Bayonetta (SSBU)/Down aerial: Difference between revisions
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[[File:BayonettaDAirLandingSSBU.gif|thumb|370px|Hitbox visualization showing Bayonetta's down aerial, when landing.]] | [[File:BayonettaDAirLandingSSBU.gif|thumb|370px|Hitbox visualization showing Bayonetta's down aerial, when landing.]] | ||
[[File:BayonettaDAirLandingBulletArtsSSBU.png|thumb|300px|Hitbox visualization showing Bayonetta's landing down aerial bullet arts.]] | [[File:BayonettaDAirLandingBulletArtsSSBU.png|thumb|300px|Hitbox visualization showing Bayonetta's landing down aerial bullet arts.]] | ||
==Overview== | ==Overview== | ||
A split-legged axe kick. It is based on Bayonetta's standard aerial kick in ''Bayonetta''. A [[stall-then-fall]] with low duration and [[ending lag]], which allows her to safely recover afterward if used off-stage. It is a [[meteor smash]] when hitting with her heel, while its landing hit has extremely high [[knockback]], both of which make it a viable, but [[Punishment|punishable]] [[KO|KOing]] option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The [[Bullet Arts]] version fires one gun from her heel forward, but only upon landing. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' |
Revision as of 20:14, January 16, 2021
Overview
A split-legged axe kick. It is based on Bayonetta's standard aerial kick in Bayonetta. A stall-then-fall with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing.
Update History
- Down aerial descends immediately when using the move after being launched.
Hitboxes
Timing
Attack
Initial autocancel | 1-17 |
---|---|
Early hit | 18-24 |
Late hit | 25-35 |
Ending autocancel | 50- |
Interruptible | 53 |
Animation length | 57 |
Landing lag
Hitbox (early, late) | 1, 2 |
---|---|
Interruptbile | 31 |
Animation length | 30? |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|