BBTag/Blake Belladonna

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Overview

Overview
Blake is a hybrid of spacing and mix up potential. Her A normals are her main close range tools, then Blake's B normals give great spacing and the blade hit mechanic enables her to have many more options when hit/blocked. Blake's clones allow her to follow up certain attacks for defensive or offensive purposes, which is where her mix ups come into play.
Blake Belladonna


BBTag Blake Portrait.png
Health
16,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
2A (7F)
Reversals
A+D (11F)
236B+C (13F)
214B+C (10F)

 Blake Belladonna is a tricky character to master than the rest of the cast, but with practice, she rewards the player with strong tools at their disposal.

Pros
Cons
  • Incredible in the mid screen. Oppressive normals in the form of her B normals, as long as they are spaced to hit with the blade (which are safe and jump cancelable on hit/block).
  • Amazing assists. Her 6P is debatably the best projectile assist in the game.
  • Strong mix up game, especially with an assist ready. Blake can easily set up sandwich situations with 214A+assist for active switch shenanigans.
  • Very versatile. Can played as point to set up her pressure game or as anchor with the threat of 6P in hand.
  • Not very team dependent, Blake can pair with most of the cast with ease.
  • Lack of meterless anti airs really cause Blake to struggle against jump ins.
  • Has a higher skill floor than most of the cast. Adapting to the situation is necessary to be a strong Blake (as with any other character).
  • Has to work hard to get good damage
  • Be wary of using Blake's DP, it's bad.


Semblance: Shadow Clones
Blake's Semblance allows her to create shadow clones which act as dummies that will take an otherwise fatal hit for Blake in their place. She can also give these clones additional properties such as exploding upon contact, acting as a defensive barrier or temporarily halting enemy movement by combining different types of Dust together. She can summon clones by inputting 22A/B/C. 22A for Stone, 22B for Mist and 22C for Fire. She can also use the act of summoning a clone as a cancel out of her longer attacks, and can even hold forward during the summon to rollforward while summoning.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1200 All 9 4 17 -7 B
5AA 1000 All 8 3 13 -2 B
5AAA 1000 All 10 3 12 -1 B
5AAAA 1400×2 All 9 2(8)3 24+0L -10 H

5A is Blake's main combo and pressure starter due to its decent range and startup. It's slow for a 5A so don't use it to mash.

  • Can be dash and jump cancelled.

Combo filler. Can be delayed for a frametrap.

  • 5AA whiffs at 5A max range.
  • Can be dash and jump cancelled.

Same as 5AA in almost every regard.


  • 5AAAA is by far Blake's most important combo tool as it's needed to go into her B normals and as such is seen in almost all of her combos. Additionally, when used as a frame trap, it's Blake's best combo starter.
  • Makes Blake airborne.
  • Can whiff the 2nd hit when Blake is too far, uncommon, but can happen.
  • Is super unsafe on pushblock

  • 5AAAAA is the usual auto combo ender, can cause sandwich situations which not many auto combos can do. Outside of that,only use it for Cross Raid.
Version Level P1 P2
5A 2 100 80
5AA 2 100 80
5AAA 2 100 80
5AAAA 3 100 80

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1000 [1500] All 16 [15] 2 [3] 24 -14 [-8] B
5BB 400×4 All 12 5(2)5(2)5(2)6 20 -9 B

5B is Blake's main neutral tool due to its range and speed alongside 2B. Remember to space it to hit the tipper as if you hit it, it will launch the opponent and can be jump cancelled. Characters like Chie can low-profile it so be careful in those matchups.

  • Can be chained into 2B on hit or block. Will only combo on hit or leave no gap on block if 5B is a blade hit.
  • [] = Blade Hit
  • If the normal is not properly spaced, it will still combo into 5BB, 2C, or 214B+C on hit.

5BB is mostly combo filler but is also important to convert of 5B hits in neutral.

  • 5BB has a gap on block if 5B did not hit with the blade.
  • Can OTG with 214A-B > 2A if the enemy is high and close enough.
Version Level P1 P2
5B 1 [4] 90 70 [85]
5BB 3 100 80

5B:

  • Values in [] are for hitting with the tip of the blade


5BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
  • Cannot be properly anti-aired.
  • Can be used from 5B as a high/low mixup. Not the strongest but might work on netplay.
Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 7 3 13 -4 F

2A is Blake's fastest normal so if you want to mash, use this. It's also decent for stagger pressure and as a pressure starter. It's a trash combo starter as it leads to low damage.

  • Doesn't hit low
  • Can chain into itself 3 times.
  • Can be Dash cancelled.
Level P1 P2
1 100 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 [1500] Low 18 [17] 3 [2] 28 -19 [-11] F

2B is another great neutral and spacing tool alongside with 5B. It has less overall range than 5B but it can't be low-profiled and is better as a long-range combo starter as you can still go into 5B.

  • [] = Blade Hit
  • If spaced such that only the blade hits, has increased knockback and can be jump cancelled on hit or block.
  • Can be chained into 5B on hit or block. Will only combo on hit or leave no gap on block if 2B is a blade hit.
  • If spaced improperly, can only combo into 2C or 214B+C on hit.
Level P1 P2
1 [4] 80 70
  • Values in [] are for hitting with the tip of the blade

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1400 Low 10 3 20 -4 F

2C is Blake's fastest low and is safe on block so it's decent as a mixup.

  • One of the few moves that will true combo off 2B and 5B weak hit.
  • Optimal starter to deal the most damaging punishes.
Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 7 3 9 H
j.AA 1200 High 8 3 15 H
j.AAA 1500 High 11 3 25 H

j.5A has small range but is one of the fastest air attacks in the game. Is mainly used in combos.

  • Can go into j.5AA on hit,block and on whiff.

Combo filler.


j.5AAA is mostly used as important combo filler as it can go into j.B. If Blake is low to the ground when she lands j.5AAA she can either use j.2A,land and jump again or land and go into 5A.

Version Level P1 P2
j.A 2 80 80
j.AA 3 80 80
j.AAA 3 80 85

j.A:
j.AA:
j.AAA:

j.2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 High 10 3 20 H

Primarily used for jump ins and cross ups due to having a better vertical hitbox. Is also used to combo after J.B as well to hit opponents that are below/above Blake.

Level P1 P2
3 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 18 3 28 H

One of her main neutral tools due to its range.Is also used for safejumps. It's essential for her combos since it allows her to combo after 5AAAA and go to B Normals, after J.AAA, after to 5B as a poke, etc.

  • Unlike 5B and 2B, does not get bonus properties based on spacing.
  • Has a deadzone on the whip itself instead of a sourspot.
  • Hitbox starts far away from Blake and eventually travels closer to her.
  • Very long untech time on counterhit. Blake has time to land, run up, and combo.
Level P1 P2
4 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1450 High 21 3 28 -12 B

Can be used as a surprise overhead and combo tool as j.C > 236A/B against a airborne opponent lets you go into a safejump with j.B.

  • Teleports Blake to the ground.
  • Retains forward/backward momentum. IAD->j.C goes fullscreen.
Level P1 P2
4 80 85



Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500×2, 0, 1000 Throw 7~30 3 23 T

Can be used for mixups between throw and Dash cancel since all of Blake throw cancelable normals can also be dash cancelled.

  • Can link 5A to combo afterwards
Level P1 P2
0, 4×2, 0, 4 100 50
  • Minimum damage 2000
  • Crumple Duration 31, Crumple Fall 64F

Cat Scratch

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Air Unblockable 11 3 55 -39 B 1~13 All

Blake's go to anti-air. Doesn't have a big hurtbox and since it's a DP it has long recovery frames making it very unsafe. Time your attacks accordingly to make sure it hits.Can whiff if the opponent stall their airtime which a lot of characters can do.

Level P1 P2
4 80 60
  • Minimum Damage 100


Skills

Quick Draw

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1000×2 Low 17 3(11)3 Total: 57 -1 P1
236B 1000×3 Low 27 3(11)3(11)3 Total: 79 +3 P1

The A version is mostly useless. The B version is useful as a pressure reset if you've gained the opponent's respect. Both versions can also be used as a combo ender after j.C which lets you go into a safejump.

  • No hitbox between Blake and the shot; only where the bullet effect is.
  • Tracks up to the max range of the move (which is still not very far from Blake).
  • Hits switch to mid attacks when active switched. Unable to do unblockables.
Version Level P1 P2
236A 4 80 85×2
236B 4 80 85×3

236A:

  • Minimum Damage 50×2 (100)
  • Maximum Slide duration 1F


236B:

  • Minimum Damage 50×3 (150)
  • Maximum Slide duration 1F

Duality Strike

214A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1400 All 16 6 31+9L -21 H
j.214A 1400 All 16 6 Until L+9L H

Essential for both combos and mixups since leads into the follow ups and switch sides which allow for sandwhich mixups with assist. It's the reason Blake is high tier. It's also good for mobility when combined with clone cancels due to the way it moves Blake.

  • Can cancel into followups on whiff.
  • Can be canceled into clones.
Version Level P1 P2
214A 3 80 80
j.214A 3 80 80

214A:

  • Minimum Damage 70


j.214A:

  • Minimum Damage 70

Ribbon Dance

214B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 650×5 All 13 2×5 25+9L -19 H
j.214B 650×5 All 13 2×5 Until L+9L H

214B is mainly used for cross combos as it holds the opponent in place for a bit. It also deals more damage 214A but has less range so if you can land it, it's more optimal.

  • Can cancel into followups on whiff.
  • Can be canceled into clones.
Version Level P1 P2
214B 3 80 80
j.214B 3 80 80

214B:

  • Minimum Damage 32×5 (160)


j.214B:

  • Minimum Damage 32×5 (160)

Shadow Pounce

214A/B/C -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1400 All 12 9 38 H

Is mostly used for mixups since if you delayed it will crossup.

  • If done after 214A, it will always go in the direction you came from.If done after 214B/C it will go in the direction your facing.
  • Depending on your spacing,you may switch sides
Level P1 P2
4 80 85
  • Minimum Damage 70
  • Maximum Slide duration 12F

Shadow Kick

214A/B/C -> B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 All 15 3 Until L+19L
[Until L+9L]
H

Is used as both a combo ender and combo extender. In most cases, it will allow you to go into a safejump. Meanwhile, if you hit the opponent at a certain height(usually above Blake's head) you can go into an OTG 2A to extend your combo.

Level P1 P2
4 80 85
  • Values in [] are when done from Uprising (214C)
  • Minimum Damage 55

Stone Clone

22A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 10 Total: 27+15L [42]
j.22A 10 Total: 24

Stone Clone is used to pressure the opponent not to use normals. When an attack comes into contact with the clone, the opponent will go through increased hitlag which can make safe attacks punishable.

It can also be used for anti-zoning since it also works on projectiles. Finally, when doing clone cancels, you'll probably want to use Stone Clone since it will drop to ground where it can get in the opponents way.

  • Falls to the ground from wherever you were in the air after being created.
  • Can be run through.
  • Holding 6 during the animation will make Blake move forward than backwards.
Version Level P1 P2
22A
j.22A

22A:

  • Values in [] are holding forward during Stone Clone
  • When hitting the Clone, hitstop for Clone is reduced by 2F. Opponent hitstop is 14F


j.22A:

  • Values in [] are holding forward during Stone Clone
  • When hitting the Clone, hitstop for Clone is reduced by 2F. Opponent hitstop is 14F

Shadow Clone

22B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22B 10 Total: 27+15L [42]
j.22B 10 Total: 24

Shadow Clone creates a clone that when detonated, creates a mist that makes Blake transparent. This is usually considered the least useful of the clones but it still can be useful for hiding mixups. Very oppressive when used with an assist for extra confusion. Can also be used for Clone Cancels.

  • Can be destroyed by opponent's attacks and your partner skills. Automatically detonates after a certain time.
  • Floats in place in the air where it was created.
  • If you use j.C while in the mist, Blake is completely invisible.
  • Holding 6 will make Blake move forward.
Version Level P1 P2
22B
j.22B

22B:

  • Values in [] are holding forward during Shadow Clone


j.22B:


Extra Skills

Deadly Nightshade

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 2000 All 16 18 [(8)5] 12 +4 P

Deadly Nightshade is a great multi-purpose special that's worth the meter. For combos, 236C is used for Blake's max damage combos as afterwards she can follow up with 5A to extend the combo(although if the opponent is too far you'll have to call an assist.)

For blockstrings, it's plus on block which lets you use it as a pressure reset. In neutral it's Blake's only projectile besides 236B+C that goes fullscreen. It's also a great active switch tool to make swapping to your partner safe and for cross combos.

It's a great move, just don't forget that it cost meter.

  • Gapless between hits (deals 2 hits, 1 forward and 1 pullback)
  • Less advantaged at max range
Level P1 P2
4 100 85
  • Minimum Damage 100, 200 (300)
  • Maximum Slide duration 30F

Uprising

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1800 All 13 5 20 -15 H 4~17 H
j.214C 1800 All 13 5 20 H

Blake has no meterless head invincible moves other than Reversal Action, so grounded 214C is one of her most important antiair moves. It costs less meter than 214B+C, and leads to a full combo, unlike reversal action. It's also not as bad on block unlike 214B+C or Reversal Action because 214C can be cancelled into Shadow Pounce, Shadow Kick, and Shadow Trick followups or clones, even on block.

  • Head invincible (ground version only)
  • Can combo off A followup with 5A OTG.
  • 2A OTG after B followup will work from much higher in the air.
Version Level P1 P2
214C 4 90 85
j.214C 4 90 85

214C:

  • Minimum Damage 180


j.214C:

  • Minimum Damage 180

Shadow Trick

214A/B/C -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All 22 3 Until L+3L H

Shadow Trick is mainly used as a combo extender as when you land it, you can do a microdash 2B and go from there. Just remember that if you use it after 214C you will have wasted 2 bars of meter.

  • Frame advantage is -7 from 214A, -4 from 214B and -5 from 214C.
  • Will appear on the other side of the opponent if Blake is within a certain distance of them. Otherwise, she will stay on the same side.
  • If the first special move whiffs, Shadow Trick will keep Blake in place (so she will generally whiff again).
Level P1 P2
4 80 85
  • Minimum Damage 180
  • Maximum Slide duration 13F

Fire Clone

22C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22C 2200 All 333 8 Total: 27+15L [42] P1
j.22C 2200 All 333 8 Total: 24 P1

Fire Clone is used similarly to Stone Clone, as a way of pressuring your opponent into not attacking except more effective since the result is more direct. The explosion will launch opponents into the air, allowing you to convert it into a combo if nearby. It can also be used for clone cancels like the others but since it costs meter, you should only use it for such if your opponent likes being airborne all the time.

  • Can be destroyed by opponent's attacks and your partner skills.
  • Floats in place in the air where it was created.
  • Explodes when it is hit or at the end of its duration.

Holding 6 will make Blake move forward than backwards.

Version Level P1 P2
22C 5 80 90
j.22C 5 80 90

22C:

  • Values in [] are holding forward during Fire Clone
  • Minimum Damage 220


j.22C:

  • Minimum Damage 220


Partner Skills

5P

Duality Strike

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1350, 1500 All (18)+16 9 [(14)Until L] ??+6L [28L] B, H
  • Good for extending combos
  • On hit, it'll automatically do Shadow Pounce as a followup

On block it moves through the opponent and leaves Blake on the other side, even in the corner, allowing you to start sandwich mixups.

Level P1 P2
4 70 85×2
  • Minimum Damage 67, 75 (142)


6P

Deadly Nightshade

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900, 1500 All (18)+28 18 [(8)5] 12 +4 P1
  • Great for controlling ground space
  • Great for extending combos
  • Hitbox is high enough that most characters can crouch under it.

Blake's best assist.Can also be used to combo after short supers.

Level P1 P2
3 70 80
  • Minimum Damage 45, 75 (120)
  • Maximum Slide duration 10F


4P

Uprising

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1600 All (18)+13 5 28+18L -34 H
  • Great for catching air approaches closer up
  • On hit, has a lot of untech time and be converted into a combo
Level P1 P2
3 70 80
  • Minimum Damage 80


Distortion Skills

Untouchable Beauty

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
4400 [4500, 2400] All 1+(76 Flash)+12 P [P(19)P] Total: 62 [84] -29 [-31] P2 1~14 All
  • Has a deadzone if the enemy is literally next to Blake and moves forward (not every char can do this and it varies).

Worse version of Jin's 236BC, but still good for dealing with zoning and deals decent chip in resonance blaze.

Basically just use it on the asshole Nu-13 spamming 5B from fullscreen

Level P1 P2
5 100 60
  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Minimum Damage: 1232 [1215, 240 (1455)]
  • Maximum Slide duration 20F


Ferocious Beast

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 1000, 680×12
[1700, 1000, 680×12, 300, 0, 400×5]
All 1+(63 Flash)+9 6 30 -17 B 1~15 All

Blake's main combo ender when you have meter. Can also be used as a antiair and DP due to hitbox and invincibility. Doesn't do that much damage even in resonance blaze but take what you get. Also gives her a safejump.

Level P1 P2
4, 3×12
[4, 3×13, 4×5]
80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 595, 300, 81×12 (1951) [595, 300, 81×12, 30, 40×5 (2097)]


Distortion Skill Duo

Untouchable Beauty

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2000, 500] All 1+(113 Flash)+1 P [P(19)P] Total: 50 [71] -29 [-31] P2 1~3 All
[1-22 All]
  • Has low recovery so it can be used for double super setups
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Minimum Damage: 2000 [2500]
  • Maximum Slide duration 20F


Astral Heat

Black Death

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1250, 1500, 1750×12, 7000, 12500
(DELETED)
All 1+(85 Flash)+12 6 42 -24 B 1~24 All
  • Astral Finish: Requires LV4 Res,9 bars and the opponent must have one character.

Blake's insta kill. Is easy to combo into, main ways are throw,214XA and 214XB

Level P1 P2
4


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