MrGame&Rock
Smash Ace
Blaziken is my favorite Pokemon out there, and as a popular fighting type with mechanics that can be translated in a very interesting way to Smash, it's the best (non-Mewtwo) Pokemon to include on the roster. Though a more efficient way to include Blaziken might be as a Falcon skin, I'm going to post a speculative move set as if Blaziken were to be included as a completely unique fighter.
Now, I know Blaziken appears in Kalos Pokemon league as a spectator. However, I don't think this should keep the character from being discussed. It's more like Toon Link in Spirit Train, who has no effect on Gameplay and can be replaced with Alfonzo, than a legit hazard like Ridley.
Speed Boost
This is what would make Blaziken interesting in Smash. In Pokemon, Blaziken starts off slow, but gains speed over time due to this ability. In Smash Bros, this would be translated into a combination of Lucario's Aura and Mac's Power Meter. Over Blaziken's icon on the bottom of the screen, where the Power Meter would be for Mac, you would see six rounded rectangles. In the beginning of the match, they would all be empty, but over time, they'll fill up.
How to fill up the Speed Boost meter: (in order from least effective to most effective) moving, attacking thin air, hitting a stage hazard or item, hitting an opponent, hitting an opponent's shield, taking damage, taking shield damage. (shield damage is a reference to Blaziken using protect to get free speed boosts in competitive Pokemon) How many times you've been hit/hit opponents is a factor, so getting combo'd for 20% raises your speed meter more than getting hit by a single move that does 20%.
As you do these things, you will see the rectangles fill up in their colors. From left to right: blue, green, yellow, orange, red, purple. Once a rectangle is completely filled, Blaziken will flash as if it had just gotten a KO, and its speed will increase to match the speed stage. This can go, of course, up to Speed Stage 6. Blaziken players will be rewarded for using their shields well, playing aggressively, (just moving and attacking nothing barely fills your speed meter) and staying alive for as long as possible. In practice, getting to Speed Stage 3 before dying would be incredibly common, but after that it would take genuine skill and effort to stay alive and gain speed.
Blaziken can lose its speed stages one of two ways: dying, or having its shield broken. If Blaziken dies, it will respawn at Speed Stage 0 under most circumstances. However, if you can get to a high speed stage before dying, you will be rewarded. Dying at SS4 will have you revive at SS1, SS5 will have you revive at SS2, and dying at SS6 will start you at SS3. If Blaziken's shield breaks, its Speed Stage will become 0, but at Speed Stage 3 or higher, Blaziken won't be in stun afterward like other characters.
So, how would Speed Stages affect Blaziken? At a higher speed stage, Blaziken...
Runs/walks faster
has increased lateral air movement
Has less end lag on air dodges, spot dodges, and rolls
Smash attacks, specials, and some other moves are improved, usually in the form of less startup/endlag
(note: when wearing a Bunny Hood, Blaziken's walking and running speeds, as well as Jump Height, don't increase past Speed Stage 3, for the sake of having decent control. This also applies to Smash Run)
(moves affected by Speed Stages are denoted with an Asterisk)
Closing Thoughts
I hope this doesn't get locked or looked over because of Blaziken's cameo, one similar to the one that everyone thought decomfirmed Toon Link. I think that Blaziken's ability from its source material would provide a unique opportunity for a very different kind of fighter. I took the damage from these moves using other fighters as source material, so it's possible I missed something and my proposed moveset would end up too strong or too weak. Or maybe there's a completely different way to apply Speed Boost to a playable Blaziken that I missed completely!
Updates: Added some stuff about All Star mode, equipment, and trophies. Also changed Blaziken's taunts slightly
Update 2: Changed some moves around, altered Speed Boost mechanics, (jump height no longer scales with SB) and changed some special moves around as well as Dash Attack. The moves that were replaced are below.
Now, I know Blaziken appears in Kalos Pokemon league as a spectator. However, I don't think this should keep the character from being discussed. It's more like Toon Link in Spirit Train, who has no effect on Gameplay and can be replaced with Alfonzo, than a legit hazard like Ridley.
Speed Boost
This is what would make Blaziken interesting in Smash. In Pokemon, Blaziken starts off slow, but gains speed over time due to this ability. In Smash Bros, this would be translated into a combination of Lucario's Aura and Mac's Power Meter. Over Blaziken's icon on the bottom of the screen, where the Power Meter would be for Mac, you would see six rounded rectangles. In the beginning of the match, they would all be empty, but over time, they'll fill up.
How to fill up the Speed Boost meter: (in order from least effective to most effective) moving, attacking thin air, hitting a stage hazard or item, hitting an opponent, hitting an opponent's shield, taking damage, taking shield damage. (shield damage is a reference to Blaziken using protect to get free speed boosts in competitive Pokemon) How many times you've been hit/hit opponents is a factor, so getting combo'd for 20% raises your speed meter more than getting hit by a single move that does 20%.
As you do these things, you will see the rectangles fill up in their colors. From left to right: blue, green, yellow, orange, red, purple. Once a rectangle is completely filled, Blaziken will flash as if it had just gotten a KO, and its speed will increase to match the speed stage. This can go, of course, up to Speed Stage 6. Blaziken players will be rewarded for using their shields well, playing aggressively, (just moving and attacking nothing barely fills your speed meter) and staying alive for as long as possible. In practice, getting to Speed Stage 3 before dying would be incredibly common, but after that it would take genuine skill and effort to stay alive and gain speed.
Blaziken can lose its speed stages one of two ways: dying, or having its shield broken. If Blaziken dies, it will respawn at Speed Stage 0 under most circumstances. However, if you can get to a high speed stage before dying, you will be rewarded. Dying at SS4 will have you revive at SS1, SS5 will have you revive at SS2, and dying at SS6 will start you at SS3. If Blaziken's shield breaks, its Speed Stage will become 0, but at Speed Stage 3 or higher, Blaziken won't be in stun afterward like other characters.
So, how would Speed Stages affect Blaziken? At a higher speed stage, Blaziken...
Runs/walks faster
has increased lateral air movement
Has less end lag on air dodges, spot dodges, and rolls
Smash attacks, specials, and some other moves are improved, usually in the form of less startup/endlag
(note: when wearing a Bunny Hood, Blaziken's walking and running speeds, as well as Jump Height, don't increase past Speed Stage 3, for the sake of having decent control. This also applies to Smash Run)
Blaziken's weight: 107, identical to Ike's
Blaziken's height: identical to Ganondorf's. However, Blaziken's legs are longer and its torso is shorter, so kicking attacks will have a longer range than usual.
Blaziken's (Fast) Fall Speed: similar to ROB's
Short Hop Height: Average
Full Jump height: Higher than Sheik's but lower than Luigi's. This would give Blaziken the 5th highest jumping height in the game. This does NOT increase with speed boost.
Walking Speed: similar in speed to Bowser at Speed Stage 0, progresses to become nearly as fast as Marth/Lucina's at SS6
Running Speed: Similar in speed to Dr. Mario at SS0, progresses to Little Mac's running speed at SS6
Lateral Air Speed: Starts out similar to Olimar's, progresses to become identical to Wario's at SS6
Blaziken can Walljump, but it cannot crawl or wall cling
In general, Blaziken is comparable in terms of power to the likes of Ike and Bowser, but is moderately weaker and lacks a disjointed hitbox.
Blaziken's height: identical to Ganondorf's. However, Blaziken's legs are longer and its torso is shorter, so kicking attacks will have a longer range than usual.
Blaziken's (Fast) Fall Speed: similar to ROB's
Short Hop Height: Average
Full Jump height: Higher than Sheik's but lower than Luigi's. This would give Blaziken the 5th highest jumping height in the game. This does NOT increase with speed boost.
Walking Speed: similar in speed to Bowser at Speed Stage 0, progresses to become nearly as fast as Marth/Lucina's at SS6
Running Speed: Similar in speed to Dr. Mario at SS0, progresses to Little Mac's running speed at SS6
Lateral Air Speed: Starts out similar to Olimar's, progresses to become identical to Wario's at SS6
Blaziken can Walljump, but it cannot crawl or wall cling
In general, Blaziken is comparable in terms of power to the likes of Ike and Bowser, but is moderately weaker and lacks a disjointed hitbox.
(moves affected by Speed Stages are denoted with an Asterisk)
Jab: Bullet Punch. Blaziken quickly punches the opponent multiple times. The first two hits do 2.3% and the last hit does 5%.
Rapid Jab: Fury Swipes. After the first two bullet punch hits, you can do this instead. In which the rapid jabs each to 1% and the last hit does 3%. A standard Jab Combo, with the first two hits included, does 11%, and it can be extended, though the longer you keep it going the easier it is to DI out of.
Forward Tilt: Double Kick. Blaziken kicks twice. The first hit is a true combo into the second hit. Can be aimed up or down. The first kick comes out quickly, and the A button must be pressed again for the second hit to come out. Because of Blaziken's long legs, the move has a decent reach. The first hit does 6% and the second hit does 8% for a total of 14%. It's Blaziken's fastest Kill move at low speed stages, though it still kills relatively late. This is, of course, assuming you get the sweetspot at Blaziken's foot. The legs have a hitbox too, and the first kick's sourspot is supposed to push opponent's into the sweetspot for the second kick. If you get the sourspot, First kick does 4% and second kick does 6% for a total of 10%, and it won't kill for a long time.
Up tilt: Slash*. Blaziken swipes above it into the air. Has okay reach. Comes out pretty slowly at first, but it becomes very fast at higher speed stages. Endlag is very low though. Does 9.5%. There is a sweetspot at Blaziken's claws that does 12%.
Down tilt: Low Sweep. Blaziken ducks and kicks the ground in front of him with a low sweep. Does 9%, but the sweetspot at Blaziken's foot does 11%. Sourspot trips grounded opponents, but while the move starts fast, and the endlag is low, you're only getting a followup if you predict what the opponent does to get up. Sweetspot can kill, albeit later than ftilt. It is a semispike, however.
Dash Attack: Flame Charge. Similar to Kirby's Melee dash attack. Blaziken does a slide while on fire. The move lasts a decent amount of time and is quick. Does 7%. Hitting an opponent with this move raises Blaziken's speed meter much more than a comparable move that deals 7%. While the move deals 7, Blaziken's Speed Meter thinks the move it just landed did 30%.
Getup Attack: Scratch*. Blaziken gets up from the edge (or ground) and scratches any nearby opponents. Does 6.4% from the edge and 5% from the ground. While it leaves Blaziken vulnerable initially, at high speed stages the move becomes nearly risk-free.
Rapid Jab: Fury Swipes. After the first two bullet punch hits, you can do this instead. In which the rapid jabs each to 1% and the last hit does 3%. A standard Jab Combo, with the first two hits included, does 11%, and it can be extended, though the longer you keep it going the easier it is to DI out of.
Forward Tilt: Double Kick. Blaziken kicks twice. The first hit is a true combo into the second hit. Can be aimed up or down. The first kick comes out quickly, and the A button must be pressed again for the second hit to come out. Because of Blaziken's long legs, the move has a decent reach. The first hit does 6% and the second hit does 8% for a total of 14%. It's Blaziken's fastest Kill move at low speed stages, though it still kills relatively late. This is, of course, assuming you get the sweetspot at Blaziken's foot. The legs have a hitbox too, and the first kick's sourspot is supposed to push opponent's into the sweetspot for the second kick. If you get the sourspot, First kick does 4% and second kick does 6% for a total of 10%, and it won't kill for a long time.
Up tilt: Slash*. Blaziken swipes above it into the air. Has okay reach. Comes out pretty slowly at first, but it becomes very fast at higher speed stages. Endlag is very low though. Does 9.5%. There is a sweetspot at Blaziken's claws that does 12%.
Down tilt: Low Sweep. Blaziken ducks and kicks the ground in front of him with a low sweep. Does 9%, but the sweetspot at Blaziken's foot does 11%. Sourspot trips grounded opponents, but while the move starts fast, and the endlag is low, you're only getting a followup if you predict what the opponent does to get up. Sweetspot can kill, albeit later than ftilt. It is a semispike, however.
Dash Attack: Flame Charge. Similar to Kirby's Melee dash attack. Blaziken does a slide while on fire. The move lasts a decent amount of time and is quick. Does 7%. Hitting an opponent with this move raises Blaziken's speed meter much more than a comparable move that deals 7%. While the move deals 7, Blaziken's Speed Meter thinks the move it just landed did 30%.
Getup Attack: Scratch*. Blaziken gets up from the edge (or ground) and scratches any nearby opponents. Does 6.4% from the edge and 5% from the ground. While it leaves Blaziken vulnerable initially, at high speed stages the move becomes nearly risk-free.
Grab: Blaziken reaches out to grab the opponent. Has okay reach.
Pummel: Peck. Okay move, decently fast. Does 1.7%.
FThrow: Flame Burst. Blaziken pops the opponent up and uses flame burst. The explosion can hurt nearby fighters. The throw does 1% and the flame does 8% for a total of 9%. You cannot DI to escape the flame burst. At the edge, it's actually a decent kill throw.
BThrow: Fame Burst. Same, except it's a bak throw. The throw does 3%, for a total of 11%. Can also kill.
UThrow: Fire Spin. Blaziken throws the opponent upward and then engulfs it and the opponent in fire. The throw does 2%, and each hit from Fire Spin does 1.2%. There are five hits from the fire before a last hit that sends the opponent upward and does 4%. The entire thing goes fast and does a total of 12%. Nearby opponents can get hit by the fire that surrounds Blaziken, extending just past its body on all sides. It has little knockback and endlag, making it an actually acceptable combo throw at low speed stages and percents.
Dthrow: Body Slam.* Blaziken throws the opponent down, (1%) then quickly body slams them, (6%, total of 7%) sending them upward in front of Blaziken with fixed knock back. Blaziken can combo off of this, but not at Speed Stage 0 without customs. SS1 is required have enough endlag to uair them, SS2 is required of follow up with any other air move. These followups aren't always guaranteed, but your opponents are going to have a harder time DIing away at higher stages. The greater your speed stage, the better your followup options are, and at SS6 this manifests in the form of a true combo that can KO really early.
Pummel: Peck. Okay move, decently fast. Does 1.7%.
FThrow: Flame Burst. Blaziken pops the opponent up and uses flame burst. The explosion can hurt nearby fighters. The throw does 1% and the flame does 8% for a total of 9%. You cannot DI to escape the flame burst. At the edge, it's actually a decent kill throw.
BThrow: Fame Burst. Same, except it's a bak throw. The throw does 3%, for a total of 11%. Can also kill.
UThrow: Fire Spin. Blaziken throws the opponent upward and then engulfs it and the opponent in fire. The throw does 2%, and each hit from Fire Spin does 1.2%. There are five hits from the fire before a last hit that sends the opponent upward and does 4%. The entire thing goes fast and does a total of 12%. Nearby opponents can get hit by the fire that surrounds Blaziken, extending just past its body on all sides. It has little knockback and endlag, making it an actually acceptable combo throw at low speed stages and percents.
Dthrow: Body Slam.* Blaziken throws the opponent down, (1%) then quickly body slams them, (6%, total of 7%) sending them upward in front of Blaziken with fixed knock back. Blaziken can combo off of this, but not at Speed Stage 0 without customs. SS1 is required have enough endlag to uair them, SS2 is required of follow up with any other air move. These followups aren't always guaranteed, but your opponents are going to have a harder time DIing away at higher stages. The greater your speed stage, the better your followup options are, and at SS6 this manifests in the form of a true combo that can KO really early.
FSmash: Focus Punch*. Blaziken builds up focus while charging, then punches. While punching, Blaziken takes a step forward, its fist becomes crimson and the hitbox expands. Does 22% uncharged, and can KO pretty early. At SS0 it's the slowest FSmash in the game, but with each stage, the startup and end lag decreases, and at SS6 the move is almost as fast as a tilt.
USmash: Sky Uppercut*. Blaziken jumps with its fist (glowing blue, again expanding the hitbox) above it, spins once, then lands. Pretty good vertical reach. The fist starts in front of Blaziken, so its forward reach, while not great, at least exists. Does 18% if the forward hitbox hits, and 15% if the jumping hitbox hits. It has vertical knockback and can KO. This move has fast startup that Speed Boost doesn't affect, but the spinning and landing constitutes a large end lag. Speed Boost stages reduce the end lag, making it a remarkably fast and powerful USmash at SS6. The forward hitbox does Fire damage.
DSmash: Earthquake*. Blaziken jumps up with its legs tucked in, and shoots the legs out upon landing, creating an earthquake with a decently-sized hitbox on both sides of Blaziken. The sweetspot near Blaziken's body shakes more violently than the sourspot farther away. Sweetspot does 16% uncharged and semi-spikes, sourspot does 8% and buries the opponent briefly. Hitbox does not extend off the platform Blaziken is on. Hitbox is short-lived and the move as a whole ends quickly, but the startup is long. Speed Stages reduce the startup.
USmash: Sky Uppercut*. Blaziken jumps with its fist (glowing blue, again expanding the hitbox) above it, spins once, then lands. Pretty good vertical reach. The fist starts in front of Blaziken, so its forward reach, while not great, at least exists. Does 18% if the forward hitbox hits, and 15% if the jumping hitbox hits. It has vertical knockback and can KO. This move has fast startup that Speed Boost doesn't affect, but the spinning and landing constitutes a large end lag. Speed Boost stages reduce the end lag, making it a remarkably fast and powerful USmash at SS6. The forward hitbox does Fire damage.
DSmash: Earthquake*. Blaziken jumps up with its legs tucked in, and shoots the legs out upon landing, creating an earthquake with a decently-sized hitbox on both sides of Blaziken. The sweetspot near Blaziken's body shakes more violently than the sourspot farther away. Sweetspot does 16% uncharged and semi-spikes, sourspot does 8% and buries the opponent briefly. Hitbox does not extend off the platform Blaziken is on. Hitbox is short-lived and the move as a whole ends quickly, but the startup is long. Speed Stages reduce the startup.
Nair: Shadow Claw. Blaziken holds its hands in front of it. They glow purple, and Blaziken slashes in both directions simultaneously. Comes out very fast. Initial hitbox does 11%, but as the claws separate from Blaziken they form a lingering hitbox that does 5%.
Fair: Blaze Kick*. Blaziken's leg becomes fiery and it kicks in front of it. It's a swipe kick, not a dropkick. Does 14% and considerable knockback. Of course, it has a fire effect. Has high startup and endlag for an air move, but becomes faster than bair at higher speed stages.
Bair: Fire Punch*. Blaziken's fist becomes fiery, increasing the hitbox. Blaziken punches forward.turns around and punches forward. 11% and has a fire effect. Does 7% if it hits late. The move shifts Blaziken's momentum more and more at higher speed stages, to the point where it can be used as a B-reverse starting at SS4.
Uair: Acrobatics. Blaziken does a flip that does damage with its legs. Visually identical to Falcon's Uair. Has great reach because of Blaziken's legs. Sweetspot at the feet does 11%, the rest of the hitbox does 9%. Sweetspot can kill if you're high enough. Comes out fast. However, there's a catch. If Blaziken is holding an item, a charge, or the Final Smash glow, the sweetspot hitbox only does 9% and sourspot does 7%. Weakened version does less knockback, making it better at low %s for uair strongs.
Dair: Mega Kick*. Blaziken tucks its legs into its body and thrusts them downward. Does 15% and spikes hard. Has the highest startup of any of Blaziken's air moves and pretty high endlag too. It's the startup that gets fixed at higher speed stages.
Fair: Blaze Kick*. Blaziken's leg becomes fiery and it kicks in front of it. It's a swipe kick, not a dropkick. Does 14% and considerable knockback. Of course, it has a fire effect. Has high startup and endlag for an air move, but becomes faster than bair at higher speed stages.
Bair: Fire Punch*. Blaziken's fist becomes fiery, increasing the hitbox. Blaziken punches forward.turns around and punches forward. 11% and has a fire effect. Does 7% if it hits late. The move shifts Blaziken's momentum more and more at higher speed stages, to the point where it can be used as a B-reverse starting at SS4.
Uair: Acrobatics. Blaziken does a flip that does damage with its legs. Visually identical to Falcon's Uair. Has great reach because of Blaziken's legs. Sweetspot at the feet does 11%, the rest of the hitbox does 9%. Sweetspot can kill if you're high enough. Comes out fast. However, there's a catch. If Blaziken is holding an item, a charge, or the Final Smash glow, the sweetspot hitbox only does 9% and sourspot does 7%. Weakened version does less knockback, making it better at low %s for uair strongs.
Dair: Mega Kick*. Blaziken tucks its legs into its body and thrusts them downward. Does 15% and spikes hard. Has the highest startup of any of Blaziken's air moves and pretty high endlag too. It's the startup that gets fixed at higher speed stages.
Neutral B Default: Fire Blast*. Blaziken charges up, and fires a fire blast forward. Charge determines the range (horizontal and vertical) and power. Of course it has a fire effect. Fully charged, it does 22% and goes 3/4 of FD. It can potentially kill. At higher speed stages the move charges and travels faster.
Custom 1: Flamethrower. ....it's Charizard's Flamethrower. Use it like Charizard. Notably, with this move enabled, you can't access the weak version of Uair without holding an opponent's item in a tournament setting.
Custom 2: Overheat*. Unlike Flamethrower and Fire Blast, this move charges automatically with disuse. every 20 seconds the move becomes charged, and you can't use it unless it is charged. At higher speed stages it charges faster, up to 8 seconds at SS6. Blaziken fires a ball of bright orange flame that's huge, travels fast, and goes the full length of FD. It does 20% and kills earlier than Fire Blast.
Side B Default: Blaze Kick. Blaziken lunges forward, flaming foot first. Goes half of FD in terms of distance. It's a multihit move, with each hit doing 1.5% and the last hit doing 7%. If all hits connect the move does 14/15%.It's a fast move at any speed stage. In the air it goes at a trajectory similar to Ganon's Wizard's Dropkick, but not as far, and like Fox's side-B, if you use it in the air you can't use it again until you land.
Custom 1: Flare Blitz. Again, it's a carbon copy of what Charizard does. The recoil damage and power makes it friendly to Speed Boost, though.
Custom 2: Superpower*. Blaziken glows crimson and jumps forward. The range is 1/4 of FD's length. The move does 20%, breaks shields on contact, and kills early, and has heavy armor for all of the active frames and startup. The move has high startup and endlag, is very punishable, (though this is reduced at high speed stages) and if the move hits a shield or fighter, Blaziken's attack and defense stats are lowered for 8 seconds.
Up B Default: High Jump Kick*. Blaziken jumps up and forward, knee first. The move has two parts. Overall, Blaziken moves in a high parabola, though it can be angled. And it can sweetspot the edge. From the start to the apex of the move, the knee has a powerful hitbox that does 15% if initiated in the air, and 20% if initiated on the ground. It's really hard to hit correctly on the ground, but it helps that you can aim the move. Your ability to aim it, as well as the general speed of the move and distance, increases as your speed stages go up, and (only) at Speed Stage 6, on the majority of the cast, Down Throw + Grounded HJK becomes a true combo. The hitbox continues until Blaziken reaches the peak of the jump.
If Blaziken hits someone with the move, it flips forward pretty high/far from the hit, and doesn't go into special fall. However, if Blaziken reaches the peak of the move's height without either hitting someone or grabbing the edge, bad things happen. Blaziken enters special fall and goes down the other half of the parabola, so to speak. You cannot control Blaziken's movement during this fall. You cannot grab ledges. (until SS3) If you land, your landing lag is the highest in the game at SS0. The move is high risk/high reward, where it can do damage and KO well and get you far, but if you miss your mark you're in for a world of hurt. However, Speed Stages remedy this somewhat. Starting at SS3 you can control Blaziken's movement in special fall, more so with each stage. The landing lag also reduces with each speed stage. However, even at SS6, this is a move you do not want to miss.
Custom 1: Sky Uppercut*. Blaziken jumps into the air, fist first, as it glows blue like the Up Smash. You lose some vertical distance and a lot of horizontal distance compared to HJK. The move does 10% in the air and 12% on the ground with vertical knockback. The KO ability isnt as much as HJK, not by a long shot. The advantage is that special fall is easier to control, the landing lag isnt nearly as bad, and its in general a safer move to use. Also at SS0 Dthrow combos into a Grounded Sky Uppercut. Higher Speed Stages increase the move's speed and distance, and decrease the landing lag.
Custom 2: Aerial Ace*. Blaziken pauses for a moment, then dashes in the air in any direction. Similar to Lucario's extremespeed. It's the easiest to aim of Blaziken's Up Bs, but its vertical distance is the worst of the three options and its horizontal distance isnt as good as HJK. If Blaziken makes contact with a foe during this move's duration, the opponent takes 6% and gets knocked back. Higher Speed Stages reduces the startup and landing lag and increases the distance, though not to the same extent that, say, Lucario's aura increases the distance of its recovery.
Down B Default: Rock Smash*. Yes, another Zard move. Its armor and properties are similar to Charizard's, but the headbutt does 15% and the fragments each to 3.5%. Because of the STAB bonus. It also does slightly more shield damage. In exchange, the move has more startup and endlag initially, only catching up to Charizard at Speed Stage 3 and surpassing it at 4.
Custom 1: Magma Rock Smash*. The rock is bigger and looks like it's partially Molten. when Blaziken smashes it, it creates a large explosion. The explosion does 19% but there are no fragments and the shield damage is reduced. But it kills earlier. Startup is slower tan default, endlag is the same.
Custom 2: Counter*. Blaziken briefly glows orange. If Blaziken is hit by a move, Blaziken takes the full damage of the move, (if it's not a projectile. If it's a projectile, Blaziken takes no damage) but the opponent takes 1.5x the damage and increased knockback instantly. (again, except for Projectiles) Successful use of the move, since Blaziken is taking and dealing damage, fills the speed boost meter pretty fast. Higher speed stages increase the number of frames that can register a counter.
Custom 1: Flamethrower. ....it's Charizard's Flamethrower. Use it like Charizard. Notably, with this move enabled, you can't access the weak version of Uair without holding an opponent's item in a tournament setting.
Custom 2: Overheat*. Unlike Flamethrower and Fire Blast, this move charges automatically with disuse. every 20 seconds the move becomes charged, and you can't use it unless it is charged. At higher speed stages it charges faster, up to 8 seconds at SS6. Blaziken fires a ball of bright orange flame that's huge, travels fast, and goes the full length of FD. It does 20% and kills earlier than Fire Blast.
Side B Default: Blaze Kick. Blaziken lunges forward, flaming foot first. Goes half of FD in terms of distance. It's a multihit move, with each hit doing 1.5% and the last hit doing 7%. If all hits connect the move does 14/15%.It's a fast move at any speed stage. In the air it goes at a trajectory similar to Ganon's Wizard's Dropkick, but not as far, and like Fox's side-B, if you use it in the air you can't use it again until you land.
Custom 1: Flare Blitz. Again, it's a carbon copy of what Charizard does. The recoil damage and power makes it friendly to Speed Boost, though.
Custom 2: Superpower*. Blaziken glows crimson and jumps forward. The range is 1/4 of FD's length. The move does 20%, breaks shields on contact, and kills early, and has heavy armor for all of the active frames and startup. The move has high startup and endlag, is very punishable, (though this is reduced at high speed stages) and if the move hits a shield or fighter, Blaziken's attack and defense stats are lowered for 8 seconds.
Up B Default: High Jump Kick*. Blaziken jumps up and forward, knee first. The move has two parts. Overall, Blaziken moves in a high parabola, though it can be angled. And it can sweetspot the edge. From the start to the apex of the move, the knee has a powerful hitbox that does 15% if initiated in the air, and 20% if initiated on the ground. It's really hard to hit correctly on the ground, but it helps that you can aim the move. Your ability to aim it, as well as the general speed of the move and distance, increases as your speed stages go up, and (only) at Speed Stage 6, on the majority of the cast, Down Throw + Grounded HJK becomes a true combo. The hitbox continues until Blaziken reaches the peak of the jump.
If Blaziken hits someone with the move, it flips forward pretty high/far from the hit, and doesn't go into special fall. However, if Blaziken reaches the peak of the move's height without either hitting someone or grabbing the edge, bad things happen. Blaziken enters special fall and goes down the other half of the parabola, so to speak. You cannot control Blaziken's movement during this fall. You cannot grab ledges. (until SS3) If you land, your landing lag is the highest in the game at SS0. The move is high risk/high reward, where it can do damage and KO well and get you far, but if you miss your mark you're in for a world of hurt. However, Speed Stages remedy this somewhat. Starting at SS3 you can control Blaziken's movement in special fall, more so with each stage. The landing lag also reduces with each speed stage. However, even at SS6, this is a move you do not want to miss.
Custom 1: Sky Uppercut*. Blaziken jumps into the air, fist first, as it glows blue like the Up Smash. You lose some vertical distance and a lot of horizontal distance compared to HJK. The move does 10% in the air and 12% on the ground with vertical knockback. The KO ability isnt as much as HJK, not by a long shot. The advantage is that special fall is easier to control, the landing lag isnt nearly as bad, and its in general a safer move to use. Also at SS0 Dthrow combos into a Grounded Sky Uppercut. Higher Speed Stages increase the move's speed and distance, and decrease the landing lag.
Custom 2: Aerial Ace*. Blaziken pauses for a moment, then dashes in the air in any direction. Similar to Lucario's extremespeed. It's the easiest to aim of Blaziken's Up Bs, but its vertical distance is the worst of the three options and its horizontal distance isnt as good as HJK. If Blaziken makes contact with a foe during this move's duration, the opponent takes 6% and gets knocked back. Higher Speed Stages reduces the startup and landing lag and increases the distance, though not to the same extent that, say, Lucario's aura increases the distance of its recovery.
Down B Default: Rock Smash*. Yes, another Zard move. Its armor and properties are similar to Charizard's, but the headbutt does 15% and the fragments each to 3.5%. Because of the STAB bonus. It also does slightly more shield damage. In exchange, the move has more startup and endlag initially, only catching up to Charizard at Speed Stage 3 and surpassing it at 4.
Custom 1: Magma Rock Smash*. The rock is bigger and looks like it's partially Molten. when Blaziken smashes it, it creates a large explosion. The explosion does 19% but there are no fragments and the shield damage is reduced. But it kills earlier. Startup is slower tan default, endlag is the same.
Custom 2: Counter*. Blaziken briefly glows orange. If Blaziken is hit by a move, Blaziken takes the full damage of the move, (if it's not a projectile. If it's a projectile, Blaziken takes no damage) but the opponent takes 1.5x the damage and increased knockback instantly. (again, except for Projectiles) Successful use of the move, since Blaziken is taking and dealing damage, fills the speed boost meter pretty fast. Higher speed stages increase the number of frames that can register a counter.
Blaziken Mega Evolves! The Mega Evolution lasts almost as long as Lucario's. Blaziken's Speed Stage boosts to 6. It becomes taller, gains super armor and cannot be grabbed, gains a large increase in power for all its moves, and its Uair gives Mega Blaziken vertical height. Some of Mega Blaziken's Specials change: Neutral B is always Fire Blast and is always fully charged. Once the Final Smash wears off, Blaziken reverts back to normal and its Speed Stage becomes whatever it was before going Mega, Plus 1. If Blaziken was at SS6 before Mega Evolving, it stays at SS6 and recovers 20% damage.
Blaziken would have 16 costumes: 8 for Male Blaziken, 8 for Female, because I imagine copy-pasting the 8 male costumes but making the hair shorter would be pretty easy. Blaziken's costumes are:
Normal
Shiny (mega evolution becomes shiny)
Swampert's Colors
Sceptile's Colors
Shiny Rayquaza/Shiny Charizard's colors (mega evolution becomes shiny)
Jirachi's Colors
Regigigas' Colors
Mewtwo's Colors
Entrance Animation: Male non-shiny Blaziken comes out of a Cherish Ball. Female Blaziken comes out of a Pokeball. Shiny Blaziken (includes shiny Quaza/Zard outfit) of either gender, comes out of a Pokeball and does the "shiny" animation that happens when a shiny Pokemon enters the battle in Pokemon XY.
Up Taunt: Blaziken glows red and darts back and forth, a reference to its entrance animation in Emerald.
Side Taunt: Blaziken pulls its Mega Stone out of Hammerspace, throws it up in the air, catches it, and puts it away.
Down Taunt: Blaziken spins around surrounded by the swords that appear when using Swords Dance. Blaziken then does a battle cry. If the button is simply pressed and not held, this will last a half second.
Smash Down Taunt: If the Down Taunt button is held long enough, Blaziken will continue to dance after the half second is over and the swords are gone. This can last almost as long as Jigglypuff's rest englag and is only recommended as you're getting a Star/Screen KO. If puled off for the max duration, Blaziken will automatically gain one Speed Stage's worth of points.
Victory Theme: remix of the "Gym Badge Get" theme from OR/AS
Victory Pose 1: Blaziken Mega Evolves and roars, launching a fire blast upward. It then stares menacingly at the camera.
Victory Pose 2: Blaziken flips in the air and lands, with its fist on the ground. The ground rumbles for a bit, and Blaziken stays there.
Victory Pose 3: Blaziken gets a head rub from the hand from the side taunt. Then Blaziken makes a happy noise as three hearts come out of it, just like in Pokemon Amie.
Palutena's Guidance
Pit: What kind of Pokemon is that?
Viridi: It's not. It's not one of the first 151, it doesn't count!
Palutena: That doesn't mean it's not a Pokemon.
Viridi: Some God's been running out of ideas...
Palutena: Anyway, that's Blaziken, a Fire and Fighting type. It may seem slow now, but Blaziken has a secret weapon known as Speed Boost!
Pit: So it moves faster.
Palutena: Yes, and its attacks are faster too. Just keep a clear head and keep your Orbitars ready for when it uses Fire Blast.
Viridi: Please, please don't lose to this shameful knockoff!
Pit: I'm pretty sure that describes your "officer" Pittoo more than Pit's opponent.
Viridi: ...
Single Player Quirks and Equipment
Blaziken can use "X Attack/Defense/Speed" equipment, as well as Feather and Fake Nail equipment. In addition, there are two equipment categories unique to Blaziken and Lucario:
"Simple (X Attack/Defense/Speed)" has Blaziken's Speed Boost and Lucario's Aura rise faster than usual, but is pretty costly in terms of stat gains/drops.
"Gastro (X Attack/Defense/Speed)" does the opposite, reduces the growth of Blaziken's Speed Boost and Lucario's Aura, but provides stat boosts at low cost on par with Risky Respawner and Crash Lander equipment.
In All-Star Mode, when Blaziken ends a round and goes to the Rest Area, its Speed Boost mechanic is treated like Blaziken had just lost a stock. So you're pretty likely going to enter the rest area at SS0, and whatever Speed Stage you have there transfers to the next round. However, you can use Blaziken's Smash Taunt to raise your Speed Stage to 6 for every round after the first. Because of this, if Blaziken were to get a Character Specific Challenge like the rest of the cast, it would be "ClearAll-Star Mode on Hard with Blaziken withput healing between rounds." This would get you the Primal Groudon Trophy. In All-Star mode, Blaziken would be fought in the 2001-2006 round.
Trophies
Blaziken already has a trophy for both its base form and Mega. Clearing Classic with Blaziken will get you the "Female Blaziken" trophy, and in the Wii U version, allow "Blaziken (Alt)," which uses its Male Shiny costume, to be bought in the trophy shop.
Blaziken (Female)
This Fire/Fighting type Pokemon is knowledgebale in many fighting styles, and can jump deceptive heights. Her Hidden Ability, Speed Boost, allows her to gain Speed as the battle progresses. In Smash Bros, both her and her male counterpart have this ability. They may start off slow, but give them time and you won't get a hit in edgewise!
Blaziken (Alt)
Blaziken's neutral special is Fire Blast, and takes less time to charge the higher its Speed Stage is. It's the same with its chargeable Smash Attacks, too. Its down special is Protect, which can not only get you out of a jam, but can also grant Blaziken some incredible speed!
Mega Evolution (Blaziken)
Hey, wanna see Mega Blaziken KO everyone? ... Wanna see it do it again? After Mega Evolving, Blaziken's Speed rises to its absolute maximum, and its power goes beyond any old limits. You won't stay Mega forever, so make sure the match ends before your damage spree does!
Normal
Shiny (mega evolution becomes shiny)
Swampert's Colors
Sceptile's Colors
Shiny Rayquaza/Shiny Charizard's colors (mega evolution becomes shiny)
Jirachi's Colors
Regigigas' Colors
Mewtwo's Colors
Entrance Animation: Male non-shiny Blaziken comes out of a Cherish Ball. Female Blaziken comes out of a Pokeball. Shiny Blaziken (includes shiny Quaza/Zard outfit) of either gender, comes out of a Pokeball and does the "shiny" animation that happens when a shiny Pokemon enters the battle in Pokemon XY.
Up Taunt: Blaziken glows red and darts back and forth, a reference to its entrance animation in Emerald.
Side Taunt: Blaziken pulls its Mega Stone out of Hammerspace, throws it up in the air, catches it, and puts it away.
Down Taunt: Blaziken spins around surrounded by the swords that appear when using Swords Dance. Blaziken then does a battle cry. If the button is simply pressed and not held, this will last a half second.
Smash Down Taunt: If the Down Taunt button is held long enough, Blaziken will continue to dance after the half second is over and the swords are gone. This can last almost as long as Jigglypuff's rest englag and is only recommended as you're getting a Star/Screen KO. If puled off for the max duration, Blaziken will automatically gain one Speed Stage's worth of points.
Victory Theme: remix of the "Gym Badge Get" theme from OR/AS
Victory Pose 1: Blaziken Mega Evolves and roars, launching a fire blast upward. It then stares menacingly at the camera.
Victory Pose 2: Blaziken flips in the air and lands, with its fist on the ground. The ground rumbles for a bit, and Blaziken stays there.
Victory Pose 3: Blaziken gets a head rub from the hand from the side taunt. Then Blaziken makes a happy noise as three hearts come out of it, just like in Pokemon Amie.
Palutena's Guidance
Pit: What kind of Pokemon is that?
Viridi: It's not. It's not one of the first 151, it doesn't count!
Palutena: That doesn't mean it's not a Pokemon.
Viridi: Some God's been running out of ideas...
Palutena: Anyway, that's Blaziken, a Fire and Fighting type. It may seem slow now, but Blaziken has a secret weapon known as Speed Boost!
Pit: So it moves faster.
Palutena: Yes, and its attacks are faster too. Just keep a clear head and keep your Orbitars ready for when it uses Fire Blast.
Viridi: Please, please don't lose to this shameful knockoff!
Pit: I'm pretty sure that describes your "officer" Pittoo more than Pit's opponent.
Viridi: ...
Single Player Quirks and Equipment
Blaziken can use "X Attack/Defense/Speed" equipment, as well as Feather and Fake Nail equipment. In addition, there are two equipment categories unique to Blaziken and Lucario:
"Simple (X Attack/Defense/Speed)" has Blaziken's Speed Boost and Lucario's Aura rise faster than usual, but is pretty costly in terms of stat gains/drops.
"Gastro (X Attack/Defense/Speed)" does the opposite, reduces the growth of Blaziken's Speed Boost and Lucario's Aura, but provides stat boosts at low cost on par with Risky Respawner and Crash Lander equipment.
In All-Star Mode, when Blaziken ends a round and goes to the Rest Area, its Speed Boost mechanic is treated like Blaziken had just lost a stock. So you're pretty likely going to enter the rest area at SS0, and whatever Speed Stage you have there transfers to the next round. However, you can use Blaziken's Smash Taunt to raise your Speed Stage to 6 for every round after the first. Because of this, if Blaziken were to get a Character Specific Challenge like the rest of the cast, it would be "ClearAll-Star Mode on Hard with Blaziken withput healing between rounds." This would get you the Primal Groudon Trophy. In All-Star mode, Blaziken would be fought in the 2001-2006 round.
Trophies
Blaziken already has a trophy for both its base form and Mega. Clearing Classic with Blaziken will get you the "Female Blaziken" trophy, and in the Wii U version, allow "Blaziken (Alt)," which uses its Male Shiny costume, to be bought in the trophy shop.
Blaziken (Female)
This Fire/Fighting type Pokemon is knowledgebale in many fighting styles, and can jump deceptive heights. Her Hidden Ability, Speed Boost, allows her to gain Speed as the battle progresses. In Smash Bros, both her and her male counterpart have this ability. They may start off slow, but give them time and you won't get a hit in edgewise!
Blaziken (Alt)
Blaziken's neutral special is Fire Blast, and takes less time to charge the higher its Speed Stage is. It's the same with its chargeable Smash Attacks, too. Its down special is Protect, which can not only get you out of a jam, but can also grant Blaziken some incredible speed!
Mega Evolution (Blaziken)
Hey, wanna see Mega Blaziken KO everyone? ... Wanna see it do it again? After Mega Evolving, Blaziken's Speed rises to its absolute maximum, and its power goes beyond any old limits. You won't stay Mega forever, so make sure the match ends before your damage spree does!
Closing Thoughts
I hope this doesn't get locked or looked over because of Blaziken's cameo, one similar to the one that everyone thought decomfirmed Toon Link. I think that Blaziken's ability from its source material would provide a unique opportunity for a very different kind of fighter. I took the damage from these moves using other fighters as source material, so it's possible I missed something and my proposed moveset would end up too strong or too weak. Or maybe there's a completely different way to apply Speed Boost to a playable Blaziken that I missed completely!
Updates: Added some stuff about All Star mode, equipment, and trophies. Also changed Blaziken's taunts slightly
Update 2: Changed some moves around, altered Speed Boost mechanics, (jump height no longer scales with SB) and changed some special moves around as well as Dash Attack. The moves that were replaced are below.
Dash Attack: Headbutt*. Blaziken goes for a running headbutt. It has sex kick properties, with the headbutt doing 9% it it hits as it starts, and 5% later. The opponent is put into a lot of hitstun/shieldstun if hit by the initial hit box, but it has very high endlag, making combos difficult. This is remedied at higher speed stages, reducing the endlag more and more and making combos easier off of the move.
Custom 1: Rolling Kick. Faster than Blaze Kick, but weaker and with no fire effect. Each hit does 1% and the last hit does 5%. If all hits connect, it does 10%. Its speed is in between Blaze Kick at Speed Stages 4 and 5, but since this move is unaffected by Speed Boost, Blaze Kick becomes faster at SS5. It and Blaze Kick are great for approaches because they do good shield damage and tend to go through shields, and Rolling Kick's low endlag allows Blaziken to quickly act out of it. Also, both it and Blaze Kick are good horizontal recovery tools, though both put Blaziken in Special fall after use in the air.
Down B Default: Protect*. Blaziken is breifly surrounded by a blue barrier that's a decent deal larger than its shield. Comes out instantly. Opponents hit by the move take 2% and are dealt fixed horizontal knockback on the first 5 frames, and are pushed back windbox-style afterward. The move lasts 20 frames upon activation. Any moves used against Blaziken while Protect is active fail. Projectiles get reflected. The kicker? Using Protect to block moves and hit opponents is the #1 fastest way to raise Blaziken's Speed Boost meter by far. After using this move, Blaziken is in lag for 15 frames. If Protect actually succeeded in blocking/reflecting anything, Blaziken will be unable to use it again for 20 seconds at SS0. Higher Speed Stages decrease this wait time.
Custom 2: Regenerator. The only move that isnt a Pokemon move. The move has 90 frames of startup, and if Blaziken is interrupted, nothing happens. After the 90 frames have passed, Blaziken's Speed Stage decreases by 1. In exchange, Blaziken's damage decreases by 20%.
Custom 1: Rolling Kick. Faster than Blaze Kick, but weaker and with no fire effect. Each hit does 1% and the last hit does 5%. If all hits connect, it does 10%. Its speed is in between Blaze Kick at Speed Stages 4 and 5, but since this move is unaffected by Speed Boost, Blaze Kick becomes faster at SS5. It and Blaze Kick are great for approaches because they do good shield damage and tend to go through shields, and Rolling Kick's low endlag allows Blaziken to quickly act out of it. Also, both it and Blaze Kick are good horizontal recovery tools, though both put Blaziken in Special fall after use in the air.
Down B Default: Protect*. Blaziken is breifly surrounded by a blue barrier that's a decent deal larger than its shield. Comes out instantly. Opponents hit by the move take 2% and are dealt fixed horizontal knockback on the first 5 frames, and are pushed back windbox-style afterward. The move lasts 20 frames upon activation. Any moves used against Blaziken while Protect is active fail. Projectiles get reflected. The kicker? Using Protect to block moves and hit opponents is the #1 fastest way to raise Blaziken's Speed Boost meter by far. After using this move, Blaziken is in lag for 15 frames. If Protect actually succeeded in blocking/reflecting anything, Blaziken will be unable to use it again for 20 seconds at SS0. Higher Speed Stages decrease this wait time.
Custom 2: Regenerator. The only move that isnt a Pokemon move. The move has 90 frames of startup, and if Blaziken is interrupted, nothing happens. After the 90 frames have passed, Blaziken's Speed Stage decreases by 1. In exchange, Blaziken's damage decreases by 20%.
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