okay, been thinking alot.
if I was Sakurai and I was forced into "nerfing" bayonetta without actually killing her and her playstyle in the progress, I would do this:
First UpB:
Looping Hitbox: SDi modifier from 1 to 1.2/1.3: This would make it easier to escape with SDi to get out the combo.
Final Hitbox: SDi Modifier from 1 to 1.3: makes the DI much harder to predict together that you need to predict where the opponent will DI to as it will be sliglty bigger area to DI against
Total Damage reduced with 2%
Second UpB:
-Same like the first UpB but this too-
Final Hitbox: Base Knockback slightly increased by small unit. this is an double-edge sword. it will make the opponent fly just slightly away from Bayonetta instead for being infront of her face meaning you can have a bigger chance of escaping. but since its higher base knockback, it will give the opponent higher hitstun by 1-2 frames
Total Damage reduced with 2%
you can increase the Knockback Growth instead, but that is also an double-edge sword that makes Second UpB kill earlier with increased hitstun at earlier %
Downward After Burner Kick (both):
Bounce for Bayonetta and Opponent decreased by 90-80%, meaning they will not fly up as high as before on hit and shield:
Landing After Burner Kick (on Ground)
FAF increased with 3-5 Frames, encourage to Spotdodge or Spacing when Bayonetta approaches with this move
Overrall Weakness:
Increases all "if all SideBs and UpBs is used in air" by 6 frames on landing.
its not much but it discourage Bayonetta to go Willy and Nilly with her Special recklessly when her landing lag will be more punishable, especially when the SDI modifier is slightly increased on her combos
I actually kind of like these changes, maybe I'd make a few notes on it...
First UpB:
Looping Hitbox: SDi modifier from 1 to 1.2/1.3: This would make it easier to escape with SDi to get out the combo.
Final Hitbox: SDi Modifier from 1 to 1.3: makes the DI much harder to predict together that you need to predict where the opponent will DI to as it will be sliglty bigger area to DI against
Total Damage reduced with 2%
SDI is pretty minor in SSB4, so I'd say it could maybe even go up to 1.4/1.5 SDI. It'd really need testing, but considering the specific care put into her moveset, this doesn't seem improbable. Maybe at least the first hit could have even more elevated SDI. like x1.5 on hit 1, and x1.2/x1.3 for hits 2-6.
Altering the SDI of the final hit would actually not change the final hit angle DI ability in any way, it would really only alter the exit "position" after that hit, and only by a tiny bit unless the multiplier were very high, like x2.0. Either way if skilled mashing out could allow escape of the up B itself, I don't see how this would be needed.
6/7% is already pretty low tbh, even if it's her greatest combo move pretty much. I could see 1-1.5% less, but any less and the move basically doesn't do damage. like... lowering the first hit more from 3/2% on the firsthit, to 1.5%/1% and stuff.
Fundamentally, I'm against nerfing multihits so that they DON'T connect, because I've suffered as Zelda for too long, but another way for it to be made less silly other than damage would be neat.
Second UpB:
-Same like the first UpB but this too-
Final Hitbox: Base Knockback slightly increased by small unit. this is an double-edge sword. it will make the opponent fly just slightly away from Bayonetta instead for being infront of her face meaning you can have a bigger chance of escaping. but since its higher base knockback, it will give the opponent higher hitstun by 1-2 frames
Total Damage reduced with 2%
If the bkb of the hit was increased, it would need to be so much that UAir could not be followed up with. (only FAir) I would either that, or LOWER the bkb a tiny bit so that you don't have the hit advantage to land UAir, but still FAir. It would need to be specific, but it isn't impossible.
Downward After Burner Kick (both):
Bounce for Bayonetta and Opponent decreased by 90-80%, meaning they will not fly up as high as before on hit and shield:
I mean, just simply lowering the kb on hit would be fine and really easy, while being able to cut super low percent 236B combos from being insane. Bayonetta's bounce could be nerfed as well, but it doesn't seem as necessary after removing the silly combo ability. I'd say lower the damage or something like from 8% -> 7% tbh. I also agree on the landing lag idea.
...Is anyone here deathly against UAir just getting the damage nerf wrist slap? Like, from 9% to 8% isn't scandalous, it would still be decent for all of its stats. Then just edit, aka raise, the bkb slightly to match the old damage and call it a day on UAir. Less KO power (Not hugely so tbh) but the same combo ability.
IDK just throwing thoughts out.