Bayonetta (SSBU): Difference between revisions

Poor Bayo got nerfed even in the day 1 patch lol. They really want to beat a dead horse. https://twitter.com/Meshima_/status/1078446322535915520
(→‎Attributes: https://twitter.com/Meshima_/status/1079111098333184000)
(Poor Bayo got nerfed even in the day 1 patch lol. They really want to beat a dead horse. https://twitter.com/Meshima_/status/1078446322535915520)
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Bayonetta's KO ability has been toned down as well. Her neutral, up and down aerials deal lower knockback (most significantly the former two), her back aerial has shorter range making it harder to sweetspot, and her smash attacks only get half as much of an increase in power when charged. This is exacerbated by Witch Time's decreased slowdown duration, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top [[blast line]]. As a result, Bayonetta now has a significantly more defined main weakness, which is her lack of KO ability at higher percentages. Conversely, her own endurance has been worsened, as her already low weight has been decreased further, and her recovery is less effective due to Witch Twist's shorter distance and slower ledge grab.
Bayonetta's KO ability has been toned down as well. Her neutral, up and down aerials deal lower knockback (most significantly the former two), her back aerial has shorter range making it harder to sweetspot, and her smash attacks only get half as much of an increase in power when charged. This is exacerbated by Witch Time's decreased slowdown duration, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top [[blast line]]. As a result, Bayonetta now has a significantly more defined main weakness, which is her lack of KO ability at higher percentages. Conversely, her own endurance has been worsened, as her already low weight has been decreased further, and her recovery is less effective due to Witch Twist's shorter distance and slower ledge grab.


On the other hand, Bayonetta has received a few noteworthy buffs. Her dodges have been sped up relative to the rest of the cast, no longer being among the slowest in the game, while still having the ability to trigger Bat Within during their startup. Heel Slide and downwards After Burner Kick are more reliable combo starters, the former due to its lower ending lag on the second hit, and the latter due to launching grounded opponents at a higher angle. Lastly, her forward throw is somewhat more effective for KOing at high percentages. However, these buffs fail to compensate for the comparatively much larger impact her abundance of nerfs has brought up. Overall, Bayonetta performs significantly worse than her ''Smash 4'' iteration, although how this exactly affects her viability in ''Ultimate''{{'}}s metagame is currently unknown.
On the other hand, Bayonetta has received a few noteworthy buffs. Her dodges have been sped up relative to the rest of the cast, no longer being among the slowest in the game, while still having the ability to trigger Bat Within during their startup. Heel Slide and downwards After Burner Kick are more reliable combo starters, the former due to its lower ending lag on the second hit, and the latter due to launching grounded opponents at a higher angle. Lastly, her forward throw is somewhat more effective for KOing at high percentages, and Witch Time can slow down opponents from much farther distances upon a successful counterattack. However, these buffs fail to compensate for the comparatively much larger impact her abundance of nerfs has brought up. Overall, Bayonetta performs significantly worse than her ''Smash 4'' iteration, although how this exactly affects her viability in ''Ultimate''{{'}}s metagame is currently unknown.


===Aesthetics===
===Aesthetics===
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*{{buff|Bayonetta's [[air speed]] is faster (0.97 → 1.019).}}
*{{buff|Bayonetta's [[air speed]] is faster (0.97 → 1.019).}}
*{{change|Bayonetta is slightly [[Weight|lighter]] (84 → 81). This worsens her survivability, but also makes her harder to combo at higher percents.}}
*{{change|Bayonetta is slightly [[Weight|lighter]] (84 → 81). This worsens her survivability, but also makes her harder to combo at higher percents.}}
*{{buff|Forward [[roll]] has less ending lag (frame 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 6-19 → 6-15).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 6-19 → 6-15).}}
*{{buff|Back roll has less ending lag (frame 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).}}
*{{buff|Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).}}
*{{nerf|Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).}}
*{{nerf|Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).}}
*{{buff|[[Spot dodge]] has less ending lag (frame 30 → 26).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 30 → 26).}}
*{{nerf|Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).}}
*{{nerf|Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 5-27 → 5-31).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 5-27 → 5-31).}}
*{{nerf|Air dodge has more ending lag (frame 37 → 46).}}
*{{nerf|Air dodge has more ending lag (FAF 37 → 46).}}
*{{nerf|The reintroduction of directional air dodges significantly worsens Bayonetta's combos as many characters can easily escape her combos by mashing down the shield button with directional inputs.}}
*{{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|Additionally, Bayonetta's directional air dodge speed is lower relative to the cast. She shares this trait with {{SSBU|Little Mac}}.}}
**{{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.}}


===Ground attacks===
===Ground attacks===
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**{{buff|The rapid jab deals less [[hitlag]], making it harder to [[SDI]] out of.}}
**{{buff|The rapid jab deals less [[hitlag]], making it harder to [[SDI]] out of.}}
**{{nerf|All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).}}
**{{nerf|All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).}}
**{{nerf|The first three hits have more ending lag (frame 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).}}
**{{nerf|The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).}}
**{{nerf|The first hit has slightly less range.}}
**{{nerf|The first hit has slightly less range.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
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*[[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 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.}}
**{{nerf|Up tilt has more startup (frame 7 → 9) and ending lag (frame 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%), now being less than the late hit's damage.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Down tilt has more ending lag (frame 27 → 29), hindering its combo potential.}}
**{{nerf|Down tilt has more ending lag (FAF 27 → 29), hindering its combo potential.}}
**{{nerf|It deals less damage (6%/7% → 5%/6%). While its knockback has not been fully compensated, its combo potential remains worse due to its increased ending lag.}}
**{{nerf|It deals less damage (6%/7% → 5%/6%). While its knockback has not been fully compensated, its combo potential remains worse due to its increased ending lag.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (frame 47 → 43).}}
**{{buff|Dash attack has less ending lag (FAF 47 → 43).}}
**{{buff|It deals more knockback.}}
**{{buff|It deals more knockback.}}
*{{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 (frame 68 → 67).}}
**{{buff|Forward smash has less startup (frame 19 → 17) and ending lag (FAF 68 → 67).}}
**{{buff|It can now be [[angle]]d.}}
**{{buff|It can now be [[angle]]d.}}


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*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)), with knockback compensated on the third hit.}}
**{{buff|All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)), with knockback compensated on the third hit.}}
**{{nerf|All hits have more ending lag (frame 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into [[After Burner Kick]] or [[Witch Twist]], or being used repeatedly to drag opponents offstage, significantly weakening its utility.}}
**{{nerf|All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into [[After Burner Kick]] or [[Witch Twist]], or being used repeatedly to drag opponents offstage, significantly weakening its utility.}}
**{{nerf|The first hit has slightly less range.}}
**{{nerf|The first hit has slightly less range.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial has more ending lag (frame 30 → 35).}}
**{{nerf|Back aerial has more ending lag (FAF 30 → 35).}}
**{{nerf|Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u).}}
**{{nerf|Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u).}}
*[[Up aerial]]:
*[[Up aerial]]:
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**{{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 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.}}
**{{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 (frame 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.}}
**{{nerf|It has more landing lag (28 frames → 30).}}
**{{nerf|It has more landing lag (28 frames → 30).}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All [[grab]]s have increased ending lag (frame 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 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.}}
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===Special moves===
===Special moves===
*[[Bullet Climax]]:
*[[Bullet Climax]]:
**{{nerf|Bullet Climax has more ending lag (frame 71 → 76).}}
**{{buff|Bullet Climax's bullets have more range.}}
**{{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 now 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.}}
**{{buff|The bullets have more range.}}
*[[Heel Slide]]:
*[[Heel Slide]]:
**{{buff|The second hit comes out faster (frame 54 → 51).}}
**{{buff|The second hit comes out faster (frame 54 → 51).}}
**{{buff|It has less ending lag (frame 78 → 73), improving its combo potential.}}
**{{buff|It has less ending lag (FAF 78 → 73), improving its combo potential.}}
**{{nerf|All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).}}
**{{nerf|All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).}}
***{{buff|However, this also allows the second hit to combo for longer.}}
***{{buff|However, this also allows the second hit to combo for longer.}}
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*[[Witch Twist]]:
*[[Witch Twist]]:
**{{buff|Witch Twist's looping hits deal less hitlag, making them harder to SDI out of.}}
**{{buff|Witch Twist's looping hits deal less hitlag, making them harder to SDI out of.}}
**{{nerf|It has increased startup (frame 4 → 6) and ending lag (frame 29 → 32), weakening it as an [[out of shield]] option and followup.}}
**{{nerf|It has increased startup (frame 4 → 6) and ending lag (FAF 29 → 32), weakening it as an [[out of shield]] option and followup.}}
**{{nerf|It gains less vertical height making it unable to reach at higher blast zones as well as worsening her recovery.}}
**{{nerf|It gains less vertical height making it unable to reach at higher blast zones as well as worsening her recovery.}}
**{{nerf|It takes much longer to [[edge sweetspot|sweetspot edges]] from the front (frame 11 → 27), and can no longer sweetspot them from behind.}}
**{{nerf|It takes much longer to [[edge sweetspot|sweetspot edges]] from the front (frame 11 → 27), and can no longer sweetspot them from behind.}}
*[[Witch Time]]:
*[[Witch Time]]:
**{{buff|Witch Time's slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.}}<ref>https://twitter.com/Meshima_/status/1079106885830074368</ref>
**{{nerf|Witch Time has increased startup with a shorter counter window (frames 5-21 → 8-21), and grants less [[intangibility]] (frames 5-16 → 8-17).}}
**{{nerf|Witch Time has increased startup with a shorter counter window (frames 5-21 → 8-21), and grants less [[intangibility]] (frames 5-16 → 8-17).}}
**{{nerf|It has significantly more ending lag (frame 50 → 67), making it easier to punish if missed. It also takes longer for Bayonetta to act out of the move after its activation (frame 15 → 20).}}
**{{nerf|It has significantly more ending lag (FAF 50 → 67), making it easier to punish if missed. It also takes longer for Bayonetta to act out of the move after its activation (frame 15 → 20).}}
**{{nerf|Its base duration has been significantly lowered (180 frames → 90), no longer being effective at any percent range, even against uncharged smash attacks.}}<ref>https://twitter.com/KuroganeHammer/status/1070184131655434240</ref>
**{{nerf|Its base duration has been significantly lowered (180 frames → 90), no longer being effective at any percent range, even against uncharged smash attacks.}}<ref>https://twitter.com/KuroganeHammer/status/1070184131655434240</ref>
***{{buff|However, its duration scaling is higher (10 → 40), meaning its duration increases by 40 frames for every 100% the opponent takes, rather than by 10 frames. This mostly compensates for the move's lower base duration at higher percents, and allows it to reach its maximum duration faster.}}  
***{{buff|However, its duration scaling is higher (10 → 30), meaning its duration increases by 30 frames for every 100% the opponent takes, rather than by 10 frames. This mostly compensates for the move's lower base duration at higher percents, and allows it to reach its maximum duration faster.}}  
**{{buff|It has less penalty frames per use (75 → 60).}}
**{{buff|It has less penalty frames per use (75 → 60).}}
**{{nerf|Its regeneration per frame is slower (0.06 → 0.04).}}
**{{nerf|Its regeneration per frame is slower (0.06 → 0.03).}}
**{{change|Witch Time scales with the power of the move it is used on, so using Witch Time on a weaker move such as a jab will result in the effect lasting for a much shorter time, and a stronger move such as a smash attack will result in a longer effect.}}
**{{change|Witch Time scales with the power of the move it is used on, so using Witch Time on a weaker move such as a jab will result in the effect lasting for a much shorter time, and a stronger move such as a smash attack will result in a longer effect.}}
**{{change|The screen turns dark whenever someone is affected by Witch Time.}}
**{{change|The screen turns dark whenever someone is affected by Witch Time.}}
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**{{nerf|Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).}}
**{{nerf|Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).}}
**{{buff|When the Final Smash ends, opponents take an additional 10% damage.}}
**{{buff|When the Final Smash ends, opponents take an additional 10% damage.}}
==Update history==
===1.1.0===
*{{nerf|Witch Time's duration scaling is lower (40 → 30).}}
*{{nerf|Witch Time's regeneration per frame is slower (0.04 → 0.03).}}


=={{SSBU|Classic Mode}}: The Requiem of Fallen Wings==
=={{SSBU|Classic Mode}}: The Requiem of Fallen Wings==