Sonicninja115
Experiment. Innovate. Improve.
- Joined
- Jul 8, 2015
- Messages
- 2,429
Awesome! Thank you!Just do you know, Kuroganehammer's site has some of Bayonetta's data now that is still missing here.
http://kuroganehammer.com/Smash4/Bayonetta
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Awesome! Thank you!Just do you know, Kuroganehammer's site has some of Bayonetta's data now that is still missing here.
http://kuroganehammer.com/Smash4/Bayonetta
there is 2 types of WT, one thats the first one (always the first one)pikazz could you explain the second WT stuff here? I need to find out how to do it, and your help would be much appreciated!
Also, Bayonetta can hold shield as soon as she activates Buller Climax in the air. What this will do is cause Bayonetta to continue charging, but as soon as she hits the ground, shield comes out.
I found something that makes this tech a bit better. If you press B for bullet climax, and then immediately press shield, nothing will happen. Until you hit the ground, at which point a shield will come out frame 1. It is useful with Mewtwo, which is why I know about it.BALLC: New Bayonetta Tech?
So, upon labbing Bayonetta, I think I've discovered something. When stacking her landing lag by doing combos in-air, it is possibly to completely eliminate all of the landing lag by using her Neutral B. Not only do you lose all the stacked lag, but you lose any other lag you might receive, as long as you don't land while still in the animation for the neutral special. Pretty cool, considering once you do a big combo that doesn't kill you can just tap B and fastfall to the ground with no lag. It's pretty useful, and I'm wondering if it can be done with any of her other moves (that are quicker than executing an uncharged Neutral B). Thoughts?
-Pseudo
I tested it on sonic, and it seems that they can just let go of shield?So, my friend was playing Sm4sh the other day. He found this out that makes Bayonetta broken AF.
(Uploaded on his YouTube channel)
Combine this with the combos, Bayonetta might be a threat.
so you still dont know? D: the second time you use WT in air before landing (recovering or comboing) is the second WT and it has different end hitbox at the endI found something that makes this tech a bit better. If you press B for bullet climax, and then immediately press shield, nothing will happen. Until you hit the ground, at which point a shield will come out frame 1. It is useful with Mewtwo, which is why I know about it.
I tested it on sonic, and it seems that they can just let go of shield?
pikazz how do you get the second WT? Sorry I didn't clarify that...
Actually no, it seems that Bayonetta MUST execute the animation for the Neutral B in order to cancel the landing lag, so charge cancelling will not work, unfortunately.I found something that makes this tech a bit better. If you press B for bullet climax, and then immediately press shield, nothing will happen. Until you hit the ground, at which point a shield will come out frame 1. It is useful with Mewtwo, which is why I know about it.
Really? I have thought the opponent went too far. Guess I got placebo'ed.so you still dont know? D: the second time you use WT in air before landing (recovering or comboing) is the second WT and it has different end hitbox at the end
can record the differents between first and the second oneReally? I have thought the opponent went too far. Guess I got placebo'ed.
Pseud0 so, doing an aerial in the air will result in LL if you land within the animation/Total Frames period. Doing an aerial special will cause you to have LL no matter what, this is what you are saying right?
Assuming yes, Bayonetta doesn't have a free fall, she can always use an aerial to try and get better LL upon landing. The thing is, the LL from witch twist will not apply unless you use it at a certain height, and possibly don't cancel it's LL with a different aerial. I have never heard of stacking LL, I know that a hard landing will occur after the combo, but WT's or ABK's animations, and LL should be negated by the time you land, right? Am I misunderstanding a tech or something?
Should you always be able to hit a Fair/Uair after Witch Twist 2? Seems random at times.can record the differents between first and the second one
Most likely not, I am pretty sure it is a variation of MALLC, and not because of the name similarities.Oooo that Ball Cancel sounds lovely
Hope it's real.
Probably gonna get patched out. :/
not always, but it doesnt launch the opponent so far like in the first WT that you need SideB or Perfect Frame UpB to reachShould you always be able to hit a Fair/Uair after Witch Twist 2? Seems random at times.
TapB WT, DJ and WT again on best possible IASA. you might also have to "move forward" 2-3 frames but its literally a frame perfect combo move. try out in 1/4 in trainingOkay, BALLC is weird... Why the heck does it force you to use BC? That is seriously jank.
I tested the LL, and there seems to be RCO lag with Bayonetta, probably as a result of her getting 2 up B's and not going into free fall. Definetly a useful tech. I will look into it and add it to the OP, plus I will make sure to give you creditPseud0
No needpikazz i got the second thing down. But question, how do you get the Up B-Up B combo? Do you have to cancel the Up B at a specific frame?
So this combo would have to be frame perfect? That's a shame.TapB WT, DJ and WT again on best possible IASA. you might also have to "move forward" 2-3 frames but its literally a frame perfect combo move. try out in 1/4 in training
that combo (upB to UpB) isnt really "hard" once you actually have gotten into it, but I believe it needs to be between 2-3 frames and its not forgivingSo this combo would have to be frame perfect? That's a shame.
No, this tech is Bullet Art Landing Lag Cancel, in which you can cancel the stacking of your landing lag from aerial combos by executing the animation of a neutral b. The point is to be able to land as fast as possible without suffering the ~30 frames of landing lag you'll recieve if you do a hefty aerial combo.Hey guys. Couple things to say.
1) This BALLC should be called BCLLC if I am understanding it correctly. What I've found is you can land while charging BC then shield and do whatever. Is this what you guys are talking about?
I think D DisidisiD is calling it BCLLC because you use Bullet Climax to cancel the LL, not Bullet Arts.No, this tech is Bullet Art Landing Lag Cancel, in which you can cancel the stacking of your landing lag from aerial combos by executing the animation of a neutral b. The point is to be able to land as fast as possible without suffering the ~30 frames of landing lag you'll recieve if you do a hefty aerial combo.
I'm not sure it's RCO lag, simply because she doesn't need to be attacked in order for the lag to initiate. I am pretty sure it's just a character specific mechanic which stacks landing lag in order to "balance" her aerial combos. They mentioned it in the character trailer/explanation I believe. That's the point of BALLC. A good way to test this is to: Jump-UpB-Jump-UpB-SideB and land. You'll see that you'll have a ton of landing lag, which is the point of this tech. Try doing that same sequence, but after the UpAir, tap B. You'll see that upon landing, ALL of that lag disappears. For some reason, you will still suffer the hard Landing Lag if you charge cancel the bullets, and it doesnt seem to work with Witch Time, so it seems using the neutral B might be the only way to eliminate this lag.Okay, BALLC is weird... Why the heck does it force you to use BC? That is seriously jank.
I tested the LL, and there seems to be RCO lag with Bayonetta, probably as a result of her getting 2 up B's and not going into free fall. Definetly a useful tech. I will look into it and add it to the OP, plus I will make sure to give you creditPseud0
BALLC sounds so much cooler. Can we please bend the rules?
If all of Bayonetta's ATs were innuendos that would fit her perfectly.Gah well. Let's call it Climax Cancelling, or something.
Climax cancelling could work as well.Gah well. Let's call it Climax Cancelling, or something.
No, it doesn't. I'm pretty positive it's character specific.BALLC sounds so much cooler. Can we please bend the rules?
Pseud0 RCO is the only mechanic that sortsa matcches what is happening. I don't believe this happens to any other character. Right? It doesn't happen to mewtwo or Diddy at least.
There's also another variant of this combo that goes Dtilt-WT-ABK-WT-ABK-UAir that's slightly more reliable since ABK-UAir is harder to DI out of than ABK-ABK-Uair. I'd post a video but I don't have recording tools :/Im not sure if this is true or not but id appreciate if someone here could find out https://www.youtube.com/watch?v=_hUg9fgcxMw
Do you have Sm4sh on the wii U? It allows you to upload replays to youtube.There's also another variant of this combo that goes Dtilt-WT-ABK-WT-ABK-UAir that's slightly more reliable since ABK-UAir is harder to DI out of than ABK-ABK-Uair. I'd post a video but I don't have recording tools :/
I've been using the combo you stated consistently. It KOs if used around ~50%.There's also another variant of this combo that goes Dtilt-WT-ABK-WT-ABK-UAir that's slightly more reliable since ABK-UAir is harder to DI out of than ABK-ABK-Uair. I'd post a video but I don't have recording tools :/
ayy Charlotte boyzI've been using the combo you stated consistently. It KOs if used around ~50%.
You can also catch the opponent off guard and replace Dtilt with UpThrow, but I'm pretty sure its not guaranteed at the percents it will kill.
Haha I've actually played you in a tourney when you played Rosalina. I was one of the only ZSS, but I committed to Bayonetta ever since her reveal.ayy Charlotte boyz
I know you! Small world, never thought I'd see another SiA regular cruising around SB. And same here man, Bayo is my one and only.Haha I've actually played you in a tourney when you played Rosalina. I was one of the only ZSS, but I committed to Bayonetta ever since her reveal.
In general only her vertically based strings are reliable.Watching/ reading up on bayonetta stuff, I've heard that "everything" bayonetta has is easily DI-able. Does DI really have a crippling impact on her combos? My brother and I tried holding down and away on various combos + starters and they seemed to work, but not super consistently...
DI can really hurt her combos, but only certain DI. You have to DI away at a certain percent range and DI Down at low Percents. There is probably a window where DI doesn't work, but because of how young her Metagame is, we haven't labbed it yet.Watching/ reading up on bayonetta stuff, I've heard that "everything" bayonetta has is easily DI-able. Does DI really have a crippling impact on her combos? My brother and I tried holding down and away on various combos + starters and they seemed to work, but not super consistently...
I do, I was just lazyDo you have Sm4sh on the wii U? It allows you to upload replays to youtube.
I can't test this for myself right now, but if this is a true combo it could really improve our neutral. Jab is far easier to connect than Dtilt IMO.Apologies if someone already said this, but while playing friendlies as bayonetta with one of my friends today, I figured out that at I think low to medium percents, you can just use the first three hits of jab and go for a dtilt almost immediately after, tacking on extra damage and netting you dtilt followups. I feel like using this instead of rapid jab is a good mixup (or a better option altogether), although I could be completely wrong.