Brickbuild101
Smash Lord
User was warned for this post
Me at the moment.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
In theory, a fresh Witch Time will usually net you slightly more reward than other counters, but only for a fresh Witch Time.Prove to me post patch that aside from Corrin's early kills, the reward bayonetta can get off most witch times is less then the majority of the counter's in this game.
Bayo doesn't need to hit a powerful move to get high damage, neutral moves will suffice.\
So is your argument that her counter isn't as good as we thinkIn theory, a fresh Witch Time will usually net you slightly more reward than other counters, but only for a fresh Witch Time.
Not only do other character's counter (cut Shulk) not stale at all, their counters are automatic where Bayonetta has to perform her counter manually.
If Bayonetta mess up her counter, it will do 0%. And it is really easy mess up with less time to act.
Other character as long as they are in range, they only have to predict the move.
As someone who mains a character that's been classified as low tier for most of the game and was even considered one of the bottom 5 at one point? I actually do think this is a bit excessive. There's no way every character is gonna get much closer in power than what we currently have without removing some of what makes them unique, and this patch seems to have genuinely removed (not muted) some of what made her character different. Could just be an overestimation, but the general gifs that have been posted don't look terribly good. Things don't seem to properly link at all. If that really is true, I think this patch was over-reactionary. Actually, if anything, it kinda annoys me that when the low tiers were complaining about sheik invalidating entire movesets with how good some of her moves were, the community didn't rally behind it at all and told everyone that the patches merely need to "buff everyone to her level" (which is, in my honest opinion, completely impossible). It feels like it genuinely matters more when the high tier players are inconvenienced over the low tier ones.She will most likely be in the lower high tier spectrum at WORST now AKA still a good character. People seem to forget that a huge chunk of people who play this game have their character be a measly mid/low tier and still put in the work... I wonder how they feel when they see people complain about their character no longer being TOP top tier? put in the work mang, if you love Bayo you should just do your best to keep pushing her forwards.
I should take your offer and change it to her counter isn't as good as you think. Easier time for me.So is your argument that her counter isn't as good as we think
Or that it isn't the best?
I think I asked you to clarify your argument earlier, this is what i meant.
Also while I understand mess ups happen, I don't think its so hard that its inconsistent to manage these things. The worst thing that could happen is accidental clanking.
Also is a -1 witch time really so bad you get no follow ups off it?
ONLY ****ING BAYONETTA?The ride never ends, does it? Welcome to the official thread for version 1.1.6. This thread not only contains the patch notes, but also the discussion for it.
Because the only changes made in this patch are to Bayonetta, we do not feel it is necessary to have a separate thread for patch notes and patch discussion. The changes to Bayonetta will be catalogued here.
Previous Patch Notes:
1.1.5 - March Update
1.1.4 - February Update
1.1.3 - December Update
Character | Last (CDT) | Changes | Progress
Bayonetta | 02:00|| 90%
- Dtilt:
- Hitbox Size: 3.5 -> 2.8
- FAF: 36F -> 38F
- Fair:
- First Hit Damage: 3.8 -> 3
- Second Hit Damage: 2.8% -> 2.2%
- Third Hit:
- KBG: 82 -> 68
- Autocancel Frame: 32> -> 33>
- FAF: 36 -> 37
- Dair Landing Hit KBG: 140 -> 135
- After Burner Kick:
- Upwards Kick:
- All Hitboxes SDI Multiplier: 1 -> 2
- Early Hit KBG: 40 -> 50
- Normal Hit KBG: 30 -> 38
- Late Hit KBG: 100 -> 112
- Divekick:
- Damage: 8% -> 6.5%
- Angle: 80° -> 60°
- Hitbox Size: 6.5 -> 4.5
- SDI Multiplier: 1 -> 2
- Witch Twist:
- All Hitboxes SDI Multiplier: 1 -> 2
- Early Middle Hit:
- Upper Hitbox:
- KBG: 100 -> 97
- WKB: 160 -> 140
- Hitbox Y Position: 24 -> 21
- Both Hitbox Sizes: 8 -> 7
- Middle Middle Hit:
- Upper Hitbox Y Position: 24 -> 21
- Both Hitbox Sizes: 8 -> 7
- Late Middle Hit:
- Upper Hitbox Y Position: 24 -> 21
- Lower Hitbox WKB: 160 -> 135
- Both Hitbox Sizes: 8 -> 7
- Last Hit (First Use):
- KBG: 105 -> 80
- BKB: 50 -> 55
- Hitbox Size: 9 -> 8.5
- Hitbox Y Position: 20 -> 19
- Last Hit (Second Use):
- KBG: 30 -> 50
- Hitbox Size: 9 -> 8.5
- Hitbox Y Position: 20 -> 19
but what is one thing those character have in common?Agreed, it all breaks down to these questions. Both Sheik and Diddy have proven to still be viable characters, despite the nerfs they received. Whether the same will be applied to Bayonetta, we'll know soon enough.
This statement is laughably ridiculous. If you can't hit a character that's in slow-mo stun, it's definitely not the move's fault. Virtually every other kill confirm in the game requires much much much tighter reaction time.If Bayonetta mess up her counter, it will do 0%. And it is really easy mess up with less time to act.
... Maybe not that bad. It looks like this move may still leave room for an additional ABK after a short jump. Maybe even a DABK after a short jump, though I doubt it would be hard to dodge. On the other hand, it doesn't look too good for the double Witch Twist (I'm talking about one Witch Twists immediately after another Witch Twist). That one is probably dead, but that was to be expected. That's just guessing work, though. Time will tell.
So your original argument was that it's not the best in the game. Are you saying that it must be ore else? Because that's very telling. If she still has combos (which she does, there's proof all over this thread), and if she still has the best counter in the game, what's to argue about? She also has a way better neutral and edge guarding game than people think. All you have to do is transfer whatever amount of effort it takes into comboing your opponent to keeping them in the air. If you can do that with any other character you shouldn't have much trouble doing it with Bayonetta at all. And if you do, you can just punish them with Witch Time and, viola, downward ABK -> D-air.I should take your offer and change it to her counter isn't as good as you think. Easier time for me.
The move is bayo only Oos option, which makes the move really predictable because now dive kick is useless as a combo starter so she at close quarters only has Up B as a combo starter and because the range was nerfed too, SDI the move would more common because the move itself will be used more.I also want to point out that that video of DK SDI'ing Witch Twist is somewhat misleading. Yes, you can SDI it like that, but that's assuming you start SDI'ing right as the move starts, like in the video. In a real game, you'll not be able to react until at least 13 frames after the move has started (13 frames is standard human reaction time), by which point you are already 2 or 3 loops into the move. This video shows you that you can SDI Witch Twist in this way, but only if you are expecting it.
That said, I still think mashing random SDI will get you out of any of her aerial specials, so yeah.
This is DK, now what about fast characters like , with good aerials with good combo breaking moves, the bayo wouldnt go to extend the cobo because dive kick and 2 up-B are more DI able, and she would still get the landing lag of her specials, is simply not worth.RE: Twist: Even worst-case scenario with Witch Twist, I don't see DK capable of doing anything after having broken out of the move. He's in the air now, and Bayo has a chance (albeit short) to punish the landing, or predict how and follow-up before landing herself. Bayo has to think now, meaning we'll see more creative combos. Meaning hype play in the time to come.
Additionally, having flown so far away at 0 (well, 3)%, this sort of break-out would be pretty unreliable at later percents (unless you like playin' yourself), or higher up the screen. We need more hands-on examples of every direction an opponent can SDI out of the move, and even if there's a "safe" one that everyone uses, a Bayo player could, again, -think- about how to follow this up, or use Witch Twist closer to the edge of the stage where SDIing away means still being in disadvantage.
RE: Boost Kick, if your opponent needs to air dodge to avoid a follow-up, that's still a good thing. Think and watch and respond to whether your opponent airdodges or not, and follow-up accordingly.
I don't see a broken character at all, I see one where the player has to start using their head and reading their opponents options. Like a fighting game or something.
No, she wasn't toxic, she was just questionably unbalanced. The real toxicity came from immediate attempted bans, player shaming, and insults that were flung both ways in debate. Thankfully that should all be over so we can all go back to complaining about Mewtwo's fair or something dumb like that.I had no idea that this patch was this soon, and I'm glad that they nerfed her, because as ZeRo said, she is toxic.
Omg we can't say she has no combos with the patch not out yetWHat change to any of those characters fundamentally destroyed thier playstyle? shes a combo character with no combos. even when luigi was nerfed he received compensation.
Yes, truly in the 1/4 speed, training-mode only meta, this move will now be rendered completely useless.https://vid.me/UBoA lol now this is a gutted move, what is the point of the move now
Idk, let's wait and see. If an opponent wants to immediately fast-fall into a follow-up, they put themself in the position for a boost-kick to the face. That's one read by Bayo. If they fast-fall away to the ground and follow-up with a dash, Bayo can shield or spot-dodge or boost-kick from the floor. That's two reads by Bayo. If they want to fall onto her from above and follow up with a Nair or spike, Bayo may or may not have time to air dodge, or quickly jump 2 into WT2. That's three reads by Bayo.This is DK, now what about fast characters like , with good aerials with good combo breaking moves, the bayo wouldnt go to extend the cobo because dive kick and 2 up-B are more DI able, and she would still get the landing lag of her specials, is simply not worth.
You're not contributing anything of worth yourself.This thread is seriously awful how are we still letting this happen
That's insinuating people won't be SDIing like crazy after the initial Witch Twist in the familiar string in order to replicate this exact happenstance.Yes, truly in the 1/4 speed, training-mode only meta, this move will now be rendered completely useless.
bayo mains can be fairly certain. cant name a single bayo combo that doesnt use dabk, WT, or Fair1. because all of those moves were nerfed. heavily nerfed. everything that used to work now doesnt. no other patch did that to a character. i'm open to being proved wrong.Omg we can't say she has no combos with the patch not out yet
I'd say that this is actually the easiest, safest place to land witch time, depending upon your opponent.Getting a fresh Witch Time near the ledge is significantly harder than you think.
Better let people say what they want to say than censor opinions, I say. No doubt, there is a more suited place to discuss some aforementioned topics, but it's probably promoting discussion more than anything at this point (considering we are on a patch board and there is a common link between lack of censorship and order).This thread is seriously awful how are we still letting this happen
I don't think you're going to find yourself in this situation very much if at all anyway. This kinda just looks like a funny gag.https://vid.me/UBoA lol now this is a gutted move, what is the point of the move now
Yeah but this video is still showing levels of SDI that are essentially impossible in real time. Technically at frame perfect levels SDI like this is possible in other Smash games, but you don't see people exactly applying it on a regular basis.That's insinuating people won't be SDIing like crazy after the initial Witch Twist in the familiar string in order to replicate this exact happenstance.
If they're not getting the SDI in the first WT, they're certainly getting it there.
Why the bayo would go for that if the move is easily SDI able, and does poor damage, and she would need to use Witch time to cut her landing lag which does makes WT itself worse, because she needs the move fresh to kill outside of a read, is better to play the bait and punish game, that go for a combo, but that what is not bayo design, is like if you nerfed prepatch kill confirms and 50/50 but actually nerf her frame data too.Idk,
Either way, are you implying she shouldn't have to deal with the landing lag unique to her, the one that only she has when she uses too many consecutive aerials in a row? The thing she never had to worry about before, but the devs specifically put in the game and had some intent that it took a part of the game as a whole?
I'm going to need the name of that song, so I can add it to my game later.https://vid.me/UBoA lol now this is a gutted move, what is the point of the move now
Bayonetta probably has some of the greatest potential, so there are probabanly more combos. Don't say she has none when top players can't play the patchbayo mains can be fairly certain. cant name a single bayo combo that doesnt use dabk, WT, or Fair1. because all of those moves were nerfed. heavily nerfed. everything that used to work now doesnt. no other patch did that to a character. i'm open to being proved wrong.
With the SDI multiplier increase, there's incentive to start toggling that control stick now. Before, SDI was so weak that unless your fingers can keep up, it was just better to DI regularly and get ready for what comes after.Yeah but this video is still showing levels of SDI that are essentially impossible in real time. Technically at frame perfect levels SDI like this is possible in other Smash games, but you don't see people exactly applying it on a regular basis.