Template:SSB4 to SSBU changelist/Bayonetta: Difference between revisions

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m (→‎Ground attacks: Small fix to prior change)
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**{{buff|One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).}}
**{{buff|One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).}}
**{{nerf|The move has more startup (frame 4 → 6) and ending lag (FAF 29 → 32), slightly weakening it as an [[out of shield]] option and followup.}}
**{{nerf|The move has more startup (frame 4 → 6) and ending lag (FAF 29 → 32), slightly weakening it as an [[out of shield]] option and followup.}}
**{{nerf|It gains less vertical height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.}}
**{{nerf|It gains less height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.}}
**{{nerf|It takes much longer to [[edge sweetspot|sweetspot edges]] from the front (frame 11 → 27), and can no longer sweetspot them from behind.}}
**{{nerf|It takes much longer to [[edge sweetspot|sweetspot edges]] from the front (frame 11 → 27), and can no longer sweetspot them from behind.}}
**{{nerf|The first hit's body hitbox is much smaller (4u (grounded)/5u (aerial) → 2.5u/3u), no longer extending behind Bayonetta, preventing it from hitting opponents behind her into the multi-hits. The subsequent hits' hitboxes are also smaller (7u → 5u/4.5u/2u (looping hits), 8.5u → 6.5u (last hit)) and placed higher, meaning they cannot hit some crouching or shorter opponents such as {{SSBU|Pichu}}.}}
**{{nerf|The first hit's body hitbox is much smaller (4u (grounded)/5u (aerial) → 2.5u/3u), no longer extending behind Bayonetta, preventing it from hitting opponents behind her into the multi-hits. The subsequent hits' hitboxes are also smaller (7u → 5u/4.5u/2u (looping hits), 8.5u → 6.5u (last hit)) and placed higher, meaning they cannot hit some crouching or shorter opponents such as {{SSBU|Pichu}}.}}

Revision as of 03:22, July 11, 2021

Aesthetics

  • Change Bayonetta's appearance is largely the same as it was in SSB4, though her model features a more subdued color scheme. Her hair and clothes feature greater detailing and appear less glossy.
  • Change Bayonetta's alternate costumes have been re-ordered; her original outfit now occupies her even-numbered costumes instead of the second half, similar to Cloud.
  • Change Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.
  • Change While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possessed in the previous installment, notably in her Screen KO, a wink in one of her victory animations, and during certain moves such as up tilt.
  • Change The excess hair tendrils hanging from her outfits have more individual physics.
  • Change Bayonetta's taunts are sped up.
  • Change When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in Smash 4, it only showed for a brief moment.
  • Change As with all previous downloadable fighters in SSB4, Bayonetta now has a unique Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, Bayonetta's jumpsquat animation takes 3 frames to complete (down from 4).
  • Nerf Bayonetta is lighter (84 → 81), further hindering her endurance.
  • Buff Bayonetta's initial dash speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.
  • Buff Bayonetta walks slightly faster (0.9 → 0.945).
  • Buff Bayonetta's air speed is faster (0.97 → 1.019).
  • Buff Bayonetta's traction is much higher (0.055 → 0.11).
  • Buff Forward roll has less ending lag (FAF 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).
  • Nerf Forward roll grants less intangibility (frames 6-19 → 6-15).
  • Buff Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).
  • Nerf Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).
  • Buff Spot dodge has less ending lag (FAF 30 → 26).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).
  • Buff Air dodge grants more intangibility (frames 5-27 → 5-31).
  • Nerf Air dodge has more ending lag (FAF 37 → 46).
  • Buff With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing helplessness by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.
    • Nerf Bat Within cannot have its direction altered, instead always going straight down. If Bayonetta is hit offstage and attempts to recover with a directional air dodge, and Bat Within activates, this could cause her to self-destruct.
  • Nerf Much like other characters, Bayonetta's wall jump covers significantly less distance, making her more frail while offstage.
  • Nerf Bullet Arts' range has been significantly reduced on all of her moves.
  • Bug fix Bullet Arts are no longer susceptible to Stun Jacket.

Ground attacks

  • Neutral attack:
    • Buff The first three hits have altered angles (hit 1: 55°/55°/85° → 361°/180°; hit 2: 48°/68°/82°/70° → 361°; hit 3: 68°/85°/68°/90° → 361°) and knockback (hit 1: 45/30/42 base, 25 scaling → 36/32, 8; hit 2: 45/40/38/40, 25 → 42/38, 8; hit 3: 47/47/28/28, 20 → 40, 8) to keep opponents close to Bayonetta, akin to other neutral attacks, and have gained hitstun modifiers (0 → 8 (hits 1-2), 10 (hit 3)). This allows them to connect better and jab lock.
    • Buff The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).
    • Buff The rapid jab has a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.6× → 0.4×), and has gained a hitstun modifier of 2 for each hit, making it harder to escape.
    • Buff The rapid jab's finisher deals more knockback (70 base/90 scaling → 67/117).
    • Nerf All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).
    • Nerf The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).
    • Buff Rapid jab finisher has transcendent priority, preventing it from being canceled out by weak attacks.
    • Change The rapid jab has gained a shieldstun multiplier of 15×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Bayonetta more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff The third hit has less ending lag (FAF 43 → 40), allowing it to combo into a forward aerial from low to mid percents..
    • Buff The first and second hit have altered angles (hit 1: 60°/45°/75°/80°/45° → 58°/45°/70°/70°/50°, hit 2: 43°/75° → 48°/62°) and knockback (hit 1: 62/50/45/60/56 base, 25/15/25/15/25 scaling → 55/45/50/35/60, 15; hit 2: 60/58 base → 42/46), allowing them to connect more reliably.
    • Nerf The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback scaling mostly compensated (60 → 68).
  • Up tilt:
    • Buff The first hit's grounded hitbox launches opponents into the second hit rather than away from Bayonetta (68° → 123°), and has altered knockback (80 base/40 scaling → 100/10) allowing it to connect more consistently.
    • Nerf The second hit has more startup (11 frames → 13) and more ending lag (FAF 27 → 30), hindering the move's combo potential despite the second hit having decreased base knockback (60 → 55).
      • Buff The second hit has more active hitbox frames (frames 11-12 → frame 13-15).
    • Nerf The first hit deals less damage when clean (5% → 1.5%), being less than the late hit's damage.
    • Nerf The first hit's aerial hitbox connects worse into the second hit due to its lower angle (110° → 123°), despite having altered knockback (80 base/40 scaling → 90/10).
  • Down tilt:
    • Nerf The move has more ending lag (FAF 27 → 29), hindering its combo potential.
    • Nerf The move deals less damage (6%/7% → 5%/6%). While its knockback scaling was not fully compensated (50 → 55), its combo potential remains worse due to its increased ending lag.
  • Dash attack:
    • Buff The move has less ending lag (FAF 47 → 43).
    • Buff It deals more knockback (85 base/55 scaling → 78/71 (clean), 80/65 (late)).
    • Buff It has a larger hitbox (4.2u → 5u (clean), 4.5u (late)).
  • Smash attacks:
    • Buff All Wicked Weave hitboxes have been split into ground-only and aerial-only hitboxes, with the latter possessing transcendent priority. This prevents them from getting canceled out by aerial attacks.
    • Nerf They have a lower maximum damage multiplier (1.4× → 1.2×).
    • Nerf They have 8 additional frames of ending lag if they hit a shield.
  • Forward smash:
    • Buff The move has less startup (frame 19 → 17).
      • Nerf However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.
    • Buff Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).
    • Buff Forward smash can be angled. Despite this, all angles still have a blindspot directly in front of her.
  • Down smash:
    • Buff The second hit has a longer hitbox duration (frames 25-27 → 25-28).
    • Nerf The second hit's meteor smash hitbox has less knockback scaling (90 → 80).

Aerial attacks

  • Buff Forward, back and up aerial have less landing lag (14 frames → 12 (forward), 12 → 10 (back), 12 → 8 (up)).
  • Nerf All aerials except down aerial have more landing lag if their Bullet Arts extensions are used (10 frames → 18 (neutral), 12 → 18 (forward), 12 → 16 (back, up)). This worsens Bayonetta's pressure ability with her neutral and up aerials.
  • Neutral aerial:
    • Nerf The move deals drastically less knockback (40 base/100 scaling → 65/60 (clean), 40/90 → 65/50 (late)), no longer KOing under 300% from the center of most stages. While this allows it to combo for longer, it most significantly hinders Bayonetta's KO ability at high percents.
    • Nerf The Bullet Arts extension deals less damage (4.5% → 3%) and knockback (50 base/100 scaling → 60/85).
  • Forward aerial:
    • Buff All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)).
    • Nerf All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into After Burner Kick or Witch Twist, or being used repeatedly to drag opponents offstage, significantly weakening its utility.
    • Nerf The first hit has noticeably smaller hitboxes (4u/8u → 2.8u/5.8u) and less vertical range (Y offset: 8u/16u/12u → 9.2u/14.8u/12u).
    • Nerf The first hit auto-cancels later (frame 28 → 30).
    • Change The third hit's angle has been altered (44° → 54°). This worsens its KO ability near the horizontal blast lines, but combined with its knockback not being compensated for its increased damage, this allows it to KO more reliably at the end of a ladder combo.
  • Back aerial:
    • Nerf The move has more ending lag (FAF 30 → 35).
    • Nerf Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u), with the sweetspot no longer being disjointed and extending over Bayonetta's foot.
  • Up aerial:
    • Nerf The move deals less damage (9% → 7.5%), its knockback scaling has been reduced (90 → 80), and it launches at a more horizontal angle (75° → 55°). While this allows it to combo into back aerial and After Burner Kick, it hinders its combo potential into most other moves at higher percents, and renders it vulnerable to LSI. These nerfs significantly hinder its KO ability, no longer KOing vertically from a ladder combo until much higher percents, unless it is initiated very close to the top blast line.
    • Nerf The Bullet Arts extension deals less damage (4% → 3%).
  • Down aerial:
    • Buff The move deals set knockback to grounded opponents (30/80 base/120/50 scaling → 50/90 set/100 scaling) to lead more effectively into the landing hit, allowing it to deal more damage and KO them more effectively.
      • Nerf However, this gives the meteor smash hitboxes a random chance to trip opponents of Samus's weight and above, as they do not cause them to tumble, making it unable to lead into the landing hit.[1]
    • Nerf It deals less knockback to aerial opponents (80 base/50 scaling → 50/65 (clean), 30/50 (late)), no longer being able to KO off a meteor smash at very low percents, and the landing hit has less knockback scaling (135 → 127), KOing later onstage.
    • Nerf It has more ending lag (FAF 48 → 53), making it harder to use offstage without self-destructing.
    • Nerf It has more landing lag (28 frames → 30).
    • Nerf As aerial footstools are techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.
    • Change It no longer deals weight-independent knockback, making it weaker against heavier opponents, but stronger against lighter ones.

Throws and other attacks

  • Grabs:
    • Buff All grabs have more range (Z2 offset: 8.7u → 9.2u (standing), 10.6u → 10.9u (dash), -14.7u → -15.5u (pivot)).
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    • Change Bayonetta's hand grabs characters using a form of Umbran magic, as seen via a slightly updated animation where she swings her hand around, which is sparkling with a noticeable Umbran purple.
  • Pummel:
    • Nerf It deals much less damage (1.6% (hits 1-2) → 0.6% (hit 1), 0.7% (hit 2); 3.2% → 1.3% total).
    • Buff It deals more hitlag per hit (4 frames → 10), but has significantly less startup (frame 7, 14 → 1, 4) and ending lag (FAF 22 → 7). This overall shortens its duration and increases the amount of times Bayonetta can pummel the opponent before throwing them or before they break out.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Bullet Climax:
    • Buff The move's bullets have more range.
    • Buff Fully charged bullets deal more knockback (20 base/150 scaling → 15/190).
    • Nerf The move has more ending lag (FAF 71 → 76).
    • Nerf The move needs to be fully charged before it can be charge-canceled.
    • Nerf It can only be held for up to one second upon reaching full charge.
    • Nerf The bullets have received negative shield damage (0 → -0.3 (uncharged), -0.6 (charged)).
  • Change Heel Slide and After Burner Kick have lower hitlag multipliers (Heel Slide: 1.2× → 0.9× (hit 1), 1× (hit 2); After Burner Kick: 2× → 1.4× (up), 1.5× → 1.2× (down)), although this is offset by the universal increase to hitlag, except in battles with more than two players.
  • Heel Slide:
    • Buff The second hit comes out faster (frame 54 → 51).
    • Buff Both hits have less ending lag (FAF 78/73 → 67/68).
    • Nerf All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).
    • Nerf It has an increased SDI multiplier (1× → 1.3×).
    • Nerf The second hit cannot be performed if the first hit is shielded. Combined with the changes to jostle mechanics preventing the move from crossing up shields, this makes it much easier to punish.
    • Nerf The second hit has a shorter hitbox duration (frames 54-59 → 51-55).
  • After Burner Kick:
    • Nerf The normal version travels on a more horizontal angle and gains less vertical height, worsening her recovery.
    • Nerf Both variations bounce farther away when hitting a wall, sometimes not snapping the ledge afterwards, requiring the use of a directional air dodge to grab the ledge.
    • Nerf The second After Burner Kick can no longer be used if the first one is shielded, hindering its mixup and pressure abilities.
    • Change The downwards version can be inputted by pressing down during the first five frames of After Burner Kick.
    • Buff The downwards version launches grounded opponents at a higher angle (60° → 80°), much like in Smash 4 before update 1.1.6, allowing it to be a reliable combo starter once again.
    • Nerf The downwards version can no longer be auto-canceled.
    • Nerf The downwards version has a higher SDI multiplier (2× → 2.5×).
  • Witch Twist:
    • Buff The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).
    • Buff The move's looping hits have a lower hitlag multiplier (1.3× → 0.8×), and the first hit can no longer be SDIed, making it harder to escape.
    • Buff One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).
    • Nerf The move has more startup (frame 4 → 6) and ending lag (FAF 29 → 32), slightly weakening it as an out of shield option and followup.
    • Nerf It gains less height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.
    • Nerf It takes much longer to sweetspot edges from the front (frame 11 → 27), and can no longer sweetspot them from behind.
    • Nerf The first hit's body hitbox is much smaller (4u (grounded)/5u (aerial) → 2.5u/3u), no longer extending behind Bayonetta, preventing it from hitting opponents behind her into the multi-hits. The subsequent hits' hitboxes are also smaller (7u → 5u/4.5u/2u (looping hits), 8.5u → 6.5u (last hit)) and placed higher, meaning they cannot hit some crouching or shorter opponents such as Pichu.
      • Buff However, since 3.1.0, it received a new smaller hitbox on Bayonetta's body to help it connect into the rest of the multi-hits more consistently.
  • Witch Time:
    • Nerf The move has more startup (frame 5 → 8).
      • Buff However, its counter window is slightly longer (frames 5-21 → 8-27), no longer being the shortest, with Bat Within's window taking place later (frames 18-29 → 24-35). It also grants more intangibility (frames 5-16 → 8-23).
    • Nerf It has significantly more ending lag (FAF 50 → 67).
      • Nerf It also takes significantly longer for Bayonetta to act out of the move after its activation (frame 15 → 40 (normal), 50 (Bat Within)).
    • Nerf The minimum duration has been lowered (30 → 22).
    • Nerf Bat Within's minimum duration has been lowered to 12 frames.
    • Buff Its duration scaling is higher (10 → 30), meaning its duration increases by 30 frames for every 100% the opponent takes, rather than by 10 frames. This allows it to reach its maximum duration faster (600% → 500% fresh).
      • Nerf However, its base duration has been halved (180 frames → 90). This causes a 300% Witch Time to be equivalent to a 0% Witch Time in Smash 4, and drastically reduces its utility, no longer being effective at any percent range even against uncharged smash attacks.[2]
    • Buff It has less penalty frames per use (75 → 60).
    • Nerf Its regeneration per frame is slower (0.06 → 0.04).
    • Buff The slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.[3]
    • Change The screen turns dark whenever someone is affected by Witch Time.
    • Change The Bat Within portion always takes away 30 frames from the duration, as opposed to reducing the length to 2/3 in Smash 4. This makes the Bat Within portion longer if Witch Time would be above 30 frames, but less if at or below 30.
  • Infernal Climax:
    • Change When Witch Time is activated, opponents move a little faster. This makes it easier to dodge her attacks but effectively reduces intangibility for every consecutive dodges during the Final Smash.
    • Nerf Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).
      • Buff However, when the Final Smash ends, opponents take an additional 10% damage.
    • Nerf The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.
    • Change Each succesful input to fill the Climax Gauge uses a distinct sound effect from the Bayonetta games.
    • Change The black fade transition into the cinematic was removed, now immediately cutting in instead.

Recovery frames

  • Buff Witch Twist has less landing lag (19 → 18).
  • Buff After Burner Kick has less landing lag (20 → 18).
  • Buff Witch Twist to After Burner Kick has less landing lag (25 → 22).
  • Nerf Downwards After Burner Kick has much more landing lag if it connects (20 → 30).
  • Nerf After Burner Kick to Downwards After Burner Kick, and DABK to DABK has much more landing lag (30 → 40). ABK to DABK still has 30 frames of landing lag.
  • Nerf Whiffed Downwards After Burner Kick can no longer auto-cancel, and it has 20 frames of landing lag.
  • Nerf Bayonetta gains recovery frames for air dodging after Witch Twist (18 → 22) and combinations that would give her 28 frames of landing lag (28 → 38).
  • Buff Several combinations of moves give her less landing lag (30 → 28, 43 → 38).
  • Nerf Down aerial adds ten frames of landing lag to combinations that give Bayonetta 28 (32 in Smash 4) frames of landing lag (32 → 38). This removes her ability to bypass landing lag with this move.
  • Nerf Using an upwards directional air dodge after using Witch Twist increases the landing lag she would receive (19 → 25).
  • Nerf Downwards After Burner Kick's landing hitbox has 50 recovery frames after any combo minus Witch Twist to DABK and DABK alone. This increases the maximum landing lag Bayonetta can receive (43 → 50).