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.
Blake Belladonna 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.
- 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-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.
5B
- 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
- Cannot be properly anti-aired.
- Can be used from 5B as a high/low mixup. Not the strongest but might work on netplay.
2A
- 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.
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
- 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.
j.2A
- 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
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.
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
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.
Can be used as a surprise overhead.
Universal Moves
Ground Throw
5B+C
- 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
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.Can whiff if the opponent stall their airtime which a lot of characters can do.
Skills
Quick Draw
236A/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.
- Used as a combo ender after J.C on a aerial opponent for a safejump with J.B
Duality Strike
214A (Air OK)
- 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.
Ribbon Dance
214B (Air OK)
- Can cancel into followups on whiff.
- Can be canceled into clones.
Shadow Pounce
214A/B/C -> C
- 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.
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
- 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
Shadow Clone
22B
- 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
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)
- 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
- 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.
Blake's best assist.Can also be used to combo after short supers.
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).
- Minimum Damage: 1232 [1215, 240 (1455)]
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
Ferocious Beast
214B+C
- Minimum Damage: 595, 300, 81×12 (1951) [595, 300, 81×12, 30, 40×5 (2097)] [] is the resonance blaze version
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.
Distortion Skill Duo
Untouchable Beauty
P during Partner's Distortion Skill
- Has low recovery so it can be used for double super setups
Astral Heat
Black Death
222B+C
- 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
External References
- 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
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss