Editing Witch Time

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Though the hit used to activate Witch Time will be nullified, any other hitboxes produced by the affected character will still be considered active under Witch Time, meaning that multi-hitting attacks can still potentially flinch Bayonetta and stop the slowdown if she is not quick enough to intercept. This can notoriously cause a KO on Bayonetta when she would have had the upper hand, such as against {{SSB4|Charizard}}'s [[Flare Blitz]], since it can still land with full power if she walks into Charizard. Witch Time can activate again on an opponent already slowed down, but this does not reset the slowdown duration, while still adding to the move's penalty with each use.
Though the hit used to activate Witch Time will be nullified, any other hitboxes produced by the affected character will still be considered active under Witch Time, meaning that multi-hitting attacks can still potentially flinch Bayonetta and stop the slowdown if she is not quick enough to intercept. This can notoriously cause a KO on Bayonetta when she would have had the upper hand, such as against {{SSB4|Charizard}}'s [[Flare Blitz]], since it can still land with full power if she walks into Charizard. Witch Time can activate again on an opponent already slowed down, but this does not reset the slowdown duration, while still adding to the move's penalty with each use.


Witch Time does not work against [[grab]]s, though attempting the move gives the user intangibility frames which will make grabs miss, just like Lucario's [[Double Team]]. Furthermore, unlike all other counters, it can activate on non-grab [[unblockable attack]]s. It can also affect opponents while they are [[invincible]], but not when they are completely [[intangible]]. [[Boss]]es and [[enemies]] can be affected by the move as well, but with the exception of the [[Master Shadow]] form of [[Master Core]], they will not display the clock visual effect.
Witch Time does not work against [[grab]]s, though attempting the move gives the user intangibility frames which will make grabs miss, just like Lucario's [[Double Team]]. Futhermore, unlike all other counters, it can activate on non-grab [[unblockable attack]]s. It can also affect opponents while they are [[invincible]], but not when they are completely [[intangible]]. [[Boss]]es and [[enemies]] can be affected by the move as well, but with the exception of the [[Master Shadow]] form of [[Master Core]], they will not display the clock visual effect.


If Witch Time's effect is activated right before the counter frames run out, '''[[Bat Within]]''' activates instead: Bayonetta will transform into a swarm of bats and travel in any direction the player wishes, while halving the amount of damage taken. This mechanic technically gives Bayonetta the least vulnerable counter. It also makes it the only counter that has a safety net if activated too late, which allows easy punishes. It is also possible to activate both Witch Time and Bat Within at the same time, since the activation times for the two moves overlap within 5 frames of each other. When they are both activated, the slowdown time is reduced to 2/3 of the usual slowdown time, and Bayonetta will take the halved damage.  
If Witch Time's effect is activated right before the counter frames run out, '''[[Bat Within]]''' activates instead: Bayonetta will transform into a swarm of bats and travel in any direction the player wishes, while halving the amount of damage taken. This mechanic technically gives Bayonetta the least vulnerable counter. It also makes it the only counter that has a safety net if activated too late, which allows easy punishes. It is also possible to activate both Witch Time and Bat Within at the same time, since the activation times for the two moves overlap within 5 frames of each other. When they are both activated, the slowdown time is reduced to 2/3 of the usual slowdown time, and Bayonetta will take the halved damage.  

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