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, Bayonetta’s [[Wall jump]] covers significantly less distance, making her more frail while offstage.}}
*{{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 now 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.}}
**{{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%), now being less than the late hit's damage.}}
**{{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) and ending lag (FAF 68 → 67).}}
**{{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 follow up with an upwards [[After Burner Kick]], it mostly reduces its combo potential and making it vulnerable to [[LSI]].}}<ref>https://twitter.com/Meshima_/status/1073786966334857217</ref>
**{{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 now deals [[set knockback]] to grounded opponents to always lead into the landing hit, allowing it to deal more damage and KO them more effectively.}}
**{{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 now 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.}}
*{{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]]:
**{{change|Pummel is significantly faster, but deals much less damage per hit (1.6% → 0.65%).}}
**{{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 now needs to be fully charged before it can be [[charge-cancel]]ed.}}
**{{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]]: