|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
|Combo Notation Guide|
|1||2A > 5AAAA > j.B > 5BB > 214A > B > 2A > 2C > 214A > B||Ground||Simple version of her bread and butter combo.|
|2||5AAAA > j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.B > 5B > sjc j.B > j.C > 236B or 214B+C||5857 (236B) 7341 (214B+C)||Ground||
For Naoto specifically, delay j.A after j.2A.
|2||5AAAA > j.B > 5B > IAD j.AAA > 5AAAA > j.C > 236B||5704 (236B) 7129 (214B+C)||Ground||Fancy version of Blake's normal bnb. About 150ish less damage but extra points for style~|
|3||5BB > 214A > B||3443||Ground||Simplest combo from a 5B poke. Use this when you're first starting out with the character.|
|4||5B > 2B > IAD j.AAA > 5AA > j.A > j.2A > nj.AAA > j.B > 5B > sj.B > j.C > 236B||5648||Ground||Advanced 5B confirm combo. It is necessary to manually input the air dash instead of using the button.|
|5||5B > 2B > IAD j.AAA > 5AA > j.A~A~A > 6AA > j.A~A~A > 6A > 2C > 236A||5579||Ground|
|6||5BB > 214A > B > 2A > 2C > 214A > B||4549||Ground||Slightly more difficult version of a 5B poke combo since it requires some timing on the OTG 2A. Make sure to get all hits of 5BB before canceling into 214A. The extra hits lift up the opponent high enough that you'll be able to OTG 2A after 214A > B.|
|7||5BB > 214A > B > 2A > 5AAA > jc j.AA > djc j.AAA > j.B > 214A > B||4979||Ground||The full 5B Poke Bread and Butter Combo. Squeezes out more damage and corner carry.|
|8||5BB > 214A > B > 2A > 5A > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > 236B||5166||Ground||Video Demonstration|
|9||j.AA > djc j.AAA||2807||Air to air||Simplest combo from an Air to Air j.A starter. Use this combo when you're first starting out.|
|10||j.AA > djc j.AAA > delay j.2A > land rejump j.AA > djc j.AAA > delay j.2A > land rejump j.AA > djc j.AAA||4035||Air to air||More difficult version of an Air to Air j.A combo since it requires some timing to do the delay j.2A right. However, the extension allows you to get more damage and much more corner carry.|
|11||214C > A > 5AAAAA||Anti air||Simplest combo from an Anti Air 214C starter. Use this combo when you're first starting out.|
|12||214C > A > 5AAAA > delay j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.214A > B||6315||Anti air||Harer to execute than the other version of an Anti-Air 214C combo, requires some timing for the delay j.B.|
|13||Throw > 5AAA > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > j.236B or 214B+C||4280 (236B) 5762 (214B+C)||Grab||236B Ender Example|
|1||5AAAA > delay j.B > dash 5A > jc j.AA > 7djc j.AAA > j.B > land rejump j.AA > djc j.AAA > j.214B > A||5525||Enemy in corner||Delaying the j.B to 6A is key. While it is annoying to adapt to, its a great meterless corner combo for Blake.|
|2||2A > 5AAA > delay j.B > dash 5A > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > 236B||4704||Blake in corner||An alright 2A starting combo.|
|3||2A > 5AAA > 2C > 214A > C > 2B > 5B > sjc j.B > j.C > 236B||4570||Blake in corner||Side swap combo for 1 meter. Allows for Blake to reverse the sitation easily.|
|4||5AAAA > j.B > 214B > C > 2B > 5B > sjc j.B > j.C > 236B||6176||Blake in corner||Stronger side swap combo with 236B ender. A great combo to use in resonance in a corner situation.|
|5||5BB > 214A > B > 2A > 5AA > jc j.AA > 7djc j.AAA > j.B > 214B+C or land rejump j.AAA > j.214B > A||5180 (214BA) 6470 (214BC)||Enemy in corner||Requires Blake to be in tipper 5B range for this combo to work.|
|6||5B > 2B > IAD j.AAA > 5AAA > jc j.AA > 7djc j.AAA > j.B > 214B+C or land rejump j.AAA > j.214B > A||5525 (214BA) 6891 (214BC)||Enemy in corner||Requires tipper 5B range|
|7||Throw > 5AA > jc j.AA > 8djc j.AAA > j.B > dash 5A > jc j.AA > 8djc j.AAA > j.B > 214B > A||4343 (214BA) 5866 (214BC)||Enemy in corner||Basic corner throw combo|
|8||Throw > 5AAA > jc j.AA > 8djc j.AAA > 5B > sjc j.B > j.C > 236B||4280||Blake in corner||Outward throw combo to get to the midscreen.
5AAAA > delay j.B > 5B
To make it easier to link 5B after hitting the opponent with j.B from 5AAAA, you'll want to delay hitting them with j.B a bit so that you can hit them lower to the ground as you're falling. This will allow you to land quicker and give you more time to link 5B comfortably. When you do this combo piece right, you'll hit the opponent with the bladed portion of the normal for both j.B and 5B. Once you get the hang of landing 5B, the delay for j.B isn't necessary anymore.
214A > B > OTG 2A
This combo piece only works when the opponent is being juggled higher up in the air.
j.AAA > delay j.2A
An important combo piece that allows you to extend air to air confirms into longer combos. You need to delay j.2A so that it hits as low to the ground as possible. This will allow you to land quicker, making it easier to link your next move and keep the combo going.
Blake Basic Combos By Meno
Blake Combo Archive By Enox
External Documents and References