Editing Bayonetta (SSBU)/Up smash

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==Overview==
==Overview==
Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The [[Bullet Arts]] version of this move fires one gun forward and one upward. It has noticeable start-up, high [[ending lag]] and low [[priority]], but it is her strongest attack when clean, as it is capable of [[KO]]ing middleweights around 100%. Its range also allows it to pierce through the platforms of {{SSBU|Battlefield}}. Madama Butterfly's [[hitbox]] cannot be reversed.
Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The [[Bullet Arts]] version of this move fires one gun forward and one upward. It has noticeable start-up, high [[ending lag]] and low [[priority]], but it is her strongest attack when clean, as it is capable of [[KO|KOing]] middleweights around 100%. Its range also allows it to pierce through the platforms of {{SSBU|Battlefield}}. Madama Butterfly's [[hitbox]] cannot be reversed.
 
==Hitboxes==
==Hitboxes==
===Attack===
The move and its hitboxes have some unusual properties, which are shared with Bayonetta's other [[Bayonetta (SSBU)/Forward smash|smash]] [[Bayonetta (SSBU)/Down smash|attacks]]:
*The Wicked Weaves, while attached to Bayonetta and causing her to experience [[hitlag]] alongside opponents hit, are programmed as a separate object. This gives the hitboxes pseudo-[[projectile]] properties; for example, they do not have their damage affected by Bayonetta being [[giant]] or [[tiny]].
**Additionally, when [[shield]]ed, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
*Compared to other [[smash attack]]s, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 60 frames after reaching full charge instead of 120 frames. If hitting an opponent slowed down by [[Witch Time]], the multiplier is further reduced to 1.1×, with the damage increase per charge frame being halved.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableTitle|Clean hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|17.0|1.2}}
|damage={{ChargedSmashDmgSSBU|17.0}}
|angle=86
|angle=86
|af=3
|bk=32
|bk=32
|ks=90
|ks=90
Line 34: Line 26:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
|hitbits=No floor
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|17.0|1.2}}
|damage={{ChargedSmashDmgSSBU|17.0}}
|angle=86
|angle=86
|af=3
|bk=32
|bk=32
|ks=90
|ks=90
Line 58: Line 47:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
|hitbits=No floor
}}
}}
{{HitboxTableTitle|Mid hit|42}}
{{HitboxTableTitle|Late hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|damage={{ChargedSmashDmgSSBU|16.0}}
|angle=86
|angle=86
|af=3
|bk=32
|bk=32
|ks=90
|ks=90
Line 81: Line 67:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
|hitbits=No floor
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|damage={{ChargedSmashDmgSSBU|16.0}}
|angle=86
|angle=86
|af=3
|bk=32
|bk=32
|ks=90
|ks=90
Line 105: Line 88:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
|hitbits=No floor
}}
}}
{{HitboxTableTitle|Late hit|42}}
{{HitboxTableTitle|Latest hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|15.0|1.2}}
|damage={{ChargedSmashDmgSSBU|15.0}}
|angle=86
|angle=86
|af=3
|bk=32
|bk=32
|ks=90
|ks=90
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|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|15.0|1.2}}
|damage={{ChargedSmashDmgSSBU|15.0}}
|angle=86
|angle=86
|af=3
|bk=32
|bk=32
|ks=90
|ks=90
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|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
}}
}}
|}
|}
===Bullet Arts===
One bullet is first shot from Bayonetta's right arm gun, then another is shot from her left arm gun.
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Right arm|42}}
{{UltimateHitboxTableRow
|id=0
|damage=0.5%
|angle=80
|bk=10
|ks=100
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=25.0 to 28.9
|zpos=1.0 to 1.7
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
{{UltimateHitboxTableRow
|id=1
|damage=0.5%
|angle=80
|bk=0
|ks=0
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=25.0 to 84.1
|zpos=1.0 to 11.4
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
{{HitboxTableTitle|Left arm|42}}
{{UltimateHitboxTableRow
|id=0
|damage=0.5%
|angle=361
|bk=10
|ks=100
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=15.0
|zpos=1.0 to 5.0
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
{{UltimateHitboxTableRow
|id=1
|damage=0.5%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=15.0
|zpos=1.0 to 61.0
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
|}
==Timing==
==Timing==
===Attack===
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
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|18-19
|18-19
|-
|-
!Mid hit
!Late hit
|20-21
|20-21
|-
|-
!Late hit
!Latest hit
|22-23
|22-23
|-
!Bullet Arts window
|25
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=11|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=1|e=LagStateS}}{{FrameStrip|t=Lag|c=40|s=LagStateE}}{{FrameStrip|t=Interruptible|c=42}}
{{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=11|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=41}}{{FrameStrip|t=Interruptible|c=42}}
{{FrameStripEnd}}
 
===Bullet Arts===
Up to 10 consecutive bullets from each gun (20 total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 9 frames.
{|class="wikitable"
!Right arm bullet
|1
|-
!Left arm bullet
|4
|-
!Loop point
|7-8
|-
!Animation length
|9
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3|e=LagLoopS}}{{FrameStrip|t=Lag|c=2|s=LagLoopE}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|charge=y|loop=y|state=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|charge=y|interruptible=y}}


{{MvSubNavBayonetta|g=SSBU}}
{{MvSubNavBayonetta|g=SSBU}}
[[Category:Bayonetta (SSBU)]]
[[Category:Bayonetta (SSBU)]]
[[Category:Up smashes (SSBU)]]
[[Category:Up smashes (SSBU)]]

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