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Data Crescent Valley : Umbra Witch Data & Research Repository

BJN39

Smash Data Ranger
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Crescent Valley : Bayonetta Data & Research Repository


Recommended: Wait several seconds before attempting to scroll down a lot; the page needs to load a lot of spoilers.

Welcome to Crescent Valley! This is the place for all things data regarding Bayonetta. Here you can find just about all of the raw data on any of her hit-boxes, as well as her frame data, and a few bonuses. All displayed in a clean format for your viewing pleasure.

If you'd like to see what I hope to have accomplished in this thread, you can check out my thread for Zelda.

I'll also be getting a better picture for the top down the line of course~​


~ Information ~

Bayonetta's Statistics Table (Run & Fall Speeds, Weight, etc.)
Statistic|Value|Rank
Maximum Jumps|2|--
Wall Jump|YES|--
Wall Cling|YES|--
Tether|NO|--
Crawl|NO|--
Walk Speed |0.9|45th
Run Speed |1.6|28th
Jumpsquat |4 frames|--
Soft Landing|2 frames|--
Hard Landing|4 frames|--
SH Air Time|38 frames|--
FH Air Time|54 frames|--
Weight |84|45th
Air Speed |0.97|36th
Fall Speed |1.77|9th
Fast Fall Speed |2.832|9th
Air Acceleration |0.085|--
Gravity |0.12|--

What do each of the terms in the "BnB Data Table" mean?
Term in Question|Description
Move Name |The move's name. Most names given are hopefully going to be directly from Bayonetta's games, or heavily inspired by attacks from Bayonetta 1 & 2.
Hit-Frames |The frame window(s) when a hit-box is active.
FAF |First Actionable Frame. This is the first frame upon which you can execute another action.
Damage |The base damage(s) the move deals.
Hit-Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , and the Auto-Link Angle .
Clank? |Whether or not the move will "clank" with other moves that can clank. If a move cannot clank it has transcending priority . An asterisk next to "yes" denotes that while the move will interact with other clankable moves, the animation will not be interrupted by the rebounding animation.
KO Potential |A rough number to estimate KO timings around, used by taking Mario's earliest percent on an omega stage at which he was KO'ed by the move even with correct survival DI or Vectoring. The heaviest characters will cap at about 20% higher, while the lightest characters can be KO'ed around 20-30% earlier. I eventually cut off some moves with "N/A" if they couldn't KO by around the mid 200s. Red coloring means 3DS %, aqua coloring means WiiU %.
OoS |The abbreviation for " Out of Shield ". The earliest frame an attack can hit when used as an out of shield option.
Charge Frame (Smash Attacks) |The frame at which the character pauses to charge a smash attack.
AC Window (Aerials) |The Auto-Cancel Window. The frame windows during an aerial in which Bayonetta will land with normal landing instead of landing lag.
Landing Lag (Aerials) |The duration of time you will be forced to wait until you can act if you land an aerial during the landing lag window.
Invincible / Intangible Frames |A frame of time during a move where Bayonetta is invincible/intangible, meaning she won't take any damage. If the invincibility only covers part of her, it is denoted by "Partial" on the table label.

What do each of the terms in the "Complex Data Table" mean?
Term in Question|Description
Hit-Frame |The first frame a hit-box is present.
Duration |The total amount of frames a hit-box lasts.
ID |The order of priority if two or more hit-boxes are touching a target's hurt-box at the same time.
GID |Group ID. This signifies whether or not two hit-boxes will both hit if they're both overlapping on a hurt-box. If they are in the same group, only the one with the lowest ID will hit.
Bone |Which or whether the hit-box is connected to a certain bone on Bayonetta during its duration. If the bone is set to 0 the hit-box is not attached to any bone, but rather floating in a specified (By z/y/x) place.
Damage |The base damage the hit-box deals.
Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , (361) and the Auto-Link Angle . (365, 366, or 367)
BKB |Base Knock-back. The set minimum distance a hit-box will launch a target.
WKB |Weight-based Knock-back, also known as Set KB or Weighted KB. A set KB distance calculated using the target's weight that does not scale larger with damage. It is affected by rage, though.
KBG |Knock-back Growth, also known as KB Scaling. This acts as a multiplier that increases the KB distance with damage.
Size |The length of the radius of the hit-bubble. (Hit-boxes in SSB4 are spherical.)
z/y/x |The displacement coordinates of the hit-box relative to any bone it is attached to. If the hit-box is set at Bone 0, then the origin starts exactly at the character's central axis and at the ground. (Note: If a hit-box attached to a bone has an altered y or z coordinate, this likely means it is actually actually displaced horizontally, like an x-axis change, from the bone due to how some bone-connections work.)
Hit-Lag |The "freeze-frames" when a hit-box connects with a target. Aside form increased or decreased multipliers, these freeze frames' length is partially dependent upon the damage of the move.
SDI |Smash Directional Influence. This is the multiplier of how strongly you can Smash Directional Influence the hit.
Clank? |Whether or not the hit-box will "clank" with other hit-boxes that can clank. If a move cannot clank it has transcending priority . An asterisk next to "yes" denotes that while the move will interact with other clankable hit-boxes, the animation will not be interrupted by the rebounding animation.
Shield Damage |How much additional shield damage the hit-box inflicts. 0 means it does no extra shield damage.
Notes |A place to note various other occasionally used quirks in hitboxes, such as angle flippers, rehit rates, stretchy/"extended" hitboxes, and airborne/grounded target modifiers.

What do each of the terms in the "Block Advantage Data Table" mean?
Term in Question|Description
First Frame [Drop] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
Last Frame [Drop] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
First Frame [OoS] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.
Last Frame [OoS] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.

Credits
Aerodrome : <3
Spritzee : Halped me with the lore and making the thread name high tier!


Note: Red KO Potential numbers signify that the number was recorded in the 3DS version. The Aqua colored numbers were recorded in the WiiU version for that same move/hitbox.


~ Grounded Moves ~



STANDARD ATTACK - JAB
--
Bayonetta performs a three-hit punch, backhand, and upward strike combo with her hand guns. She can then follow up by attacking with a barrage of blue skulls. It is identical to her standard three punch input combo, and a finisher variation from her own games.
Bullet Art : After each attack, Bayonetta can fire rounds from her hand guns. The rounds for each attack fire straight forward, with additional rounds firing upwards on attack three.


BnB Data Table
Move Name|Hit Frames|Transition Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Punch A|9-12|16-|26|1.5%|55/85|YES|N/A
Punch B|9-11|18-|31|1.5%|48/68/82/70|YES|N/A
Punch C|11-12|17-|34|2.7%|68/85/68/90|YES|N/A
Skull Barrage|4, 11, 18, 26...|??|--|0.3% (Per hit; 4 hits minimum) |8/172|YES|N/A
Skull Finisher|12-13|--|46|6%|55|YES|N/A
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art A |14, 21, 28...77 [10] |37 [1] / 100 [10] |0.5% × 10||
Bullet Art B |14, 21, 28...77 [10] |42 [1] / 105 [10] |0.5% × 10||
Bullet Art C |15/18, 22/25, 29/32...78/81 [10/10] |48 [1] / 111 [10] |0.5% × 10 (Per gun) ||
Bullet Art Finisher |16, 23, 30...79 [10] |57 [1] / 120 [10] |0.5% × 10||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
JAB|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Hit 1|-7|-4|-14|-11
Hit 2|-12|-10|-19|-17
Hit 3|-12|-11|-19|-18
Finisher|-21|-20|-28|-27
Patch History
Code:



DASH ATTACK
--
After a short delay, Bayonetta blasts forward a good distance across the ground. It is almost identical to her Stiletto technique from her own games.
Bullet Art : After performing the lunge, Bayonetta can fire rounds from her frontward aimed hand gun. The rounds fire straight forward.


BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Stiletto|15-20, (Early) 21-26 (Late) |47|10% (Early) / 8% (Late) |50|YES|N/A
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |28, 35, 42...91 [10] |58 [1] / 121 [10] |0.5% × 10||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
66A|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Early|-17|-12|-24|-19
Late|-12|-7|-19|-14
Patch History
Code:



FORWARD TILT
--
Bayonetta performs a fancy triple kick combo, with the final kick throwing opponents into the air. It is identical to her standard three kick input combo from her own games.
Bullet Art : After each kick, Bayonetta can keep her leg in place and fire rounds from her raised feet guns. The rounds for each kick fire at roughly 0, 35, and 80 degree angles.


BnB Data Table
Move Name|Hit Frames|Transition Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Kick A|12|16-?|32|3.5%|60/40/75/80/45|YES|N/A
Kick B|12|16-?|40|3%|43/75|YES|N/A
Kick C|14-15|--|43|8.5%|81|YES| 245%
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art A |14, 21, 28...77 [10] |43 [1] / 106 [10] |0.5% × 10||
Bullet Art B |13, 20, 27...76 [10] |51 [1] / 114 [10] |0.5% × 10||
Bullet Art C |16, 23, 30...79 [10] |54 [1] / 117 [10] |0.5% × 10||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
FTILT|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Kick 1|-8|-8|-15|-15
Kick 2|-17|-17|-24|-24
Kick 3|-15|-14|-22|-21
Patch History
Code:



DOWN TILT
--
While crouching, Bayonetta quickly brings her foot around from behind and sweeps it across the ground in front of her. It strongly resembles a low attack finisher from her own games.
Bullet Art : After the leg sweep, Bayonetta can keep her leg in front of her, and fire rounds from one of her hand guns, as well as both feet guns, hitting low in front and behind her.


BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Low Sweep|7-9|27 [1.1.6] |6% (Close) / 7% (Tip) |85 (Close) / 78 (Tip) |YES|N/A
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |20/23, 27/30, 34/37...83/86 [10] |40 [1] / 103 [10] |0.5% × 10 (Per gun) ||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
DTILT|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Close|-6|-4|-13|-11
Tip|-5|-3|-12|-10
Patch History
Code:
Patch 1.1.6
    FAF 26 -> 27
    all hitboxes size 3.5 -> 2.7



UP TILT
--
Bayonetta quickly swipes her gun upwards in a half arc in front of her, making a pop of light above her, and ending in a subtle pose.
Bullet Art : After the attack, Bayonetta can stay keep her gun pointed upwards and fire rounds out of the gun in that hand. The rounds shoot straight upwards.


BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Pistol Whip|7-8, (Hit 1) 9-10, (Hit 1, late) 11-12 (Hit 2) |27|5% (Hit 1) / 2% (Hit 1, late) / 6% (Hit 2) |68/110 (Hit 1, grounded/aerial) / 128 (Hit 1, late) / 93 (Hit 2) |YES|N/A
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |12, 19, 26...75 [10] |38 [1] / 101 [10] |0.5% × 10||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
UTILT|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Hit 1|-8|-7|-15|-14
Hit 2|-3|-2|-10|-9
Patch History
Code:



FORWARD SMASH
--
Bayonetta creates a large portal behind her, and summons the fist of Madama Butterfly to unleash a massive punch as she swings the portal to face forward.
Bullet Art : After unleashing the massive fist, Bayonetta can stay in pose and fire rounds from her fist movement-matching hand gun. The rounds fire straight forward.


BnB Data Table
Move Name|Charge Frame|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Wicked Weave|15|19-21|68|14% (Sour-spot) / 16% (Sweet-spot) |Sakurai Angle|YES ("Item priority") | 110% (Sweet-spot) / 127% (Sour-spot) [1.1.5]
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |22, 29, 36...85 [10] |74 [1] / 137 [10] |0.5% × 10||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
Wicked Weave|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Sour-spot|-31|-29|-38|-36
Sweet-spot|-30|-28|-37|-35
Patch History
Code:



DOWN SMASH
--
Bayonetta creates a large portal up above in front of her, and summons the heel of Madama Butterfly to rain down a powerful stomp through the portal.
Bullet Art : After unleashing the massive stomp, Bayonetta can stay in her fabulous pose and fire rounds out of both feet guns directly into the ground.


BnB Data Table
Move Name|Charge Frame|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Heel Stomp|12|20-21, (Bayonetta) 25, (Foot, early) 26-27 (Foot, late) |69|5% (Bayonetta) / 16% (Foot, early) / 15% (Foot, late) |0 (Bayonetta) / 72 (Foot, grounded target) / 270 (Foot, aerial target) |YES ("Item priority") | 150% (Foot, grounded target)
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |28/31, 35/38, 42/45...91/94 [10/10] |78 [1] / 141 [10] |0.5% × 10 (Per gun) ||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
Wicked Weave|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
BayoFoot|-37|-36|-44|-43
DemonFoot, early|-25|-25|-32|-32
DemonFoot, late|-25|-24|-32|-31
Patch History
Code:



UP SMASH
--
Bayonetta creates a large portal on the ground in front of her, and summons the fist of Madama Butterfly to perform a massive uppercut through the portal.
Bullet Art : After the uppercut, Bayonetta can fire rounds from both of her hand guns. The rounds fire both straight up and straight forward.


BnB Data Table
Move Name|Charge Frame|Hit Frames|OoS|FAF|Damage|Hit Angle|Clank|KO Potential
Wicked Weave|12|18-23|19|65|17% (Frames 18-19) / 16% (Frames 20-21) / 15% (Frames 22-23) |86|YES ("Item priority") | 101% (Frames 18-19) [1.1.5]
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |25/28, 32/35, 39/42...88/91 [10/10] |78 [1] / 137 [10] |0.5% × 10 (Per gun) ||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
Wicked Weave|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Frame 18-19|-28|-27|-35|-34
Frame 20-21|-26|-25|-33|-32
Frame 22-23|-25|-24|-32|-31
Patch History
Code:




~ Aerial Moves ~



NEUTRAL AERIAL
--
Bayonetta tucks one leg in, and kicks the other outward, doing a midair spin that hits on both sides of herself with her leg.
Bullet Art : Bayonetta continues to spin around, firing rounds from all four guns. The rounds fire at roughly 0 and negative 45 degree angles in front of and behind her. The move resembles the Aerial Bullet Climax attack from her games.


BnB Data Table
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Aerial Bullet Climax|9-17, (Clean) 18-25 (Late) |13|33|34>|10F|8% (Clean) / 6% (Late) |Sakurai Angle|YES| 205% (Clean)
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Extended Attack|26-36 / 26-46 / 26-56 / 26-66 (1, 2, 3, & 4 rotations) |43 / 53 / 63 / 73 (1, 2, 3, & 4 rotations) |4.5%|Sakurai Angle|
Bullet Art |26/29, 33/36, 40/43...61/64 [6/6] |--|0.5% × 6 (Per gun) ||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
NAIR|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



FORWARD AERIAL
--
Bayonetta performs a three hit punch, backhand, and downward kick combo in midair with her hand and feet guns. It is identical to her aerial three punch input combo from her own games.
Bullet Art : After each attack, Bayonetta can fire rounds from her guns. The shot styles for the first two hits are single hand gun shots fired straight forward. The shot style for hit three is rounds fired from all four guns. One aimed straight upwards, and the other three in three different downward directions.


BnB Data Table
Move Name|Hit Frames|OoS|Transition Frames|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Attack A|7-9|11|13-?|27|1, 28>|14F|3% [1.1.6] |50/26/70|YES|N/A
Attack B|7-9|--|13-?|32|32>|--|2.2% [1.1.6] |50/28/70|YES|N/A
Attack C|12-15|--|--|40 [1.1.6] |35> [1.1.6] |--|6%|44|YES|N/A
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art A |11, 18, 25...74 [10] |33 [1] / 96 [10] |0.5% × 10||
Bullet Art B |11, 18, 25...74 [10] |38 [1] / 101 [10] |0.5% × 10||
Bullet Art C |18/21, 25/28, 32/35...81/84 [10/10] |50 [1] / 113 [10] |0.5% × 10 (Per gun) ||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
FAIR|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



BACK AERIAL
--
Bayonetta whips her leg out behind her in midair, performing a powerful, long-ranged kick.
Bullet Art : After the kick, Bayonetta can leave her leg raised behind her and fire rounds form that foot gun. The rounds fire at a roughly 30 degree angle behind her.


BnB Data Table
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
High Kick|11-14|15|30|1, 29>|12F|13% (Clean) / 10% (Late) |Sakurai Angle|YES| 144% (Clean) / 187% (Late)
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |15, 22, 29...78 [10] |41 [1] / 104 [10] |0.5% × 10||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
BAIR|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



DOWN AERIAL
--
Bayonetta holds her leg out and performs a midair somersault into a high speed fall, attacking with her outstretched leg. It is identical to her downward aerial kick input from her own games.
Bullet Art : Should Bayonetta land during the plummeting kick, she can fire rounds from her front facing foot gun upon landing. The rounds fire straight forward along the ground.


BnB Data Table
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Waning Umbran Eclipse|18-24, (Early) 25-35, (Late) 1-2 (Landing hit) |22|48 [1.1.5] |1-2, 50>|28F|7% (Sour-spot) / 8%/9% (Sweet-spot) / 5% (Landing hit) |70 (Sour-spot) / 270 (Sweet-spot) / 45 (Landing hit) |YES| 155%* (Landing hit)
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art |7, 14, 21...70 [10] |35 [1] / 98 [10] |0.5% × 10||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
DAIR|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



UP AERIAL
--
Bayonetta performs an acrobatic midair flip, attacking with her leg in a full 180 degree arc above her.
Bullet Art : After the first flip, Bayonetta can continue to spin several more times, firing rounds from her hand and feet guns. The bullets fire outwards at seemingly random angles all the way around her.


BnB Data Table
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Waxing Umbran Eclipse|9-18|13|30|1-2, 26>|12F|9%|75|YES| 195%
Bullet Arts BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Extended Attack|21-32 / 21-43 / 21-54 / 21-65 (1, 2, 3, & 4 rotations) |41 / 52 / 63 / 74 (1, 2, 3, & 4 rotations) |4%|48|
Bullet Art |20/23, 27/30, 34/37...62/65 [7/7] |--|0.5% × 7 (Per gun) ||
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
UAIR|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:




~ Miscellaneous Moves ~



KNOCKED DOWN : GETUP ATTACK
--
[Description not yet available]

BnB Data Table
Move Name|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|Clank|KO Potential
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
GETUP|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



TRIPPED : GETUP ATTACK
--
[Description not yet available]

BnB Data Table
Move Name|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|Clank|KO Potential
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
TRIPPED|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



ON THE LEDGE : GETUP ATTACK
--
After bringing herself up from the ledge, Bayonetta performs a dramatic kick close to the ground in front of her before rising up fully.

BnB Data Table
Move Name|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|Clank|KO Potential
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
LEDGE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:
 
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BJN39

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~ Special Moves ~



NEUTRAL SPECIAL - BULLET CLIMAX
--
Bayonetta strikes a dramatic pose, readying two of her guns, and then unleashing a flurry of bullets forward, in a slight upwards angle, identical to her own games. Bayonetta alternates between using her hand guns and her feet guns.

BnB Data Table
Move Name|Charge Frame|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Bullet Climax||17-24, 22-29, 32-39, 37-44 (Uncharged) |71 (Uncharged, full move) |1.35% (Uncharged) / 2.7% (Charged) |0 (Uncharged) / 50 (Charged) ||N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
Bullet Climax|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
(Words go here.)



GROUNDED SIDE SPECIAL - HEEL SLIDE
--
[Description not yet available]
Bullet Art : ???


BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Heel Slide|15-19, (Early) 20-24, (Middle) 25-29 (Late) |72|9% (Early) / 8.5% (Middle) / 8% (Late) |47 (Early) / 55 (Middle) / 76 (Late) |NO|N/A
Heel Slide + Kick|30-41, (Hit 1 extension) 54-58 (Hit 2) |78 [1.1.5] |8% (Hit 1 extension) / 6% (Hit 2) |80 (Hit 1 extension) / 98/90 (Hit 2) |YES (Hit 2) |N/A
Bullet Art |
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
Heel Slide|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
(Words go here.)



AERIAL SIDE SPECIAL - AFTERBURNER KICK
--
[Description not yet available]
Bullet Art : ???


BnB Data Table
Move Name|Hit Frames|FAF|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Afterburner Kick (Up)|7-9, (Early) 10-14, (Middle) 15-19 (Late) |32|20F (1 use) |6% (Early/late) / 7% (Middle) |60/48 (Early) / 80 (Middle) / 100 (Late) |NO|N/A
Bullet Art |18/21, 25/28, 32/35, 39/42, 46/49 [5/5] |41 [1] / 69 [5] |--|0.5% × 5 (Per gun) |||N/A
Afterburner Kick (Down)|8-24 (Kick) / 1 (Landing hit) |44 / 32 (Landing) ||8% (Kick) / 5% (Landing hit) |80 (Kick) / 49 (Landing hit) |NO|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
Afterburner Kick|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
(Words go here.)



DOWN SPECIAL - WITCH TIME / BAT WITHIN
--
[Description not yet available]

BnB Data Table
Move Name|Counter Frames|FAF|Intangible Frames|Damage|Hit Angle|Clank|KO Potential
Witch Time / Bat Within|5-21, (Witch Time) 17-29 (Bat Within) |50 [1.1.5] |5-16|N/A|N/A|N/A|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
(Words go here.)



UP SPECIAL - WITCH TWIST
--
Bayonetta performs a multi-hitting, upward spinning jump, that people can fall out of by casually flicking their control stick away from her.
Bullet Art : While rising, Bayonetta shoots rounds from all four of her guns, aimed straight up and down, as well as at downward outward angles. The bullets add more damage to the move, but Bayonetta will receive longer cooldown.


BnB Data Table
Move Name|Hit Frames|FAF|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Witch Twist|4, 8-22, 24-25 (Loop hitbox re-hit rate: 3F) |29|19F (1 use) | 3 / 2 + 0.2 + 0.2 + 0.2 + 0.2 + 0.2 + 3 = 7% / 6% (Grounded/aerial) [1.1.5] |34 (Final hit, 1st usage) / 0 (Final hit, 2nd usage) ||N/A
Bullet Art |
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Block Advantage Data Table
Witch Twist|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
(Words go here.)



SPECIAL USAGE & LANDING LAG
--
As Bayonetta uses Afterburner Kick and Witch Twist in the air, the length of the recovery time upon landing increases with each use of a special. Aerials and Bullet Climax's landing lag and end lag respectively will also be scaled should you land while using one of them. Witch Time is NOT affected.
Usage|Landing Lag
Afterburner Kick × 1|20 frames
Witch Twist × 1|19 frames
Afterburner Kick -> Witch Twist|20 frames
Witch Twist -> Afterburner Kick|26 frames
Afterburner Kick × 2|30 frames
Witch Twist × 2|32 frames
Afterburner Kick × 2 + Witch Twist × 2|43 frames




~ Grabs & Throws ~



GRAB
--
[Description not yet available]

Grab Data Table
Grab|hit-frame|duration|FAF|size|z/y/x|notes
Standing grab|7|2F|31|||frame 8 OoS
Dash grab|9|2F|38|
Pivot grab|10|2F|38|
(Words go here.)



PUMMEL
--
Bayonetta repeatedly slaps the opponent in the face, reminiscent of her "Slap" punish attack from her own games.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Slap Punish|7, 14||1.5 + 1.5 = 3%|||N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
(Words go here.)



FORWARD THROW
--
[Description not yet available]

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Weight Dependent?|Hit Angle|KO Potential
Fthrow|14, 15|43|7 + 3 = 10%|NO|49|
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
(Words go here.)



BACK THROW
--
[Description not yet available]

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Weight Dependent?|Hit Angle|KO Potential
Bthrow|14, 15|50|3 + 6 = 9%|NO|135|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
(Words go here.)



DOWN THROW
--
[Description not yet available]

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Weight Dependent?|Hit Angle|KO Potential
Dthrow|20, 21|47|3 + 5 = 8%|NO|78|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
(Words go here.)



UP THROW
--
[Description not yet available]


BnB Data Table
Move Name|Hit Frames|FAF|Damage|Weight Dependent?|Hit Angle|KO Potential
Uthrow|9, 10|36|3 + 4.5 = 7.5|NO|84|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
(Words go here.)
 
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BJN39

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So while I was on some hour-long car rides I got to start writing some move descriptions, woo!

I was also thinking about some little things I noticed in the trailer and overview:

• For Fsmash, I noticed the fist portal actually starts facing backwards, before Bayonetta force turns it as the fist emerges. That detail makes it look even cooler.

• Her Usmash Madama Butterfly fist has an angle of 88° or so like a few other Usmashes, not a 90° angle.

• On her Dsmash, her physical stomp totally has a hitbox! During the witch time explanation, when she Dsmashes Little Mac, there is a notable hit visual (Like, one of the strike "explosions") BEFORE the massive foot makes contact, and it appears near Bayonetta's foot. You can also see TWO distinct hit visuals, with the second appearing when the massive foot makes contact.

• Her Utilt is shown a few times. I realized that there is an attack that was not part of her Jabs or Ftilt that was a pistol whip upwards. It knocked up just right for an Afterburner Kick. Actually, you can find it in the ABK explanation.

• I realized during Witch Twist, when he mentions holding the input to fire bullets, she's firing bullets out of her feet, downwards. Kind of interesting.

• I saw bullets firing from Bayonetta's foot during a heel slide. Between hits 1 & 2.

• According to @Lavani, who had done some extent of frame check on some of Bayonetta's moves, the startup on several moves is, no joke, really bad. Roughly frame 11 Ftilt, frame 29 Fsmash, and frame 32 Dsmash cri.

• Her Usmash has "bullet art" built into it too OMG. I bet all her smashes do. Can I just say wow. When he said "most of her moves" I was expecting it to exclude Wicked Weaves.

• Theoretically, when recovering, couldn't Bayonetta do Witch Twist > Afterburner Kick > 2nd Jump > Witch Twist? They never show an ABK during the previews, but they don't say it isn't possible!
 
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「 Derk 」

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This is with a 30 fps video. I didn't double the frames since I'm not sure how accurate that would be. I have a 60 fps capture card that we can get frame data with in February. This should give us a general idea for now though.
Bullet Climax:
First active hit box is on frame 8
FAF ???

Heel Slide: (Ground)
first active hit box is on frame 8. (has a different start up animation on the ground where Bayonetta moves back slightly)
Combo hit starts on frame 30 and first active hit box is on frame 32.
FAF is around frame 35 without combo
FAF frame 52 with combo

Afterburner Kick: (Air)
first active hit box is on frame 4. (loses the ground start up animation)
FAF frame 21
This move is much faster in the air compared to the grounded version but it covers less distance and gives up the combo hit.

Witch Twist:
first active hit box is on frame 2
FAF is frame 15. Literally 0 lag on this move. Amazing OoS option and probably one of our best combo starters.

F- smash:
First active hit box is on frame 15. Slow as barnacles.
FAF ???

U- smash:
First active hit box is on frame 9
FAF ???

D- smash:
100% has a hitbox on Bayonetta's foot like BJN39 BJN39 said. Rip Little Mac's toes.

Jab:
First active hit box is on frame 5. We have Zelda syndrome ; ;
second hit 14
third hit 25
forth hit 36
Final string hit is on frame 61
FAF ???

Side tilt:
First active hit box is on frame 6
Second hit 17
third hit 28
FAF ???

Up tilt:
First active hit box is on frame 3.
FAF frame 15

Nair:
First active hit box is on frame 3 or 4
FAF frame 35?

Fair:
First active hit box is on frame 3
Second hit 13
third hit 24
FAF ???

Witch Time/Bats Within
Frame 2 activated Bat's Within
Frame 3 activated Witch Time
Frame 5 activated Witch Time
Frame 8 activated Witch Time
Frame 12 activated Bat's Within
Frame 13 activated Bat's Within

Guesstimation:
Frame 1-5 or 6 is Bat's Within with no slow down window
Frame 7-19 Witch Time window
Frame 20-?? Bat's Within with slight slow down window.

• Theoretically, when recovering, couldn't Bayonetta do Witch Twist > Afterburner Kick > 2nd Jump > Witch Twist? They never show an ABK during the previews, but they don't say it isn't possible!
I think it's safe to say as long as we have a double jump we can always double Witch Twist since it never causes free fall.
Witch Twist > Afterburner Kick > 2nd Jump > Witch Twist should be possible.
 
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Aunt Jemima

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That data seems a bit contradictory to what Lavani found out. Honestly, that start-up is probably above average if that data turns out to be somewhat true. Hm...

Also, wasn't it said that if you don't land Afterburner Kick you'll go into a free fall? If I recall correctly, the trailer stated something along the lines of "if you land this move while in the air, you can use one immediately after to perform a combo", which would be implying that unless it makes contact you'll go into a free fall. I don't think the move was shown off in the air without her landing it on an opponent?
 
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BJN39

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That data seems a bit contradictory to what Lavani found out. Honestly, that start-up is probably above average if that data turns out to be somewhat true. Hm...

Also, wasn't it said that if you don't land Afterburner Kick you'll go into a free fall? If I recall correctly, the trailer stated something along the lines of "if you land this move while in the air, you can use one immediately after to perform a combo", which would be implying that unless it makes contact you'll go into a free fall. I don't think the move was shown off in the air without her landing it on an opponent?
It definitely wasn't shown not hitting an opponent in the air. But I don't think it implies free fall on whiff. Considering Bayonetta will be able to do WT DJ WT, (Or the fact itself that witch twist has no special fall) suggests to me it probably doesn't do freefall. Not everyone is Zelda secretkpop

I'd totally believe it does something like eat her second jump, or is laggy so that you lose height if you miss though. (Like Peach Bomber)
 
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Aunt Jemima

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Wait, does Bayonetta not have a free fall animation shown in that trailer? Wow, her regular falling animation looks really stupid tbh. She just throws her arms up and becomes stiff as a board while she falls... is that what it looks like in the games?!
 

Crudele

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Super excited to lab this character when she's out. Even more excited that these threads will be ran by gorls.

So this discussion happened in the GIF's thread, but we think that point-blank dtilt bullets jab lock.

Interesting, It's a jab lock, alright. When a character lands on the ground and misses their tech, they have 26 frames before they can input a get up option. This is the initial jab lock window. And Link gets hit by...something on frame 12 of landing. What I don't understand is what. In the other examples of bullet arts, it's very clear that the bullets deal no knockback, like fox lasers. Whether or not a move locks is dependent on angle. But they also have to deal some knockback in order to lock. And the Dtilt kick itself didn't hit Link, she was already firing. Here's my theory: getting shot at point blank during bullet arts may have some light knockback, and a proper angle for locking. I know right after this point in the video they show Link running up to counterattack her, but he was still a step away with his disjointed dash attack. Alternatively, maybe some of her bullet arts followups do have knockback while others don't. It would make sense for one move's bullet arts to jab lock when the bullets are being fired that low to the ground.

Sorry, I can't provide a precise answer. You have to also remember that this Bayonetta in the video is very much unfinished. And the footage is captured on a developer platform in which they can control anything they want in terms of gameplay and visual effects. That would explain Link's lack of flashing white as he got up. The Bayonetta that we get to play with might end up with no such jab lock on the move and what we saw in the trailer was the developer programming link to enter a jab lock state 12 frames after landing. The whole point of this segment is to make bullet arts look good, so don't be surprised if this turns out to be a white lie.

Edit: my mistake, I briefly forgot the trailer was in 30 frames a second. So rerunning the numbers, Link is jab locked somewhere around frame 24 of landing in the video. Still part of the jab lock window.
 

Mr_Kreep3r

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Figured I should move some things I found here. I apologize ahead of time if this was already figured out or just useless information.

You can double jump before inputting your 2nd ABK... does not confirm if bayo can ABK twice on whiff or if you can save your 2nd ABK for later into a combo.


Downwards ABK bounces off shields.
 

[NameGoesHere]

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Legit can not wait. Been putting countless hours into the game, so im in tip top shape for when she comes out, and my local scene has an ALL BAYONETTA Tournament!
 

BJN39

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I'm calling upon the Bayonetta boards to help me with expert game lore and stuff to help create names used for Bayonetta's normals! Preferably nothing overly flashy for the names unless it really works.

Because right now I've only named a few and the names probably should be edited/changed...

Edit: Y'know how we got the patch data for 1.1.3 like, before the release? Well, it had Cloud's data, right?

Wouldn't it be crazy if we could do the same for Bayonetta/Corrin? I'm definitely going to be making inquiries/requests to some of our local super data providers to see if I could get my hands on even the un-translated data. I'd work on it if I could tbh.

Also note that as soon as she's released we MAY not have the super intricate data available (Or at least, not most of us.) so things like frame data, and the complex data tables will not be completed AS quickly. I'll be trying to get my hands on it though. Here's what I can easily knock off in the first days:

BnB Data Table|Hit-Frame|FAF|AC Window (aerials)|Landing Lag (aerials/specials?)|Damage|Angle|Clank|KO Potential
Move name suggestions?|NO|NO|NO, but we can at least know what SHACs and stuff|NO, but this info will probably be done really quick by someone|YES|YES|YES|YES
 
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Lorde

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Certain moves already have names as they're taken directly from her games. The one that springs to mind is her dash attack, which is called Stiletto.
 

Kon

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「 Derk 」 「 Derk 」
I really appreciate that you did an estimation, but some things seem to be a bit optimistic.
Uptilt on frame 3?
This would be really fast.
Witch Twist on frame 2?
Don't know if you realised but this would be insanely good if true. Would give you an amazing combobreaker (depending on how exactly the hitbox works) and while I was thinking of Witch Twist as a good OoS option, I didn't think of a frame2 OoS option. I have a hard time believing this to be true.
Nair frame 3/4?
Another potential combobreaker? Would be great if it were that fast.
Fair on frame 3?
This is another one I highly doubt. It worked way slower in the moveset breakdown from Sakurai. I thought of it being the slowest aerial besides perhaps dair. This framedata would be the exact opposite of what I expected. If true, it would be really great.

Also I'm sad you have no estimated data on bair and upair yet.

In general I like that you did an estimation on frame data. May help to get a better idea of every single move.
 

「 Derk 」

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It's a 30 fps video which means you need to double those numbers to get an estimate since smash runs at 60 fps. I didn't feel like guessing for every move so I just listed the 30 fps frames. I even mentioned that I didn't bother doubling the frames in my post. 30 fps videos are terrible for frame data anyways because of empty frames and such.
 

Greda

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I'm quite ill so I'm unable to look into this, but I believe we can find the damage of her bullets if we look at the scene when she uses her Dtilt against Wild Gunmen.
 

Spirst

 
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Oh, I had already done that days ago but never said anything.

From what I remember when I used to play Duck Hunt, the Wild Gunmen have 5% HP regardless of which one is spawned (customs Giant Gunmen have like 25% HP but that's another story).

https://youtu.be/3Tv3w1V5_Mg?t=1m8s shows the gunman in the back being fired upon eight times (or at least that's what I counted) before getting knocked out. The front takes 4 from each gun but she uses two guns on it so it goes down quicker. Shot count is still the same.

5% HP. Eight bullets. 5/8= 0.625%. So each bullet should do 0.625% (totaling 5% when done eight times, hence why the gunmen got KOd) and if the video is to be used as an example of how much she can fire in total, that number is 10. So 0.625% x 10= 6.25% per round. The percentage shown in-game rounds down decimal values and shows only whole integers so on-screen, she should look to be doing 6%.

Should be noted this applies to the dtilt bullet arts. Watching the gameplay video again and I'm not sure if she can fire the same amount from her other moves like the jab combo. The average amount looks to be 4-5 shots which would be about an extra 3% rather than 6%.
 
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BJN39

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Oh, I had already done that days ago but never said anything.

From what I remember when I used to play Duck Hunt, the Wild Gunmen have 5% HP regardless of which one is spawned (customs Giant Gunmen have like 25% HP but that's another story).

https://youtu.be/3Tv3w1V5_Mg?t=1m8s shows the gunman in the back being fired upon eight times (or at least that's what I counted) before getting knocked out. The front takes 4 from each gun but she uses two guns on it so it goes down quicker. Shot count is still the same.

5% HP. Eight bullets. 5/8= 0.625%. So each bullet should do 0.625% (totaling 5% when done eight times, hence why the gunmen got KOd) and if the video is to be used as an example of how much she can fire in total, that number is 10. So 0.625% x 10= 6.25% per round. The percentage shown in-game rounds down decimal values and shows only whole integers so on-screen, she should look to be doing 6%.

Should be noted this applies to the dtilt bullet arts. Watching the gameplay video again and I'm not sure if she can fire the same amount from her other moves like the jab combo. The average amount looks to be 4-5 shots which would be about an extra 3% rather than 6%.
Alternatively they could do 0.7% per bullet. Technically speaking 7 bullets would still be 5< but 8 bullets is >5

It would also make 10 bullets a nice even 7%.

I personally don't think Salurai would use such a specific decimal. Even if he often has weird designs in move data.

Also, I'll have to go watch again and verify where, but I think there's a cut where her jabs can shoot as many as 7-8 bullets.
 
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Spirst

 
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Oh, yeah, I was looking at ftilt. In the vid, her jab 1 fires 9 shots and her jab 2 gets interrupted by Link's dash attack around shot 7-8.
0.7% per bullet sounds fine too. We just know that it should be in that range which, frankly, is quite good. Tacking on 4% here and 7% there really adds up.
 

The Puffer

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I have been wondering... since Heel Slide has almost no ending lag, could it be possible to follow up with an U- Smash?? Also, do you need to jump again in order to use the second Witch Twist or would it be possible to do Witch Twist > Witch Twist again??
 

theyellowflash26

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I have been wondering... since Heel Slide has almost no ending lag, could it be possible to follow up with an U- Smash?? Also, do you need to jump again in order to use the second Witch Twist or would it be possible to do Witch Twist > Witch Twist again??
You'd prolly have to jump. Otherwise what's to stop her from just constantly Witch Twisting from the bottom blastzone?
 

BJN39

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You'd prolly have to jump. Otherwise what's to stop her from just constantly Witch Twisting from the bottom blastzone?
I think Sakurai said she can only use it twice. So, whether you CAN use it twice in a row or not, you can't witch twist all the way up from the blastzone per say. I'm gonna bet that you probably DO have to jump though.
 

Smoking_Hot_BBQ

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After testing with dair, it seems to me that it does more damage at certain areas of the move (in training mode, I think it killed sheik earlier if you hit with her foot rather than with her leg). Can someone further test this?
 
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Lorde

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The foot is the only part of the move that meteor smashes (the sweetspot), so it makes sense that it also does more damage than the other hitboxes. That's usually how sweetspots work. ;)
 

BJN39

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I intend to get the info that I can on Bayo compiled here soon. I've just been too busy screwing around with Combonetta

But srsly I managed to make like 3 super swag 30-death ish combos in a short period of time.

Also, she basically has a kill confirm combo off of ground Up B from 70-110% no rage.

Which is like, frame 4

With a big hitbox in front.
 
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Lorde

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You should probably delete the stuff about her not being out yet since it's not relevant anymore.

And iirc, Lavani said Bayo's jump squat is 4 frames.
 

BJN39

Smash Data Ranger
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Ty Lorde Lorde sis that was embarrassing on my part smh.

I'm pretty much starting from the top of the moveset down. Some bits and pieces in the BnBs are still gonna be missing a bit longer. I haven't recorded "KO potentials" yet, and I need to recompile some of the data until.

Complex data tables likely won't be finished until the simple stuff is done. MOSTLY because there's yet to be a public source for all of the in-depth hitbox data.
 
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Lorde

Let 'em talk
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Btw, in the little recommended note under Bayo's introduction tag line, it says "the needs to load a lot of spoilers."

Your typos cannot escape me >:)

But really, it's looks great so far. Good work, BJN sisT.
 
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Masonomace

Yeah Shulk, get stuck in!
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I can help figure out that SH & FH Air Times for ya. Here they are:

Wouldn't mind double confirmation:
SH Air Time: 38 frames
FH Air Time: 54 frames
Doublejump Air Time: 59 frames

EDIT:

Wouldn't mind double confirmation:
Hard Landing lag: 4 frames(?)

  • I wanna say that her Max Air Speed Value is something like ~0.98, 'cus she rivals Bowser Meta Knight & Wii Fit Trainer in a side-by-side testing.
  • I wanna say that her Max Run Speed Value is something like ~1.6, 'cus she rivals Mario & Ryu in a side-by-side testing.
  • I wanna say that her Max Walk Speed Value is something like ~0.9, 'cus she rivals Olimar in a side-by-side testing.
  • I wanna say that her Max Fall Speed Value is something around ~1.8 - ~1.837, 'cus she rivals Falco Little Mac Roy Mega Man & Captain Falcon in a side-by-side testing.
Wouldn't mind double confirmation:
Ledge Getup: Intangibility=1 - 33 | FAF=35
Ledge Attack: Intangibility=1 - 21 | Hitbox Active= 24 - 26(?) | Damage= 7 | FAF= 56
Ledge Jump: Intangibility=1 - 12 | FAF=14(?)
Ledge Roll: Intangibility=1 - 21(?) | FAF=50
 
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