Bayonetta (SSBU)/Dash attack: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:BayonettaDashAttackSSBU.gif|thumb|500px|Hitbox visualization showing Bayonetta's dash attack.]] | [[File:BayonettaDashAttackSSBU.gif|thumb|500px|Hitbox visualization showing Bayonetta's dash attack.]] | ||
[[File:BayonettaDashAttackBulletArtsSSBU.png|thumb|300px|Hitbox visualization showing Bayonetta's dash attack Bullet Arts.]] | |||
==Overview== | ==Overview== | ||
The '''Stiletto'''; Bayonetta rushes forwards. The move boasts moderate kill power, being able to [[KO]] middleweights at about 170%, quickly travels a far distance (slightly more than 1/3 of {{SSBU|Final Destination}}), has moderately low [[ending lag]], and can cross up shields at point blank range. However, it comes out rather slow and possesses no [[combo]] potential whatsoever, limiting its uses to cover landings, [[tech-chasing]] in some scenarios, and scoring a KO at high percents. Albeit not exactly a bad move, it gets outclassed by Bayonetta's other moves. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | |||
*{{buff|Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).}} | |||
==Hitboxes== | ==Hitboxes== | ||
===Attack=== | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=10.0% | |damage=10.0% | ||
|angle=50 | |angle=50 | ||
|af=3 | |||
|bk=78 | |bk=78 | ||
|ks=71 | |ks=71 | ||
Line 28: | Line 36: | ||
|damage=10.0% | |damage=10.0% | ||
|angle=50 | |angle=50 | ||
|af=3 | |||
|bk=78 | |bk=78 | ||
|ks=71 | |ks=71 | ||
Line 42: | Line 51: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=8.0% | |damage=8.0% | ||
|angle=50 | |angle=50 | ||
|af=3 | |||
|bk=80 | |bk=80 | ||
|ks=65 | |ks=65 | ||
Line 65: | Line 75: | ||
|damage=8.0% | |damage=8.0% | ||
|angle=50 | |angle=50 | ||
|af=3 | |||
|bk=80 | |bk=80 | ||
|ks=65 | |ks=65 | ||
Line 78: | Line 89: | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
}} | |||
|} | |||
===Bullet Arts=== | |||
The bullet is shot from Bayonetta's right arm gun. | |||
{{UltimateHitboxTableHeader}} | |||
{{UltimateHitboxTableRow | |||
|id=0 | |||
|damage=0.5% | |||
|angle=2 | |||
|af=3 | |||
|bk=10 | |||
|ks=100 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=10.4 to 10.5 | |||
|zpos=11.0 to 15.0 | |||
|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=2 | |||
|af=3 | |||
|bk=0 | |||
|ks=0 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=10.4 to 12.5 | |||
|zpos=11.0 to 71.0 | |||
|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=== | |||
{|class="wikitable" | {|class="wikitable" | ||
!Clean hit | !Clean hit | ||
Line 88: | Line 151: | ||
!Late hit | !Late hit | ||
|21-26 | |21-26 | ||
|- | |||
!Bullet Arts window | |||
|28 | |||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 97: | Line 163: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Hitbox|c=6|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Hitbox|c=6|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=1|e=LagStateS}}{{FrameStrip|t=Lag|c=15|s=LagStateE}}{{FrameStrip|t=Interruptible|c=22}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}} | ===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 11 frames. | |||
{|class="wikitable" | |||
!Hitboxes | |||
|1 | |||
|- | |||
!Loop point | |||
|7-8 | |||
|- | |||
!Animation length | |||
|11 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=4|s=LagLoopE}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|loop=y|state=y|interruptible=y}} | |||
==Parameters== | |||
Uniquely for a dash attack, the move's travel speed is reduced by 0.8× for each opponent hit, with a maximum of 4 reductions in one use, much like {{SSBU|Captain Falcon}}'s {{mvsub|Captain Falcon|SSBU|down special}}. | |||
{{MvSubNavBayonetta|g=SSBU}} | {{MvSubNavBayonetta|g=SSBU}} | ||
[[Category:Bayonetta (SSBU)]] | [[Category:Bayonetta (SSBU)]] | ||
[[Category:Dash attacks (SSBU)]] | [[Category:Dash attacks (SSBU)]] |
Latest revision as of 23:25, August 2, 2022
Overview[edit]
The Stiletto; Bayonetta rushes forwards. The move boasts moderate kill power, being able to KO middleweights at about 170%, quickly travels a far distance (slightly more than 1/3 of Final Destination), has moderately low ending lag, and can cross up shields at point blank range. However, it comes out rather slow and possesses no combo potential whatsoever, limiting its uses to cover landings, tech-chasing in some scenarios, and scoring a KO at high percents. Albeit not exactly a bad move, it gets outclassed by Bayonetta's other moves.
Update History[edit]
- Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).
Hitboxes[edit]
Attack[edit]
Bullet Arts[edit]
The bullet is shot from Bayonetta's right arm gun.
Timing[edit]
Attack[edit]
Clean hit | 15-20 |
---|---|
Late hit | 21-26 |
Bullet Arts window | 28 |
Interruptible | 43 |
Animation length | 64 |
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 11 frames.
Hitboxes | 1 |
---|---|
Loop point | 7-8 |
Animation length | 11 |
Lag time |
Hitbox |
Hitbox change |
Loop point |
State change |
Interruptible |
Parameters[edit]
Uniquely for a dash attack, the move's travel speed is reduced by 0.8× for each opponent hit, with a maximum of 4 reductions in one use, much like Captain Falcon's down special.
|