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Bayonetta Recovery Landing Lag Chart

Phoenix_is_OK

Smash Apprentice
Joined
Mar 17, 2019
Messages
103
Hey fellas long time lurker, first time poster.

I made a chart that shows you Bayonetta's landing lag based on what she does in the air. It has nearly every combination of Witch Twist, ABK, and DABK. I'm going to continue adding values for what happens if you DAir or Airdodge during each of these combos. I thought this would be very useful. Here it is:

https://docs.google.com/spreadsheets/d/10XNTMy5xAPS2MvYeNGtD--Uq7SRyaqZVu5-uK8l53AM/edit?usp=sharing

Any help with values would be appreciated, this is only me so I have to do a metric ton of combos.
 

Phoenix_is_OK

Smash Apprentice
Joined
Mar 17, 2019
Messages
103
There are some important things to learn here. Cool info has been bolded.
There are 7 tiers of landing lag before aerials and dodging:
  • 18 Frames (only Witch Twist)
  • 20 Frames (3 combinations)
  • 25 Frames (only Witch Twist to ABK)
  • 30 Frames (8 combinations)
  • 32 Frames (5 combinations)
  • 40 Frames (8 combinations)
  • 42 Frames (10+ combinations)
Using Down Air during these combos depends on the tier:
  • Tier 18, 20, 25, and 30 all become/stay tier 30.
  • Tier 32 and Tier 42 become/stay tier 42
  • Tier 40 stays tier 40
Using Upwards Dodge during these combos depends on the tier:
  • Tier 18 becomes Tier 25
  • Tier 32 becomes Tier 42
  • Tiers 20, 25, 30, 40, and 42 stay the same
What can we use with this info?
Using Down Air in Tiers 30, 40, and 42 is a potentially viable strategy as you gain no additional frames.
Using Downwards Airdodge in Tiers 20, 25, 30, 40, and 42 are all potentially viable strats as you gain no additional frames.
Attempt to avoid Dairing in tiers 20 and 25/ avoid either Dairing and airdodging in tiers 18 and 32.
 
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ぱみゅ

❤ ~
Joined
Dec 5, 2008
Messages
10,010
Location
Under your skirt
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kyo.pamyu.pamyu
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I was working on something similar a while ago: [LINK]
I am not sure why I didn't finish it... but I might get into that shortly.
:196:
 

Phoenix_is_OK

Smash Apprentice
Joined
Mar 17, 2019
Messages
103
So I updated the chart a tad bit:
  • Gave values for autocancelled down air, which effects several combos.
  • Gave an explanation for Bullet Climax lag cancel. BC will change recovery landing lag with the following formula: if recovery lag is less than FAF, then the FAF occurs with no addition. If the Recovery Lag is more, than the FAF is increased to the recovery lag. (For example, if you have a 42 frame combo and 30 frame FAF, an additional 12 frames will be added)
  • Witch Time FAF overrides landing lag, meaning if timed perfectly you could have as little as 1 frame of recovery. However Witch Time stalls you in midair and the move itself is 66 frames, so this isn't a go to option, but rather a mix-up in your bucket of tools.
I hope to alter the chart some more later.
 
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Phoenix_is_OK

Smash Apprentice
Joined
Mar 17, 2019
Messages
103
A Downwards Afterburner Kick Landing Hitbox themed update:
  • Added 15 combos, making the previous total of 40 now 55 (2 are blank)
  • Added most, if not all, DABK Landing combos (11 of em)
  • Speaking of the above, found combos that give 50 frames of lag. Whoo!
  • Got rid of excess empty rows
  • Organized a bit
 

Phoenix_is_OK

Smash Apprentice
Joined
Mar 17, 2019
Messages
103
Yet another update, this one is minor. Reorganized the chart a tad bit as per usual, and:
  • Added Fair, Bair, Uair, and Nair landing to the seven combos they effect, which are oddly specific ones.
Update is visible in the column all the way to the right
 
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