Sonicninja115
Experiment. Innovate. Improve.
- Joined
- Jul 8, 2015
- Messages
- 2,429
Whats to come:
Moveset Analysis
Tech compendium
Strategies
Playstyles
And more!
Important Notice:
Nothing ATM.
Introduction:
This is a place to discuss all things relating to Bayonetta's metagame! Feel free to theorycraft, discuss techs and strategies! As the time goes on, I will continue to update the OP with many things, mainly what is listed in the Whats to Come section at the top. Even though it is sparse at the moment, please feel free to bring your findings here and discuss them!
Hitbox Active: 9
FAF:
Hitbox Active: 16
FAF: 47
Damage: 10%
Use: Damage
Frames on Shield: -16
General Overview:
Dash Attack sucks... Don't try to defend it. It has high start-up, and is insanely unsafe on shield. Avoid using this move if possible.
Ranking:
Forward Tilt:
Hitbox Active: 12
FAF:
Hitbox Active: 7/11
FAF: 27
Damage:
Hitbox Active: 7
FAF: 26
Damage: 6%/7%
Use: Combo
Frames on Shield: -6
General Overview:
Dtilt is one of Bayonetta's main combo starters. Comboing into Uair, Twist, ABK and Fair. It combos until the mid 100%'s and is a central part of Bayonetta's neutral as it is her fastest tilt.
Ranking:
Forward Smash:
Hitbox Active: 19
FAF: 68
Damage: 16%/14%
Use: Positioning, Killing
Frames on Shield: -38
General Overview:
Forward smash is good for killing off of a read and positioning a timed opponent. It has good horizontal reach, but is very punishable.
Ranking:
Up Smash:
Hitbox Active: 18
FAF: 65
Damage: 17%
Use: Killing
Frames on Shield: -35
General Overview:
Usmash is Bayonetta's best smash attack. It is the fastest, with the least amount of start-up and lag. It's kill potential is supplemented by a true combo out of Dtilt and Witch Time. It has high vertical reach and knocback.
Ranking:
Down Smash:
Hitbox Active: 20/25
FAF: 69
Damage: 5%/16%
Use: Spike
Frames on Shield: -29
General Overview:
Dsmash is great for spiking, but other then that, it's use is limited. With 20 frames of start-up and low kill potential, it is completely outclassed by Usmash. Dsmash is great when used with Witch Time, as a Fthrow, Fsmash, Dtilt or Utilt can all send the opponent over the abyss and straight into the path of Dsmash.
Ranking:
Aerials:
Neutral Aerial:
Hitbox Active: 9
FAF: 33
Landing Lag: 10
Damage:
Hitbox Active: 7/7/12
FAF:
Back Aerial:
Up Aerial:
Hitbox Active: 9
FAF: 30
Landing Lag: 12
Damage: 9%
Use: Killing, Combo
Frames on Shield: +2
General Overview:
Uair is great for frame traps and killing. Uair is Bayonetta's high percent kill confirm, being true out of ABK and Dtilt, as well as Uthrow. Uair also combos well and does decent percent.
Ranking:
Down Aerial:
Hitbox Active: 18
FAF: 42
Landing Lag: 28
Damage:
Specials:
Bullet Climax:
Heel Slide:
Hitbox Active: 15
FAF: 72/73
Damage: 9-8%/6%
Use: Combo
Frames on Shield: -42/-6
General Overview:
Heel Slide sets up many combos, but is very punishable on block. Use it sparingly on OHKO characters and carefully on everyone else. Still a very good move regardless.
Ranking:
Hitbox Active: 7
FAF: 32
Damage: 6%
Use: Combo
Frames on Shield: Safe
General Overview:
ABK is a movement option and combo starter. ABK-Uair is a true combo, allowing for an easy kill set-up later in the game.
Ranking:
After Burner Kick (Aerial Down):
Hitbox Active: 8
FAF: 44 (32 on hit)
Damage: 8%
Use: Combo
Frames on Shield: Safe
General Overview:
dABK is a great movement option and combo starter. dABK sets up into many death combos at almost any percent. It is also safe on shield when used with proper mix-ups.
Ranking:
Input:
Hitbox Active: 4
FAF: 29
Damage: 8%
Use: Combo
Landing Lag: 19 (1 use)
General Overview:
Great combo starter, OoS option, combo breaker and movement option... use it often.
Ranking:
Witch Time:
Counter Active: 5-21
Bat Within: 17-29
FAF: 45
Damage: Action Dependent
Use: Counter
General Overview:
Bayonetta's counter has the lowest start-up, but the highest reward. Bat Within makes this move relatively safe, even on whiff. Be forewarned, as there is a refresh counter. After USING it twice, the time in which the opponent decreases dramatically. Even if it doesn't activate, it still drains a use. use this at least twice a stock, as other wise it is a waste of a possible KO.
Ranking:
Moveset Analysis
Tech compendium
Strategies
Playstyles
And more!
Important Notice:
Nothing ATM.
Introduction:
This is a place to discuss all things relating to Bayonetta's metagame! Feel free to theorycraft, discuss techs and strategies! As the time goes on, I will continue to update the OP with many things, mainly what is listed in the Whats to Come section at the top. Even though it is sparse at the moment, please feel free to bring your findings here and discuss them!
Moveset Analysis:
Attacks:
Check out this thread for in-depth moveset data:
crescent-valley-umbra-witch-research-data-repository
Jab:
Attacks:
Check out this thread for in-depth moveset data:
crescent-valley-umbra-witch-research-data-repository
Jab:
Hitbox Active: 9
FAF:
Jab 1: 16
Jab 2: 18
Jab 3: 17
Jab 2: 18
Jab 3: 17
Damage:
Hit 1: 1.5%
Hit 2: 1.5%
Hit 3: 2.7%
Finisher: 7
Hit 2: 1.5%
Hit 3: 2.7%
Finisher: 7
Use: Damage
Frames on Shield: -21/-29
General Overview:
Jab is Bayonetta's second fastest standard attack, and rather useful. It deals a sizable 12% and is difficult to SDI, unlike many Jabs. It is a great quick punish, but is outclassed by Dtilt.
Ranking:
Frames on Shield: -21/-29
General Overview:
Jab is Bayonetta's second fastest standard attack, and rather useful. It deals a sizable 12% and is difficult to SDI, unlike many Jabs. It is a great quick punish, but is outclassed by Dtilt.
Ranking:
Dash Attack:
Hitbox Active: 16
FAF: 47
Damage: 10%
Use: Damage
Frames on Shield: -16
General Overview:
Dash Attack sucks... Don't try to defend it. It has high start-up, and is insanely unsafe on shield. Avoid using this move if possible.
Ranking:
Forward Tilt:
Hitbox Active: 12
FAF:
Ftilt 1: 16
Ftilt 2: 16
Ftilt 2: 16
Damage:
Hit 1: 3.5%
Hit 2: 3%
Hit 3: 8.5%
Hit 2: 3%
Hit 3: 8.5%
Use: Damage, Positioning, combo
Frames on Shield: -8/-17/-15
General Overview:
Ftilt deals a solid 15% and leads into combos at certain percents. It has good range and the third's hitbox is...questionably large...
Ranking:
Frames on Shield: -8/-17/-15
General Overview:
Ftilt deals a solid 15% and leads into combos at certain percents. It has good range and the third's hitbox is...questionably large...
Ranking:
Up Tilt:
Hitbox Active: 7/11
FAF: 27
Damage:
Hit 1: 5%
Hit 2: 6%
Hit 2: 6%
Use: Combo
Frames on Shield: -8
General Overview:
A full Utilt combos into Twist and Uair, leading to a plethora of dangerous combos. Dtilt combos into the second hit of Utilt at lower percents, allowing for a little extra damage and slightly better positioning. If only the first hit of Utilt connects, then it easily combos into ABK, which leads to easy high percent combos and easier kills.
Ranking:
Frames on Shield: -8
General Overview:
A full Utilt combos into Twist and Uair, leading to a plethora of dangerous combos. Dtilt combos into the second hit of Utilt at lower percents, allowing for a little extra damage and slightly better positioning. If only the first hit of Utilt connects, then it easily combos into ABK, which leads to easy high percent combos and easier kills.
Ranking:
Down Tilt:
Hitbox Active: 7
FAF: 26
Damage: 6%/7%
Use: Combo
Frames on Shield: -6
General Overview:
Dtilt is one of Bayonetta's main combo starters. Comboing into Uair, Twist, ABK and Fair. It combos until the mid 100%'s and is a central part of Bayonetta's neutral as it is her fastest tilt.
Ranking:
Forward Smash:
Hitbox Active: 19
FAF: 68
Damage: 16%/14%
Use: Positioning, Killing
Frames on Shield: -38
General Overview:
Forward smash is good for killing off of a read and positioning a timed opponent. It has good horizontal reach, but is very punishable.
Ranking:
Up Smash:
Hitbox Active: 18
FAF: 65
Damage: 17%
Use: Killing
Frames on Shield: -35
General Overview:
Usmash is Bayonetta's best smash attack. It is the fastest, with the least amount of start-up and lag. It's kill potential is supplemented by a true combo out of Dtilt and Witch Time. It has high vertical reach and knocback.
Ranking:
Down Smash:
Hitbox Active: 20/25
FAF: 69
Damage: 5%/16%
Use: Spike
Frames on Shield: -29
General Overview:
Dsmash is great for spiking, but other then that, it's use is limited. With 20 frames of start-up and low kill potential, it is completely outclassed by Usmash. Dsmash is great when used with Witch Time, as a Fthrow, Fsmash, Dtilt or Utilt can all send the opponent over the abyss and straight into the path of Dsmash.
Ranking:
Aerials:
Neutral Aerial:
Hitbox Active: 9
FAF: 33
Landing Lag: 10
Damage:
Hit 1: 8%
Hit 2: 6%
Hit 2: 6%
Use: Spacing
Frames on Shield: +3/+2
General Overview:
Nair is another pillar of Bayonetta's neutral game. It forces tumble at low percents and is extremely safe on shield. When held, it's Bullet Arts deal considerable splash damage, and it's hitbox protects you from some aerial advances.
Ranking:
Frames on Shield: +3/+2
General Overview:
Nair is another pillar of Bayonetta's neutral game. It forces tumble at low percents and is extremely safe on shield. When held, it's Bullet Arts deal considerable splash damage, and it's hitbox protects you from some aerial advances.
Ranking:
Forward Aerial:
Hitbox Active: 7/7/12
FAF:
Fair 1: 27
Fair 2: 32
Fair 3: 36
Fair 2: 32
Fair 3: 36
Landing Lag: 14/14/14
Damage:
Damage:
Hit 1: 3.8%
Hit 2: 2.8%
Hit 3: 6%
Hit 2: 2.8%
Hit 3: 6%
Use: Combo
Frames on Shield: -9/-9/-9
General Overview:
Fair 1 is great for combo extensions and Fair 2 is as well. Using the entire string is mainly for combating correct DI and cutting your losses, but is still deals considerable damage.
Ranking:
Frames on Shield: -9/-9/-9
General Overview:
Fair 1 is great for combo extensions and Fair 2 is as well. Using the entire string is mainly for combating correct DI and cutting your losses, but is still deals considerable damage.
Ranking:
Back Aerial:
Hitbox Active: 11
FAF: 30
Landing Lag: 12
Damage: 13%/10%
Use: Killing, Spacing
Frames on Shield: +4
General Overview:
Bair is a great killing option. It is relatively fast and extremely safe on shield.
Ranking:
FAF: 30
Landing Lag: 12
Damage: 13%/10%
Use: Killing, Spacing
Frames on Shield: +4
General Overview:
Bair is a great killing option. It is relatively fast and extremely safe on shield.
Ranking:
Up Aerial:
Hitbox Active: 9
FAF: 30
Landing Lag: 12
Damage: 9%
Use: Killing, Combo
Frames on Shield: +2
General Overview:
Uair is great for frame traps and killing. Uair is Bayonetta's high percent kill confirm, being true out of ABK and Dtilt, as well as Uthrow. Uair also combos well and does decent percent.
Ranking:
Down Aerial:
Hitbox Active: 18
FAF: 42
Landing Lag: 28
Damage:
Hit 1: 7/8/9%
Hit 2: 5%
Hit 2: 5%
Use: Killing, Damage
Frames on Shield: -16
General Overview:
Dair is a great kill option. It kills as low as 70% at the edge of the stage, and spikes as well. It is cancelled by Jump and Twist, making it safe even when slightly below the stage. It is a passable OoS option as well.
Ranking:
Frames on Shield: -16
General Overview:
Dair is a great kill option. It kills as low as 70% at the edge of the stage, and spikes as well. It is cancelled by Jump and Twist, making it safe even when slightly below the stage. It is a passable OoS option as well.
Ranking:
Specials:
Bullet Climax:
Hitbox Active: 17
FAF: 16
Damage:
Uncharged:
FAF: 16
Damage:
Uncharged:
Hit 1: 1.4%
Hit 2: 1.4%
Hit 3: 1.4%
Hit 4: 1.4%
Charged:
Hit 2: 1.4%
Hit 3: 1.4%
Hit 4: 1.4%
Charged:
Hit 1: 2.7%
Hit 2: 2.7%
Hit 3: 2.7%
Hit 4: 2.7%
Hit 2: 2.7%
Hit 3: 2.7%
Hit 4: 2.7%
Use: Edge-guarding, Jab-Locking and Damage
Frames on Shield: -19/-16
General Overview:
A great Ledge-guarding option and projectile. Negates SH play and can condition the opponent to airdodge off-stage. Is also safe as it can be cancelled by shield.
Ranking:
Frames on Shield: -19/-16
General Overview:
A great Ledge-guarding option and projectile. Negates SH play and can condition the opponent to airdodge off-stage. Is also safe as it can be cancelled by shield.
Ranking:
Heel Slide:
Hitbox Active: 15
FAF: 72/73
Damage: 9-8%/6%
Use: Combo
Frames on Shield: -42/-6
General Overview:
Heel Slide sets up many combos, but is very punishable on block. Use it sparingly on OHKO characters and carefully on everyone else. Still a very good move regardless.
Ranking:
After Burner Kick (Aerial):
Hitbox Active: 7
FAF: 32
Damage: 6%
Use: Combo
Frames on Shield: Safe
General Overview:
ABK is a movement option and combo starter. ABK-Uair is a true combo, allowing for an easy kill set-up later in the game.
Ranking:
After Burner Kick (Aerial Down):
Hitbox Active: 8
FAF: 44 (32 on hit)
Damage: 8%
Use: Combo
Frames on Shield: Safe
General Overview:
dABK is a great movement option and combo starter. dABK sets up into many death combos at almost any percent. It is also safe on shield when used with proper mix-ups.
Ranking:
Input:
Witch Twist (WT):
Hitbox Active: 4
FAF: 29
Damage: 8%
Use: Combo
Landing Lag: 19 (1 use)
General Overview:
Great combo starter, OoS option, combo breaker and movement option... use it often.
Ranking:
Witch Time:
Counter Active: 5-21
Bat Within: 17-29
FAF: 45
Damage: Action Dependent
Use: Counter
General Overview:
Bayonetta's counter has the lowest start-up, but the highest reward. Bat Within makes this move relatively safe, even on whiff. Be forewarned, as there is a refresh counter. After USING it twice, the time in which the opponent decreases dramatically. Even if it doesn't activate, it still drains a use. use this at least twice a stock, as other wise it is a waste of a possible KO.
Ranking:
Throws:
Pummel:
Damage: 3%
Forward Throw:
Damage: 10%
Use: Killing, Positioning
General Overview:
Fthrows purpose is killing at high percents, and getting the opponent off-stage at all other percents.
Ranking:
Back Throw:
Damage: 9%
Use: Positioning
General Overview:
Bthrow's main purpose is to get the opponent off-stage.
Ranking:
Up Throw:
Damage: 7.5%
Use: Combo (High %)
General Overview:
Uthrow guarantees into Uair at kill percents, and can combo into twist at low depending on DI. At the very least, Uthrow grants positional advantage when in center stage.
Ranking:
Down Throw:
Damage: 8%
Use: Situational Combos (Low %)
General Overview:
Dthrow has multiple possible follow-ups, but no true combos. This is a situational throw that depends on your reading skills, and your opponents reaction skills.
Ranking:
Pummel:
Damage: 3%
Forward Throw:
Damage: 10%
Use: Killing, Positioning
General Overview:
Fthrows purpose is killing at high percents, and getting the opponent off-stage at all other percents.
Ranking:
Back Throw:
Damage: 9%
Use: Positioning
General Overview:
Bthrow's main purpose is to get the opponent off-stage.
Ranking:
Up Throw:
Damage: 7.5%
Use: Combo (High %)
General Overview:
Uthrow guarantees into Uair at kill percents, and can combo into twist at low depending on DI. At the very least, Uthrow grants positional advantage when in center stage.
Ranking:
Down Throw:
Damage: 8%
Use: Situational Combos (Low %)
General Overview:
Dthrow has multiple possible follow-ups, but no true combos. This is a situational throw that depends on your reading skills, and your opponents reaction skills.
Ranking:
Last edited: