Bayonetta (SSBU)/Up special: Difference between revisions
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[[File:BayonettaWitchTwistBulletArtsSSBU.png|thumb|300px|Hitbox visualization showing the bullet arts of Bayonetta's up special, Witch Twist.]] | [[File:BayonettaWitchTwistBulletArtsSSBU.png|thumb|300px|Hitbox visualization showing the bullet arts of Bayonetta's up special, Witch Twist.]] | ||
==Overview== | ==Overview== | ||
An ascending, corkscrew pistol-whip. Based on '''Witch Twist''' from ''Bayonetta'', as well as a variation from ''Bayonetta 2'' known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to [[Rising Uppercut]]. Despite this, Witch Twist is still a very useful [[recovery]] option, as she is allowed to use one Witch Twist after each jump, including after a double jump (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low [[ending lag]] and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top [[blast line]]. Each Witch Twist's final hit has different [[knockback]] trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial). | |||
With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to ''Smash 4''. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' |
Revision as of 00:00, January 17, 2021
Bayonetta Up Special Hitbox Visualizations. | ||||
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First | Second | |||
Overview
An ascending, corkscrew pistol-whip. Based on Witch Twist from Bayonetta, as well as a variation from Bayonetta 2 known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to Rising Uppercut. Despite this, Witch Twist is still a very useful recovery option, as she is allowed to use one Witch Twist after each jump, including after a double jump (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low ending lag and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top blast line. Each Witch Twist's final hit has different knockback trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial).
With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to Smash 4. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch.
Update History
- Witch Twist has less landing lag when used twice (32 frames → 28).
- Witch Twist has an additional hitbox, making its hits connect more reliably.
- The move has a lower SDI multiplier (2× → 1.5×).
- The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).
Hitboxes
First Witch Twitst
Second Witch Twist
Timing
Hit 1 | 6 |
---|---|
Multihits (earliest, early, mid, late, latest) | 11, 12-14, 15-19, 20-22, 23-25 |
Final hit | 27-28 |
Interruptible | 32 |
Animation length | 44 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|