Bayonetta (SSBU)/Down tilt: Difference between revisions
m (→Hitboxes) |
No edit summary |
||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:BayonettaDTiltSSBU.gif|thumb|450px|Hitbox visualization showing Bayonetta's down tilt.]] | [[File:BayonettaDTiltSSBU.gif|thumb|450px|Hitbox visualization showing Bayonetta's down tilt.]] | ||
[[File:BayonettaDTiltBulletArtsSSBU.png|thumb|450px|Hitbox visualization showing Bayonetta's down tilt | [[File:BayonettaDTiltBulletArtsSSBU.png|thumb|450px|Hitbox visualization showing Bayonetta's down tilt Bullet Arts.]] | ||
==Overview== | ==Overview== | ||
Bayonetta performs a sweep kick, sending opponents either directly above or above and away depending on the hitbox. | Bayonetta performs a sweep kick, sending opponents either directly above or above and away depending on the hitbox. Coming out on frame 7, it is tied with up tilt for Bayonetta's fastest tilt, and her second fastest grounded move (only behind Witch Twist). While possessing a low damage output at 5% (6% if sweetspotted), it is an excellent combo starter, being perfectly capable of comboing into several attacks; its leg hitbox leads into neutral aerial, forward aerial, Witch Twist, and short hop After Burner Kick at low to mid percents, as well as attack-canceled back aerial and RAR up aerial at mid to high percents. The sweetspot however, while dealing 1% more damage, can only lead into a short hop After Burner Kick due to its lower launch angle making it more DIable, forcing Bayonetta to get closer for more options. If properly spaced, it can also be used to poke shields, potentially starting a combo despite its launch angle. Additionally, like most of Bayonetta's moves, it cannot kill at reasonable percents. | ||
Because of its speed and excellent potential rewards, it is one of Bayonetta's best moves. | Because of its speed and excellent potential rewards, it is one of Bayonetta's best moves. | ||
==Hitboxes== | ==Hitboxes== | ||
===Attack=== | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 44: | Line 48: | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=M | |slvl=M | ||
}} | |||
|} | |||
===Bullet Arts=== | |||
The first and second bullets are shot simultaneously from Bayonetta's left arm (forward) and left leg (backward), then the third bullet is shot from her right leg (forward). | |||
{{UltimateHitboxTableHeader}} | |||
{{HitboxTableTitle|Left arm|42}} | |||
{{UltimateHitboxTableRow | |||
|id=0 | |||
|damage=0.5% | |||
|angle=361 | |||
|bk=10 | |||
|ks=100 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=4.5 | |||
|zpos=8.0 to 12.0 | |||
|ff=0.0 | |||
|sdi=0.0 | |||
|type=Typeless | |||
|effect=Normal | |||
|sfx=Bayonetta Hit 01 | |||
|slvl=S | |||
|clang=f | |||
|rebound=f | |||
|direct=f | |||
}} | |||
{{UltimateHitboxTableRow | |||
|id=1 | |||
|damage=0.5% | |||
|angle=361 | |||
|bk=0 | |||
|ks=0 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=4.5 | |||
|zpos=8.0 to 68.0 | |||
|ff=0.0 | |||
|sdi=0.0 | |||
|type=Typeless | |||
|effect=Normal | |||
|sfx=Bayonetta Hit 01 | |||
|slvl=S | |||
|clang=f | |||
|rebound=f | |||
|direct=f | |||
}} | |||
{{HitboxTableTitle|Left leg|42}} | |||
{{UltimateHitboxTableRow | |||
|id=0 | |||
|damage=0.5% | |||
|angle=361 | |||
|bk=10 | |||
|ks=100 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=2.5 | |||
|zpos=-3.0 to -7.0 | |||
|ff=0.0 | |||
|sdi=0.0 | |||
|type=Typeless | |||
|effect=Normal | |||
|sfx=Bayonetta Hit 01 | |||
|slvl=S | |||
|clang=f | |||
|rebound=f | |||
|direct=f | |||
}} | |||
{{UltimateHitboxTableRow | |||
|id=1 | |||
|damage=0.5% | |||
|angle=361 | |||
|bk=0 | |||
|ks=0 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=2.5 | |||
|zpos=-3.0 to -63.0 | |||
|ff=0.0 | |||
|sdi=0.0 | |||
|type=Typeless | |||
|effect=Normal | |||
|sfx=Bayonetta Hit 01 | |||
|slvl=S | |||
|clang=f | |||
|rebound=f | |||
|direct=f | |||
}} | |||
{{HitboxTableTitle|Right leg|42}} | |||
{{UltimateHitboxTableRow | |||
|id=0 | |||
|damage=0.5% | |||
|angle=361 | |||
|bk=10 | |||
|ks=100 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=2.5 | |||
|zpos=8.0 to 12.0 | |||
|ff=0.0 | |||
|sdi=0.0 | |||
|type=Typeless | |||
|effect=Normal | |||
|sfx=Bayonetta Hit 01 | |||
|slvl=S | |||
|clang=f | |||
|rebound=f | |||
|direct=f | |||
}} | |||
{{UltimateHitboxTableRow | |||
|id=1 | |||
|damage=0.5% | |||
|angle=361 | |||
|bk=0 | |||
|ks=0 | |||
|fkv=0 | |||
|r=2.5 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=2.5 | |||
|zpos=8.0 to 68.0 | |||
|ff=0.0 | |||
|sdi=0.0 | |||
|type=Typeless | |||
|effect=Normal | |||
|sfx=Bayonetta Hit 01 | |||
|slvl=S | |||
|clang=f | |||
|rebound=f | |||
|direct=f | |||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | |||
{|class="wikitable" | {|class="wikitable" | ||
!Hitboxes | !Hitboxes | ||
|7-8 | |7-8 | ||
|- | |||
!Bullet Arts window | |||
|20 | |||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 60: | Line 208: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=11|e=LagStateS}}{{FrameStrip|t=Lag|c=9|s=LagStateE}}{{FrameStrip|t=Interruptible|c=9}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | ===Bullet Arts=== | ||
Up to 10 consecutive bullets from each gun (20 rounds; 30 bullets total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 14 frames. | |||
{|class="wikitable" | |||
!Left arm and leg bullets | |||
|1 | |||
|- | |||
!Right leg bullet | |||
|4 | |||
|- | |||
!Loop point | |||
|7-8 | |||
|- | |||
!Animation length | |||
|14 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3|e=LagLoopS}}{{FrameStrip|t=Lag|c=7|s=LagLoopE}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|loop=y|state=y|interruptible=y}} | |||
==Trivia== | |||
*The move has a 30% trip chance that can never actually happen, due to its largely vertical launch angle. | |||
{{MvSubNavBayonetta|g=SSBU}} | {{MvSubNavBayonetta|g=SSBU}} | ||
[[Category:Bayonetta (SSBU)]] | [[Category:Bayonetta (SSBU)]] | ||
[[Category:Down tilts (SSBU)]] | [[Category:Down tilts (SSBU)]] |
Revision as of 23:11, August 2, 2022
Overview
Bayonetta performs a sweep kick, sending opponents either directly above or above and away depending on the hitbox. Coming out on frame 7, it is tied with up tilt for Bayonetta's fastest tilt, and her second fastest grounded move (only behind Witch Twist). While possessing a low damage output at 5% (6% if sweetspotted), it is an excellent combo starter, being perfectly capable of comboing into several attacks; its leg hitbox leads into neutral aerial, forward aerial, Witch Twist, and short hop After Burner Kick at low to mid percents, as well as attack-canceled back aerial and RAR up aerial at mid to high percents. The sweetspot however, while dealing 1% more damage, can only lead into a short hop After Burner Kick due to its lower launch angle making it more DIable, forcing Bayonetta to get closer for more options. If properly spaced, it can also be used to poke shields, potentially starting a combo despite its launch angle. Additionally, like most of Bayonetta's moves, it cannot kill at reasonable percents.
Because of its speed and excellent potential rewards, it is one of Bayonetta's best moves.
Hitboxes
Attack
Bullet Arts
The first and second bullets are shot simultaneously from Bayonetta's left arm (forward) and left leg (backward), then the third bullet is shot from her right leg (forward).
Timing
Attack
Hitboxes | 7-8 |
---|---|
Bullet Arts window | 20 |
Interruptible | 29 |
Animation length | 37 |
Bullet Arts
Up to 10 consecutive bullets from each gun (20 rounds; 30 bullets total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 14 frames.
Left arm and leg bullets | 1 |
---|---|
Right leg bullet | 4 |
Loop point | 7-8 |
Animation length | 14 |
Lag time |
Hitbox |
Loop point |
State change |
Interruptible |
Trivia
- The move has a 30% trip chance that can never actually happen, due to its largely vertical launch angle.
|