Bayonetta recovery frames
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. 4[edit]
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. Ultimate[edit]
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 |
External links[edit]
- Spreadsheet for SSB4 and SSBU with many different combos and landing lag values