Fire · Launch roster · A tier launch snapshot

Zuko Guide

Zuko is an A-tier launch pick with an official divekick technique and two current community combo references.

Zuko using firebending in an Avatar Legends match
Gameplay context. Exact commands must match the current in-game display.

Who is Zuko in the roster?

Zuko is the launch-roster firebender slot. His page is separate from Fire Lord Ozai and Azula, even though all three are associated with fire.

Use Zuko when a divekick-led approach and current player combo study appeal to you. Verify every route against the current in-game command display.

What tools can the public sources confirm?

01

The official Techniques 101 video highlights Zuko’s divekick.

02

A current BnB showcase focuses on launch-build practice.

03

A current Flow-cancel combo video documents a Ran and Shaw support route.

Moves & Inputs

Community-documented command list (Avatar Wiki + SuperCombo cross-checked). All inputs are cross-checked against Avatar Wiki and SuperCombo as of July 29, 2026. Rows where the sources disagree are flagged inline. This is community documentation, not a first-party Training capture or numeric frame-data table.

Command normals, Flow moves, specials, and supers represented in the Avatar Wiki page; each row carries its own cross-check result.

Swipe table horizontally to compare every column →

SectionInputMoveDescription
Command Normals4BIgniting BlastKnocks the opponent up and away from Zuko, enabling combos. Command Normals can be Flow Canceled.
Command Normals4CHonor PivotZuko assumes a defensive stance. If attacked while in this stance. Zuko uses his quick reactions to respond with a fully-invulnerable attack. +2 Redemption for a successful hit. The defensive stance is active immediately, but will not defend against Low attacks.
Command Normalsj.2A / j.2B / j.2CBlazing DiveCan only be performed near the peak of Zuko's jump. Useful for aerial movement in addition to attacking.Single source (Avatar Wiki)
Flow Moves6DBurning AdvanceZuko runs toward the opponent, ready to firebend. Has several follow up options. Burning Advance gains speed as Zuko runs further.
Flow Moves4DLegacy FadeZuko uses firebending to quickly hop backwards.
Flow Moves2DDancing Dragon FormZuko drops into a low stance. Immediately avoids all High Attacks, and has several follow-up options.
Flow MovesDSunfire SpiralZuko performs a forward somersault that immediately avoids Low Attacks, and has several follow-up attack options. Using Sun flare Spiral with momentum will increase its speed.Single source (Avatar Wiki)
Flow Movesj.5DCombustion Boost (Upward)Flow CancelSource coverage differs — Avatar Wiki: j.5D; SuperCombo additionally lists: J.4D / J.6D.
Flow Movesj.4DCombustion Boost (Backward)Zuko propel himself backward using firebendlng.Source coverage differs — Avatar Wiki: j.4D; SuperCombo additionally lists: J.5D / J.6D.
Flow Movesj.6DCombustion Boost (Forward)Zuko propels himself forward using firebending.Source coverage differs — Avatar Wiki: j.6D; SuperCombo additionally lists: J.4D / J.5D.
Flow Movesj.2DQuick TurnZuko turns around mid-air, enabling new attack and movement options.
Specials236ADancing Dragon ShotCompared to Zuko's other projectile attacks, Dancing Dragon Shot executes the most quickly and has the least range. Can be canceled into other Special Techniques using Redemption Chains. The projectile is a High Attack, and can be avoided with certain Flow Moves.Source coverage differs — Avatar Wiki: 236A; SuperCombo additionally lists: 2D-C.
Specials236[A]Dancing Dragon BlastA full-strength shot using the Dancing Dragon form. The projectile travels much further and causes a Wall Bounce. Can be canceled into other Special Techniques using Redemption Chains.
Specials236BFire FistsLaunches two fiery projectiles forward. Offers increased range and damage in exchange for speed and combo potential. Can be canceled into other Special Techniques using Redemption Chains.
Specials236[B]Fire First BarrageAfter channeling his inner strength. Zuko fires four projectiles with increased range and combo potential. Can be canceled into other Special Techniques using Redemption Chains.Single source (Avatar Wiki)
Specials236CRolling FlameZuko unleashes a slow fiery projectile that gains speed as it travels. Can be evaded with Flow Moves that evade Low Attacks. Can be canceled into other Special Moves using Redemption Chains.
Specials236[C]Rolling InfernoRolling Inferno travels even more slowly, and the projectile becomes larger over time.
Specials236XXEX Fire Fist BarrageZuko unleashes 5 firebending shots. When used with Redemption Chains, allows Zuko to capitalize off of nearly any opening. All projectiles in the sequence can be evaded with Flow Moves that evade High Attacks.
Specials214A / 214B / 214CResolute FlashZuko dashes forward and attacks with firebending daggers. Higher-strength versions traverse a larger distance. Resolute Flash has several follow-up options.Single source (Avatar Wiki)
Specials214XXEX Resolute FlashThe enhanced version of Resolute Flash attacks 4 times. Follow-up attacks are enhanced.
Specials22A / 22BGround FireThe source snapshot does not include a concise description; verify the move in the current Training command list.
Specials22CSunborn Skyward ShotZuko fires a projectile skyward. Causes Element Surge. Can be canceled into other Special Techniques using Redemption Chains.
Specials22[C]Sunborn Skyward BlastChanneling more energy into Sunborn Skyward Shot increases the size and damage of the blast. Can be canceled into other Special Techniques using Redemption Chains.
Specials236XXEX Sunborn Skyward BlastSpending 2 Energy dramatically increases the speed of Sunborn Skyward Blast.Sources differ — Avatar Wiki: 236XX; SuperCombo: 22XX. No value is guessed.
Specialsj.236A / j.236B / j.236CBanished CometDiving attack followed by a firebending blast upon landing. Leaves Zuko open for retaliation if blocked, but can be followed up with additional attacks using Redemption Chain.Single source (Avatar Wiki)
Specialsj.236XXEX Banished CometThe EX version of Banished Comet has increased speed and range.
Supers236ABCBlue Spirit LiberationZuko Channels the Blue Spirit's precision, slashing through restraints with a decisive series of attacks. +2 Redemption when the final hit lands. Causes Hard Knockdown.
Supers214ABCAncient Firebending: Zuko StyleZuko Channels his full power, releasing a massive flame surging followed by a spinning fire assault. Unlike many other Final Techniques, Ancient Firebending: Zuko Style is not invulnerable.

A first-session Zuko practice route

  1. 1

    Test the divekick at different jump heights without a follow-up.

  2. 2

    Break the BnB showcase into starter, middle, and ender.

  3. 3

    Match the Ran and Shaw support and resource state before attempting the Flow-cancel route.

Keep the Training input history visible. If a route uses a support, resource, corner position, or variant that does not match your setup, stop and correct the state before changing the timing.

Zuko combo and Trial references

These links are study references, not proof that every displayed route still works in every build. Match the character, support, resource, position, and Trial name before practicing.

Where are the text BnBs?

Exact BnB notation requires a current-build reference that shows every input, support, resource, and position. A video title alone is not enough to produce a reliable command string.

Current deep-study route

Use these current public guides as indexed practice material. The focus comes from each guide’s public title and description; the exact inputs still need to match the live command list and footage.

How should you test Zuko matchups?

There is not yet a source-backed win-rate or matchup chart for all 12 launch slots. Use these character-specific questions as a Training and replay checklist:

  • Which anti-air stops the divekick before it becomes active?
  • At what height does Zuko recover safely enough to continue?
  • Does the opponent’s movement escape the support timing?

A matchup answer belongs here only after the opposing character, support, patch, range, resource state, and defensive response are stated.

Current command and frame-data method

  1. Open Training with Zuko and enable input history.
  2. Open the current command list and record the exact button labels for your device.
  3. Use the Training frame-data display named in the current Steam description.
  4. Test the same move from the same position at least twice before recording a value.

This page does not backfill numbers from animation length, an old alpha video, or another fighter with the same element.

Sources and evidence limits

The two videos are current public references, but this site has not independently reproduced the exact sequences or frame windows in-game.

Sources reviewed July 29, 2026. This page is fan-made and is not an official command list.

FAQ

Is Zuko on the launch roster?

Zuko is listed here as launch roster.

What tier is Zuko?

The accessible July 2026 Pocket Tactics launch snapshot places Zuko in A tier. This is not an official developer ranking.

Does this page include verified Zuko frame data?

No. The current official store says Training Mode contains frame-data tools, but this site has not captured a current numeric table from the game.

Next step

Continue with Zuko’s related Trial when available, or compare the complete launch roster.