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{{incomplete|Ultimate}}
{{ArticleIcons|ssb4=y|ultimate=y}}
{{ArticleIcons|ssb4=y|ultimate=y}}
{{Infobox Special Move
{{Infobox Special Move
|name=Witch Time / Bat Within
|name=Witch Time
|image=[[File:Witch Time (Super Smash Bros. for Wii U).jpg|300px]]<br>[[File:Bat Within (Super Smash Bros. for Wii U).JPG|300px]]
|image=[[File:Bayonetta Down B SSBU.gif|300px]]
|caption=Witch Time (top) and Bat Within (bottom)
|caption=Witch Time in ''Super Smash Bros. Ultimate''.
|user=[[Bayonetta]]
|user=[[Bayonetta]]
|universe={{uv|Bayonetta}}
|universe={{uv|Bayonetta}}
}}
}}
{{cquote|''Avoids an enemy attack and slows down time. The effect is reduced with repeated use.''|cite=Description from ''Ultimate''{{'}}s Move List}}
:''For Bayonetta's [[Fighter ability]], see [[Bat Within]].''


'''Witch Time''' ({{ja|ウィッチタイム|Uicchi Taimu}}, ''Witch Time'') is [[Bayonetta]]'s [[down special move]] in ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''.
'''Witch Time''' ({{ja|ウィッチタイム|Uicchi Taimu}}, ''Witch Time'') is [[Bayonetta]]'s [[down special move]].


==Overview==
==Overview==
Bayonetta performs a backflip, and if struck at frame 5 or later, activates Witch Time, which slows down nearby opponents (including any who did not attack) dramatically for up to four seconds, leaving them open to a counterattack. This slowdown effect triggers on any enemy that hits Bayonetta with a non-projectile move; it can be activated by [[projectiles]], but it will not slow down the user if they are too far away. Its effect is greater than that of the [[Timer]] item, slowing opponents down to 1/8 speed. This is accompanied with the visual effect of a purple vortex and a clock surrounding the victim. The slowdown duration is signified by the clock's hand, and upon making a full revolution, the effect wears off. If Bayonetta flinches during the effects, it wears off immediately.
[[File:SSB4 - Bat & Time.gif|thumb|left|250px|Bayonetta activating Witch Time & Bat Within at the same time.]]
Bayonetta performs a backflip, and if struck during it (starting at [[frame]] 5 in ''Smash 4'', and frame 8 in ''Ultimate''), activates Witch Time, which dramatically [[slowdown|slows down]] nearby opponents (including any who did not attack) for a few seconds, leaving them open to a counterattack. This slowdown effect affects any enemy close to Bayonetta when an attack hits her; it can even be activated by [[projectile]]s, but it will not slow down the user if they are too far away. Its effect is greater than that of the [[Timer]] item, slowing opponents down to 1/8 speed. This is accompanied with the visual effect of a purple vortex and a clock surrounding the victim. The slowdown duration is signified by the clock's hand, and upon making a full revolution, the effect wears off. If Bayonetta flinches during the effects, it wears off immediately.


The duration of the slowdown varies based on the victim's damage percentage and how frequently the move is used (which can reduce the slowdown time to as low as only half a second, as of version 1.1.5), regardless of whether it's successful or not. This makes it the only counter where the opponent's damage is taken as a factor and also where the strength or damage of the opponent's move is taken into account, meaning that even weak attacks can be infamously punished. The move will fully recharge after 21 seconds without use. Though the hit used to activate will be nullified, any other hitboxes produced by the affected character will still be considered active under Witch Time, meaning that multi-hitting attacks can still potentially flinch Bayonetta and stop the slowdown if she is not quick enough to intercept. This can notoriously cause a KO on Bayonetta when she would have had the upper hand, such as against {{SSB4|Charizard}}'s [[Flare Blitz]], since it can still land with full power if she walks into Charizard. Also, there is high ending lag (21 frames) which allows Bayonetta to easily get punished if an attack doesn't connect.
Witch Time's slowdown duration increases as the opponent's damage percentage is higher, but decreases with repeated use, regardless of whether it successfully activates or not. With these factors, the slowdown can last as long as four seconds, and as short as roughly half a second. This makes Witch Time the only counter that not only takes the opponent's percentage as a factor, but ignores the damage output of the move that triggered it, which infamously allows it to punish weak and quick attacks (such as [[jab]]s) with as much efficiency as slow and strong ones (such as [[smash attack]]s). After the move is used, its slowdown duration slowly regenerates to its fresh amount if it is not used again.
 
Though the hit used to activate Witch Time will be nullified, any other hitboxes produced by the affected character will still be considered active under Witch Time, meaning that multi-hitting attacks can still potentially flinch Bayonetta and stop the slowdown if she is not quick enough to intercept. This can notoriously cause a KO on Bayonetta when she would have had the upper hand, such as against {{SSB4|Charizard}}'s [[Flare Blitz]], since it can still land with full power if she walks into Charizard. Witch Time can activate again on an opponent already slowed down, but this does not reset the slowdown duration, while still adding to the move's penalty with each use.


Witch Time does not work against [[grab]]s, though attempting the move gives the user intangibility frames which will make grabs miss, just like Lucario's [[Double Team]]. Furthermore, unlike all other counters, it can activate on non-grab [[unblockable attack]]s. It can also affect opponents while they are [[invincible]], but not when they are completely [[intangible]]. [[Boss]]es and [[enemies]] can be affected by the move as well, but with the exception of the [[Master Shadow]] form of [[Master Core]], they will not display the clock visual effect.
Witch Time does not work against [[grab]]s, though attempting the move gives the user intangibility frames which will make grabs miss, just like Lucario's [[Double Team]]. Furthermore, unlike all other counters, it can activate on non-grab [[unblockable attack]]s. It can also affect opponents while they are [[invincible]], but not when they are completely [[intangible]]. [[Boss]]es and [[enemies]] can be affected by the move as well, but with the exception of the [[Master Shadow]] form of [[Master Core]], they will not display the clock visual effect.
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If Witch Time's effect is activated right before the counter frames run out, '''[[Bat Within]]''' activates instead: Bayonetta will transform into a swarm of bats and travel in any direction the player wishes, while halving the amount of damage taken. This mechanic technically gives Bayonetta the least vulnerable counter. It also makes it the only counter that has a safety net if activated too late, which allows easy punishes. It is also possible to activate both Witch Time and Bat Within at the same time, since the activation times for the two moves overlap within 5 frames of each other. When they are both activated, the slowdown time is reduced to 2/3 of the usual slowdown time, and Bayonetta will take the halved damage.  
If Witch Time's effect is activated right before the counter frames run out, '''[[Bat Within]]''' activates instead: Bayonetta will transform into a swarm of bats and travel in any direction the player wishes, while halving the amount of damage taken. This mechanic technically gives Bayonetta the least vulnerable counter. It also makes it the only counter that has a safety net if activated too late, which allows easy punishes. It is also possible to activate both Witch Time and Bat Within at the same time, since the activation times for the two moves overlap within 5 frames of each other. When they are both activated, the slowdown time is reduced to 2/3 of the usual slowdown time, and Bayonetta will take the halved damage.  


When attacking a slowed-down opponent with a [[charge]]d [[smash attack]], the damage increase from charging them is halved, dealing only 20% more damage when fully charged instead of the usual 40%. [https://www.youtube.com/watch?v=F3V5Z_rX3lA] This is most easily seen with the late hit of her up smash, which normally does 15% damage uncharged, but will only deal 18% damage fully charged on a slowed down opponent; otherwise, it would deal 21% damage.
When Bayonetta hits a slowed down opponent with any of her [[smash attack]]s, their damage increase by charging becomes only half as effective, reducing their maximum damage multiplier to 1.2× in ''Smash 4'' and 1.1× in ''Ultimate''. Since smash attacks' damage output is also a factor in the [[knockback]] inflicted by them, this causes them to be noticeably weaker when fully charged, preventing Witch Time from easily netting early KOs. However, slowing down opponents at high enough percents where the smash attacks can KO without any charge remains a viable setup, as their uncharged strength is not affected.
 
===Slowdown duration formula===
The formula for Witch Time's slowdown duration in [[frame]]s is <code>(180 - n) * b + 0.1p</code> in ''Smash 4'', and <code>(90 - n) * b + 0.3p</code> in ''Ultimate''. '''n''' is the penalty for repeated uses of the move, '''p''' is the opponent's damage percent at the time they were slowed down, and '''b''' is 0.67 if Bat Within is activated alongside Witch Time, or 1 otherwise. As a result, if Witch Time is activated normally, the base duration is 180 frames (3 seconds) in ''Smash 4'', and 90 frames (1.5 seconds) in ''Ultimate''. These formulas abide by the following conditions:
*The maximum slowdown duration is 240 frames (4 seconds) in both games.
*Each use of the move increases the penalty of subsequent uses by 75 frames in ''Smash 4'' (50 prior to version [[1.1.5]]), and 60 frames in ''Ultimate''. If Witch Time successfully activates, 20 frames are added to the penalty in ''Smash 4'', or 40 frames in ''Ultimate''. However, the minimum resulting duration from this penalty cannot be lower than 20 frames in ''Smash 4'' (30 prior to version 1.1.5), or 22 frames in ''Ultimate'' (5 in version 1.0.0).
**In ''Ultimate'', if Witch Time is activated by a projectile, the slowdown duration is reduced by 30 frames (40 before version {{SSBU|12.0.0}}), which are considered part of the penalty.
*Due to the percent factor, the slowdown duration increases by one frame for each 10% gained in ''Smash 4'', and each 3.3334% gained in ''Ultimate''. Without any penalty, the maximum slowdown duration is reached with at least 600% damage in ''Smash 4'', and at least 500% damage in ''Ultimate''. As this increase is applied ''after'' the minimum 20-frame duration, the shortest slowdown duration for opponents with higher damage increases as well. For example, if a fully penalized Witch Time activates on an opponent with 200% damage, its duration is only reduced to a minimum of 40 frames (20 + 0.1 * 200) in ''Smash 4'', and 82 frames (22 + 0.3 * 200) in ''Ultimate''.
**The maximum 240-frame duration only applies when the move activates, so higher damage percents can still increase the underlying duration above this cap and effectively reduce its penalty. For example, if Witch Time activates on an opponent with 600% damage in ''Ultimate'', it still lasts 240 frames with no penalty, but lasts 210 (270 minus 60) instead of 180 if it was previously used once and not activated.
**In ''Smash 4'' prior to version 1.1.5, the opponent's percent was multiplied by 0.2 instead of 0.1, so the slowdown duration increased by one frame for every 5% gained, and capped at 300% without any penalty. Likewise, in version 1.0.0 of ''Ultimate'', it was multiplied by 0.4 instead of 0.3, so the duration increased by one frame for every 2.5% gained, and capped at 375% without any penalty.
*Every frame Witch Time is not in use, its penalty is reduced by 0.06 in ''Smash 4'' (0.08 prior to version 1.1.5), and 0.04 in ''Ultimate'' (0.03 from version {{SSBU|1.1.0}} to {{SSBU|3.0.0}}), allowing it to regain its full strength. As a result, in both respective games, when used once and not activated, it takes 1250 frames (20.83 seconds) and 1500 frames (25 seconds) to fully refresh, whereas if it has reached its maximum penalty, it takes 2500 frames (41.67 seconds) and 1700 frames (28.33 seconds) to fully refresh.
 
When Witch Time is activated, Bayonetta can [[interrupt]] it after 34 frames in ''Smash 4'', or 39 frames in ''Ultimate'', and gains full [[intangibility]] for 61 frames, preventing her from getting [[punish]]ed before she can act out of it. These actions are actually coded to end on frame 15, 20, and 42, respectively, but Bayonetta herself is slowed down for the first 22 frames of the move's activation, increasing their true duration.


===Formula===
==Instructional quote==
Witch Time begins at a base duration of 180 frames, but increases by 1 frame for every 10% damage the opponent has, up to a maximum of 240 frames. Each use decreases the duration by 75 frames, down to a minimum duration of 30 frames (2 continuous uses). This floor is applied before the damage modifier, meaning a 600% opponent will be slowed down for 30 + 60 or 90 frames. Its duration recharges by 0.06 frames for every frame it is not used; thus, it takes 1250 frames or ~20.8 seconds to recharge from one use of Witch Time.<ref>[http://kuroganehammer.com/Smash4/Counters Counters], Kurogane Hammer.</ref>
{{InstructionalQuotes
|ssbuchar=Bayonetta
|ssbudesc=Avoids an enemy attack and slows down time. The effect is reduced with repeated use.
}}


==Customization==
==Customization==
Line 33: Line 50:


==Origin==
==Origin==
Witch Time is a major mechanic in ''Bayonetta'', where Bayonetta/Jeanne slows down time while moving freely within it. It is used to traverse terrain that would otherwise be inaccessible, such as water or rock fragments. It can be activated in a variety of ways, primarily by dodging enemy attacks at the right time, as well as being activated by various accessories. Lumen Sages possess a similar ability called Light Speed, which also lets them slow down time. Various other releases by PlatinumGames and its predecessor, the [[Capcom]] subsidiary Clover Studios, also feature slowdown powers, such as the Bangle of Time in ''Devil May Cry'', the "Slow" VFX ability in ''Viewtiful Joe'', Veil of Mist in ''Okami'', "Focus" in ''Transformers: Devastation'', "Blade Mode" in ''Metal Gear Rising: Revengeance'', and both Unite Bomb and Hero Time in {{uvm|The Wonderful 101}}.
[[File:WitchTime-Origin.gif|thumb|left|Witch Time as seen in ''Bayonetta''.]]
Witch Time is a major mechanic in ''Bayonetta'', where Bayonetta/Jeanne increase their speed, causing them to move faster than everything around them. This mimics the effects of a time slow — where Smash's Witch Time is a time slow on a singular target, Witch Time in the original games functions as a speed boost. This ability is used to traverse terrain that would otherwise be inaccessible, such as water or rock fragments. It can be activated in a variety of ways, primarily by dodging enemy attacks at the right time, as well as being activated by various accessories. Lumen Sages possess a similar technique called Light Speed, which also lets them increase their speed. Various other releases by [[PlatinumGames]] and its predecessor, the [[Capcom]] subsidiary Clover Studios, also feature speed boosting abilities, such as the "Mach Speed" in ''{{s|wikipedia|Viewtiful Joe}}'' and "Blade Mode" in {{uv|Metal Gear}} Rising: Revengeance.'' Other games which feature mechanics similar to Bayonetta's Witch Time include the "Bangle of Time" in {{uvm3|Devil May Cry}}, "Veil of Mist" in ''{{s|wikipedia|Ōkami}}, "Focus" in ''{{s|wikipedia|Transformers: Devastation}}'', and both Unite Bomb and Hero Time in {{uvm3|The Wonderful 101}}.
{{clr}}


Bat Within is a technique purchasable from the Gates of Hell. By dodging at the last second, Bayonetta instead activates Bat Within, transforming her into a swarm of bats to escape, while also negating the damage taken from the attack and slowing down time for an extended duration, unlike in ''Smash''.
==Gallery==
 
The way Bat Within works in ''SSB4'' during Witch Time is the opposite to how it works in ''Bayonetta''; it instead activates as Witch Time ends, and reduces slowdown time if both are activated instead of increasing it. Interestingly, Bat Within triggers in the first four frames of her [[air dodge]] and [[sidestep]], and from the 3rd to 5th frame of her [[roll]], which is more in line with the technique's original intended use, though in every case, it only halves the damage she would have taken, rather than completely negating it.
<gallery>
<gallery>
WitchTime-Origin.gif|Witch Time as seen in ''Bayonetta''.
Witch Time (Super Smash Bros. for Wii U).jpg|Witch Time in {{forwiiu}}.
BatWithinOrigin.jpg|Bat Within as seen in ''Bayonetta''.
Bayonetta SSBU Skill Preview Down Special.png|Witch Time as shown by the [[Move List]] in ''Ultimate''.
SSB4 - Bat & Time.gif|Bayonetta activating Witch Time & Bat Within at the same time.
</gallery>
</gallery>
==Names in other languages==
{{langtable
|ja={{ja|ウィッチタイム|Uicchi Taimu}}, ''Witch Time''
|en=Witch Time
|fr=Envoûtement
|es=Tiempo Brujo
|de=Hexenzeit
|it=Sabbat temporale
|nl=Heksentijd
|ru={{rollover|Ведьмино время|Vedmino vremya|?}}
|ko={{rollover|위치 타임|Wichi Taim|?}}, ''Witch Time''
|zh_cn={{rollover|魔女时间|Mónǚ Shíjiān|?}}
|zh_tw={{rollover|魔女時間|Mónǚ Shíjiān|?}}
|pt=Tempo Feiticeiro
}}


==Trivia==
==Trivia==
*Witch Time can activate on [[Final Smash]]es, excluding [[Peach Blossom]]/[[Daisy Blossom]] and Final Smashes that are grabs (the Black Hole portion of [[Black Hole Laser]], [[Dedede Burst]], [[Dream Home]], [[Poltergust 5000]], [[Psystrike]], [[Super Pac-Man]], and [[Triforce Slash]]). However, Bayonetta is still intangible to everything until the activation time for Bat Within begins, though some Final Smashes (Mega Laser portion of Black Hole Laser, [[Final Edge]], [[Full Blast]], [[PK Starstorm]], [[Super Diffusion Beam]], [[Three Sacred Treasures]], {{b|Wii Fit|Final Smash}}, and {{b|Zero Laser|Samus}}) render it useless due to their lasting hitboxes.
*Witch Time can activate on [[Final Smash]]es, excluding [[Peach Blossom]], [[Daisy Blossom]] and Final Smashes with [[Windbox#Pulling attacks|Vacuum]] property (the Black Hole portion of [[Black Hole Laser]], [[Dedede Burst]], [[Dream Home]], [[Dream Town Hall]], [[Poltergust G-00]], [[Psystrike]], [[Super Pac-Man]], and [[Triforce Slash]]). However, Bayonetta is still intangible to everything until the activation time for Bat Within begins, though some Final Smashes (Mega Laser portion of Black Hole Laser, [[Final Edge]], [[Full Blast]], [[PK Starstorm]], [[Super Diffusion Beam]], [[Three Sacred Treasures]], {{b|Wii Fit|Final Smash}}, and {{b|Zero Laser|Samus}}) render it useless due to their lasting hitboxes.
*Witch Time cannot slow down the [[Landmaster]], [[Octopus]], [[Super Dragon]], [[Super Sonic]], or [[Mega Charizard X]], despite these Final Smashes only providing invincibility (or super [[armor]] for Mega Charizard X), but can slow down [[Wario-Man]], {{b|Giga Bowser|Final Smash}}, [[Giga Mac]], and [[Mega Lucario]] due to them still being treated as characters, whereas the other Final Smashes are actual transformations and have significantly different properties.
*Witch Time cannot slow down the [[Landmaster]], [[Octopus]], [[Super Dragon]], [[Super Sonic]], or [[Mega Charizard X]], despite these Final Smashes only providing invincibility (or super [[armor]] for Mega Charizard X), but can slow down [[Wario-Man]], {{b|Giga Bowser|Final Smash}}, [[Giga Mac]], and [[Mega Lucario]] due to them still being treated as characters, whereas the other Final Smashes are actual transformations and have significantly different properties.
*Witch Time is the only counter that does not do damage.
*Witch Time is the only counter that does not do damage.
*In ''Ultimate'', Witch Time can activate on all other Final Smashes except for the following cases:
** [[Poltergust G-00]], [[Psystrike]], the Black Hole portion of [[Black Hole Laser]] and [[Super Pac-Man]].
** The lasting damage part of [[End of Day]].
** [[Dream Home]], [[Dream Town Hall]] and the far hitbox of [[Triforce Slash]]. However, these Final Smashes will fail if Bayonetta is in intangibility frames.
** [[Infernal Climax]], as it does not deal damage.
* While difficult, it's possible to activate Witch Time on [[Shin Shoryuken / Shinku Hadoken|Shin Shoryuken]] and [[Shippu Jinraikyaku / Shinryuken]] in ''Ultimate''.
** For Shin Shoryuken and Shippu Jinraikyaku, the opponent has to activate Final Smash on frame 7 of Witch Time.
** For Shinryuken, Ken must be facing a third fighter because Shinryuken's startup is longer than Witch Time's activation window.
* In ''Ultimate'', Witch Time can slow down [[Snake]], [[Rosalina]], [[Inkling]], [[Piranha Plant]] and Bayonetta while their respective Final Smash is active.
** Bayonetta being a special case where Witch Time slows down an intangible target.
*If the [[Shadow]] [[Assist Trophy]] freezes Bayonetta while performing Witch Time, the counter hitbox will remain active and trigger if hit and the opponent will receive the normal amount of slowdown. Bayonetta is also [[intangible]] until being unfrozen.
**However, it is impossible to perform [[Bat Within]] in this state, as Bayonetta is no longer intangible at the point the mechanic activates and would simply be hit when frozen.


==External Links==
==External links==
*[http://bayonetta.wikia.com/wiki/Witch_Time Witch Time on the Bayonetta Wiki]
*[http://bayonetta.wikia.com/wiki/Witch_Time Witch Time on the Bayonetta Wiki]
*[http://bayonetta.wikia.com/wiki/Bat_Within Bat Within on the Bayonetta Wiki]
*[http://kuroganehammer.com/Smash4/Counters ''Smash 4'' slowdown values on Kurogane Hammer's website]


==References==
==References==

Latest revision as of 21:12, March 26, 2024

Witch Time
Bayonetta Down B SSBU.gif
Witch Time in Super Smash Bros. Ultimate.
User Bayonetta
Universe Bayonetta
For Bayonetta's Fighter ability, see Bat Within.

Witch Time (ウィッチタイム, Witch Time) is Bayonetta's down special move.

Overview[edit]

Bayonetta performing both Witch Time and Bat Within at the same time. From the Super smash Bros Final Presentation video.
Bayonetta activating Witch Time & Bat Within at the same time.

Bayonetta performs a backflip, and if struck during it (starting at frame 5 in Smash 4, and frame 8 in Ultimate), activates Witch Time, which dramatically slows down nearby opponents (including any who did not attack) for a few seconds, leaving them open to a counterattack. This slowdown effect affects any enemy close to Bayonetta when an attack hits her; it can even be activated by projectiles, but it will not slow down the user if they are too far away. Its effect is greater than that of the Timer item, slowing opponents down to 1/8 speed. This is accompanied with the visual effect of a purple vortex and a clock surrounding the victim. The slowdown duration is signified by the clock's hand, and upon making a full revolution, the effect wears off. If Bayonetta flinches during the effects, it wears off immediately.

Witch Time's slowdown duration increases as the opponent's damage percentage is higher, but decreases with repeated use, regardless of whether it successfully activates or not. With these factors, the slowdown can last as long as four seconds, and as short as roughly half a second. This makes Witch Time the only counter that not only takes the opponent's percentage as a factor, but ignores the damage output of the move that triggered it, which infamously allows it to punish weak and quick attacks (such as jabs) with as much efficiency as slow and strong ones (such as smash attacks). After the move is used, its slowdown duration slowly regenerates to its fresh amount if it is not used again.

Though the hit used to activate Witch Time will be nullified, any other hitboxes produced by the affected character will still be considered active under Witch Time, meaning that multi-hitting attacks can still potentially flinch Bayonetta and stop the slowdown if she is not quick enough to intercept. This can notoriously cause a KO on Bayonetta when she would have had the upper hand, such as against Charizard's Flare Blitz, since it can still land with full power if she walks into Charizard. Witch Time can activate again on an opponent already slowed down, but this does not reset the slowdown duration, while still adding to the move's penalty with each use.

Witch Time does not work against grabs, though attempting the move gives the user intangibility frames which will make grabs miss, just like Lucario's Double Team. Furthermore, unlike all other counters, it can activate on non-grab unblockable attacks. It can also affect opponents while they are invincible, but not when they are completely intangible. Bosses and enemies can be affected by the move as well, but with the exception of the Master Shadow form of Master Core, they will not display the clock visual effect.

If Witch Time's effect is activated right before the counter frames run out, Bat Within activates instead: Bayonetta will transform into a swarm of bats and travel in any direction the player wishes, while halving the amount of damage taken. This mechanic technically gives Bayonetta the least vulnerable counter. It also makes it the only counter that has a safety net if activated too late, which allows easy punishes. It is also possible to activate both Witch Time and Bat Within at the same time, since the activation times for the two moves overlap within 5 frames of each other. When they are both activated, the slowdown time is reduced to 2/3 of the usual slowdown time, and Bayonetta will take the halved damage.

When Bayonetta hits a slowed down opponent with any of her smash attacks, their damage increase by charging becomes only half as effective, reducing their maximum damage multiplier to 1.2× in Smash 4 and 1.1× in Ultimate. Since smash attacks' damage output is also a factor in the knockback inflicted by them, this causes them to be noticeably weaker when fully charged, preventing Witch Time from easily netting early KOs. However, slowing down opponents at high enough percents where the smash attacks can KO without any charge remains a viable setup, as their uncharged strength is not affected.

Slowdown duration formula[edit]

The formula for Witch Time's slowdown duration in frames is (180 - n) * b + 0.1p in Smash 4, and (90 - n) * b + 0.3p in Ultimate. n is the penalty for repeated uses of the move, p is the opponent's damage percent at the time they were slowed down, and b is 0.67 if Bat Within is activated alongside Witch Time, or 1 otherwise. As a result, if Witch Time is activated normally, the base duration is 180 frames (3 seconds) in Smash 4, and 90 frames (1.5 seconds) in Ultimate. These formulas abide by the following conditions:

  • The maximum slowdown duration is 240 frames (4 seconds) in both games.
  • Each use of the move increases the penalty of subsequent uses by 75 frames in Smash 4 (50 prior to version 1.1.5), and 60 frames in Ultimate. If Witch Time successfully activates, 20 frames are added to the penalty in Smash 4, or 40 frames in Ultimate. However, the minimum resulting duration from this penalty cannot be lower than 20 frames in Smash 4 (30 prior to version 1.1.5), or 22 frames in Ultimate (5 in version 1.0.0).
    • In Ultimate, if Witch Time is activated by a projectile, the slowdown duration is reduced by 30 frames (40 before version 12.0.0), which are considered part of the penalty.
  • Due to the percent factor, the slowdown duration increases by one frame for each 10% gained in Smash 4, and each 3.3334% gained in Ultimate. Without any penalty, the maximum slowdown duration is reached with at least 600% damage in Smash 4, and at least 500% damage in Ultimate. As this increase is applied after the minimum 20-frame duration, the shortest slowdown duration for opponents with higher damage increases as well. For example, if a fully penalized Witch Time activates on an opponent with 200% damage, its duration is only reduced to a minimum of 40 frames (20 + 0.1 * 200) in Smash 4, and 82 frames (22 + 0.3 * 200) in Ultimate.
    • The maximum 240-frame duration only applies when the move activates, so higher damage percents can still increase the underlying duration above this cap and effectively reduce its penalty. For example, if Witch Time activates on an opponent with 600% damage in Ultimate, it still lasts 240 frames with no penalty, but lasts 210 (270 minus 60) instead of 180 if it was previously used once and not activated.
    • In Smash 4 prior to version 1.1.5, the opponent's percent was multiplied by 0.2 instead of 0.1, so the slowdown duration increased by one frame for every 5% gained, and capped at 300% without any penalty. Likewise, in version 1.0.0 of Ultimate, it was multiplied by 0.4 instead of 0.3, so the duration increased by one frame for every 2.5% gained, and capped at 375% without any penalty.
  • Every frame Witch Time is not in use, its penalty is reduced by 0.06 in Smash 4 (0.08 prior to version 1.1.5), and 0.04 in Ultimate (0.03 from version 1.1.0 to 3.0.0), allowing it to regain its full strength. As a result, in both respective games, when used once and not activated, it takes 1250 frames (20.83 seconds) and 1500 frames (25 seconds) to fully refresh, whereas if it has reached its maximum penalty, it takes 2500 frames (41.67 seconds) and 1700 frames (28.33 seconds) to fully refresh.

When Witch Time is activated, Bayonetta can interrupt it after 34 frames in Smash 4, or 39 frames in Ultimate, and gains full intangibility for 61 frames, preventing her from getting punished before she can act out of it. These actions are actually coded to end on frame 15, 20, and 42, respectively, but Bayonetta herself is slowed down for the first 22 frames of the move's activation, increasing their true duration.

Instructional quote[edit]

Super Smash Bros. Ultimate Move List BayonettaHeadSSBU.png Avoids an enemy attack and slows down time. The effect is reduced with repeated use.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Witch Time
BayonettaDown1-SSB4.png
"Avoids an enemy attack and slows down the flow of time for them. The effect lessens with repeated use."
  1. Witch Time: Default.

Like the other DLC characters, Bayonetta lacks custom move variations.

Origin[edit]

Witch Time as it originally appeared in Bayonetta.
Witch Time as seen in Bayonetta.

Witch Time is a major mechanic in Bayonetta, where Bayonetta/Jeanne increase their speed, causing them to move faster than everything around them. This mimics the effects of a time slow — where Smash's Witch Time is a time slow on a singular target, Witch Time in the original games functions as a speed boost. This ability is used to traverse terrain that would otherwise be inaccessible, such as water or rock fragments. It can be activated in a variety of ways, primarily by dodging enemy attacks at the right time, as well as being activated by various accessories. Lumen Sages possess a similar technique called Light Speed, which also lets them increase their speed. Various other releases by PlatinumGames and its predecessor, the Capcom subsidiary Clover Studios, also feature speed boosting abilities, such as the "Mach Speed" in Viewtiful Joe and "Blade Mode" in Metal Gear Rising: Revengeance. Other games which feature mechanics similar to Bayonetta's Witch Time include the "Bangle of Time" in Devil May Cry, "Veil of Mist" in Ōkami, "Focus" in Transformers: Devastation, and both Unite Bomb and Hero Time in The Wonderful 101.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese ウィッチタイム, Witch Time
UK English Witch Time
France French Envoûtement
Germany German Hexenzeit
Spain Spanish Tiempo Brujo
Italy Italian Sabbat temporale
China Chinese (Simplified) 魔女时间
Taiwan Chinese (Traditional) 魔女時間
South Korea Korean 위치 타임, Witch Time
Netherlands Dutch Heksentijd
Russia Russian Ведьмино время
Portugal Portuguese Tempo Feiticeiro

Trivia[edit]

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References[edit]