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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. | 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. | ||
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. | 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. |
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