Template:SSB4 to SSBU changelist/Bayonetta
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Aesthetics
- 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.
- 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.
- Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.
- 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.
- The excess hair tendrils hanging from her outfits have more individual physics.
- Bayonetta's taunts are sped up.
- 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.
- As with all previous downloadable fighters in SSB4, Bayonetta now has a unique Palutena's Guidance conversation.
Attributes
- Like all characters, Bayonetta's jumpsquat animation takes 3 frames to complete (down from 4).
- Bayonetta is lighter (84 → 81), further hindering her endurance.
- Bayonetta's initial dash speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.
- Bayonetta walks slightly faster (0.9 → 0.945).
- Bayonetta's air speed is faster (0.97 → 1.019).
- Bayonetta's traction is much higher (0.055 → 0.11).
- Forward roll has less ending lag (FAF 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).
- Forward roll grants less intangibility (frames 6-19 → 6-15).
- Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).
- Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).
- Spot dodge has less ending lag (FAF 30 → 26).
- Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).
- Air dodge grants more intangibility (frames 5-27 → 5-31).
- Air dodge has more ending lag (FAF 37 → 46).
- 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.
- 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.
- Much like other characters, Bayonetta's wall jump covers significantly less distance, making her more frail while offstage.
- Bullet Arts' range has been significantly reduced on all of her moves.
- Bullet Arts are no longer susceptible to Stun Jacket.
Ground attacks
- Neutral attack:
- 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.
- The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).
- 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.
- The rapid jab's finisher deals more knockback (70 base/90 scaling → 67/117).
- 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)).
- The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).
- Rapid jab finisher has transcendent priority, preventing it from being canceled out by weak attacks.
- 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:
- 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. It also has less ending lag (FAF 43 → 40).
- 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:
- 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.
- 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).
- The second hit has more active hitbox frames (frames 11-12 → frame 13-15).
- The first hit deals less damage when clean (5% → 1.5%), being less than the late hit's damage.
- 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:
- The move has more ending lag (FAF 27 → 29), hindering its combo potential.
- 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:
- The move has less ending lag (FAF 47 → 43).
- It deals more knockback (85 base/55 scaling → 78/71 (clean), 80/65 (late)).
- It has a larger hitbox (4.2u → 5u (clean), 4.5u (late)).
- Smash attacks:
- 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.
- They have a lower maximum damage multiplier (1.4× → 1.2×).
- They have 8 additional frames of ending lag if they hit a shield.
- Forward smash:
- The move has less startup (frame 19 → 17).
- However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.
- Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).
- Forward smash can be angled. Despite this, all angles still have a blindspot directly in front of her.
- The move has less startup (frame 19 → 17).
- Down smash:
- The second hit has a longer hitbox duration (frames 25-27 → 25-28).
- The second hit's meteor smash hitbox has less knockback scaling (90 → 80).
Aerial attacks
- Forward, back and up aerial have less landing lag (14 frames → 12 (forward), 12 → 10 (back), 12 → 8 (up)).
- 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:
- 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.
- The Bullet Arts extension deals less damage (4.5% → 3%) and knockback (50 base/100 scaling → 60/85).
- Forward aerial:
- All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)).
- 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.
- 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).
- The first hit auto-cancels later (frame 28 → 30).
- 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:
- The move has more ending lag (FAF 30 → 35).
- 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:
- 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.
- The Bullet Arts extension deals less damage (4% → 3%).
- Down aerial:
- 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.
- 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.
- It has more ending lag (FAF 48 → 53), making it harder to use offstage without self-destructing.
- It has more landing lag (28 frames → 30).
- As aerial footstools are techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.
- It no longer deals weight-independent knockback, making it weaker against heavier opponents, but stronger against lighter ones.
Throws and other attacks
- Grabs:
- All grabs have more range (Z2 offset: 8.7u → 9.2u (standing), 10.6u → 10.9u (dash), -14.7u → -15.5u (pivot)).
- All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
- Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
- 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:
- It deals much less damage (1.6% (hits 1-2) → 0.6% (hit 1), 0.7% (hit 2); 3.2% → 1.3% total).
- 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:
- Edge attack deals more damage (7% → 9%).
Special moves
- Bullet Climax:
- The move's bullets have more range.
- Fully charged bullets deal more knockback (20 base/150 scaling → 15/190).
- The move has more ending lag (FAF 71 → 76).
- The move needs to be fully charged before it can be charge-canceled.
- It can only be held for up to one second upon reaching full charge.
- The bullets have received negative shield damage (0 → -0.3 (uncharged), -0.6 (charged)).
- 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:
- The second hit comes out faster (frame 54 → 51).
- Both hits have less ending lag (FAF 78/73 → 67/68).
- All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).
- It has an increased SDI multiplier (1× → 1.3×).
- 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.
- The second hit has a shorter hitbox duration (frames 54-59 → 51-55).
- After Burner Kick:
- The normal version travels on a more horizontal angle and gains less vertical height, worsening her recovery.
- 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.
- Upon hitting an opponent with After Burner Kick, the second one can only be used within a one-second window afterwards, hindering its mixup potential.
- Additionally, it cannot be used altogether if the first one is shielded.
- The downwards version can be inputted by pressing down during the first five frames of After Burner Kick.
- 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.
- The downwards version can no longer be auto-canceled.
- The downwards version has a higher SDI multiplier (2× → 2.5×).
- Witch Twist:
- The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).
- 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.
- One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).
- 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.
- It gains less vertical height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.
- It takes much longer to sweetspot edges from the front (frame 11 → 27), and can no longer sweetspot them from behind.
- 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.
- 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:
- The move has more startup (frame 5 → 8).
- 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).
- It has significantly more ending lag (FAF 50 → 67).
- It also takes significantly longer for Bayonetta to act out of the move after its activation (frame 15 → 40 (normal), 50 (Bat Within)).
- The minimum duration has been lowered (30 → 22).
- Bat Within's minimum duration has been lowered to 12 frames.
- 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).
- 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]
- It has less penalty frames per use (75 → 60).
- Its regeneration per frame is slower (0.06 → 0.04).
- The slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.[3]
- The screen turns dark whenever someone is affected by Witch Time.
- 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.
- The move has more startup (frame 5 → 8).
- Infernal Climax:
- 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.
- Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).
- However, when the Final Smash ends, opponents take an additional 10% damage.
- The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.
- Each succesful input to fill the Climax Gauge uses a distinct sound effect from the Bayonetta games.
Recovery frames
- Witch Twist has less landing lag (19 → 18).
- After Burner Kick has less landing lag (20 → 18).
- Witch Twist to After Burner Kick has less landing lag (25 → 22).
- Downwards After Burner Kick has much more landing lag if it connects (20 → 30).
- 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.
- Whiffed Downwards After Burner Kick can no longer auto-cancel, and it has 20 frames of landing lag.
- 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).
- Several combinations of moves give her less landing lag (30 → 28, 43 → 38).
- 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.
- Using an upwards directional air dodge after using Witch Twist increases the landing lag she would receive (19 → 25).
- 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).