BBTag/Blake Belladonna/Combos

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 Blake Belladonna
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo

# Combo Damage Type Notes
1 2A > 5AAAA > j.B > 5BB > 214A > B > 2A > 2C > 214A > B Ground Simple version of her bread and butter combo.
2 5AAAA > j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.B > 5B > sjc j.B > j.C > 236B or 214B+C 5857 (236B) 7341 (214B+C) Ground

236B Ender Example

214B+C Ender Example

For Naoto specifically, delay j.A after j.2A.

2 5AAAA > j.B > 5B > IAD j.AAA > 5AAAA > j.C > 236B 5704 (236B) 7129 (214B+C) Ground Fancy version of Blake's normal bnb. About 150ish less damage but extra points for style~
3 5BB > 214A > B 3443 Ground Simplest combo from a 5B poke. Use this when you're first starting out with the character.
4 5B > 2B > IAD j.AAA > 5AA > j.A > j.2A > nj.AAA > j.B > 5B > sj.B > j.C > 236B 5648 Ground Advanced 5B confirm combo. It is necessary to manually input the air dash instead of using the button.
5 5B > 2B > IAD j.AAA > 5AA > j.A~A~A > 6AA > j.A~A~A > 6A > 2C > 236A 5579 Ground
6 5BB > 214A > B > 2A > 2C > 214A > B 4549 Ground Slightly more difficult version of a 5B poke combo since it requires some timing on the OTG 2A. Make sure to get all hits of 5BB before canceling into 214A. The extra hits lift up the opponent high enough that you'll be able to OTG 2A after 214A > B.
7 5BB > 214A > B > 2A > 5AAA > jc j.AA > djc j.AAA > j.B > 214A > B 4979 Ground The full 5B Poke Bread and Butter Combo. Squeezes out more damage and corner carry.
8 5BB > 214A > B > 2A > 5A > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > 236B 5166 Ground Video Demonstration
9 j.AA > djc j.AAA 2807 Air to air Simplest combo from an Air to Air j.A starter. Use this combo when you're first starting out.
10 j.AA > djc j.AAA > delay j.2A > land rejump j.AA > djc j.AAA > delay j.2A > land rejump j.AA > djc j.AAA 4035 Air to air More difficult version of an Air to Air j.A combo since it requires some timing to do the delay j.2A right. However, the extension allows you to get more damage and much more corner carry.
11 214C > A > 5AAAAA Anti air Simplest combo from an Anti Air 214C starter. Use this combo when you're first starting out.
12 214C > A > 5AAAA > delay j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.214A > B 6315 Anti air Harer to execute than the other version of an Anti-Air 214C combo, requires some timing for the delay j.B.
13 Throw > 5AAA > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > j.236B or 214B+C 4280 (236B) 5762 (214B+C) Grab 236B Ender Example

214B+C Ender Example


With Assists


Corner

Solo
# Combo Damage Type Notes
1 5AAAA > delay j.B > dash 5A > jc j.AA > 7djc j.AAA > j.B > land rejump j.AA > djc j.AAA > j.214B > A 5525 Enemy in corner Delaying the j.B to 6A is key. While it is annoying to adapt to, its a great meterless corner combo for Blake.

Example

2 2A > 5AAA > delay j.B > dash 5A > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > 236B 4704 Blake in corner An alright 2A starting combo.

Example

3 2A > 5AAA > 2C > 214A > C > 2B > 5B > sjc j.B > j.C > 236B 4570 Blake in corner Side swap combo for 1 meter. Allows for Blake to reverse the sitation easily.

Example

4 5AAAA > j.B > 214B > C > 2B > 5B > sjc j.B > j.C > 236B 6176 Blake in corner Stronger side swap combo with 236B ender. A great combo to use in resonance in a corner situation.
5 5BB > 214A > B > 2A > 5AA > jc j.AA > 7djc j.AAA > j.B > 214B+C or land rejump j.AAA > j.214B > A 5180 (214BA) 6470 (214BC) Enemy in corner Requires Blake to be in tipper 5B range for this combo to work.

214B-A Ender Example

214B+C Ender Example

6 5B > 2B > IAD j.AAA > 5AAA > jc j.AA > 7djc j.AAA > j.B > 214B+C or land rejump j.AAA > j.214B > A 5525 (214BA) 6891 (214BC) Enemy in corner Requires tipper 5B range

214BA Example

214B+C Example

7 Throw > 5AA > jc j.AA > 8djc j.AAA > j.B > dash 5A > jc j.AA > 8djc j.AAA > j.B > 214B > A 4343 (214BA) 5866 (214BC) Enemy in corner Basic corner throw combo

214BA Ender Example

214B+C Ender Example

8 Throw > 5AAA > jc j.AA > 8djc j.AAA > 5B > sjc j.B > j.C > 236B 4280 Blake in corner Outward throw combo to get to the midscreen.

236B Ender Example



With Assists


Combo Theory

5AAAA > delay j.B > 5B

To make it easier to link 5B after hitting the opponent with j.B from 5AAAA, you'll want to delay hitting them with j.B a bit so that you can hit them lower to the ground as you're falling. This will allow you to land quicker and give you more time to link 5B comfortably. When you do this combo piece right, you'll hit the opponent with the bladed portion of the normal for both j.B and 5B. Once you get the hang of landing 5B, the delay for j.B isn't necessary anymore.

214A > B > OTG 2A

This combo piece only works when the opponent is being juggled higher up in the air.

j.AAA > delay j.2A

An important combo piece that allows you to extend air to air confirms into longer combos. You need to delay j.2A so that it hits as low to the ground as possible. This will allow you to land quicker, making it easier to link your next move and keep the combo going.


Video Examples

Blake Combos

Blake Basic Combos By Meno


External Documents and References


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