Bayonetta (SSBU)/Down aerial: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{{competitive expertise}} | |||
[[File:BayonettaDAirSSBU.gif|thumb|450px|Hitbox visualization showing Bayonetta's down aerial.]] | [[File:BayonettaDAirSSBU.gif|thumb|450px|Hitbox visualization showing Bayonetta's down aerial.]] | ||
[[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 | [[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}}''' | ||
*{{change|Down aerial descends immediately when using the move after being launched.}} | *{{change|Down aerial descends immediately when using the move after being launched.}} | ||
==Hitboxes== | ==Hitboxes== | ||
===Attack=== | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Early hit| | {{HitboxTableTitle|Early hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 125: | Line 130: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 162: | Line 167: | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 181: | Line 185: | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 240: | Line 243: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Landing hit (early)| | {{HitboxTableTitle|Landing hit (early)|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 279: | Line 282: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Landing hit (late)| | {{HitboxTableTitle|Landing hit (late)|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 300: | Line 303: | ||
}} | }} | ||
|} | |} | ||
===Landing Bullet Arts=== | |||
The bullet is shot from Bayonetta's left leg gun. | |||
{{UltimateHitboxTableHeader}} | |||
{{UltimateHitboxTableRow | |||
|id=0 | |||
|damage=0.5% | |||
|angle=361 | |||
|af=3 | |||
|bk=10 | |||
|ks=100 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=2.5 | |||
|zpos=11.5 to 15.5 | |||
|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 | |||
|af=3 | |||
|bk=0 | |||
|ks=0 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=2.5 | |||
|zpos=11.5 to 71.5 | |||
|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=== | ===Attack=== | ||
The move resets Bayonetta's horizontal momentum and first sets her vertical speed to 0.5 on frames 1-17, then sets it to -4.2 from frame 18 onward. Manual horizontal movement is also disabled during frames 1-35. | |||
If Bayonetta lands during frames 42-49, the move will not have a landing hitbox and she will be unable to use Bullet Arts. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Initial autocancel | !Initial autocancel | ||
|1- | |1-16 | ||
|- | |- | ||
!Early hit | !Early hit | ||
Line 325: | Line 384: | ||
{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Hitbox|c=7|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=11|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=5}} | {{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Hitbox|c=7|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=11|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=5}} | ||
|- | |- | ||
{{FrameStrip|t=Autocancel|c= | {{FrameStrip|t=Autocancel|c=16}}{{FrameStrip|t=Blank|c=33}}{{FrameStrip|t=Autocancel|c=8}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
===Landing | ===Landing=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! | !Hitboxes (early, late) | ||
|1, | |1-2, 3-4 | ||
|- | |- | ||
! | !Bullet Arts window | ||
|8 | |||
|- | |||
!Interruptible | |||
|31 | |31 | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |45 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Hitbox|c= | {{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=3|e=LagStateS}}{{FrameStrip|t=Lag|c=23|s=LagStateE}}{{FrameStrip|t=Interruptible|c=15}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | |||
===Landing Bullet Arts=== | |||
Up to 10 consecutive bullets can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 6 frames. | |||
{|class="wikitable" | |||
!Hitboxes | |||
|1 | |||
|- | |||
!Loop point | |||
|7-8 | |||
|- | |||
!Animation length | |||
|6 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Blank|c=1|e=BlankLoopS}}{{FrameStrip|t=Blank|c=1|s=BlankLoopE}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|state=y|loop=y|autocancel=y|interruptible=y}} | |||
{{MvSubNavBayonetta|g=SSBU}} | {{MvSubNavBayonetta|g=SSBU}} | ||
[[Category:Bayonetta (SSBU)]] | [[Category:Bayonetta (SSBU)]] | ||
[[Category:Down aerials (SSBU)]] | [[Category:Down aerials (SSBU)]] |
Latest revision as of 18:42, August 3, 2022
Overview[edit]
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[edit]
- Down aerial descends immediately when using the move after being launched.
Hitboxes[edit]
Attack[edit]
Landing Bullet Arts[edit]
The bullet is shot from Bayonetta's left leg gun.
Timing[edit]
Attack[edit]
The move resets Bayonetta's horizontal momentum and first sets her vertical speed to 0.5 on frames 1-17, then sets it to -4.2 from frame 18 onward. Manual horizontal movement is also disabled during frames 1-35.
If Bayonetta lands during frames 42-49, the move will not have a landing hitbox and she will be unable to use Bullet Arts.
Initial autocancel | 1-16 |
---|---|
Early hit | 18-24 |
Late hit | 25-35 |
Ending autocancel | 50- |
Interruptible | 53 |
Animation length | 57 |
Landing[edit]
Hitboxes (early, late) | 1-2, 3-4 |
---|---|
Bullet Arts window | 8 |
Interruptible | 31 |
Animation length | 45 |
Landing Bullet Arts[edit]
Up to 10 consecutive bullets can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 6 frames.
Hitboxes | 1 |
---|---|
Loop point | 7-8 |
Animation length | 6 |
Lag time |
Hitbox |
Hitbox change |
Loop point |
State change |
Autocancel |
Interruptible |
|