Difference between revisions of "BBTag/Blake Belladonna"

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(Deadly Nightshade)
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{{MoveData
 
{{MoveData
|image=BBTag_Blake_DeadlyNightshade.png |caption=Round Trip
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|name=Deadly Nightshade

Revision as of 00:29, 17 June 2019

Blake Belladonna
BBTag Blake Portrait.png

Health: 14,000
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

"I'm a member of Team RWBY... I can't afford to disappoint."

Backstory

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.

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.

Strengths/Weaknesses

Strengths Weaknesses
  • 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

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.





Normal Moves

5A
5A
BBTag Blake 5A.png
BBTag Blake 5AA.png
BBTag Blake 5AAA.png
BBTag Blake 5AAAA.png
BBTag Blake 5AAAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
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
5B
BBTag Blake 5B.png
BBTag Blake 5BB.png
Phonon would be proud.
Version Damage Guard Startup Active Recovery Frame Adv.
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
5C
BBTag Blake 5C.png
Damage Guard Startup Active Recovery Frame Adv.
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
2A
BBTag Blake 2A.png
Damage Guard Startup Active Recovery Frame Adv.
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
2B
BBTag Blake 2B.png
Swiper no sweeping
Damage Guard Startup Active Recovery Frame Adv.
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
2C
BBTag Blake 2C.png
Damage Guard Startup Active Recovery Frame Adv.
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
j.A
BBTag Blake jA.png
BBTag Blake jAA.png
BBTag Blake jAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
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
j.2A
BBTag Blake j2A.png
Damage Guard Startup Active Recovery Frame Adv.
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
j.B
BBTag Blake jB.png
I'll mow you down!
Damage Guard Startup Active Recovery Frame Adv.
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
j.C
BBTag Blake jC.png
Damage Guard Startup Active Recovery Frame Adv.
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

Ground Throw
Ground Throw
5B+C
BBTag Blake GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
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
Cat Scratch
5A+D
BBTag Blake CatScratch.png
"Weeeeak."
Damage Guard Startup Active Recovery Frame Adv.
2000 Air Unblockable 11 3 55 -39
  • 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

Quick Draw
Quick Draw
236A/B
BBTag Blake QuickDraw.png
"I can't promise to fight fair though."
Version Damage Guard Startup Active Recovery Frame Adv.
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
Duality Strike
214A (air OK)
BBTag Blake DualityStrike.png
Long since graduated from the Kaka Clan fighting school
Version Damage Guard Startup Active Recovery Frame Adv.
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
Ribbon Dance
214B (air OK)
BBTag Blake RibbonDance.png
"Spin Spi--

Wait wrong character

Version Damage Guard Startup Active Recovery Frame Adv.
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
Shadow Pounce
214A/B/C > A
BBTag Blake ShadowPounce.png
Damage Guard Startup Active Recovery Frame Adv.
  • Important points go here

Detailed description of the usefulness of the move go here


Shadow Kick
Shadow Kick
214A/B/C > B
BBTag Blake ShadowKick.png
Damage Guard Startup Active Recovery Frame Adv.
  • 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
Stone Clone
22A
BBTag Blake StoneClone.png
岩分身の術
Version Damage Guard Startup Active Recovery Frame Adv.
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
Shadow Clone
22B
BBTag Blake ShadowClone.png
影分身の術
Version Damage Guard Startup Active Recovery Frame Adv.
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

Deadly Nightshade
Deadly Nightshade
236C
BBTag Blake DeadlyNightshade.png
One of the most degenerate assists in fighting game history.
Damage Guard Startup Active Recovery Frame Adv.
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
Uprising
214C (air OK)
BBTag Blake Uprising.png
"Who said I'm done fighting?"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1800 All 13 5 29+0L -15
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
Shadow Trick
214A/B/C > C
BBTag Blake ShadowTrick.png
Damage Guard Startup Active Recovery Frame Adv.
  • 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
Fire Clone
22C
BBTag Blake FireClone.png
In case your other clones aren't functioning properly.
Version Damage Guard Startup Active Recovery Frame Adv.
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

5P
5P
Duality Strike
BBTag Blake DualityStrike.png
Damage Guard Startup Active Recovery Frame Adv.
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

Detailed description of the usefulness of the move go here


6P
6P
Deadly Nightshade
BBTag Blake DeadlyNightshade.png
The TRUE most degenerate assist in the history of tag fighters.
Damage Guard Startup Active Recovery Frame Adv.
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 than crouch under it.

Detailed description of the usefulness of the move go here


4P
4P
Uprising
BBTag Blake Uprising.png
Damage Guard Startup Active Recovery Frame Adv.
1600 All (18)+13 5 28+12L -28
  • 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

Untouchable Beauty
Untouchable Beauty
236B+C
BBTag Blake UntouchableBeauty.png
Bootleg Touga
Damage Guard Startup Active Recovery Frame Adv.
4400 [4500, 2400] All 1+12 X [X(19)X] Total: 62 [84] -29 [-31]
  • 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
Ferocious Beast
214B+C
BBTag Blake FerociousBeast.png
"Amateur"
Damage Guard Startup Active Recovery Frame Adv.
1700, 1000, 680*12
[1700, 1000, 680*12, 300, 0, 400*5]
All 1+9 6 30 -17
  • 1-13f fully invulnerable

Detailed description of the usefulness of the move go here



Distortion Skill Duo

Untouchable Beauty
P during Main Character's Distortion Skill
BBTag Blake UntouchableBeauty.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2000, 500] All 1+1 X [X(19)X] Total: 50 [71] -29 [-31]
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Black Death
222B+C
BBTag Blake BlackDeath.png
Miss Blake, I don't feel so good...
Damage Guard Startup Active Recovery Frame Adv.
0, 1250, 1500, 1750*12, 7000, 12500
(DELETED)
All 1+12 6 42 -24
  • 1-48f fully invulnerable

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


Navigation


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Click [*] for character's frame data
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