Bullet Climax:
Mega man lemons on steroids. Looks like a great projectile second only to Sheik due to the upward angle missing smaller characters. I can see this move stealing a lot of jumps offstage for gimps and taking away options like Ike's Quick Draw horizontal recovery.
- Can we use it offstage or does it cause free fall? They didn't show aerial use in the direct. Please don't be another Din's Fire with pointless free fall ; ;
- If we can use it offstage that is probably the main reason for the upward angle, otherwise this move would be absurd for offstage pressure.
Witch Twist:
Looks like an amazing OoS option since you can act out of it immediately. Seems like one of our better combo starters also which is perfect. Witch Twist > jump/Afterburner out of pressure if it misses or combo if it connects. No free fall!
- Can Witch Twist auto snap ledges on start up as a trump punish option?
Heel Slide:
Basically Cloud's down tilt with an optional combo at the end. With the small amount of time I labbed with his down tilt it was extremely useful so this is very welcomed. Plus it looks slick as hell, and unlike Cloud, we can do it in either direction as another OoS option for attacking or retreating. It seems like a solid option to cover rolls and maybe catch ledge grabs punish window.
Afterburner Kick:
Bounces back when connecting so it could be semi safe for shield pressure. I didn't see it connect to any shields so I am guessing based on how it reacts to hitting characters. Can also be used a second time if it connects to either escape a shielded attack or mix up with a second attack.
- Can Afterburner Kick ledge cancel? Possible movement option that also cancels combo lag if so.
Witch Time/Bat's Within:
Seems to need precise timing to activate Witch Time. Bat's Within is more forgiving and can probably be used like Ryu's Focus cancel to ignore attacks and land safely or a bait to punish since it still slows the opponent slightly. Seems like we can control the reappearance so this may be another option to add to her already insane recovery mix ups.
-Bair and Uair seem to auto-cancel or have a very small amount of ending lag. They were both shown as falling attacks into a combo.
-Her grab seems to carry momentum similar to Captain Falcon's grab.
-Fast pummel is nice.
-Crouch avoids projectiles and possibly grabs.
-She can delay combos with bullet arts to bait someone to try and punish.
-Down tilt bullet arts can hit small characters which is nice even though it lacks hitstun.
-Smash attacks cover a lot of range and they are all disjointed attacks. They seem a little slow though.
-Can Bayonetta cancel combo landing lag with an auto-cancel aerial?