Data "Let's Dance!" - Bayonetta Frame Data [ WIP ]

ぱみゅ

❤ ~
Moderator
Joined
Dec 5, 2008
Messages
9,987
Location
Below your skirt!
3DS FC
4785-5700-5699
NNID
kyo.pamyu.pamyu
Switch FC
SW 3264 5694 6605
#1
A very preliminary list of Frame Data I've been working on, using the Frame Advance present in Training Mode.
The list isn't complete and I might be one frame off in few of these, but hopefully it could give you a rough idea of how fast/slow her moves are,


To do:
-Add all hitbox active frames.
-Add all multihits, including Bullet Arts.
-Add damage values.
-Add charge time values.
-Add Bullet Climax's time limits.
-Add Witch Time's activation values (Slowdown timings, Bat Within timings, Slowdown formula).
-Add Dodges.
-Improve the formatting.
-Double check all values.


For reference: http://kuroganehammer.com/Smash4/Bayonetta
Once completed I might as well just post a link to Kuroganehammer's site when it is ready.


Feel free to point out anything I might have missed or if I'm wrong with something.
The real reason I haven't completed it is because I play in tabletop mode and ran out of battery, but I've completed a good potion of the list and I felt like sharing what I've already got.


Also formatting a table is difficult in this site so bear with it or propose how to improve it.

Shoutouts to BJN39 BJN39 for helping making the list more complete.


Code:
BAYONETTA #nerfqueen

JAB
Hit 9-11
FAF 32
Dmg 1.4
Angle -
Transition 15-24

JAB2
Hit 7-8
FAF 32
Dmg 1.4
Angle -
Transition 14-29

JAB3
Hit 7-8
FAF 40
Dmg 2.2
Angle -
Transition 17-36

Rapid
Hit 6

Finisher
hit 5, 11-12
FAF 63
Dmg 0.5, 5
Angle 60

FTILT1
Hit 12
FAF 32
Dmg 3.0
Angle 60/70
Transition 16-30

FTILT2
Hit 12
FAF 40
Dmg 3
Angle 45/60
Transition 16-38

FTILT3
Hit 14-15
FAF 43
Dmg 7
Angle 80

UTILT
hit 9-11, (12-14) 15
FAF 32
Dmg 1.5, (2) 6
Angle 110, (135) 92

DTILT
hit 7-8
FAF 29
Dmg 5 / 6
Angle 85 / 70

FSMASH
Hit 17-19
Charge 3
FAF 67
Dmg 14/16
Angle Sakurai

Usmash
Hit 18-19, 20-21, 22-23
Charge 7
FAF 65
Dmg 17/16/15
Angle 85

Dsmash
Hit 20-21, 25/26-27
Charge 9
FAF 69
Dmg 5, 16,15
Angle 0, 70 (270)

NAIR
hit 9-25
FAF 33
Dmg 8
Angle 50
Ac <1-32>
Landing Lag 10
Bullet Arts Landing Lag 18

FAIR1
Hit 7-9
FAF 38
Dmg 4
Angle 45/60
Ac <2-28>
Transition 13-34
Landing Lag 12
Bullet Arts Landing Lag 18

FAIR2
Hit 7-9
FAF 40
Dmg 3.2
Angle 55/80
Ac <1-30>
Transition 13-34
Landing Lag 12
BA Landing Lag 18

FAIR3
Hit 12-15
FAF 46
Dmg 7
Angle 55
Ac <1-33>
Landing Lag 12
Bullet Arts Landing Lag 18

BAIR
hit 11-14
FAF 35
Dmg 10/13
Angle Sakurai
Ac <1-27>
Landing Lag 10
Bullet Arts Landing Lag ???

UAIR
hit 9-18
FAF 30
Dmg 7.5
Angle 120/60
Ac <2-24>
Landing Lag 8
Bullet Arts Landing Lag ???

DAIR
Hit 18-33
FAF 53
Dmg 7/8/9
Angle 70/270

DAIR 2
hit 1-4
FAF 31
Dmg 5
Angle 45

Dash Attack
Hit 15-20, 21-26
FAF 43
Dmg 10, 8
Angle 50

Standing Grab
Active 7-8
FAF 38

Dash Grab
Active 9-10
FAF 46

Pivot Grab
Active 11-12
FAF 41

Bullet Climax
First hit 18
FAF 77

Heel Slide
Active 15-39
FAF 73

Heel Slide 2
Active 50-x
FAF 73

Afterburner Kick
Active 07-x
FAF 31

Afterburner Dive Kick
Active 08-x
FAF 44

Afterburner Kick Wall Bounce
FAF 26

Witch Twist
Active 06, x
FAF 32

Witch Time
God have mercy
FAF 68

:196:
 
Last edited:

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,022
Location
The Zelda Boards
#3
ぱみゅ ぱみゅ Sis I just collected a good portion of data tonight and then saw this thread and yew did the same...lol Seeing as I guess I won’t make one now, I don’t mind posting the data here to see if it helps in any way!

okay, so it’s a little raw since this is just how I jotted the notes, but it has damage (base damage for 3+ Player gameplay. Just gotta multiply by 1.2 for 1v1 numbers.) Not sure how we got different numbers, but I’m pretty confident I did due diligence in testing. Getting full hit durations ranges from easy to excruciating.

I’m willing to admit that the angle numbers are educated guesses so they can be excluded if desired, but they’re still 90% correct or within the real number *shrug*

Code:
Btw a LOT of nerfs. #NerfQueen

JAB
Hit 9-11
FAF 32
Dmg 1.4
Angle
Transition 15-24

JAB2
Hit 7-8
FAF 32
Dmg 1.4
Angle 
Transition 14-29

JAB3
Hit 7-8
FAF 40
Dmg 2.2
Angle
Transition 17-36

^Press A for 1F, have A released 1F, press A for another frame. Activates jab rapid 

Rapid 
Hit 6

ENDER
hit 5, 11-12
FAF 63
Dmg 0.5, 5
Angle 60

66A
Hit 15-20, 21-26
FAF 43
Dmg 10 / 8
Angle 50

DTILT
hit 7-8
FAF 29
Dmg 5 / 6
Angle 85 / 70

UTILT
hit 9-11, (12-14) 15
FAF 32
Dmg 1.5, (2) 6
Angle 110, (135) 92

FTILT1
Hit 12
FAF 32
Dmg 3.0
Angle 60/70
Transition 16-30

FTILT2
Hit 12
FAF 40
Dmg 3
Angle 45/60
Transition 16-38

FTILT3
Hit 14-15
FAF 43
Dmg 7
Angle 80

Fsmash 
Hit 17-19
Charge 3
FAF 67
Dmg 14/16
Angle Sakurai

Dsmash 
Hit 20-21, 25/26-27
Charge 9
FAF 69
Dmg 5, 16,15 
Angle 0, 70 (270)

Usmash
Hit 18-19, 20-21, 22-23
Charge 7
FAF 65
Dmg 17/16/15
Angle 85

Grab 7-8, 38
Dash 9-10, 46
Pivot 11-12, 41

NAIR
hit 9-25
FAF 33
Dmg 8
Angle 50
Ac <1-32>
LandLag 10

FAIR1
Hit 7-9
FAF 38
Dmg 4
Angle 45/60
Ac <2-28>
Transition 13-34
LandLag 12

FAIR2
Hit 7-9
FAF 40
Dmg 3.2
Angle 55/80
Ac <1-30>
Transition 13-34
LandLag 12

FAIR3
Hit 12-15
FAF 46
Dmg 7
Angle 55
Ac <1-33>
LandLag 12

BAIR
hit 11-14
FAF 35
Dmg 10/13
Angle Sakurai
Ac <1-27>
LandLag 10

UAIR
hit 9-18
FAF 30
Dmg 7.5
Angle 120/60
Ac <2-24>
LandLag 8

DAIR
Hit 18-33
FAF 53
Dmg 7/8/9
Angle 70/270

DAIR2
hit 1-4
FAF 31
Dmg 5
Angle 45
 

ぱみゅ

❤ ~
Moderator
Joined
Dec 5, 2008
Messages
9,987
Location
Below your skirt!
3DS FC
4785-5700-5699
NNID
kyo.pamyu.pamyu
Switch FC
SW 3264 5694 6605
#4
ぱみゅ ぱみゅ Sis I just collected a good portion of data tonight and then saw this thread and yew did the same...lol Seeing as I guess I won’t make one now, I don’t mind posting the data here to see if it helps in any way!

okay, so it’s a little raw since this is just how I jotted the notes, but it has damage (base damage for 3+ Player gameplay. Just gotta multiply by 1.2 for 1v1 numbers.) Not sure how we got different numbers, but I’m pretty confident I did due diligence in testing. Getting full hit durations ranges from easy to excruciating.

I’m willing to admit that the angle numbers are educated guesses so they can be excluded if desired, but they’re still 90% correct or within the real number *shrug*

Code:
Btw a LOT of nerfs. #NerfQueen

JAB
Hit 9-11
FAF 32
Dmg 1.4
Angle
Transition 15-24

JAB2
Hit 7-8
FAF 32
Dmg 1.4
Angle
Transition 14-29

JAB3
Hit 7-8
FAF 40
Dmg 2.2
Angle
Transition 17-36

^Press A for 1F, have A released 1F, press A for another frame. Activates jab rapid

Rapid
Hit 6

ENDER
hit 5, 11-12
FAF 63
Dmg 0.5, 5
Angle 60

66A
Hit 15-20, 21-26
FAF 43
Dmg 10 / 8
Angle 50

DTILT
hit 7-8
FAF 29
Dmg 5 / 6
Angle 85 / 70

UTILT
hit 9-11, (12-14) 15
FAF 32
Dmg 1.5, (2) 6
Angle 110, (135) 92

FTILT1
Hit 12
FAF 32
Dmg 3.0
Angle 60/70
Transition 16-30

FTILT2
Hit 12
FAF 40
Dmg 3
Angle 45/60
Transition 16-38

FTILT3
Hit 14-15
FAF 43
Dmg 7
Angle 80

Fsmash
Hit 17-19
Charge 3
FAF 67
Dmg 14/16
Angle Sakurai

Dsmash
Hit 20-21, 25/26-27
Charge 9
FAF 69
Dmg 5, 16,15
Angle 0, 70 (270)

Usmash
Hit 18-19, 20-21, 22-23
Charge 7
FAF 65
Dmg 17/16/15
Angle 85

Grab 7-8, 38
Dash 9-10, 46
Pivot 11-12, 41

NAIR
hit 9-25
FAF 33
Dmg 8
Angle 50
Ac <1-32>
LandLag 10

FAIR1
Hit 7-9
FAF 38
Dmg 4
Angle 45/60
Ac <2-28>
Transition 13-34
LandLag 12

FAIR2
Hit 7-9
FAF 40
Dmg 3.2
Angle 55/80
Ac <1-30>
Transition 13-34
LandLag 12

FAIR3
Hit 12-15
FAF 46
Dmg 7
Angle 55
Ac <1-33>
LandLag 12

BAIR
hit 11-14
FAF 35
Dmg 10/13
Angle Sakurai
Ac <1-27>
LandLag 10

UAIR
hit 9-18
FAF 30
Dmg 7.5
Angle 120/60
Ac <2-24>
LandLag 8

DAIR
Hit 18-33
FAF 53
Dmg 7/8/9
Angle 70/270

DAIR2
hit 1-4
FAF 31
Dmg 5
Angle 45
Sis, your list is a lot more complete than mine and you included almost everything I did, so you basically rendered my entire work obsolete lfmao

I'll just copy your list add any extras I got.
:196:
 

Luigifan18

Smash Master
Premium
Joined
Feb 19, 2015
Messages
3,014
Switch FC
SW-5577-0969-0868
#6
If I may ask, what does FAF stand for? I'm new to the whole frame data stuff.
I believe it's “First Actionable Frame”, and it refers to the precise frame on which you regain control after concluding an action. A move's FAF is essentially how many frames are taken between its being inputted and the character being ready to take another action. (I'm pretty sure I didn't explain that very well; someone else can feel free to fill in the blanks.)
 
Last edited:

ぱみゅ

❤ ~
Moderator
Joined
Dec 5, 2008
Messages
9,987
Location
Below your skirt!
3DS FC
4785-5700-5699
NNID
kyo.pamyu.pamyu
Switch FC
SW 3264 5694 6605
#7
I believe it's “First Actionable Frame”, and it refers to the precise frame on which you regain control after concluding an action. A move's FAF is essentially how many frames are taken between its being inputted and the character being ready to take another action. (I'm pretty sure I didn't explain that very well; someone else can feel free to fill in the blanks.)
To be more precise, it's the amount of time between the very first frame of that move being executed and the very first frame the next one can come out.
It sounds similar but it's technically not the same.
:196:
 

Luigifan18

Smash Master
Premium
Joined
Feb 19, 2015
Messages
3,014
Switch FC
SW-5577-0969-0868
#8
To be more precise, it's the amount of time between the very first frame of that move being executed and the very first frame the next one can come out.
It sounds similar but it's technically not the same.
:196:
And to expand further on that, the FAF isn't necessarily the frame on which a move's animation finishes. Some moves can be interrupted by another move before their animation is concluded. Though I think the term for that is "IASA", which stands for "Interruptible As Soon As"; a lot of these moves can only be interrupted under certain conditions or by certain things (Ryu's attacks in general having a lot of IASA shenanigans going on).
 

C3ntra

Smash Rookie
Joined
Dec 24, 2018
Messages
5
#9
Funny thing about that witch time, I actually found a nice tech with it but it requires it to not be so laggy to actually mean anything. I guess if anyone cares about what it is, just know that it serves no purpose in game with Bayonetta's current state. If they buff the end lag on witch time then it can change.

Bayonetta gains more landing lag when she uses more specials in the air. However, when Bayonetta uses witch time just before she hits the ground, she will instead have the lag that witch time has.

Can be useful at low-mid percent when the combos are otherwise unsafe and punishable, especially since witch time is very weak at that percent. Even so, needs less lag.

EDIT: I found a diffrenet way to use the tech. I can confirm that it works. If I use it so that the whole animation happens before I land then I end up with a landing lag reset.
 
Last edited:

ぱみゅ

❤ ~
Moderator
Joined
Dec 5, 2008
Messages
9,987
Location
Below your skirt!
3DS FC
4785-5700-5699
NNID
kyo.pamyu.pamyu
Switch FC
SW 3264 5694 6605
#10
Forward Roll
Bat Within: 2-5
Intangible: 6-15
FAF: 31

Back Roll
Bat Within: 3-6
Intangible: 7-16
FAF: 36

Spotdodge
Bat Within: 2-5
Intangible: 6-17
FAF: 25

Regular Airdodge
Bat Within: 1-4
Intangible: 5-31
FAF: 46
Landing Lag: 10

Directional Airdodge
Bat Within: 1-4
Intangible: 5-21
FAF: 94
Landing Lag: 15

SPECIAL LAG:
OK, this took me quite a while.
Every single combination of Witch Twist, Afterburner Kick and Afterburner Dive Kick was tested, and every single one of them several times with different landings (alone, Airdodge, and Dive Kick Landing).
In most cases, changing an Afterburner Kick for a Divekick didn't do any difference, so in order to cut the fat, the first list consists of the general combo, only adding the Divekick whenever it was different.
The second one lists all the combinations tested.
Both lists only include Airdodge when it made a difference from the regular landing.

Code:
WT=Witch Twist
ABK=Afterburner Kick
ADK=Afterburner Dive Kick
ADL=Afterburner Dive Kick Landing
AD=Airdodge
WT=18
WT+AD=25
WT+WT=32
WT+WT+AD=42
ABK=20
ADK=20
ABK+ABK=30
ADL=40
WT+ABK=25
WT+ADK=30
ABK+WT=20
ADK+WT=30
ABK+WT+AD=25
WT+WT+ABK=42
WT+WT+ADL=42
WT+ABK+WT=42
ABK+WT+WT=32
ABK+WT+WT+AD=42
WT+ABK+ABK=30
WT+ABK+ADL=40
WT+WT+ABK+ABK=42
WT+WT+ABK+ADL=42
WT+ABK+WT+ABK=42
WT+ADK+WT+ADL=50
WT+ABK+ABK+WT=42
(work in progress)

Code:
WT=Witch Twist
ABK=Afterburner Kick
ADK=Afterburner Dive Kick
ADL=Afterburner Dive Kick Landing
AD=Airdodge
WT=18
WT+AD=25
WT+WT=32
WT+WT+AD=42
ABK=20
ADK=20
ABK+ABK=30
ADK+ADK=30
ADL=40
WT+ABK=25
WT+ADK=30
ABK+WT=20
ADK+WT=30
ABK+WT+AD=25
WT+WT+ABK=42
WT+WT+ADK=42
WT+WT+ADL=42
WT+ABK+WT=42
WT+ADK+WT=42
ABK+WT+WT=32
ADK+WT+WT=32
ABK+WT+WT+AD=42
ADK+WT+WT+AD=42
WT+ABK+ABK=30
WT+ADK+ABK=30
WT+ABK+ADK=30
WT+ADK+ADK=30
WT+ABK+ADL=40
WT+ADK+ADL=40
WT+WT+ABK+ABK=42
WT+WT+ABK+ADK=42
WT+WT+ADK+ABK=42
WT+WT+ADK+ADK=42
WT+WT+ABK+ADL=42
WT+WT+ADK+ADL=42
WT+ABK+WT+ABK=42
WT+ABK+WT+ADK=42
WT+ABK+WT+ADL=42
WT+ADK+WT+ABK=42
WT+ADK+WT+ADK=42
WT+ADK+WT+ADL=50
WT+ABK+ABK+WT=42
WT+ABK+ADK+WT=42
WT+ADK+ABK+WT=
WT+ADK+ADK+WT=
ABK+WT+ABK+WT=
ABK+WT+ADK+WT=
ADK+WT+ABK+WT=
ADK+WT+ADK+WT=
ABK+ABK+WT+WT=
ABK+ADK+WT+WT=
ADK+ABK+WT+WT=
ADK+ADK+WT+WT=
:196:
 
Last edited:
Top