Blossom seems like the current king of rushdown. She has little lag on almost everything she does and has solid priority, she is able to close gaps easily and seems to behave like a semi-floaty heavy. She does not have any obvious bad matchups atm, but her hardest (yet still even) seems to be aku or buttercup.
PROS
+ Her freeze breath (neutral B) is flat out rediculous. It's next to instant, has good range, has a long lasting hitbox, freezes people in place long enough to combo them with another move after, can loop into itself (to an extent and is % dependant) and can be used as an edge guard. This move also seems to beat almost every single charge move (with the exception of Him so far).
+ I'ts really hard to camp blossom. Her charge (side b) is good at closing gaps. whilst it does not kill nor provide amazing%. It has an ok distance, is very fast, has little lag and is very easy to combo after into freeze. It also can be used to recover.
+ Her edge guard game is solid. Her thunder (down b) is a lot like pikachu's thunder but buffed. The thunder ignores the stage and will go through any platform/ceiling and is amazing at edge guarding. The move also has much less lag than pikachu's and starts up faster. This combined with freeze makes quick work of almost any recovery.
+ Her recovery is huge. Her flight (up b) lets her fly round the stage freely at a very fast rate for a lengthy period of time. The only way blossom dies is by either losing her flight or being killed outright. Have fun flying around the whole stage before landing.
CONS
- None of her A moves stand out. Her smashes and tilts seem normal, along with all of her air moves. Whilst this isn't that bad, you don't have a particular kill move to rely on apart from down+b.
- She has no projectile. Whilst she can close gaps, you're going to always be forced to approach. Playing against campy characters can easily become a game of chasey.
- She cannot kill upwards too easily. Being taken to stages with walls can make it that you wont be getting kills until 150%+
How to play:
Her charge -> freeze game is almost exactly like falco dair -> shine game. It combos so easily it's rediculous and combos into itself repeatedly at low%. You're looking at doing combos like Charge -> freeze -> freeze -> Charge -> Freeze -> Freeze -> fair at the start of each stock.
You edge guard with a combination of freeze and thunder. If they come under you do freeze, if they go high you do thunder.
Her air moves can easily be used for combos aswell, doing charge -> freeze -> sh rising fair -> falling uair -> freeze once landed is very possible aswell.
Make sure you keep pressure up on people, she literally has no projectile so you cannot give your opponent space to get out his own projectiles.
Stages
+ Counterpicks for Blossom
+ Fosters 2
The small stage and layout not only makes it hard for projectile characters to get anything going, it also makes landing her thunder as an edge guard very simple.
+Ben10 2
Again the somewhat smaller stage + the platform layout makes landing her thunder simple along with closing in on enemies.
+Final Showdown 1
Same story as ben 10, platform layout is perfect for thunder along with stage size being somewhat smaller.
- Counterpicks Against Blossom
- Dexters 2
The sattelite in the middle of the stage shafts any approach that she has, she is forces to come over the top against almost every characater and the stage has small killzones, making her recovery advantage null here as she will die quickly.
- Fosters 1
The walls make killing off the side impossible unless theyre already in a doorway, and the platform layout doesnt really help either. Youll struggle to approach anyone camping in the doorway here as its a walkoff and youll get grab -> backthrown easily if mess up your approach.