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It is triggered by distance from Bayonetta last I tested and heard....To my knowledge, it's literally just "all projectiles" that don't trigger Witch Time. Considering that Samus' Z-air can trigger it at full length and so can Bayo's own Bullet Arts (which are actually just huge disjointed hitboxes, not projectiles), I think as long as the move is a separate entity to the character and the character isn't too close, it's totally safe...
-and I think most people know when a move is classed as a projectile or not, due to it's "reflectable" status.
I don't understand why you think that samus zair is a projectile, it's just a tether grab, and it can't be reflected. Full length zair activates the WT because it's a disjointed movewe should actually make a list of what moves can be witch time no matter what distance or what you need to be close on.
I am pretty sure Samus ZAir is a projectile (due how its programmed to be able to grab ledge) but if it is able to no matter what distance, it could be that "all Anchored Projectiles" can be WT no matter what distance.
I am following "Brawl" terms there "Articles" = "Projectiles".I don't understand why you think that samus zair is a projectile, it's just a tether grab, and it can't be reflected. Full length zair activates the WT because it's a disjointed move
This is pretty much it. Disjoints will trigger Witch Time no matter how far away, while you must be close by to be affected if Bayonetta Witch Times a projectile.To my knowledge, it's literally just "all projectiles" that don't trigger Witch Time. Considering that Samus' Z-air can trigger it at full length and so can Bayo's own Bullet Arts (which are actually just huge disjointed hitboxes, not projectiles), I think as long as the move is a separate entity to the character and the character isn't too close, it's totally safe...
-and I think most people know when a move is classed as a projectile or not, due to it's "reflectable" status.