Bayonetta (SSBU): Difference between revisions

Undid edit by Xay1494: You created red links, and they're just called Heel Slide and Witch Time in-game
(Undid edit by Xay1494: You created red links, and they're just called Heel Slide and Witch Time in-game)
Tag: Undo
Line 248: Line 248:
|nsdmg=1.35% (uncharged), 2.7% (charged)
|nsdmg=1.35% (uncharged), 2.7% (charged)
|nsdesc=[http://bayonetta.wikia.com/wiki/Bullet_Climax Fires bullets] at a slight angle. When held, Bayonetta instead fires [http://bayonetta.wikia.com/wiki/Charge_Bullet '''Charge Bullets'''], which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. Due to its angle, it is useful for edge-guarding and hindering aerial approaches. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically, although Kirby's [[Copy Ability]] fires from noticeably different heights. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from ''Bayonetta'' and ''Bayonetta 2'', respectively.
|nsdesc=[http://bayonetta.wikia.com/wiki/Bullet_Climax Fires bullets] at a slight angle. When held, Bayonetta instead fires [http://bayonetta.wikia.com/wiki/Charge_Bullet '''Charge Bullets'''], which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. Due to its angle, it is useful for edge-guarding and hindering aerial approaches. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically, although Kirby's [[Copy Ability]] fires from noticeably different heights. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from ''Bayonetta'' and ''Bayonetta 2'', respectively.
|ssname=Heel Slide / After Burner Kick
|ssname=Heel Slide
|ssdmg=8% (Heel Slide, hit 1, clean), 7.5% (Heel Slide, hit 1, mid), 7% (Heel Slide, hit 1, late), 5% (Heel Slide, hit 2), 6% (After Burner Kick, standard, early/late), 7% (After Burner Kick, standard, clean), 6.5% (After Burner Kick, downward, kick), 5% (After Burner Kick, downward, landing)
|ssdmg=8% (Heel Slide, hit 1, clean), 7.5% (Heel Slide, hit 1, mid), 7% (Heel Slide, hit 1, late), 5% (Heel Slide, hit 2), 6% (After Burner Kick, standard, early/late), 7% (After Burner Kick, standard, clean), 6.5% (After Burner Kick, downward, kick), 5% (After Burner Kick, downward, landing)
|ssdesc=A kick that functions differently when used on the ground or in midair.<br/>
|ssdesc=A kick that functions differently when used on the ground or in midair.<br/>
Line 257: Line 257:
|usdmg=3% (ground, hits 1 and 7), 0.2% (hits 2 - 5), 2% (air, hit 1)
|usdmg=3% (ground, hits 1 and 7), 0.2% (hits 2 - 5), 2% (air, hit 1)
|usdesc=[http://bayonetta.wikia.com/wiki/Witch_Twist An ascending, corkscrew pistol-whip]. 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 using it after a jump allows Bayonetta to use her [[double jump]], and then use another Witch Twist. Holding the button has Bayonetta fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. Based on the technique of the same name 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. Otherwise performs identically to the latter, including the ability to use a second one after a double jump.
|usdesc=[http://bayonetta.wikia.com/wiki/Witch_Twist An ascending, corkscrew pistol-whip]. 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 using it after a jump allows Bayonetta to use her [[double jump]], and then use another Witch Twist. Holding the button has Bayonetta fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. Based on the technique of the same name 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. Otherwise performs identically to the latter, including the ability to use a second one after a double jump.
|dsname=Witch Time / Bat Within
|dsname=Witch Time
|dsdmg=—
|dsdmg=—
|dsdesc=[http://bayonetta.wikia.com/wiki/Witch_Time Uses her magic to slow down time around an opponent who attacks her]. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), Bayonetta's damage (more damage = shorter duration), frequency (using Witch Time too often will decrease the duration), and the strength of the attack that initiates Witch Time (the stronger the attack is, the longer the opponent is slowed down). However, if Witch Time is activated too late, then [http://bayonetta.wikia.com/wiki/Bat_Within '''Bat Within'''] is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the ''Bayonetta'' series, it halves the damage received, rather than negating it. Based on the same ability from the ''Bayonetta'' games, albeit only slowing down the attacking opponent as opposed to all opponents.
|dsdesc=[http://bayonetta.wikia.com/wiki/Witch_Time Uses her magic to slow down time around an opponent who attacks her]. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), Bayonetta's damage (more damage = shorter duration), frequency (using Witch Time too often will decrease the duration), and the strength of the attack that initiates Witch Time (the stronger the attack is, the longer the opponent is slowed down). However, if Witch Time is activated too late, then [http://bayonetta.wikia.com/wiki/Bat_Within '''Bat Within'''] is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the ''Bayonetta'' series, it halves the damage received, rather than negating it. Based on the same ability from the ''Bayonetta'' games, albeit only slowing down the attacking opponent as opposed to all opponents.