Bullet Climax: Difference between revisions
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Bayonetta fires bullets forward at a slight upward angle either from her hand guns or heel guns, with each pose being chosen alternatively. Unlike her Bullet Arts, this attack deals hitstun and the bullets can be seen, meaning that they can be [[reflect]]ed like other projectiles. The bullets deal 1.35% damage each and launch opponents at a straight horizontal angle both on the ground and in the air. This move is very useful for [[edge guarding]], as the bullets can disrupt various recoveries, and their minimal knockback keeps opponents in place when hit. | Bayonetta fires bullets forward at a slight upward angle either from her hand guns or heel guns, with each pose being chosen alternatively. Unlike her Bullet Arts, this attack deals hitstun and the bullets can be seen, meaning that they can be [[reflect]]ed like other projectiles. The bullets deal 1.35% damage each and launch opponents at a straight horizontal angle both on the ground and in the air. This move is very useful for [[edge guarding]], as the bullets can disrupt various recoveries, and their minimal knockback keeps opponents in place when hit. | ||
The attack can be held to charge up, which results in '''Charge Bullets'''<!--Listed as such by a tip for Bullet Climax--> that deal more damage (exactly double that of the regular bullets, at 2.7% each) and knockback, in addition to launching opponents at a higher angle. While charging the move, Bayonetta can cancel it by [[shield]]ing, [[roll]]ing or [[air dodging]]; it can otherwise be held indefinitely before firing. She can fire up to eight rounds of two bullets each (for a total of sixteen bullets), with a minimum of two rounds, though only those first two rounds can become Charge Bullets. The rounds themselves travel about three-quarters the length of [[Final Destination]], and due to their trajectory, they are not likely to hit opponents that are either small or crouching at that range, except in stages featuring slopes or tilting (such as [[Lylat Cruise]]). | The attack can be held to charge up, which results in '''Charge Bullets'''<!--Listed as such by a tip for Bullet Climax--> that deal more damage (exactly double that of the regular bullets, at 2.7% each) and knockback, in addition to launching opponents at a higher angle. While charging the move in SSB4, Bayonetta can cancel it by [[shield]]ing, [[roll]]ing or [[air dodging]]; it can otherwise be held indefinitely before firing. In SSBU, she can only cancel it once it is fully charged, and a charge can only be held for 1 second. She can fire up to eight rounds of two bullets each (for a total of sixteen bullets), with a minimum of two rounds, though only those first two rounds can become Charge Bullets. The rounds themselves travel about three-quarters the length of [[Final Destination]], and due to their trajectory, they are not likely to hit opponents that are either small or crouching at that range, except in stages featuring slopes or tilting (such as [[Lylat Cruise]]). | ||
Usually, when charging the move in the air and then landing, Bayonetta is able to shield-cancel it as soon as she lands. However, if she has used either [[After Burner Kick]] or [[Witch Twist]] (therefore triggering her special move landing lag) and then charges Bullet Climax, she will release it immediately upon landing, even if the player is still holding the special move button. This occurs likely to prevent the player from abusing the move's shield-canceling ability to negate the landing lag of Bayonetta's specials, which is otherwise impossible without using [[Witch Time]] (which has noticeable ending lag and becomes less effective with repeated use) or grabbing a [[ledge]]. | Usually, when charging the move in the air and then landing, Bayonetta is able to shield-cancel it as soon as she lands. However, if she has used either [[After Burner Kick]] or [[Witch Twist]] (therefore triggering her special move landing lag) and then charges Bullet Climax, she will release it immediately upon landing, even if the player is still holding the special move button. This occurs likely to prevent the player from abusing the move's shield-canceling ability to negate the landing lag of Bayonetta's specials, which is otherwise impossible without using [[Witch Time]] (which has noticeable ending lag and becomes less effective with repeated use) or grabbing a [[ledge]]. |