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:''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.]] | [[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 '' | 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. | 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. |