Myollnir
Smash Ace
Yo, Myollnir here. I'm a Bayonetta/Kirby player from France (currently ranked 4th).
This is my in-depth guide on how to deal with Bayonetta's combos, focusing on UpB and SideB.
I apologize in advance for my English.
Without further ado, let's get right into it.
I / Knowing your ennemy : analyzing Bayonetta's specials
This is my in-depth guide on how to deal with Bayonetta's combos, focusing on UpB and SideB.
I apologize in advance for my English.
Without further ado, let's get right into it.
I / Knowing your ennemy : analyzing Bayonetta's specials
Witch Twist is Bayonetta's Up Special.
It is referred to as WTw.
If Bayonetta uses a double jump, she will be able to use WTw again. WTw can only be used twice without landing, grabbing the ledge or getting hit.
Bayonetta can use WTw during the first 3 frames after double jumping to regain her double jump. This is called the triple jump technique. Since she can use WTw twice, she can have three double jumps in total.
As a result, even after Bayonetta ended a combo and used her second WTw, most of the time she'll have a jump left, allowing her to surprise people with jump U-air for the kill. There are some instances where this is a true combo (depending on %, rage, weight, fall speed), but it can sometimes be airdodged. If you airdodge it she can only hold A to extend the U-air. Bullet Arts U-air won't kill due to its angle (by the time your airdodge ends, you'll have started falling, preventing a death off the top).
In this clip, Ally gets caught by the second jump U-air. Notice how Mistake slightly delays his WTw2 after his double jump to reposition himself while still getting another jump (remember there is a 3-frame window to use the triple jump technique).
During WTw's start-up, Bayonetta takes a small step forward (backward if you B-reversed it, of course). This is pretty important to know as it'll help you understand if she reversed it or not if you're not able to recognize it visually.
For instance, if you were both in the air and you were in her back during a combo, if she hits you with it, that means she reversed it (unless she was litterally inside you and your character is big enough, then even with the small step forward she can hit you without reversing).
WTw has 7 hits : the first, the middle hits and the last hit, for a total of 7%
Credits to KuroganeHammer. http://kuroganehammer.com/Smash4/Bayonetta
Extremely important : the final hit will have a lot less knockback if this is Bayonetta's second WTw. This will be referred to as WTw2. Conversely, the first one will be referred to as WTw1. Only the last hit will change. Everything else is the same.
Notice that the first hit deal 1% less damage if you use an aerial WTw, which means the move will deal 6% if every hit connects. You can only do WTw2 in the air, so it will always deal 6%.
With correct spacing and precision, Bayonetta can hit you with only the first hit of an aerial WTw. This is called Single hit WTw. It has set knockback, meaning that its knockback is only affected by Bayonetta's % (rage).
On the ground, it can be used as a combo starter / kill confirm that isn't affected by SDI (almost, since there is only one hit). It can even be done out of a footstool on some characters like Mewtwo.
However, this is situational. The most important thing to know is that this also works in the air. Notice how high Marth was sent? This is the same knockback on an airborne opponent.
It can be done during a combo if the opponent is close enough. This is why it can kill extremely early.
If you want to know how to do this, you need to land the move with the bottom part of it. There is a hitbox at the bottom of the WTw where Bayo will move faster than the opponent's launch speed. This is hard to pull off in the air, to my knowledge it's almost impossible without doing jump + WTw.
Don't worry, it's usually not something you can plan to do as the Bayonetta player from the start of your combo, you do it instinctively. Good players already use it, the world where Bayonetta players can single hit every time to prevent SDI doesn't exist.
It is significantly harder to hit on smaller characters (actually close to impossible). Unless you're playing a big character, you shouldn't worry about it.
It can be done after an aerial footstool a few characters, but the only character against which Bayonetta can reliably use this is Bowser.
It is referred to as WTw.
If Bayonetta uses a double jump, she will be able to use WTw again. WTw can only be used twice without landing, grabbing the ledge or getting hit.
Bayonetta can use WTw during the first 3 frames after double jumping to regain her double jump. This is called the triple jump technique. Since she can use WTw twice, she can have three double jumps in total.
As a result, even after Bayonetta ended a combo and used her second WTw, most of the time she'll have a jump left, allowing her to surprise people with jump U-air for the kill. There are some instances where this is a true combo (depending on %, rage, weight, fall speed), but it can sometimes be airdodged. If you airdodge it she can only hold A to extend the U-air. Bullet Arts U-air won't kill due to its angle (by the time your airdodge ends, you'll have started falling, preventing a death off the top).
In this clip, Ally gets caught by the second jump U-air. Notice how Mistake slightly delays his WTw2 after his double jump to reposition himself while still getting another jump (remember there is a 3-frame window to use the triple jump technique).
During WTw's start-up, Bayonetta takes a small step forward (backward if you B-reversed it, of course). This is pretty important to know as it'll help you understand if she reversed it or not if you're not able to recognize it visually.
For instance, if you were both in the air and you were in her back during a combo, if she hits you with it, that means she reversed it (unless she was litterally inside you and your character is big enough, then even with the small step forward she can hit you without reversing).
WTw has 7 hits : the first, the middle hits and the last hit, for a total of 7%
Credits to KuroganeHammer. http://kuroganehammer.com/Smash4/Bayonetta
Extremely important : the final hit will have a lot less knockback if this is Bayonetta's second WTw. This will be referred to as WTw2. Conversely, the first one will be referred to as WTw1. Only the last hit will change. Everything else is the same.
Notice that the first hit deal 1% less damage if you use an aerial WTw, which means the move will deal 6% if every hit connects. You can only do WTw2 in the air, so it will always deal 6%.
With correct spacing and precision, Bayonetta can hit you with only the first hit of an aerial WTw. This is called Single hit WTw. It has set knockback, meaning that its knockback is only affected by Bayonetta's % (rage).
On the ground, it can be used as a combo starter / kill confirm that isn't affected by SDI (almost, since there is only one hit). It can even be done out of a footstool on some characters like Mewtwo.
However, this is situational. The most important thing to know is that this also works in the air. Notice how high Marth was sent? This is the same knockback on an airborne opponent.
It can be done during a combo if the opponent is close enough. This is why it can kill extremely early.
If you want to know how to do this, you need to land the move with the bottom part of it. There is a hitbox at the bottom of the WTw where Bayo will move faster than the opponent's launch speed. This is hard to pull off in the air, to my knowledge it's almost impossible without doing jump + WTw.
Don't worry, it's usually not something you can plan to do as the Bayonetta player from the start of your combo, you do it instinctively. Good players already use it, the world where Bayonetta players can single hit every time to prevent SDI doesn't exist.
It is significantly harder to hit on smaller characters (actually close to impossible). Unless you're playing a big character, you shouldn't worry about it.
It can be done after an aerial footstool a few characters, but the only character against which Bayonetta can reliably use this is Bowser.
After Burner Kick is Bayonetta's Side Special in the air.
It is referred to as ABK.
Bayonetta's grounded Side Special is called Heel Slide. It's a pretty simple move to understand, just know that Bayo can chose not to do the kick. Also know that if this move hits someone or a shield, its cooldown will be shorter than if whiffed (this is designed to allow Bayonetta to combo without the kick). Moving on.
If Bayonetta hits something* with her ABK, she has a 1-second window to use a second one. ABK can only be used twice without landing, grabbing the ledge or getting hit.
* : It can be any hurtbox, really. A character, a shield, a balloon, a duck... It can even be used again after hitting someone that just respawned (invincibility as opposed to intangibility). However it cannot be used again if Bayonetta bounces on a wall with it (unless it hits a hurtbox as well).
ABK has three different hitboxes, depending on which frame it hits on.
This one deals 6% and sends the opponent towards where Bayonetta will be at the end of the move.
This one deals 7% and sends the opponent slightly up & forward.
This one deals 6% and sends the opponent slightly up & back.
ABK has a short hitstun until mid %, meaning you'll be able to airdodge or use a move before the follow-up. Obviously, the higher your % / Bayonetta's rage, the higher the hitstun.
By doing the true hadouken input, Bayonetta can angle her ABK down.
This is referred to as dABK. It has no follow-up if the opponent DIs away. dABK shares the same properties as standard ABK when it comes to regaining a second SideB. Whether Bayonetta choses to ABK or dABK it's still limited to two uses (and only one if it doesn't hit).
Then again, nothing hard, just don't DI in. Moving on.
It is referred to as ABK.
Bayonetta's grounded Side Special is called Heel Slide. It's a pretty simple move to understand, just know that Bayo can chose not to do the kick. Also know that if this move hits someone or a shield, its cooldown will be shorter than if whiffed (this is designed to allow Bayonetta to combo without the kick). Moving on.
If Bayonetta hits something* with her ABK, she has a 1-second window to use a second one. ABK can only be used twice without landing, grabbing the ledge or getting hit.
* : It can be any hurtbox, really. A character, a shield, a balloon, a duck... It can even be used again after hitting someone that just respawned (invincibility as opposed to intangibility). However it cannot be used again if Bayonetta bounces on a wall with it (unless it hits a hurtbox as well).
ABK has three different hitboxes, depending on which frame it hits on.
This one deals 6% and sends the opponent towards where Bayonetta will be at the end of the move.
This one deals 7% and sends the opponent slightly up & forward.
This one deals 6% and sends the opponent slightly up & back.
ABK has a short hitstun until mid %, meaning you'll be able to airdodge or use a move before the follow-up. Obviously, the higher your % / Bayonetta's rage, the higher the hitstun.
By doing the true hadouken input, Bayonetta can angle her ABK down.
This is referred to as dABK. It has no follow-up if the opponent DIs away. dABK shares the same properties as standard ABK when it comes to regaining a second SideB. Whether Bayonetta choses to ABK or dABK it's still limited to two uses (and only one if it doesn't hit).
Then again, nothing hard, just don't DI in. Moving on.
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