edde
Smash Ace
With patch 3.1.0 Bayonetta received some love, here are the changes from the official nintendo patch notes found here: https://en-americas-support.nintendo.com/app/answers/detail/a_id/45405
This is my personal analysis on the buffs:
Neutral Attack 1 Increased the amount of time hit detection lasts.
Jab's first hit should hit more consistently/have more priority, the hitbox should linger for more time while the move's lag data stays untouched
Flurry Attack Finish Extended launch distance.
The full jab flurry finisher hit now kills earlier... not needed this part of her kit specifically, but kill power is welcome any day and I won't complain
Dash Attack Extended launch distance for the high-damage range.
Dash attack kills earlier... dash attack killed? maybe we'll start seeing KO's at 200-250%? idk... same as above (not needed this part of her kit specifically, but kill power is welcome any day and I won't complain)
Up Tilt Attack Made it easier to hit multiple times.
Buff's are always welcome, but bayo's uptilt was already a pretty good anti-air move (you just needed to be consistently facing the oponent), but all in all, a good move got a buff, lets see what new applications this can have
Down Smash Attack Increased the amount of time hit detection lasts.
If the hitbox lingers a bit longer, this will be mayor. Her trap game will be turned up a tiny notch... which is a lot on a skilled player's hands
Side Special Reduced vulnerability when landing.
I believe her landing lag for flying too much will be less punishing... great buff, can't measure its power yet though... Personally I was kind of against this buff because I always believed her flying combos have the potential to be some of the best of the game and a combo this powerful does indeed need a weakness... although the previous lag was way too punishing... Could be the best buff of all, or could be worthless, can't tell right now
Up Special Reduced vulnerability when landing.
Read above, the combo's lag was determined by how many upb's and sideb's were used
Down Special Increased the amount of time counter detection lasts.
Increased the amount of time Bat Within’s detection lasts.
Increased the recovery speed of Witch Time's duration.
Witch time, although nerfed, was still good... one of the better counters of the game IMO. This is probably the biggest or second biggest buff to her on this patch.
Overall analysis: These buffs were indeed a step in the right direction, Bayo was weak (maybe still is a bit weak). Can't really tell if they will make her OP again (most likely they won't), but one can't be sure about many minor buffs to an already overloaded kit.
All of these buffs are welcome, although they don't tackle bayo's main weakness which is her sucky neutral and they barely did anything to help her kill (I still believe these earlier kill buffs are pretty meh, but always welcome).
Personally, these were the buffs i was looking for on her kit:
I would have given her a more complete hitbox of her Fsmash to fully cover what the arm shows and reduce a bit of its endlag (it has more endlag than ganon/bowser with half the damage/killpower). This fsmash buff would give her a solid kill option which she lacks... dont get me wrong, although i liked the buffs, the dsmash was already fine and a jab finisher/predictable dash attack aren't very consistent.
Increase a bit her some of her base stats, most importantly ground movement speed and weight (she suffers from mew2 syndrome... too tall, too light)
INCREASE HER GRAB RANGE. for an already slow character with low priority and very punishable aproaches, her grab range is pretty damn bad (maybe the worst of the game)
Well, the discussed part on the title means that i may not be 100% right, I always appreciate when I get corrected so feel free to post your opinions and corrections.
This is my personal analysis on the buffs:
Neutral Attack 1 Increased the amount of time hit detection lasts.
Jab's first hit should hit more consistently/have more priority, the hitbox should linger for more time while the move's lag data stays untouched
Flurry Attack Finish Extended launch distance.
The full jab flurry finisher hit now kills earlier... not needed this part of her kit specifically, but kill power is welcome any day and I won't complain
Dash Attack Extended launch distance for the high-damage range.
Dash attack kills earlier... dash attack killed? maybe we'll start seeing KO's at 200-250%? idk... same as above (not needed this part of her kit specifically, but kill power is welcome any day and I won't complain)
Up Tilt Attack Made it easier to hit multiple times.
Buff's are always welcome, but bayo's uptilt was already a pretty good anti-air move (you just needed to be consistently facing the oponent), but all in all, a good move got a buff, lets see what new applications this can have
Down Smash Attack Increased the amount of time hit detection lasts.
If the hitbox lingers a bit longer, this will be mayor. Her trap game will be turned up a tiny notch... which is a lot on a skilled player's hands
Side Special Reduced vulnerability when landing.
I believe her landing lag for flying too much will be less punishing... great buff, can't measure its power yet though... Personally I was kind of against this buff because I always believed her flying combos have the potential to be some of the best of the game and a combo this powerful does indeed need a weakness... although the previous lag was way too punishing... Could be the best buff of all, or could be worthless, can't tell right now
Up Special Reduced vulnerability when landing.
Read above, the combo's lag was determined by how many upb's and sideb's were used
Down Special Increased the amount of time counter detection lasts.
Increased the amount of time Bat Within’s detection lasts.
Increased the recovery speed of Witch Time's duration.
Witch time, although nerfed, was still good... one of the better counters of the game IMO. This is probably the biggest or second biggest buff to her on this patch.
Overall analysis: These buffs were indeed a step in the right direction, Bayo was weak (maybe still is a bit weak). Can't really tell if they will make her OP again (most likely they won't), but one can't be sure about many minor buffs to an already overloaded kit.
All of these buffs are welcome, although they don't tackle bayo's main weakness which is her sucky neutral and they barely did anything to help her kill (I still believe these earlier kill buffs are pretty meh, but always welcome).
Personally, these were the buffs i was looking for on her kit:
I would have given her a more complete hitbox of her Fsmash to fully cover what the arm shows and reduce a bit of its endlag (it has more endlag than ganon/bowser with half the damage/killpower). This fsmash buff would give her a solid kill option which she lacks... dont get me wrong, although i liked the buffs, the dsmash was already fine and a jab finisher/predictable dash attack aren't very consistent.
Increase a bit her some of her base stats, most importantly ground movement speed and weight (she suffers from mew2 syndrome... too tall, too light)
INCREASE HER GRAB RANGE. for an already slow character with low priority and very punishable aproaches, her grab range is pretty damn bad (maybe the worst of the game)
Well, the discussed part on the title means that i may not be 100% right, I always appreciate when I get corrected so feel free to post your opinions and corrections.
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