BBTag/Blake Belladonna

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Blake Belladonna
BBTag Blake Portrait.png

Health: 16,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Long-range
Team role
Support

Overview[edit]


"I'm a member of Team RWBY... I can't afford to disappoint."
Lore:Blake is a fair skinned young girl of Faunus heritage with amber eyes and long, black hair who used to work as a combatant in the White Fang, a Faunus terrorist group. After leaving the organization, Blake enrolled at Beacon Academy, where she becomes a member of Team RWBY. Blake displays a cool, reserved, and serious personality most of the time but does not lack a humorous side usually in the form of dry wit and sarcasm. Blake has also been described as a righteous and outspoken person, holding equal respect for other people's livelihoods, while still openly criticizing whoever she thinks is indefensible, regardless of their social standing or species. As a Faunus, Blake has faced discrimination in the past and wears a large bow on the top of her head when near Humans in order to be treated for her character and not her species.

Semblance: Shadow Clones[edit]

In the show, 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. In Blazblue Cross Tag Battle, her clones are activated by inputting a special command, with the clones having different properties depending on what clone the player needs, 22A for Stone, 22B for Mist and 22C for Fire.

A few additional details:

  • Only one clone can exist on the screen at a time.
  • Clones will not stop the opponent's movement and can be moved through without being harmed so long as they aren't attacked.
  • Clones will shatter or disappear on their own after a set amount of time, except fire clone, it will detonate regardless of being hit.
  • Clones stay in play when Blake gets tagged out.
  • Clones cause Blake to dash backward on creation by default, but holding forward after the clone command will cause Blake to dash forward instead.
  • Blake can act out of any clone when done in the air, resulting in more aerial mobility.

Playstyle[edit]

Playstyle
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. She is more 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.


Normal Moves[edit]

5A[edit]
5A
BBTag Blake 5A.png
BBTag Blake 5AA.png
BBTag Blake 5AAA.png
BBTag Blake 5AAAA.png
BBTag Blake 5AAAAA.png

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1200 All 9 4 17 -7 -
  • Dash Cancelable, [] is Dash Cancel version
  • Jump Cancelable

Detailed description of the usefulness of the move go here

5AA 1000 All 8 3 13 -2 -
  • Dash Cancelable, [] is Dash Cancel version
  • Jump Cancelable
  • Whiffs at max 5A range

Detailed description of the usefulness of the move go here

5AAA 1000 All 10 3 12 -1 -
  • Dash Cancelable, [] is Dash Cancel version
  • Jump Cancelable

Detailed description of the usefulness of the move go here

5AAAA 1400*2 All 9 2(8)3 ??+0L - -
  • Mandatory in combos to transition into B normals.
  • Makes Blake airborne.
  • Can whiff the 2nd hit when Blake is too far, uncommon, but can happen.

Detailed description of the usefulness of the move go here

5AAAAA 1800 All 16 3 21 -5 -
  • Usual auto combo ender, can cause sandwich situations which not many auto combos can do.

Detailed description of the usefulness of the move go here

5B[edit]
5B
BBTag Blake 5B.png
BBTag Blake 5BB.png
Phonon would be proud.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1000 [1500] All 16 [15] 2 [3] 24 -14 [-8] -
  • Go-to poke in the neutral. Be cautious about the space between you and the opponent for the best results.
  • [] = Blade Hit
  • Perfectly spacing the normal so that only the blade portion on the end connects will give you more hitstun/blockstun and pull the opponent towards you. On hit only, it'll also launch the opponent.
  • If only the blade portion on the end connects, 5B is jump cancelable on hit or block.
  • 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.
  • If the normal is not properly spaced, it will still combo into 5BB, 2C, or 214B+C on hit.
5BB 400*4 All 19 5(2)5(2)5(2)6 20 -9 -
  • 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.

5C[edit]
5C
BBTag Blake 5C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 26 3 18 -4 -
  • Cannot be properly anti-aired.
  • Important points go here

Detailed description of the usefulness of the move go here

2A[edit]
2A
BBTag Blake 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 7 3 13 -4 -
  • Can be chained into itself up to 3 times.
  • Dash Cancelable, [] is Dash Cancel version
  • Quick poke when you are close to the enemy. Blake's fastest ground normal.

2B[edit]
2B
BBTag Blake 2B.png
Swiper no sweeping
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 [1500] Low 18 [17] 3 [2] 28 -19 [-11] -
  • [] = 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.


Detailed description of the usefulness of the move go here

2C[edit]
2C
BBTag Blake 2C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1400 Low 10 3 20 -4 -
  • Cannot be jump cancelled, but can be special cancelled.
  • One of the few moves that will true combo off 2B and 5B weak hit.
  • Optimal starter to deal the most damaging punishes.

Detailed description of the usefulness of the move go here

j.A[edit]
j.A
BBTag Blake jA.png
BBTag Blake jAA.png
BBTag Blake jAAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1000 High 7 3 9 - -
  • Important points go here

Detailed description of the usefulness of the move go here

j.AA 1200 High 8 3 15 - -
  • Important points go here

Detailed description of the usefulness of the move go here

j.AAA 1500 High 11 3 25 - -
  • Important points go here

Detailed description of the usefulness of the move go here

j.2A[edit]
j.2A
BBTag Blake j2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1300 High 10 3 20 - -
  • When you're too close for j.5B

Detailed description of the usefulness of the move go here

j.B[edit]
j.B
BBTag Blake jB.png
I'll mow you down!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 18 3 28 - -
  • 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.

Detailed description of the usefulness of the move go here

j.C[edit]
j.C
BBTag Blake jC.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1450 High 21 3 28 -12 -
  • Teleports Blake to the ground.
  • Retains forward/backward momentum. IAD->j.C goes fullscreen.
  • Special and distortion cancelable.
  • (aerial opponent) j.C > 236A/B safe jump is the ideal combo ender.

Detailed description of the usefulness of the move go here



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Blake GroundThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 500*2, 0, 1000 Throw 7~30 3 23 - -
  • Can link 5A to combo afterwards

Detailed description of the usefulness of the move go here

Cat Scratch[edit]
Cat Scratch
5A+D
BBTag Blake CatScratch.png
"Weeeeak."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 Air Unblockable 11 3 55 -39 1-13 All
  • Important points go here

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.



Skills[edit]

Quick Draw[edit]
Quick Draw
236A/B
BBTag Blake QuickDraw.png
"I can't promise to fight fair though."
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1000*2 Low 17 3(11)3 Total: 57 -1 -
  • No hitbox between Blake and the shot; only where the bullet effect is.
  • 2 hits
  • 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.

Detailed description of the usefulness of the move go here

B 1000*3 Low 27 3(11)3(11)3 Total: 79 +3 -
  • No hitbox between Blake and the shot; only where the bullet effect is.
  • 3 hits
  • Tracks up to the max range of the move (a little less than halfscreen).
  • Hits switch to mid attacks when active switched. Unable to do unblockables.

Detailed description of the usefulness of the move go here

Duality Strike[edit]
Duality Strike
214A (air OK)
BBTag Blake DualityStrike.png
Long since graduated from the Kaka Clan fighting school
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1400 All 16 6 31+9L -21 -
  • Can cancel into followups on whiff.
  • Can be canceled into clones.

Detailed description of the usefulness of the move go here

Air 1400 All 16 6 Until L+9L - -
  • Can cancel into followups on whiff.
  • Can be canceled into clones.

Detailed description of the usefulness of the move go here

Ribbon Dance[edit]
Ribbon Dance
214B (air OK)
BBTag Blake RibbonDance.png
"Spin Spi--

Wait wrong character

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 650*5 All 13 2*5 25+9L -19 -
  • Can cancel into followups on whiff.
  • Can be canceled into clones.

Detailed description of the usefulness of the move go here

Air 650*5 All 13 2*5 Until L+9L - -
  • Can cancel into followups on whiff.
  • Can be canceled into clones.

Detailed description of the usefulness of the move go here

Shadow Pounce[edit]
Shadow Pounce
214A/B/C > A
BBTag Blake ShadowPounce.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1400 All 12 9 38 - -
  • Important points go here

Detailed description of the usefulness of the move go here

Shadow Kick[edit]
Shadow Kick
214A/B/C > B
BBTag Blake ShadowKick.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1100 All 15 3 Until L+19L
[Until L+9L]
- -
  • Can pick the opponent up off the ground with 214AB > 2A for a combo if Blake is close to the ground and her opponent is a certain height higher than her when Shadow Kick connects.

Detailed description of the usefulness of the move go here

Stone Clone[edit]
Stone Clone
22A
BBTag Blake StoneClone.png
岩分身の術
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground - - 10 - Total: 27+15L [42] - -
  • Will shatter after taking one hit from a strike or projectile attack.
  • Causes increased hitlag when the enemy hits the clone. Can make some safe attacks punishable.

Detailed description of the usefulness of the move go here

Air - - 10 - Total: 24 - -
  • Will shatter after taking one hit from a strike or projectile attack.
  • Falls to the ground from wherever you were in the air after being created.
  • Causes increased hitlag when the enemy hits the clone. Can make some safe attacks punishable.

Detailed description of the usefulness of the move go here

Shadow Clone[edit]
Shadow Clone
22B
BBTag Blake ShadowClone.png
影分身の術
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground - - 10 - Total: 27+15L [42] - -
  • Can be destroyed by opponent's attacks and your partner skills. Automatically detonates after a certain time.
  • On destruction, creates a purple mist that will make Blake moderately transparent when she enters it.

Detonates on hit or after a certain amount of time passes.

Air - - 10 - Total: 24 - -
  • On destruction, creates a purple mist that will make Blake somewhat transparent when she enters it.
  • Floats in place in the air where it was created.

Detailed description of the usefulness of the move go here



Extra Skills[edit]

Deadly Nightshade[edit]
Deadly Nightshade
236C
BBTag Blake DeadlyNightshade.png
Round Trip
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000, 2000 All 16 18 [(8)5] 12 +4 -
  • Gapless between hits (deals 2 hits, 1 forward and 1 pullback)
  • Less advantaged at max range
  • Goes fullscreen, however Blake can't convert solo unless the enemy is close for 5A.
  • Great to active switch with to make the swap safe for the partner.

Uprising[edit]
Uprising
214C (air OK)
BBTag Blake Uprising.png
"Who said I'm done fighting?"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1800 All 13 5 29+0L -15 4-17 H
Air 1800 All 13 5 Until L - -
  • 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.
  • (Microdash) 2B OTG after the C follow up provides a full combo as well.

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.

Shadow Trick[edit]
Shadow Trick
214A/B/C > C
BBTag Blake ShadowTrick.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1800 All 22 3 Until L+3L - -
  • 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).
  • Can OTG combo off Shadow Trick with (microdash) 2B on an airborne opponent.

Detailed description of the usefulness of the move go here

Fire Clone[edit]
Fire Clone
22C
BBTag Blake FireClone.png
In case your other clones aren't functioning properly.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2200 All 333 8 Total: 27+15L [42] - -
  • Can be destroyed by opponent's attacks and your partner skills.
  • Explodes when it is hit or at the end of its duration. The explosion will launch opponents into the air, allowing you to convert it into a combo if nearby.

Detailed description of the usefulness of the move go here

Air 2200 All 333 8 Total: 24 - -
  • Explodes when it is hit or at the end of its duration. The explosion will launch opponents into the air, allowing you to convert it into a combo if nearby.
  • Floats in place in the air where it was created.

Detailed description of the usefulness of the move go here


Partner Skills[edit]

5P[edit]
5P
Duality Strike
BBTag Blake DualityStrike.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1350, 1500 All (18)+16 9 [(14)Until L] ??+6L [28L] - -
  • 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.

Detailed description of the usefulness of the move go here

6P[edit]
6P
Deadly Nightshade
BBTag Blake DeadlyNightshade.png
The TRUE most degenerate assist in the history of tag fighters.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900, 1500 All (18)+28 18 [(8)5] 12 +4 -
  • Great for controlling ground space
  • Great for extending combos
  • Hitbox is high enough that most characters can crouch under it.

Detailed description of the usefulness of the move go here

4P[edit]
4P
Uprising
BBTag Blake Uprising.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1600 All (18)+13 5 28+18L -34 -
  • Great for catching air approaches closer up
  • On hit, has a lot of untech time and be converted into a combo

Detailed description of the usefulness of the move go here



Distortion Skills[edit]

Untouchable Beauty[edit]
Untouchable Beauty
236B+C
BBTag Blake UntouchableBeauty.png
Bootleg Touga
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4400 [4500, 2400] All 1+12 X [X(19)X] Total: 62 [84] -29 [-31] 1-14 All
  • 1-15f fully invulnerable
  • Has a deadzone if the enemy is literally next to Blake and moves forward (not every char can do this and it varies).

Detailed description of the usefulness of the move go here

Ferocious Beast[edit]
Ferocious Beast
214B+C
BBTag Blake FerociousBeast.png
"Amateur"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700, 1000, 680*12
[1700, 1000, 680*12, 300, 0, 400*5]
All 1+9 6 30 -17 1-15 All
  • 1-13f fully invulnerable

Detailed description of the usefulness of the move go here



Distortion Skill Duo[edit]

Untouchable Beauty
P during Main Character's Distortion Skill
BBTag Blake UntouchableBeauty.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 [2000, 500] All 1+1 X [X(19)X] Total: 50 [71] -29 [-31] 1-3 All
[1-22 All]
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Black Death
222B+C
BBTag Blake BlackDeath.png
Miss Blake, I don't feel so good...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 1250, 1500, 1750*12, 7000, 12500
(DELETED)
All 1+12 6 42 -24 1-48
  • 1-48f fully invulnerable

Detailed description of the usefulness of deleting your opponent goes here.


Roadmap[edit]

74% complete
Page Status Score
Overview great 15/15
Combos can add the combo doc 9/10
Strategy nothing 0/25
Frame Data Complete, up to date for v2.0 50/50

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