Editing Witch Time

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 9: Line 9:
:''For Bayonetta's [[Fighter ability]], see [[Bat Within]].''
:''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]].
'''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]]''.


==Overview==
==Overview==
[[File:SSB4 - Bat & Time.gif|thumb|left|250px|Bayonetta activating Witch Time & Bat Within at the same time.]]
Bayonetta slows down time to avoid an attack, allowing her to attack her opponent.
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.


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.
[[File:SSB4 - Bat & Time.gif|thumb|250px|Bayonetta activating Witch Time & Bat Within at the same time.]]
Bayonetta performs a backflip, and if struck at frame 5 or later (frame 8 or later in ''Ultimate''), 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.


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.
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 not 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 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.
Line 23: Line 23:
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 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.
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.


===Slowdown duration formula===
===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:
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>
*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.
The values for Witch Time in Smash Ultimate can be found here.[https://docs.google.com/spreadsheets/d/1cEg4gKeRbwL_teRthOnmH-E3Rs_wXa66HNOFkxYkBaA/edit#gid=810523249]


==Instructional quote==
==Instructional quote==
Line 51: Line 44:
==Origin==
==Origin==
[[File:WitchTime-Origin.gif|thumb|left|Witch Time as seen in ''Bayonetta''.]]
[[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}}.
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}}.
{{clr}}
{{clear}}


==Gallery==
==Gallery==
Line 59: Line 52:
Bayonetta SSBU Skill Preview Down Special.png|Witch Time as shown by the [[Move List]] in ''Ultimate''.
Bayonetta SSBU Skill Preview Down Special.png|Witch Time as shown by the [[Move List]] in ''Ultimate''.
</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==
Line 81: Line 58:
*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:
*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]].
** [[Poltergust G-00]], [[Psystrike]], the Black Hole portion of [[Black Hole Laser]] and [[Super Pac-Man]].
** The lasting damage part of [[End of Day]].
** 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.
** [[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 (Bayonetta must rely on the rest of her moveset to activate the move).
** [[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''.  
* 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 Shin Shoryuken and Shippu Jinraikyaku, the opponent has to activate Final Smash on frame 7 of Witch Time.  
Line 90: Line 67:
* In ''Ultimate'', Witch Time can slow down [[Snake]], [[Rosalina]], [[Inkling]], [[Piranha Plant]] and Bayonetta while their respective Final Smash is active.
* 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.
** 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://kuroganehammer.com/Smash4/Counters ''Smash 4'' slowdown values on Kurogane Hammer's website]


==References==
==References==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)