Jaxas
Smash Champion
(NOTE: This is a super-early WIP. Please add your own combos (and let me know if it's a combo or a string!), and know that the formatting and stuff will be heavily improved in the future!)
Term|Description
WTwist | Witch Twist (Up Special)
ABK | AfterBurner Kick (Side Special) - Always assume this is the aerial version
uABK | Specifically the Upwards Aerial ABK
dABK | Specifically the Downwards Aerial ABK (Inputs are the same as Ryu's Hadouken!)
gABK (or HSK) | The Grounded version of ABK, officially called Heel Slide Kick
WTime | Witch Time (The Down B Counter)
BA | Bullet Arts (Hold A after using a move)
JC | Jump Cancel (Can refer to either cancelling a Jump, generally into WTwist or Usmash, or cancelling something with a Jump)
FF | Fast Fall (Press down in the air)
50/50 | Something that the opponent can technically escape, but only has 1 option - which means you can cover it if you know they'll do it!
<X> | This means you should be able to pick your followup after this point (often used after Fair1, because you have options!)
B&B | "Bread and Butter" combo; basically a 'reliable standard' that you should be able to pull of regularly
For anything else, please visit the Smash Dictionary
Move|Info
Witch Twist (General)|Witch Twist will only combo if you do NOT use the Bullet Arts (held) version of the move. If you use it and see any purple at all, you did the BA version!
Witch Twist (Other)|Witch Twist 1 (the grounded/non-double-jump version) and Witch Twist 2 (WTwist after you DJ) have different knockback angles. (If someone can give me the specific's that'd be handy, but AFAIK WTwist2 hits almost purely horizontally)
2nd ABK|The 2nd AfterBurner Kick will only trigger if you have hit something (hopefully your opponent) with the original ABK within approximately the last 1 second!
Anyways, let's get right into it!
On to the main attraction!
Of course to do this, you first have to start the combo.
These Launchers are all reliable combo starters, at most all percent ranges!
Followup | Use | DI | Starting % | Ending %
Utilt | Combo | None | 0% | 25%
Fair | Combo | None | 0% | MAX
WTwist | Combo | None | 0% | 170%
uABK | Combo | None | 0% | MAX
Uair | Kill / Combo | None | 70% | MAX
Bair | Kill | None | 110% | MAX
Followup | Use | DI | Starting % | Ending %
WTwist | Combo | None | 0% | MAX (Barely)
Fair | Combo | None | 0% | MAX
Uair | Kill / Combo | None | 10% | MAX
Bair | Kill | None | 30% | MAX
Utilt | Combo | None | 0% | 10%
uABK (ONLY works if slide misses) | Combo | None | 10% | 180%
Followup | Use | DI | Starting % | Ending %
I'll | test | this | eventually
These can often lead into death, and when they don't they often do a TON of damage!
These are your options to finish a combo, meaning that they will not combo into anything else.
Theoretically, these will kill pretty often!
(Also, this is here temporarily since there's still useful info in it!)
Here's a Key (for anyone who doesn't know some of the terms used)
WTwist | Witch Twist (Up Special)
ABK | AfterBurner Kick (Side Special) - Always assume this is the aerial version
uABK | Specifically the Upwards Aerial ABK
dABK | Specifically the Downwards Aerial ABK (Inputs are the same as Ryu's Hadouken!)
gABK (or HSK) | The Grounded version of ABK, officially called Heel Slide Kick
WTime | Witch Time (The Down B Counter)
BA | Bullet Arts (Hold A after using a move)
JC | Jump Cancel (Can refer to either cancelling a Jump, generally into WTwist or Usmash, or cancelling something with a Jump)
FF | Fast Fall (Press down in the air)
50/50 | Something that the opponent can technically escape, but only has 1 option - which means you can cover it if you know they'll do it!
<X> | This means you should be able to pick your followup after this point (often used after Fair1, because you have options!)
B&B | "Bread and Butter" combo; basically a 'reliable standard' that you should be able to pull of regularly
For anything else, please visit the Smash Dictionary
Also, general tips to help with "Why doesn't this combo work?!"
Witch Twist (General)|Witch Twist will only combo if you do NOT use the Bullet Arts (held) version of the move. If you use it and see any purple at all, you did the BA version!
Witch Twist (Other)|Witch Twist 1 (the grounded/non-double-jump version) and Witch Twist 2 (WTwist after you DJ) have different knockback angles. (If someone can give me the specific's that'd be handy, but AFAIK WTwist2 hits almost purely horizontally)
2nd ABK|The 2nd AfterBurner Kick will only trigger if you have hit something (hopefully your opponent) with the original ABK within approximately the last 1 second!
And Finally, the Method I Used to Gather Percentages
- All testing was done in Training Mode
- This means Rage and Staling are NOT taken into account!
- All testing was done on a Guest Mii Brawler (Weight 100, and fairly standard height)
- I mark things as being followups when the combo counter shows it as true. This is not completely accurate, but I don't have the means of actually testing otherwise.
- Some tests were done in 1/4th speed, so they may only work with perfect inputs!
Anyways, let's get right into it!
On to the main attraction!
Launchers & Combo Starters
The most important part of winning with Bayonetta is comboing your opponents for massive damage or death.Of course to do this, you first have to start the combo.
These Launchers are all reliable combo starters, at most all percent ranges!
Dtilt
- Dtilt is a quick (Frame 7) attack and is easily one of Bayonetta's most reliable Launchers.
- It is safe on shield when spaced correctly
Utilt | Combo | None | 0% | 25%
Fair | Combo | None | 0% | MAX
WTwist | Combo | None | 0% | 170%
uABK | Combo | None | 0% | MAX
Uair | Kill / Combo | None | 70% | MAX
Bair | Kill | None | 110% | MAX
Held gABK/HSK (SideB)
- This is another amazing setup move, but it has some nuance.
- The slide portion of the move stops reliably comboing into the cartwheel at the end at higher percents
- Around 85% with No DI, tested against default Miis (100 weight)
- The cartwheel kick at the end is completely safe on shield, however the initial slide is very definitely not.
- You can be grabbed out of the slide portion even if you're trying to go into the kick
- This seems to be spacing dependent; though I'm not as sure on this as I'd like to be
- Unless stated otherwise, the chart below hits with the slide->cartwheel at <85% and only the cartwheel at >85%
WTwist | Combo | None | 0% | MAX (Barely)
Fair | Combo | None | 0% | MAX
Uair | Kill / Combo | None | 10% | MAX
Bair | Kill | None | 30% | MAX
Utilt | Combo | None | 0% | 10%
uABK (ONLY works if slide misses) | Combo | None | 10% | 180%
Utilt
- Utilt has 2 separate hitboxes (1 seems to be on the ground, while the other is higher up).
- The upper hitbox combos cleanly into WTwist at most percents
- The grounded hitbox doesn't seem to combo well at all.
- Also, apparently (Not tested by me) this move cleanly beats Cloud's Dair (thought it has no horizontal range)
I'll | test | this | eventually
WTwist
- While this is normally what you're launching into, you can definitely use it to start your combos raw.
- It's also an amazing Out-of-Shield option, at Frame 4! (F5 OoS)
dABK
- This is a great move as a punish, because it's so fast from a decent distance.
- It also combos into a lot of stuff, and is very reliable in doing so
Combo Fillers (Coming Soon)
Once you've landed that first hit on your opponent, your next job is to get the most optimal combo on them as a punish.These can often lead into death, and when they don't they often do a TON of damage!
Coming Soon!
Combo Finishers (Coming Soon)
Once you've strung some Combo Fillers together, it's time to finish it with a bang!These are your options to finish a combo, meaning that they will not combo into anything else.
Theoretically, these will kill pretty often!
Coming Soon!
(Also, this is here temporarily since there's still useful info in it!)
Hey guys, came here to find the thread so I could hammer out some B&B's and I found... nothing! (Though the Technique Compendium is pretty neat).
So anyways, I figured I'd make one myself!
This thread will be split into a couple of different sections:
Part 1: Basic Combos
These will be the things that every Bayonetta main & secondary (& pocket, I guess) should know and have down, from things like [Fair1->Fair2->Fair3] to the slightly longer [Fair1->upABK->upABK->WT].
This will also contain basic hitconfirms, such as [Fair1->Fsmash].
These should be your starting point (for COMBOS, don't forget neutral game stuff though!) if you're a new Bayonetta player! (You know, like all of us right now).
Part 2: Extended Combos
These will be longer, more technical combos; things that take a bit more practice, but are all the flashier (and more effective, of course!) for it too!
An example here would be something like [Fair1->Fair2->WT->upABK->upABK->WT->Uair].
Part 3: Death Combos
These will be very long combos, specifically ones that can bring your opponent from a very low percent to dead.
This will also include strings and stuff, because I'm assuming there aren't any true kill combos when people actually DI.
Part 4: Misc & Other Info
Basically just anything that's important that doesn't fit in the other categories. Contains things like Throw followups and the like.
More sections may be added as we find more combos, but this is just for the start
So anyways, I figured I'd make one myself!
This thread will be split into a couple of different sections:
Part 1: Basic Combos
These will be the things that every Bayonetta main & secondary (& pocket, I guess) should know and have down, from things like [Fair1->Fair2->Fair3] to the slightly longer [Fair1->upABK->upABK->WT].
This will also contain basic hitconfirms, such as [Fair1->Fsmash].
These should be your starting point (for COMBOS, don't forget neutral game stuff though!) if you're a new Bayonetta player! (You know, like all of us right now).
Part 2: Extended Combos
These will be longer, more technical combos; things that take a bit more practice, but are all the flashier (and more effective, of course!) for it too!
An example here would be something like [Fair1->Fair2->WT->upABK->upABK->WT->Uair].
Part 3: Death Combos
These will be very long combos, specifically ones that can bring your opponent from a very low percent to dead.
This will also include strings and stuff, because I'm assuming there aren't any true kill combos when people actually DI.
Part 4: Misc & Other Info
Basically just anything that's important that doesn't fit in the other categories. Contains things like Throw followups and the like.
More sections may be added as we find more combos, but this is just for the start
Section 1: Basic Combos, Hitconfirms, and other B&Bs
- [Damage, 12%] Fair 1 -> Fair 2 -> Fair 3
- If you hit someone with Fair, you can hit Attack 2 more times to do this three-hit combo.
- Works up to almost 700%
- [Damage/Filler, 27%] Fair 1 -> upABK -> ABK (Down @ Low%, Up at High%) -> WT
- A decently damaging combo, though the WT doesn't show up as a Combo in training mode
- Works between 10% and around 150%
- A decently damaging combo, though the WT doesn't show up as a Combo in training mode
- [Damage/Starter, (Need to check)%] Dtilt -> Utilt -> Fair1 -> <X>
- A solid B&B, that seems to be able to lead into quite a bit!
- Works between 0% and around 35%
- A solid B&B, that seems to be able to lead into quite a bit!
- [Damage/Starter, (Need to check%)] Dtilt -> Fair1 -> <X>
- Similar to the above combo, but it works for quite a bit longer.
- Works between 0% and around 150%
- [Damage/Kill, (Need to check)%] Dtilt -> Uair
- Quick damage, and can kill at higher percents (~130%)
- Works (when?)
- [Damage, 27%] Utilt -> uABK -> dABK -> Uair
- Solid damage with a sizeable amount of time it works
- Works between 55% and around 95%
- Solid damage with a sizeable amount of time it works
- [Damage, 31%] Utilt -> uABK -> dABK -> Bair
- Can kill at the ledge!
- Works between 85% to about 95%
- [Damage/Starter, (Need to check)%] dABK -> Fair1 -> WTwist -> <X>
- Works on large-bodied characters (Like ROB, Bowser)
- Works (when? "High-ish Percents")
- [Damage, (Need to check)%] Uair -> Bair
- Works at around 60%
- [Damage, 46%] (Held) gABK -> WTwist -> ABK -> ABK -> Bair
- Works between 0% and around 40%
- [Damage/Starter, (???)%] Falling Uair -> Fair1 -> WTwist -> <X>
- Works starting at ~40%
- [Damage/Kill, 36%] (Grounded) WTwist -> uABK -> (Jump) WTwist -> uABK -> Uair
- You may need to delay the first uABK slightly for this to work
- Kills (Sheik) when started at 60%
- The initial WTwist can also be comboed from Dtilt, Utilt, Fair, or Falling Uair
- Example Video (by
1up_Regal )
- Works (when?) - at least at 60%!
Section 2: Extended Combos
- [Damage/Kill, (Need to check)%] Dtilt -> WTwist -> uABK -> uABK -> Bair(/Uair)
- Kills (at the ledge) between 85-90%
- Uair works instead of Bair to kill when not at the ledge!
- Works (when?)
- [Damage, (Need to check)%] Dtilt -> WTwist -> uABK -> uABK -> (Jump) Bair
- Works (when?)
- [Damage, 38%-52%] (Falling) Uair -> Utilt (-> Utilt, only on Heavy/FastFallers) -> WTwist -> uABK -> uABK (-> Bair)
- The 2nd Utilt only works against Heavies (like Bowser) and FastFallers (like Sheik)
- The Bair doesn't seem to true combo out of ABK, but it's really close
- This combo is much more difficult to start against small characters (Olimar, Jiggs, etc)
- Video Demonstration (by
EODM07 )
- Works at 0%
Section 3: Death Combos/Kill Confirms
- [Kill Confirm, (Unknown)%] Dtilt -> Uair
- This starts killing at around 130%
- [Kill Confirm, (Unknown)%] dABK -> Jump -> (Immediately) Dair
- Works around 100-135%
- Kills near the ledge
- [Kill Confirm, 19%] Fair1 -> Fsmash |OR| Dsmash
- If you land directly after hitting someone with Fair1, you can true combo it into Fsmash (or Dsmash at the ledge!) for a kill!
- Works between about 100-140% (NEEDS VERIFIED)
- Tip: It seems to be easiest to get this using the Cstick for Fair and pressing Down to fastfall on the main stick (that way you don't pop up)
- [Kill Combo, 80%] (Falling) Uair -> Bair -> Uair (Land->Jump) -> Bair -> uABK -> WTwist -> uABK -> WTwist -> Uair
- Works on Medium-Heavies (think Ike)
- Apparently untested on the rest of the cast; may work there
- The main portion of this combo works at a ton of percents, you just need a different combo starter!
- Video Example (by
S
Snasen
)
- Works between around 20% to 30%
- Works on Medium-Heavies (think Ike)
- [Kill Combo, 38%] Dtilt -> Fair1 -> WTwist -> Jump -> dABK -> dABK -> WTwist
- The jump -> dABK needs to be a very quick transition
- Video Demonstration (by 'Carl Boy')
- Works at 0%
Section 4: Misc & Other Info
- Basic Throw Damages
- Fthrow: 10% (You may not want to stale this though, since it's a backup-tier kill throw)
- Bthrow: 9%
- Uthrow: 7%
- Dthrow: 8%
- Pummel: 3% (There are 2 hits per input, they total 3%)
- Fthrow: 10% (You may not want to stale this though, since it's a backup-tier kill throw)
- Throw Combos
- A note on Throw Combos
- These were all tested with No DI, and are VERY tight windows. What this means is that you really shouldn't treat these as guaranteed, because it's very very likely that these won't work at all with DI.
- Show up as a Combo in Training Mode
- [60%-100%] Dthrow -> Fair
- [90%] Dthrow -> Uair
- Things that were close (Potential 50/50s?)
- [0%] Dthrow -> Jab (Not true, but I'm pretty sure they can only AD, which has landing lag, and then gets jabbed)
- [20%] Uthrow -> Nair, Uair, Fair
- [20%] Dthrow -> Dash-JC WTwist
- [40%] Uthrow -> Nair, Uair, Fair
- [60%] Uthrow -> Uair, Fair
- [60%] Dthrow -> Uair, Nair
- [0%] Dthrow -> Jab (Not true, but I'm pretty sure they can only AD, which has landing lag, and then gets jabbed)
- A note on Throw Combos
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