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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{{ | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Bullet Climax}} | ||
==Overview== | ==Overview== | ||
'''Bullet Climax''' is the name of Bayonetta's [[neutral special]] move. She will fire bullets at a slight angle. When held, Bayonetta instead fires Charge Bullets, which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from ''Bayonetta'' and ''Bayonetta 2'', respectively. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically. Due to its angle, it is useful for [[edge-guarding]] and hindering aerial approaches, with the charged version being an extremely powerful [[KO]] option against recovering opponents. The uncharged version can also [[lock]] opponents on platforms. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
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}} | }} | ||
|} | |||
==Timing== | |||
The move starts charging if the button is held before the loop point when initiated. When charging, the bullets reach their charged state on frame 25, and the charge can be canceled by shielding, rolling, or air dodging starting on frame 31. | |||
{|class="wikitable" | |||
!Hitbox | |||
|17-26, 21-30, 32-41, 36-45 | |||
|- | |||
!Interruptible | |||
|76 | |||
|- | |||
!Animation length | |||
|? | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Blank|c=16}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=50}} | |||
|- | |||
{{FrameStrip|t=Blank|c=20}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=46}} | |||
|- | |||
{{FrameStrip|t=Blank|c=31}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=35}} | |||
|- | |||
{{FrameStrip|t=Blank|c=35}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=31}} | |||
|- | |||
{{FrameStrip|t=Lag|c=15|e=LagLoopS}}{{FrameStrip|t=Lag|c=2|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=27|e=LagLoopS|s=LagPropE}}{{FrameStrip|t=Lag|c=31|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=1}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|loop=y|prop=y}} | |||
==Parameters== | |||
===Move=== | |||
Bayonetta alternates between firing from her arms and firing from her legs each time the move is used. | |||
{|class="wikitable" | |||
!Horizontal speed multiplier on startup | |||
|0.6 (grounded)<br>0.4 (aerial) | |||
|- | |||
!Vertical speed multiplier on startup | |||
|0.25 | |||
|- | |||
!Gravity | |||
|0.03 | |||
|- | |||
!Falling speed | |||
|1.4 | |||
|- | |||
!Minimum button presses per firing loop | |||
|2 | |||
|- | |||
!Maximum firing loops | |||
|3 | |||
|- | |||
!Period before charge can be canceled | |||
|30 frames | |||
|- | |||
!Maximum charge hold period | |||
|80 frames | |||
|} | |||
===Bullets=== | |||
{|class="wikitable" | |||
!Lifetime | |||
|10 frames | |||
|- | |||
!Speed | |||
|15 | |||
|- | |||
!Firing angle | |||
|6° | |||
|} | |||
==={{SSBU|Kirby}}'s Copy Ability=== | |||
{|class="wikitable" | |||
!Bullet offsets from left arm | |||
|[0, 7, 3] | |||
|- | |||
!Bullet offsets from right arm | |||
|[0, 5, 6] | |||
|- | |||
!Bullet offsets from legs | |||
|[0, 11, 2] | |||
|} | |} | ||
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