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Bayonetta recovery frames

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

In Super Smash Bros. 4

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Bayonetta's recovery frames fall into several tiers: 19 frames, 20 frames, 26 frames, 30 frames, 32 frames, 40 frames, and 43 frames.

In Super Smash Bros. Ultimate

Bayonetta's recovery frames return in Ultimate, with some changes. The full list of combinations for her recovery frames are below.

First Move Second Move Third Move Fourth Move Additional Criteria Recovery Frames With Dair With Dodge Up
Witch Twist 19 30 25
After Burner Kick 20 30 20
Downwards After Burner Kick (whiff) 20 30 20
Afterburner Kick Witch Twist 20 30 20
Witch Twist After Burner Kick 25 30 25
Downwards After Burner Kick 30 30 30
Afterburner Kick After Burner Kick 30 30 30
Downwards After Burner Kick After Burner Kick 30 30 30
Downwards After Burner Kick Witch Twist 30 30 30
After Burner Kick After Burner Kick Witch Twist 30 30 30
Downwards After Burner Kick After Burner Kick Witch Twist 30 30 30
Witch Twist Downwards After Burner Kick 30 30 30
Witch Twist After Burner Kick After Burner Kick 30 30 30
Witch Twist Witch Twist 32 42 42
After Burner Kick Witch Twist Witch Twist 32 42 42
Downwards After Burner Kick Witch Twist Witch Twist 32 42 42
Downwards After Burner Kick After Burner Kick Witch Twist Witch Twist 32 42 42
After Burner Kick After Burner Kick Witch Twist Witch Twist 32 42 42
After Burner Kick Downwards After Burner Kick 40 40 40
Downwards After Burner Kick Downwards After Burner Kick 40 40 40
After Burner Kick Downwards After Burner Kick Witch Twist 40 40 40
Downwards After Burner Kick Downwards After Burner Kick Witch Twist 40 40 40
After Burner Kick Downwards After Burner Kick Witch Twist Witch Twist 40 40 40
Witch Twist Downwards After Burner Kick Downwards After Burner Kick 40 40 40
Witch Twist After Burner Kick Downwards After Burner Kick 40 40 40
Downwards After Burner Kick Downwards After Burner Kick Witch Twist Witch Twist 40 40 40
Witch Twist Witch Twist Downwards After Burner Kick 42 42 42
Witch Twist Witch Twist After Burner Kick 42 42 42
Witch Twist Witch Twist After Burner Kick After Burner Kick 42 42 42
Witch Twist Witch Twist After Burner Kick Downwards After Burner Kick 42 42 42
Witch Twist Witch Twist Downwards After Burner Kick Downwards After Burner Kick 42 42 42
After Burner Kick Witch Twist After Burner Kick Witch Twist 42 42 42
Downwards After Burner Kick Witch Twist After Burner Kick Witch Twist 42 42 42
After Burner Kick Witch Twist Downwards After Burner Kick Witch Twist 42 42 42
Witch Twist Downwards After Burner Kick Witch Twist After Burner Kick 42 42 42
Witch Twist After Burner Kick Witch Twist Downwards After Burner Kick 42 42 42
Witch Twist After Burner Kick Witch Twist After Burner Kick 42 42 42
Witch Twist After Burner Kick After Burner Kick Witch Twist 42 42 42
Witch Twist After Burner Kick Downwards After Burner Kick Witch Twist 42 42 42
Witch Twist Downwards After Burner Kick After Burner Kick Witch Twist 42 42 42
Witch Twist Downwards After Burner Kick Downwards After Burner Kick Witch Twist 42 42 42
Downwards After Burner Kick Witch Twist Witch Twist Downwards After Burner Kick Assumption 42 42 42
Witch Twist Downwards After Burner Kick Witch Twist Downwards After Burner Kick Assumption 42 42 42

The landing hitbox of Downwards After Burner Kick is 50 frames long, with the following exceptions:

First Move Second Move Third Move Recovery Frames
Downwards After Burner Kick Landing 40
Witch Twist Downwards After Burner Kick Landing 40
Witch Twist Witch Twist Downwards After Burner Kick Landing 42

Bayonetta's recovery frames fall into these tiers: 19 frames, 20 frames, 25 frames, 30 frames, 32 frames, 40 frames, 42 frames, and 50 frames. Aerial landing lag and airdodging bump some combinations into the next tier, but never exceed 50 frames.