Flare Blitz: Difference between revisions

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==Overview==
==Overview==
[[File:Flareblitzstartup.JPG|right|thumb|Flare Blitz's start up.]]
[[File:Flareblitzstartup.JPG|right|thumb|Flare Blitz's startup.]]
Charizard emits a blue glow at startup, and then cloaks itself in flames and rushes forward, hitting anyone in its path. Flare Blitz gains limited [[armor]] during the move, able to take up to 14% damage without flinching. This is a particularly strong attack with high knockback, but has very slow startup, making the move reactable. It has [[recoil damage]] both in the beginning and when Charizard hits anything, like a wall, some projectiles, or an opponent. Charizard is hurt 5% when the move is used, and is hurt another 5% when it collides with anything. It then falls over and [[floor recovery|lands on its back]] (this cannot be [[tech]]ed), allowing the opponent to punish it extremely hard if they blocked the attack.  
Charizard emits a blue glow at startup, and then cloaks itself in flames and rushes forward, hitting anyone in its path. Flare Blitz gains limited [[armor]] during the move, able to take up to 14% damage without flinching. This is a particularly strong attack with high knockback, but has a very slow startup, making the move reactable. It has [[recoil damage]] both in the beginning and when Charizard hits anything, like a wall, some projectiles, or an opponent. Charizard is hurt 5% when the move is used and is hurt another 5% when it collides with anything. It then falls over (this cannot be [[tech]]ed), allowing the opponent to punish it extremely hard if they blocked the attack.  


The attack inflicts 4% to the opponent from the flames cloaking Charizard, and another 15% if the opponent is hit with the tackle, dealing heavy knockback from the tackle itself. The move's power decreases at the end of the tackle, leaving only the flames, inflicting 4% and low knockback. Since the tackle is finished, Charizard won't receive the additional 5% recoil damage. Rarely, the explosion may miss the opponent, dealing only 4% and low knockback but causing Charizard to receive full recoil. This happens more often when the opponent is above Charizard.  
The attack inflicts 4% to the opponent from the flames cloaking Charizard, and another 15% if the opponent is hit with the tackle, dealing heavy knockback from the tackle itself. The move's power decreases at the end of the tackle, leaving only the flames, inflicting 4% and low knockback. Since the tackle is finished, Charizard won't receive the additional 5% recoil damage. Rarely, the explosion may miss the opponent, dealing only 4% and low knockback but causing Charizard to receive full recoil. This happens more often when the opponent is above Charizard.  


The move can be used as a reliable recovery in the air, as it travels the whole length of Final Destination and can snap the ledge before the animation completes. However, Charizard continues to fall while starting up the move, which can make it difficult to snap to the ledge instead of crashing into the stage. Knocking into an opponent or side of the stage will cause Charizard to be temporarily forced into its falling hurt animation, potentially self-destructing due to its lengthy animation. This significant end lag on impact also makes Flare Blitz very punishable if [[shield]]ed, and if Charizard ends up lying on the ground, it can even set up a free [[jab lock]] for the opponent. As such, the move must be used sparingly and carefully, primarily as a punishing option in its own right, but also as a movement option for mix-ups and to escape potential pressure from foes.
The move can be used as a reliable recovery in the air, as it travels the whole length of Final Destination and can snap the ledge before the animation completes. However, Charizard continues to fall while starting up the move, which can make it difficult to snap to the ledge instead of crashing into the stage. Knocking into an opponent or side of the stage will cause Charizard to be temporarily forced into its falling hurt animation, potentially self-destructing due to its lengthy animation. This significant-end lag on impact also makes Flare Blitz very punishable if [[shield]]ed, and if Charizard ends up lying on the ground, it can even set up a free [[jab lock]] for the opponent. As such, the move must be used sparingly and carefully, primarily as a punishing option in its own right, but also as a movement option for mix-ups and to escape potential pressure from foes.


In ''Ultimate'', Flare Blitz is even more powerful, and the recoil from the collision cannot be jab locked.
In ''Ultimate'', Flare Blitz is even more powerful, and the recoil from the collision cannot be jab locked.


Interestingly, the explosion can be [[reflect]]ed and [[absorb]]ed.  
Interestingly, the explosion can be [[reflect]]ed and [[absorb]]ed.


==Customization==
==Customization==
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