Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
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.
- 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.
Normal Moves
5A
5A |
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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.
5B
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
2A
- 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
- [] = 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
- 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
j.B
- 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
- 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
Cat Scratch
5A+D
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
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)
Ground |
---|
Air |
- Can cancel into followups on whiff.
- Can be canceled into clones.
Ribbon Dance
214B (air OK)
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
- 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
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
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
- 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)
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
- 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
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
- 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
- Great for controlling ground space
- Great for extending combos
- Hitbox is high enough that most characters can crouch under it.
4P
Uprising
- 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
- 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
Detailed description of the usefulness of deleting your opponent goes here.
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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