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.

 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.

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'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.


Blake Belladonna
BBTag Blake Portrait.png
Health
16,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

5C

2A

2B

2C

j.A

j.2A

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

j.C


Universal Moves

Ground Throw

5B+C

Cat Scratch

5A+D


Skills

Quick Draw

236A/B

Duality Strike

214A (Air OK)

Ribbon Dance

214B (Air OK)

Shadow Pounce

214A/B/C -> C

Shadow Kick

214A/B/C -> B

Stone Clone

22A

Shadow Clone

22B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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


Extra Skills

Deadly Nightshade

236C

Uprising

214C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

Shadow Trick

214A/B/C -> C

Fire Clone

22C


Partner Skills

5P

Duality Strike

6P

Deadly Nightshade

4P

Uprising


Distortion Skills

Untouchable Beauty

236B+C

Ferocious Beast

214B+C


Distortion Skill Duo

Untouchable Beauty

P during Partner's Distortion Skill


Astral Heat

Black Death

222B+C


External References

Navigation

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To edit frame data, edit values in BBTag/Blake Belladonna/Data.
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