Bayonetta (SSBU)/Up special: Difference between revisions

Hitbox scripts for all kinds of Witch Twists are the same. There are just flags to change the first hit based on whether it starts on the ground or in the air, and the final hit based on whether it's the first or second use
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(Hitbox scripts for all kinds of Witch Twists are the same. There are just flags to change the first hit based on whether it starts on the ground or in the air, and the final hit based on whether it's the first or second use)
 
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==Overview==
==Overview==
An ascending, corkscrew pistol-whip. Based on '''Witch Twist''' from ''Bayonetta'', as well as a variation from ''Bayonetta 2'' known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to [[Rising Uppercut]]. Despite this, Witch Twist is still a very useful [[recovery]] option, as she is allowed to use one Witch Twist after each jump, including after a double jump (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low [[ending lag]] and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top [[blast line]]. Each Witch Twist's final hit has different [[knockback]] trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial).
An ascending, corkscrew pistol-whip. Based on '''Witch Twist''' from ''Bayonetta'', as well as a variation from ''Bayonetta 2'' known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to [[Rising Uppercut]]. Despite this, Witch Twist is still a very useful [[recovery]] option, as she is allowed to use one Witch Twist after each jump, including after a double jump (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low [[ending lag]] and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top [[blast line]]. Each Witch Twist's final hit has different [[knockback]] trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial).
The move deals a total of 7% damage (8.4% with the [[1v1 multiplier]]) if started on the ground, and 6% (7.2% in 1v1) if started in the air. With Bullet Arts, this can be increased to a total of 10% (12%) and 9% (10.8%), respectively. However, firing Bullet Arts deprives the move of its [[interruptibility]] frames, and is thus very rarely used, as it effectively prevents Bayonetta from starting or continuing combos into other attacks.


With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to ''Smash 4''. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch.
With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to ''Smash 4''. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch.
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*{{buff|The move has a lower SDI multiplier (2× → 1.5×).}}
*{{buff|The move has a lower SDI multiplier (2× → 1.5×).}}
*{{buff|The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).}}
*{{buff|The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).}}
==Hitboxes==
==Hitboxes==
===First Witch Twitst===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hit 1|25}}
{{HitboxTableTitle|Hit 1, grounded|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 72: Line 74:
}}
}}
|0
|0
{{HitboxTableTitle|Multihits (Earliest)|25}}
{{HitboxTableTitle|Hit 1, aerial|25}}
{{UltimateHitboxTableRow
|id=0
|damage=0.2%
|angle=93
|bk=0
|ks=100
|fkv=100
|r=5.0
|bn=top
|xpos=0.0
|ypos=21.0 to 19.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=1
|damage=0.2%
|angle=367
|bk=0
|ks=100
|fkv=80
|r=4.5
|bn=top
|xpos=0.0
|ypos=26.0 to 19.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=2
|damage=0.2%
|angle=93
|bk=0
|ks=100
|fkv=140
|r=2.0
|bn=top
|xpos=0.0
|ypos=18.0 to 8.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{HitboxTableTitle|Multihits (Early)|25}}
{{UltimateHitboxTableRow
|id=0
|damage=0.2%
|angle=93
|bk=0
|ks=100
|fkv=100
|r=5.0
|bn=top
|xpos=0.0
|ypos=21.0 to 19.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=1
|damage=0.2%
|angle=367
|bk=0
|ks=100
|fkv=80
|r=4.5
|bn=top
|xpos=0.0
|ypos=26.0 to 19.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=2
|damage=0.2%
|angle=93
|bk=0
|ks=100
|fkv=120
|r=2.0
|bn=top
|xpos=0.0
|ypos=18.0 to 9.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{HitboxTableTitle|Multihits (Mid)|25}}
{{UltimateHitboxTableRow
|id=0
|damage=0.2%
|angle=105
|bk=0
|ks=100
|fkv=75
|r=5.0
|bn=top
|xpos=0.0
|ypos=23.0 to 20.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=1
|damage=0.2%
|angle=105
|bk=0
|ks=100
|fkv=30
|r=4.0
|bn=top
|xpos=0.0
|ypos=25.0 to 23.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=2
|damage=0.2%
|angle=93
|bk=0
|ks=100
|fkv=120
|r=2.0
|bn=top
|xpos=0.0
|ypos=18.0 to 9.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{HitboxTableTitle|Multihits (Late)|25}}
{{UltimateHitboxTableRow
|id=0
|damage=0.2%
|angle=367
|bk=0
|ks=100
|fkv=75
|r=5.0
|bn=top
|xpos=0.0
|ypos=23.0 to 20.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=1
|damage=0.2%
|angle=367
|bk=0
|ks=100
|fkv=135
|r=3.0
|bn=top
|xpos=0.0
|ypos=25.0 to 23.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=2
|damage=0.2%
|angle=93
|bk=0
|ks=100
|fkv=120
|r=2.0
|bn=top
|xpos=0.0
|ypos=18.0 to 9.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{HitboxTableTitle|Multihits (Latest)|25}}
{{UltimateHitboxTableRow
|id=0
|damage=0.2%
|angle=367
|bk=0
|ks=100
|fkv=75
|r=5.0
|bn=top
|xpos=0.0
|ypos=23.0 to 20.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=1
|damage=0.2%
|angle=367
|bk=0
|ks=100
|fkv=135
|r=3.0
|bn=top
|xpos=0.0
|ypos=25.0 to 23.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{UltimateHitboxTableRow
|id=2
|damage=0.2%
|angle=93
|bk=0
|ks=100
|fkv=120
|r=2.0
|bn=top
|xpos=0.0
|ypos=18.0 to 11.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Rapid
|sfx=Kick
|slvl=M
}}
|3
{{HitboxTableTitle|Final hit|25}}
{{UltimateHitboxTableRow
|id=0
|damage=3.0%
|angle=32
|bk=45
|ks=80
|fkv=0
|r=6.5
|bn=top
|xpos=0.0
|ypos=26.5 to 19.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Normal
|sfx=Kick
|slvl=L
}}
|0
{{HitboxTableRowNote|All hitboxes use weight-independent knockback.|25}}
|}
===Second Witch Twist===
{{UltimateHitboxTableHeader}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hit 1|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 753: Line 424:
}}
}}
|3
|3
{{HitboxTableTitle|Final hit|25}}
{{HitboxTableTitle|Final hit, first use|25}}
{{UltimateHitboxTableRow
|id=0
|damage=3.0%
|angle=32
|bk=45
|ks=80
|fkv=0
|r=6.5
|bn=top
|xpos=0.0
|ypos=26.5 to 19.0
|zpos=0.0
|ff=0.8
|sdi=1.5
|type=Hand
|effect=Normal
|sfx=Kick
|slvl=L
}}
|0
{{HitboxTableTitle|Final hit, second use|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 778: Line 470:


==Timing==
==Timing==
The move can grab ledges from the front starting on frame 27, and from behind starting on frame 33.
If Bullet Arts are used, the move loses its interruptibility frames, preventing Bayonetta from acting out of it until frame 45.
If Bullet Arts are used, the move loses its interruptibility frames, preventing Bayonetta from acting out of it until frame 45.


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|-
|-
!Window after double jump to restore it
!Window after double jump to restore it
|4 frames
|4 frames (8.0.0 onward)<br>3 frames (before 8.0.0)
|}
|}