BBTag/Blake Belladonna/Frame Data

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System Data[edit]

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


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5A 1200 - 100 80 B All 9 4 17 -7 2 13 14 14 10 - -
5AA 1000 - 100 80 B All 8 3 13 -2 2 13 14 14 6 - -
5AAA 1000 - 100 80 B All 10 3 12 -1 2 13 14 14 10 - -
5AAAA 1400*2 - 100 80(once) - All - - - - - - - - - - -
5AAAAA 1800 - 100 85 H All 16 3 21 -5 4 18 19 30 12 - -
2A 1000 - 100 70 F All 7 3 13 -4 1 11 12 12 9 - -
5B 1000 [1500] - 90 70 [85] B All 16 [15] 2 [3] 24 -14 [-8] 1 [4] 11 [18] 12 [Launch] 14 [25] 9 [12] - -
  • Values in [] are for hitting with the tip of the blade
5BB 400*4 - 100 80 (Once) B All 19 5(2)5(2)5(2)6 20 -9 3 16 16 27 1*3, 8 - -
2B 1000 [1500] - 80 70 F Low 18 [17] 3 [2] 28 -19 [-11] 1 [4] 11 [18] 12 [19] 12 [30] 9 [12] - -
  • Values in [] are for hitting with the tip of the blade
5C 800+ - 100 100 H High 26 3 18 -4 3 16 0 0 11 - -
2C 1400 - 90 85 F Low 10 3 20 -4 4 18 19 30 12 - -
j.A 1000 - 80 80 H High 7 3 9 - 2 13 14 14 10 - -
j.AA 1200 - 80 80 H High 8 3 15 - 3 16 17 17 11 - -
j.AAA 1500 - 80 85 H High 11 3 25 - 3 16 17 30 11 - -
j.B 1500 - 80 85 H All 18 3 28 - 4 18 19 25 12 - -
j.C 1450 - 80 85 B High 21 3 28 -12 4 18 19 19 12 - -
j.2A 1300 - 80 80 H High 10 3 20 - 3 16 17 17 11 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0, 500*2, 0, 1000 - 100 50 (once) T Throw 7~30 3 23 - 0, 4*2, 0, 4 - Stagger 55*3, Launch 30 0, 12*2, 0, 12 - -
  • Minimum Damage 100% (2000)
Cat Scratch
Reversal Action
2000 - 80 60 B Air Unblockable 11 3 55 -39 4 18 Launch 60 12 1-13 All -
Dash Cancel - - - - - - - - 21 - - - - - - - -
Cross Burst Attack 1000 - - - - All - - - - - - - - - - -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Quick Draw
236A
1000*2 - 80 85*2 P Low 17 3(11)3 Total: 57 -1 4 18 19 60 2/+7 - -
B Quick Draw
236B
1000*3 - 80 85 P Low 27 3(11)3(11)3 Total: 79 +3 4 18 19 60 2/+7/+7 - -
Duality Strike
214A
1400 - 80 80 H All 16 6 31+9L -21 3 16 24 25 11 - -
Air Duality Strike
j.214A
1400 - 80 80 H All 16 6 Until L+9L - 3 16 24 25 11 - -
Ribbon Dance
214B
650*5 - 80 80 (Once) H All 13 2*5 25+9L -19 3 16 17 25 2*4, 4 - -
Air Ribbon Dance
j.214B
650*5 - 80 80 (Once) H All 13 2*5 Until L+9L - 3 16 17 25 2*4, 4 - -
Shadow Pounce
214A/B/C > A
1400 - 80 85 H All 12 9 38 - 4 18 Launch 50 + Slide 31 12/-6 - -
Shadow Kick
214A/B/C > B
1100 - 80 85 H All 15 3 Until L+19L
[Until L+9L]
- 4 18 24 50 12 - -
  • Values in [] are when done from Uprising (214C)
Stone Clone
22A
- - - - - - 10 - Total: 27+15L [42] - - - - - - - -
  • Values in [] are holding forward during Stone Clone
Air Stone Clone
j.22A
- - - - - - 10 - Total: 24 - - - - - - - -
Shadow Clone
22B
- - - - - - 10 - Total: 27+15L [42] - - - - - - - -
  • Values in [] are holding forward during Shadow Clone
Air Shadow Clone
j.22B
- - - - - - 10 - Total: 24 - - - - - - - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Deadly Nightshade
236C
1000, 2000 - 100 85 (Once) P All 16 18 [(8)5] 12 +4 4 18 25 19, 25 + Slide 59 6, 12 - -
Uprising
214C
1800 - 90 85 H All 13 5 29+0L -15 4 18 19 45 12 4-17 H -
Air Uprising
j.214C
1800 - 90 85 H All 13 5 Until L - 4 18 19 45 12 - -
Shadow Trick
214A/B/C > C
1800 - 80 85 H All 22 3 Until L+3L - 4 18 Launch 40 + Slide 32 + Down 34 12 - -
Fire Clone
22C
2200 - 80 90 P All 333 8 Total: 27+15L [42] - 5 20 Launch 60 0/+12 - -
  • Values in [] are holding forward during Fire Clone
Air Fire Clone
j.22C
2200 - 80 90 P All 333 8 Total: 24 - 5 20 Launch 60 0/+12 - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Duality Strike
1350, 1500 - 70 85 B, H All (18)+16 9 [(14)Until L] ??+6L [28L] - 4 18 Launch, 25, 60 6, 9 - -
6P
Deadly Nightshade
900, 1500 - 70 80] P All (18)+28 18 [(8)5] 12 +4 4 18 Launch 60 + Slide 29 6 - -
4P
Uprising
1600 - 70 80 H All (18)+13 5 28+18L -34 3 16 Launch 90 11/+0/+6 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Untouchable Beauty
236B+C
4400 [4500, 2400] - 100 60 (Once) P2 All 1+12 X [X(19)X] Total: 62 [84] -29 [-31] 5 20 Launch 28 + Slide 39 0 1-14 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1232 [1215, 240 (1455)]
Ferocious Beast
214B+C
1700, 1000, 680*12
[1700, 1000, 680*12, 300, 0, 400*5]
- 80 60 (once) B All 1+9 6 30 -17 4 18 Launch 120 + Down 24 12 1-15 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 595, 300, 81*12 (1951) [595, 300, 81*12, 30, 40*5 (2097)]
Untouchable Beauty
Distortion Skill Duo
2000 [2000, 500] - 100 100 P2 All 1+1 X [X(19)X] Total: 50 [71] -29 [-31] 5 - Launch 28 + Slide 39 0 1-3 All
[1-22 All]
-
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Black Death
222B+C
0, 1250, 1500, 1750*12, 7000, 12500
(DELETED)
- - - B All 1+12 6 42 -24 4 18 - - 12 1-48 -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Dash, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Dash, Jump, Special, Super
5AAA 5AAAA, 2A 5B, 2B 5C, 2C Dash, Jump, Special, Super
5AAAA 5AAAAA - - Special, Super
5AAAAA - - - -
2A[3] 5A, 2A[3] 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BB, 2B 5C, 2C Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA, j.2A j.B j.C Jump, Special, Super
j.AA j.AAA, j.2A j.B j.C Jump, Special, Super
j.AAA j.2A j.B j.C Special, Super
j.2A j.A j.B j.C Jump, Special, Super
j.B j.A, j2A - j.C Special, Super
j.C - - - Special, Super
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • Jump cancels on 5B and 2B are only available when hitting the opponent with the tip only

Sources[edit]

Proration Data from C0R
Link

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Blake Belladonna/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.



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