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Bayonetta Fixes + Adjustments#2439

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SkewedAskew merged 5 commits into
HDR-Development:devfrom
jaccob101:bayo-3-leaks
Jul 16, 2024
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Bayonetta Fixes + Adjustments#2439
SkewedAskew merged 5 commits into
HDR-Development:devfrom
jaccob101:bayo-3-leaks

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@jaccob101

@jaccob101 jaccob101 commented Jun 12, 2024

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bayo conceptuals:
tries to make her toys more fun to play with while reducing things that don’t make sense or feel good to fight (smash attacks lingering, late-hit up air killing, late-nair sending straight up with no kbg, up tilt stage-spikes, late-hit back air being full strength, etc).
Assets: anim.zip (delete specialairhi pls)
Hitboxes: https://imgur.com/a/aQ7hpUz

Bayonetta:

  • [+] Run Accel Mul: 0.0816 -> 0.1
  • [+] Run Speed: 1.635 -> 1.65

Special Lag / Resource System:

  • [*] Specials now properly restored by referencing vanilla’s checks, previously missed several scenarios where being hit would not put you in the damage anim
  • [R] Special lag reworked to be based on burnt resources instead of hard-coded values that were based on special use order and priority.
  • [-] Special lag range: 14-35 -> 14-50
    Whiff Lag: 6f, ABK: 6f, DABK: 9f, WTW: 6F, Base Lag: 8f

Jab 3:

  • [-] FAF: 27 -> 29

Forward Tilt:

  • [+] Hitbox Duration: 7-8 -> 7-10
  • [+] Angle: 62/70/75/52/70/75 -> 66/75/80/56/75/80
  • [+] BKB: 55/50/50/45/35/35 -> 59/54/54/49/39/39
  • [-] FAF: 25 -> 27
  • [+] Combo End Frame: 31 -> 1 (if anim is exited restarts ftilt queue)
    this should make ftilt 1 more usable as a poke without using the second kick, but it has more commitment and you don't want to hit the tip. the alternative was to rewrite the statuses (to make it require ftilt inputs) but that is beyond me

Up Tilt:

  • [!] Hitboxes reworked to use two spheres, pulled in horizontally (again).
  • [+] Scoop hitbox now uses 368 (also less hitstun/kb on fallout)
  • [-] Angle: 94 -> 95 (comp for below)
  • [+] BKB: 85 -> 80 (launcher)
  • [+] KBG: 64 -> 66
  • [-] FAF: 30 -> 31
    more precise but with more consistent payoff

Down Tilt:

  • [+] Hitboxes shrunk 0.5 units, placed 1 unit farther down leg (~0.5 unit profit).
    matches her moves’ typical disjoints better while making it a bit more precise

Dash Attack:

  • [+] Angle: 56 -> 58
  • [+] KBG: 75 -> 80 (initial)

Smash attacks:

  • [+] Bayonetta no longer synced to her weaves’ hitstop once detached from her
  • [-] Air hitboxes no longer transcendent
  • [+] Smash attack nerf only applies if released during Witch Time (lima tech works now)

Forward Smash:

  • [$] Arm movement less desynced from bayo's movement
  • [-] Arm shrunk by 5%, hitboxes shrunk farther.
  • [-] Interpolation hitbox removed, spacing and angling is more impactful on coverage.
  • [-] Hitbox Activity: 15-17/18-22 -> 17-19/20-23
  • [-] Damage: 14/16, 14/15 sour -> 14/16, 11/13 and 15/17, 12/14 (up angled)
  • [+] 361/49 -> 361 (angled versions normalized)
  • [-] BKB: 34/35 -> 30/25 (norm/down angled)
  • [+] KBG: 100 -> 103/100 (norm/up angled)
    this should make it more precise and more rewarding when charged. upwards angle has higher damage with ~5 units more kb to reward people who greed for it (the blindspot is quite large now). down angled still nerfed bc it covers missed ledge grabs and gets low profiled less

Up Smash:

  • [$] Arm movement less desynced from bayo's movement
  • [-] Arm shrunk by 10%, hitboxes shrunk farther.
  • [-] Hitbox Activity: 15/16-22/23-28 -> 16/17-22/23-26
  • [-] Damage: 17/16/15 -> 17/16/14
  • [-] BKB: 36/32 -> 31
  • [+] KBG: 90 -> 95
    overall stronger due to more frame adv but covers significantly less stage and doesn’t linger forever

Down Smash:

  • [-] Bonus hitstun: 4 -> 0
    hitstun was an old band-aid to make comboing off it better, but without hitstop it’s very strong as-is and feels pretty good

Neutral Aerial:

  • [$] Effects matched to her actual hitbox arc (less deceiving startup?)
  • [!] Angle: 70 -> 48 (late hit)
  • [-] BKB: 70 -> 15
  • [-] KBG: 40 -> 102
    late hit normalized to initial hit, no longer an innate di-mixup

Forward Aerial:

  • [-] Each stage now counts as fair 1 for the staleness queue. Drastically reduces damage of fair chains
  • [/] Onhit Y velocity: 1.3 -> 1.31 (less bad on floaties)

Forward Aerial 3:

  • [+] Damage: 6 - > 7 (still lower)

Back Aerial:

  • [/] Sourspots properties homogenized
  • [+] Reverse-hit hitboxes more generous
  • [R] Late-hit added. (ie sonic bair)
  • [+] Hitbox Activity: 9-13 -> 9-11/12-14
  • [+] Angles: 40/50 (sweet/sour) -> 38/50, 50 (late)
  • [-] Damage: 8/10/12 -> 8/10/12, 8/10 (late)
  • [-] BKB: 20/15/40 -> 15/10 (sour/sweet)
  • [+] KBG: 120/70 -> 120
    addition of the late-hit adds many uses in combos while making it more precise. feels intuitive (imo)

Up Aerial:

  • [/] Sour-hit starts slightly earlier in arc
  • [+] BKB: 50 -> 40
  • [/] KBG: 101/82 -> 115/84
    strong hit launches farther ~80, late hit weaker to ~match vanilla up air. late hit no longer killing removes the di-trap to make it easier to play against. (please di out)

Down Air:

  • [+] Damage: 8/10/10(a), 7/9/9(g), 5 (landing) -> 8/10/10 (grounded hit matched), 6
  • [+] Angles: 70/270/230 -> 50/270/250 (grounded hit)
  • [-] FKB: 50/85/85 -> 45/45/45 (less frame adv on grounded-hit cancel)
  • [=] BKB: 75 -> 78
  • [=] KBG: 127 -> 111 (landing hit)
  • [-] Landing Lag: 19 -> 20
    makes the ground hit less janky, and makes it hit harder on-stage to match the commitment required (same kb curve but it doing 2% more helps)

Neutral Special:

  • [*] Cancels no longer ignore special landing lag frames
  • [*] Repeated cycles can jab-lock again
  • [-] Aerial repeat hitbox now flinchless again, done in a way that doesn't glitch (hopefully)
  • [/] Spotdodge cancel removed

Grounded Side Special:

  • [*] Bullet arts re-enabled as I figured out how to make it not proc the slow on-hit
  • [/] Slide-off now faster (again), should be more visually similar to a ledge cancel/shorten instead of continuing off but with slight gravity (felt clunky)
  • [-] Hitbox Activity: 15-39 -> 15-35
  • [+] Hit-cancel added on frame 50 (seemed to be an oversight from vanilla status script?)
  • [/] Angle: 42/47 -> 361 (first 4 frames)
  • [/] BKB: 95/90/79/69 -> 85/80/75/65 (should link better but worse vs cc)
  • [-] FAF: 57 -> 60
    previously wanted the slide-off to feel like it naturally continuing past ledge but in practice it just felt slow and awkward, it being more of a ledge shorten makes sense conceptually and allows better follow-ups

Grounded Side Special Kick:

  • [+] Angle: 98 -> 101

Upwards Aerial Side Special:

  • [$] Endlag no longer angled towards the screen oddly and should no longer snap back in place (rotates her rot bone instead of top bone)
  • [*] Bullet boost on down-angle fixed
  • [+] Angle window: 25 degrees -> 26
  • [/] Wall-bounce disable frame: 24 -> 30 (matches visual better)
  • [-] Hitbox Activity: 8-10/11-13/14-15/16-18/19-21 -> 9-10/11-13/14-15/16-18/19-22
    activity shifted 1f forward (previously cut off last frame to reduce bullet boost distance)

Downwards Aerial Side Special:

  • [$] Successful input now flashes (makes up for ambiguous startup)
  • [$] Frame data + angling changes on both make the transition look cleaner visually
  • [-] Ledge-grab frame: 25 -> 27
  • [/] Wall-bounce disable frame: 25 -> 27
  • [-] Special landing frame: 25 -> 30
  • [-] Startup: 9 -> 10
  • [+] Bounce X-Speed: 0.3 -> 0.25
  • [+] Bounce X-Accel: 0.35 -> 0.4
  • [+] Bounce Y-Vel: 2.5 -> 2.4
  • [+] Bounce Y-Accel: 0.15 -> 0.132
  • [+] BKB: 95 -> 85
    better visual clarity from normal afterburner kick, and changed positioning should make follow-ups more varied (ideally)

Up Special:

  • [*] Linking improved via raised end-position
  • [*] Hand scoop hitbox no longer transcendent (matches initial scoop)
  • [+] Cancels now enable 2nd witch twist (same as side b)
  • [+] Angle: 42/22 -> 32/15 (help compensate for opponent being hit at a higher position, also makes di more impactful)
  • [+] Hit-cancel frame: 24 -> 23

Forward Throw:

  • [+] Angle: 45 -> 42
    increases kill potential facing ledge, want to bring back some of the pre-nerf kp without having it kill off the top ever (ideally)

Back Throw:

  • [/] Angle: 45 -> 50
  • [+] FAF: 47 -> 34
    should perform its niche as a positioning throw better, synergizes with bullets a bit better

Up Throw:

  • [-] Angle: 85 -> 77
  • [+] BKB: 60 -> 55
  • [+] KBG: 78 -> 83
    more dynamic scaling + less kb makes following up on it feel a bit more natural while being a nerf at percents where dthrow can start to kill

Down Throw:

  • [+] KBG: 170 -> 175
    strong enough for f-throw mixup at late percents (edited)

@github-actions

github-actions Bot commented Jun 12, 2024

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@moklmaru moklmaru added character change For working on general character changes semver:patch includes assets labels Jun 12, 2024
@jaccob101 jaccob101 force-pushed the bayo-3-leaks branch 2 times, most recently from b88b1d7 to aab990f Compare June 13, 2024 07:17
@jaccob101 jaccob101 force-pushed the bayo-3-leaks branch 5 times, most recently from eb2c399 to 679bde4 Compare June 16, 2024 23:15
@MadVillainLordQ

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Please advise on the following for Bayo:

  • Decrease uthrow angle from 85 to 77 degrees if planning to retain bthrow buff
  • Remove wall jump/footstools enabling second up b use
  • Remove ability to control drift during neutral special if planning to retain frame data buffs (it should work how other neutral specials do in which your drift is based off of your current momentum and direction when initiating the move)
    If you can't do the above, we'll handle it on our end.

@jaccob101

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up throw angle nerfed and framedata changes reverted on neutral b

uthrow 85 -> 77, neutral b frame reversion, up b reuse reversion
@SkewedAskew SkewedAskew added the balance approved This change has been approved for balance label Jul 16, 2024
@SkewedAskew SkewedAskew merged commit ef1fa48 into HDR-Development:dev Jul 16, 2024
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balance approved This change has been approved for balance character change For working on general character changes includes assets semver:patch

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