TheColorfulOrca
Smash Apprentice
Thanks for this info! I definitely didn't know that it had this much utility. I will add these findings to the guide as soon as I can!I feel like BA Uair is a very underrated move right now. Have a few things to say about it that weren't mentionned in the Bayonetta guide (in the combo part at least).
- BA Uair can be used to juggle in the air at specific percent. For exemple, at around 20-30%, if you go for an Uair on an airborne opponent, you can get another one(Uair > Uair = 18%) but you won't get anything more that is true expect maybe an Up B. On the other hand, BA Uair can combo around those percent. Basically you can get a Bair follow up after BA Uair (26%). When Bair doesn't connect, you can still get a free ABK. Futhermore, running off stage with BA Uair knowing that it combos into Bair at low percent can be a nice edgeguarding tool, more knockback that BA Nair at least.
- BA Uair on landing has a weak hit that can combo into ABK at kill percent. Things like landing BA > ABK > Nair is possible. BA Uair combos into Fair at low percent. You only get the hit of Fair1 that combos less so you can't really have a true combo after that. I could see BA Uair > Fair1 ~> Fast Fall Utilt if the opponent doesn't airdodge or BA Uair > Fair1 ~> Crossunder Pivot Grab if he does.
- BA Uair on landing has another weird property if you hit with the close hit of the bullets after the weak hit. What happens is that the opponent goes out of hitstun and lands just right in front of you after the BA Uair. For that to happen, you have to get the timing right but it kinda happens randomly though. I don't if it works on the all cast. Anyway, just after that happens, you can follow up with a grab or attack. I don't know if you have frame advandage or not though so this might not be that helpful if that's not the case...
- When testing in training mode against a CPU Mario, I found that landing BA Uair true combos into ABK at all percents up to around 110%, though some forward momentum is required at higher percents (starting around 80%). I found it easiest to connect from around 40% - 70%, so landing BA Uair is most useful at mid percents, in my opinion. It does also combo into Fair1 at low percents, but the timing is very strict, and forward momentum is required. Most of the time ABK is the better followup, anyways. Other than that, I wasn't able to find any more followups from landing BA Uair.
- When testing in training mode against a CPU Mario, I had difficulty following up with anything after an aerial BA Uair at the specified percent range. If you land an Uair on an aerial opponent at that percent range, it true combos both into itself and into UpB, which has good combo potential. Perhaps I was testing it incorrectly, but in my opinion, regular Uair is better than BA Uair for aerial combos. I use BA Uair to hit opponents who airdodge through the regular Uair to continue my juggle.
- I also ran into the bug where the opponents takes less knockback from a landing BA Uair. I have no idea how it's caused, and I had trouble finding good followups off it because if it's infrequency. In theory, the best followups would be DTilt and WT, in my opinion. I can only say to make the most of it when it does happen.
Again, thanks for the info!