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Bayonetta recovery frames

Comparison of Bayonetta's landing lag with a Witch Twist and a double Witch Twist.

Bayonetta's recovery frames are form of landing lag exclusive to Bayonetta. When she uses Witch Twist or After Burner Kick, she will receive a set number of landing frames upon landing, determined by the combination of the moves mentioned. Additionally, using an aerial or an airdodge may increase Bayonetta's recovery frames.

In Super Smash Bros. 4Edit

Bayonetta's landing lag falls into several tiers based on which actions are performed. Below is a list of the different durations of landing lag along with the action(s) required. If more than one of the actions are in a combo, which ever value is highest is used. All aerials will use their normal landing lag if there were no prior actions; if an action is performed and then an aerial or air dodge is used, the longer landing lag is used regardless of if Bayonetta landed during the animation or not. Missing a downwards After Burner Kick (not hitting a fighter or the stage during the animation) has no affect on which tier is used in most cases with the exception of breaking up Witch Twists, resulting in 43 frames if used between them and 32 if not used.

Action Frames
1 Witch Twist 19
2 Witch Twists both at the end of the combo 32
2 Witch Twists both not at the end of the combo 43
Any aerial or air dodge after 1 Witch Twist 26
Any aerial or air dodge after 2 Witch Twists 43
1 After Burner Kick 20
1 Downwards After Burner Kick or 2 After Burner Kicks 30
2 Downwards After Burner Kicks or 1 After Burner Kick and 1 Downwards After Burner Kick 40
Downwards After Burner Kick landing 31
Downwards After Burner Kick landing after After Burner Kick 40
Downwards After Burner Kick landing after 2 Witch Twists 43

In Super Smash Bros. UltimateEdit

Bayonetta's recovery frames return in Ultimate, with a few changes. The most durations are universally shorter with the exception of downwards After Burner Kick, which is unchanged. Missing with a downwards After Burner Kick now affects the resulting landing lag instead of effectively being ignored, now being equal to an After Burner Kick in most cases. Landing a downwards After Burner Kick into the stage now has 40 frames of landing lag regardless of any actions performed, making it 9 frames longer in the worst case and only 3 frames shorter in the best case. Other than the listed changes, the rules from Smash 4 still apply: highest value is used if more than one applies, aerials use normal landing lag when used alone and landing lag after a combo with an aerial/air dodge doesn't depend on if the animation finished or not.

Action Frames
1 Witch Twist 18
2 Witch Twists both at the end of the combo 28
2 Witch Twists both not at the end of the combo 38
Any aerial or air dodge after 1 Witch Twist 22
Any aerial or air dodge after 2 Witch Twists 38
1 After Burner Kick 18
1 Downwards After Burner Kick 30
Downwards After Burner Kick miss 20
2 After Burner Kicks or 1 After Burner Kick and 1 downwards After Burner Kick miss 26
1 Witch Twist and 1 After Burner Kick and 1 downwards After Burner Kick miss 22
Downwards After Burner Kick landing 40

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