Bayonetta recovery frames

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Bayonetta's recovery frames are a character exclusive form of landing lag that only she has. When Bayonetta uses Witch Twist, Afterburner Kick, or Downwards Afterburner Kick, she will receive a set number of landing frames upon landing, determined by the combination of the three moves mentioned. Additionally, undergoing aerial landing lag or using an airdodge may increase Bayonetta's recovery frames.

In Super Smash Bros. 4[edit]

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Bayonetta's recovery frames fall into several tiers: 19 frames, 20 frames, 26 frames, 30 frames, 32 frames, 40 frames, and 43 frames.

In Super Smash Bros. Ultimate[edit]

Bayonetta's recovery frames return in Ultimate, with some changes. The full list of combinations for her recovery frames are below.

First Move Second Move Third Move Fourth Move Additional Criteria Recovery Frames With Dair With Dodge Up
Witch Twist 19 30 25
Afterburner Kick 20 30 20
Downwards Afterburner Kick (whiff) 20 30 20
Afterburner Kick Witch Twist 20 30 20
Witch Twist Afterburner Kick 25 30 25
Downwards Afterburner Kick 30 30 30
Afterburner Kick Afterburner Kick 30 30 30
Downwards Afterburner Kick Afterburner Kick 30 30 30
Downwards Afterburner Kick Witch Twist 30 30 30
Afterburner Kick Afterburner Kick Witch Twist 30 30 30
Downwards Afterburner Kick Afterburner Kick Witch Twist 30 30 30
Witch Twist Downwards Afterburner Kick 30 30 30
Witch Twist Afterburner Kick Afterburner Kick 30 30 30
Witch Twist Witch Twist 32 42 42
Afterburner Kick Witch Twist Witch Twist 32 42 42
Downwards Afterburner Kick Witch Twist Witch Twist 32 42 42
Downwards Afterburner Kick Afterburner Kick Witch Twist Witch Twist 32 42 42
Afterburner Kick Afterburner Kick Witch Twist Witch Twist 32 42 42
Afterburner Kick Downwards Afterburner Kick 40 40 40
Downwards Afterburner Kick Downwards Afterburner Kick 40 40 40
Afterburner Kick Downwards Afterburner Kick Witch Twist 40 40 40
Downwards Afterburner Kick Downwards Afterburner Kick Witch Twist 40 40 40
Afterburner Kick Downwards Afterburner Kick Witch Twist Witch Twist 40 40 40
Witch Twist Downwards Afterburner Kick Downwards Afterburner Kick 40 40 40
Witch Twist Afterburner Kick Downwards Afterburner Kick 40 40 40
Downwards Afterburner Kick Downwards Afterburner Kick Witch Twist Witch Twist 40 40 40
Witch Twist Witch Twist Downwards Afterburner Kick 42 42 42
Witch Twist Witch Twist Afterburner Kick 42 42 42
Witch Twist Witch Twist Afterburner Kick Afterburner Kick 42 42 42
Witch Twist Witch Twist Afterburner Kick Downwards Afterburner Kick 42 42 42
Witch Twist Witch Twist Downwards Afterburner Kick Downwards Afterburner Kick 42 42 42
Afterburner Kick Witch Twist Afterburner Kick Witch Twist 42 42 42
Downwards Afterburner Kick Witch Twist Afterburner Kick Witch Twist 42 42 42
Afterburner Kick Witch Twist Downwards Afterburner Kick Witch Twist 42 42 42
Witch Twist Downwards Afterburner Kick Witch Twist Afterburner Kick 42 42 42
Witch Twist Afterburner Kick Witch Twist Downwards Afterburner Kick 42 42 42
Witch Twist Afterburner Kick Witch Twist Afterburner Kick 42 42 42
Witch Twist Afterburner Kick Afterburner Kick Witch Twist 42 42 42
Witch Twist Afterburner Kick Downwards Afterburner Kick Witch Twist 42 42 42
Witch Twist Downwards Afterburner Kick Afterburner Kick Witch Twist 42 42 42
Witch Twist Downwards Afterburner Kick Downwards Afterburner Kick Witch Twist 42 42 42
Downwards Afterburner Kick Witch Twist Witch Twist Downwards Afterburner Kick Assumption 42 42 42
Witch Twist Downwards Afterburner Kick Witch Twist Downwards Afterburner Kick Assumption 42 42 42

The landing hitbox of Downwards Afterburner Kick is 50 frames long, with the following exceptions:

First Move Second Move Third Move Recovery Frames
Downwards Afterburner Kick Landing 40
Witch Twist Downwards Afterburner Kick Landing 40
Witch Twist Witch Twist Downwards Afterburner Kick Landing 42

Bayonetta's recovery frames fall into these tiers: 19 frames, 20 frames, 25 frames, 30 frames, 32 frames, 40 frames, 42 frames, and 50 frames. Aerial landing lag and airdodging bump some combinations into the next tier, but never exceed 50 frames.

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