Bayonetta (SSBU): Difference between revisions
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*{{buff|With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing [[helplessness]] by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.}} | *{{buff|With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing [[helplessness]] by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.}} | ||
**{{nerf|However, Bayonetta's directional air dodge speed is lower relative to the cast, a trait she shares with {{SSBU|Little Mac}}. This gives her more trouble in escaping combos and juggles.}} | **{{nerf|However, Bayonetta's directional air dodge speed is lower relative to the cast, a trait she shares with {{SSBU|Little Mac}}. This gives her more trouble in escaping combos and juggles.}} | ||
*{{nerf|Much like other characters, | *{{nerf|Much like other characters, Bayonetta's [[wall jump]] covers significantly less distance, making her more frail while offstage.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback mostly compensated.}} | **{{nerf|The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback mostly compensated.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|The first hit's grounded hitbox | **{{buff|The first hit's grounded hitbox launches opponents into the second hit like its aerial hitbox, rather than away from Bayonetta, allowing it to rack up damage and combo more consistently.}} | ||
**{{nerf|Up tilt has more startup (frame 7 → 9) and ending lag (FAF 27 → 32), hindering its combo potential.}} | **{{nerf|Up tilt has more startup (frame 7 → 9) and ending lag (FAF 27 → 32), hindering its combo potential.}} | ||
**{{nerf|The first hit deals less damage when clean (5% → 1.5%), | **{{nerf|The first hit deals less damage when clean (5% → 1.5%), being less than the late hit's damage.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{nerf|Down tilt has more ending lag (FAF 27 → 29), hindering its combo potential.}} | **{{nerf|Down tilt has more ending lag (FAF 27 → 29), hindering its combo potential.}} | ||
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*{{nerf|Bayonetta's [[smash attack]]s have a lower maximum damage multiplier (1.4× → 1.2×).}} | *{{nerf|Bayonetta's [[smash attack]]s have a lower maximum damage multiplier (1.4× → 1.2×).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has less startup (frame 19 → 17) | **{{buff|Forward smash has less startup (frame 19 → 17).}} | ||
***{{nerf|However, its total duration has not been fully compensated (FAF 68 → 67), giving it one frame more ending lag.}} | |||
**{{buff|It can now be [[angle]]d.}} | **{{buff|It can now be [[angle]]d.}} | ||
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*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf|Up aerial deals less damage (9% → 7.5%) and its knockback scaling has been reduced (90 → 80). This significantly hinders its KO ability.}} | **{{nerf|Up aerial deals less damage (9% → 7.5%) and its knockback scaling has been reduced (90 → 80). This significantly hinders its KO ability.}} | ||
**{{nerf|It launches at a more horizontal angle (75° → 55°). While this allows it to | **{{nerf|It launches at a more horizontal angle (75° → 55°).<ref>https://twitter.com/Meshima_/status/1073786966334857217</ref> While this allows it to combo into back aerial and [[After Burner Kick]], it hinders its combo potential into most other moves at higher percents, and renders it vulnerable to [[LSI]]. Combined with the aforementioned nerfs, up aerial can no longer KO vertically from a [[ladder combo]] until much higher percents, unless it is initiated very close to the top blast line.}} | ||
**{{nerf|The Bullet Arts extension deals less damage (4% → 3%).}} | **{{nerf|The Bullet Arts extension deals less damage (4% → 3%).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial | **{{buff|Down aerial deals [[set knockback]] to grounded opponents to always lead into the landing hit, allowing it to deal more damage and KO them more effectively.}} | ||
**{{nerf|It deals less knockback to aerial opponents and with the landing hit, no longer being able to KO off a [[meteor smash]] at very low percents, and KOing later onstage.}} | **{{nerf|It deals less knockback to aerial opponents and with the landing hit, no longer being able to KO off a [[meteor smash]] at very low percents, and KOing later onstage.}} | ||
**{{nerf|It has more ending lag (FAF 48 → 53), making it harder to use offstage without [[self-destruct]]ing.}} | **{{nerf|It has more ending lag (FAF 48 → 53), making it harder to use offstage without [[self-destruct]]ing.}} | ||
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*{{nerf|All [[grab]]s have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).}} | *{{nerf|All [[grab]]s have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).}} | ||
*{{nerf|Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}} | *{{nerf|Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}} | ||
*{{change|Bayonetta's hand | *{{change|Bayonetta's hand grabs characters using a form of Umbran magic, as seen via a slightly updated animation where she swings her hand around, which is sparkling with a noticeable Umbran purple.}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{ | **{{buff|Pummel deals more [[hitlag]] per hit (4 frames → 10), but has significantly less startup (frame 7, 14 → 1, 4) and ending lag (FAF 22 → 7), shortening its duration.}} | ||
**{{nerf|It deals much less damage (1.6% (hits 1-2) → 0.6% (hit 1), 0.7% (hit 2); 3.2% → 1.3% total).}} | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw deals slightly more knockback, improving its KO potential.}} | **{{buff|Forward throw deals slightly more knockback, improving its KO potential.}} | ||
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**{{buff|Bullet Climax's bullets have more range.}} | **{{buff|Bullet Climax's bullets have more range.}} | ||
**{{nerf|It has more ending lag (FAF 71 → 76).}} | **{{nerf|It has more ending lag (FAF 71 → 76).}} | ||
**{{nerf|It | **{{nerf|It needs to be fully charged before it can be [[charge-cancel]]ed.}} | ||
**{{nerf|It can only be held for up to one second upon reaching full charge.}} | **{{nerf|It can only be held for up to one second upon reaching full charge.}} | ||
*[[Heel Slide]]: | *[[Heel Slide]]: |