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.
Playstyle
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-Decent poke.Slower than average startup but can get the job done
  • 5AA-Combo filler.Can be delayed for a frametrap.Same with 5AAA
  • 5AA whiffs at max 5A range
  • 5A-5AAA are Dash Cancelable and Jump Cancelable
  • 5AAAA is 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.
  • Can be used as a frametrap,is blake best starter.
  • 5AAAAA is usual auto combo ender, can cause sandwich situations which not many auto combos can do.
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
  • 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 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
  • Can be chained into itself up to 3 times.
  • Dash Cancelable.
  • Quick poke when you are close to the enemy. Blake's fastest ground normal.
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
  • [] = 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
  • 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.
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
  • Small range but is very fast. Can whiff cancel into J.5AA
  • J.5AA-Combo filler.
  • J.5AAA-Used to go to J.B to extend the combo.
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
  • When you're too close for j.5B.

Primarily used for jump ins and cross ups. As used to combo after J.B as 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
  • 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.

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 into 2B etc

Level P1 P2
4 80 85


j.C

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

Can be used as a surprise overhead.

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 link 5A to combo afterwards

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

Level P1 P2
0, 4×2, 0, 4 100 50
  • Minimum damage 2000


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
  • No hitbox between Blake and the shot; only where the bullet effect is.
  • A has 2 hits, B has 3 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.
  • Used as a combo ender after J.C on a aerial opponent for a safejump with J.B
Version Level P1 P2
236A 4 80 85×2
236B 4 80 85×3

236A:

  • Minimum Damage 50×2 (100)

236B:

  • Minimum Damage 50×3 (150)


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
  • Can cancel into followups on whiff.
  • Can be canceled into clones.

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.

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
  • 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
  • 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

Blake main combo ender when you can go for J.C-236B-J.B. Can also be used for mixups since it you delayed it it will crossup.

Level P1 P2
4 80 85
  • Minimum Damage 70


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
  • 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.
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
  • 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.
  • Falls to the ground from wherever you were in the air after being created.
  • Used to pressure the opponent to not to use normals
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
  • 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.
  • Floats in place in the air where it was created.
  • If you use J.C while in the mist, blake is completely invisible.

Detonates on hit or after a certain amount of time passes.Is the least used clone but still useful, mainly for hiding mixups. Especially oppressive when used with a assist for extra confusion

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
  • 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.
Level P1 P2
4 100 85
  • Minimum Damage 100, 200 (300)


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
  • 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.

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
  • 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.
Level P1 P2
4 80 85
  • Minimum Damage 180


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
  • 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. The explosion will launch opponents into the air, allowing you to convert it into a combo if nearby.

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)


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 X [X(19)X] 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
  • Minimum Damage: 1232 [1215, 240 (1455)]


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 X [X(19)X] 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
  • Minimum Damage: 2000 [2500]


Astral Heat

Black Death

222B+C

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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