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.

"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.

 Blake Belladonna Blake 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.


Blake Belladonna
BBTag Blake Belladonna Portrait.png
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

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5A
5AA
5AAA
5AAAA
5AAAAA

  • 5A-5AAA are Dash Cancelable and Jump Cancelable
  • 5A-5AAA are Jump Cancelable
  • 5AA whiffs at max 5A range
  • 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.
  • 5AAAAA is usual auto combo ender, can cause sandwich situations which not many auto combos can do.

5A

5B

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5B
5BB

  • 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.

5C

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  • Cannot be properly anti-aired.

2A

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  • 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

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  • [] = 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.

2C

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  • 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.

j.A

j.2A

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When you're too close for j.5B

j.B

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  • 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.

j.C

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  • 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.


Universal Moves

Ground Throw

5B+C

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  • Can link 5A to combo afterwards

Cat Scratch

5A+D

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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

236A/B

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A
B

  • 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.

Detailed description of the usefulness of the move go here

Duality Strike

214A (air OK)

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Ground
Air

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

Ribbon Dance

214B (air OK)

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Ground
Air

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

Shadow Pounce

214A/B/C > A

Shadow Kick

214A/B/C > B

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  • 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.

Stone Clone

22A

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Ground
Air

  • 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.

Shadow Clone

22B

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Ground
Air

  • 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.

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


Extra Skills

Deadly Nightshade

236C

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  • 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

214C (air OK)

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Ground
Air

  • 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

214A/B/C > C

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  • 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.

Fire Clone

22C

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Ground
Air

  • 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.


Partner Skills

5P

Duality Strike

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  • 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.

6P

Deadly Nightshade

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  • Great for controlling ground space
  • Great for extending combos
  • Hitbox is high enough that most characters can crouch under it.

4P

Uprising

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  • Great for catching air approaches closer up
  • On hit, has a lot of untech time and be converted into a combo


Distortion Skills

Untouchable Beauty

236B+C

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  • 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).

Basically just use it on the asshole Nu-13 spamming 5B from fullscreen

Ferocious Beast

214B+C


Distortion Skill Duo

Untouchable Beauty

P during Partner's Distortion Skill


Astral Heat

Black Death

222B+C

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


External References

Navigation

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.