Bayonetta (SSBU)/Up tilt: Difference between revisions

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However at higher percents it loses all its combo potential, serving then exclusively as an anti-air, and its knockback growth is too low to score a KO until unreasonably high percents. It is also noteworthy that, at high percents and/or depending on positioning and hurtbox shifting, the first hit may fail to connect to the second hit against grounded opponents.
However at higher percents it loses all its combo potential, serving then exclusively as an anti-air, and its knockback growth is too low to score a KO until unreasonably high percents. It is also noteworthy that, at high percents and/or depending on positioning and hurtbox shifting, the first hit may fail to connect to the second hit against grounded opponents.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Up tilt's hits connect more reliably.}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|The move has less startup (frame 9 → 7), and the second hit has a longer duration (frame 15 → frames 13-15). The move's interruptibility has been compensated as well (FAF 32 → 30), reducing its ending lag.}}
*{{buff|The first hit uses set knockback (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.}}
*{{buff|The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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{{HitboxTableRowNote|The hitboxes on the early hit 1 use weight-independent set knockback.|42}}
{{HitboxTableTitle|Late hit 1|42}}
{{HitboxTableTitle|Late hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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