3][K][+][G] stomach facing wall
    CH [8][K][+][G] stomach facing wall

    Ideal combos that carry good distance (for ring out)

    There are a few ways to adjust combos for longer carry when you are looking for a ringout. The first way is to use [6][P][+][K][P] where you would use [2][P][+][K] in a combo for example after a Shadow Hammer. Another way is to end a combo with [4][K][P][P] instead of [K][K][K] for example after a counter hit Hammer Smash. Even ending with [6][P][K] is sometimes more beneficial due to the possibility of ringing yourself out with a 3 hit string ender.

    Combos will vary among characters. Lightweights of course will have the most carry where a heavyweight you might just want to almost always go for max damage.



    Stances(top)


    Rocket Discharge(top)


    Rocket Discharge is a special run where El Blaze has access moves not in his normal command list. Blaze can go into this run raw by pressing [6][P][+][K][+][G] or after moves that allow for a Rocket Discharge on hit or block. Blaze can also go into the run through special movement like Zero G Flight, Backfire, or a non hitting Fade Roll Kick. Rocket Discharge's strongest options include [9][K][+][G], [K], [P][+][G], and [2][P][+][G] but has many other options useful in certain situations.

    The following are ways to enter Rocket Discharge on hit or block

    [P][P][P][K][6]
    [4][P][K][6]
    [K][K][K][6]
    [6][6][K][6]
    [4][K][P][K][6]
    [4][6][K][4][6]
    [8][K][6]
    [9][P][+][K][K][6]
    [3][K][+][G][6]
    RD [P][+][K][K][6]
    RD [9][K][+][G][K][6]

    The following are ways to enter Rocket Discharge on hit only.

    [4][6][P][K][K][6]
    [6][K][6]
    [2][K][P][K][6]
    [9][K][6]
    [3][P][+][K][5][P][+][G][6]
    [4][3][P][+][K][5][P][+][G][6]
    [9][K][+][G][6]
    [3]/[9][P][+][K][+][G][K][6]
    RD [9][K][6]
    Ascending Jump [K][6]

    Other ways to enter Rocket Discharge without a hit

    [6][P][+][K][+][G]
    [4][P][+][K][+][G]
    [7][P][+][K][+][G][6]
    [7][K][6]
    [4][4][P][+][G][6]

    After a knockdown that can be Rocket Discharged from, [9][K][+][G] is especially strong on an in place or tech rolling opponent because it can land meaty and lead to a combo. If the opponent doesn't in place or side roll recover, Blaze is in a position to bait a rising attack or attempt a [3][K] down attack if the opponent does nothing. Combos ending in [K][K][K] or from a move that has a spinning knockdown benefit from this.

    [9][K][+][G] is also useful after an opponent is staggered because it can lead to either a combo with the [P] follow up or another stagger if you opponent can shake and defend with the [K] follow up. If the [K] follow up knocks down and the opponent attempts an in place recovery, Blaze can get a [2][P][+][G] catch throw as the opponent is rising.

    [K] is a strong option in that it is safe if guarded at -4. If it hits a staggered opponent through [9][P][+][K][K], [6][6][K], [4][6][K], etc. the opponent goes into a crumple and Blaze can get a combo.

    [P][+][G] and [2][P][+][G] are both catch throws. As catch throws they can eat through certain attacks or can simply catch opponents trying to defend Rocket Discharge's striking options. Mixing both high and low options will keep your opponent guessing.

    The Rocket Discharge run can be cancelled at any time through a jump to further confuse your opponent and restart your offense. This can be done even after running passed an opponent who has been knocked down.

    When in the run of Rocket Discharge you can run passed your opponent in the background by pressing [7] on your controller. Leaving your controller at neutral will make Blaze run passed your opponent in the foreground.

    Backturned(top)


    Blaze can enter his back turned stance through [9][P][+][K] and [4][P][+][K]. When back turned, Blaze has access to moves not found in his normal command list. Each move has a specific function in mixing up your opponent while Blaze is back turned.

    [P] is your fastest attack at 13f and has all the same follow ups as front facing [P]. It is useful in extending combos when close enough to the wall to get a wall bounce into a [2][P][+][K] bound.

    [2][P] is a bound typically used after a CH [4][P][+][K]. It is +1 on block and on hit/ counterhit forces a crouch. The crouch gives enough advantage to attempt a low throw but is not guaranteed.

    [K] on hit [P][+][G] is a mid kick into hit throw that is useful against an opponent waiting to [2][P] the back turn p+g catch throw.

    [2][K] is a full circular low kick that will knockdown on hit or counter hit. It is very unsafe if guarded.

    [8][K] is a reverse sommersault mid kick. It is generally used as a bound in wall combos after [4][P][+][K]. Midscreen it can still be used as a combo starter if you have some distance between you and your opponent.

    [P][+][K] is a guard break that gives +10 on a guarding opponent. At midscreen it pushes too far back to combo on normal hit but on counter hit you can attempt an instant Shadow Hammer or [6][P][K]. When hit into the wall Blaze can combo into a throw of his choice. [4][6][K][4][6] is a strong option after a blocked midscreen guard break since it is one of the few moves that will reach after a BT [P][+][K] connects and will beat all abare strikes or go into +8 Rocket Discharge run on block.

    [K][+][G] is a half circular special high kick. After a knockdown Blaze can [9][P][+][K] to crowd his opponent and use [K][+][G] to crush both a mid and low rising attack.

    [P][+][G] is a high catch throw. It's best use is as a mix up between defending between this move or BT [K]. After a normal hit [4][P][+][K], this catch throw will eat many standing high and mid attacks.

    Blaze will also recover back turned after many Rocket Discharge moves after a Backfire.


    Conclusion(top)


    El Blaze may lack the weight and reach of other characters but he makes up for these disadvantages with raw offense and the ability to keep up pressure. He has answers for almost any situation he is put in. Understanding how to use these options and putting them into play are the keys to successfully playing this character.
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