Bayonetta Fixes + Adjustments#2439
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Please advise on the following for Bayo:
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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
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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:
Special Lag / Resource System:
Whiff Lag: 6f, ABK: 6f, DABK: 9f, WTW: 6F, Base Lag: 8f
Jab 3:
Forward Tilt:
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:
more precise but with more consistent payoff
Down Tilt:
matches her moves’ typical disjoints better while making it a bit more precise
Dash Attack:
Smash attacks:
Forward Smash:
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:
overall stronger due to more frame adv but covers significantly less stage and doesn’t linger forever
Down Smash:
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:
late hit normalized to initial hit, no longer an innate di-mixup
Forward Aerial:
Forward Aerial 3:
Back Aerial:
addition of the late-hit adds many uses in combos while making it more precise. feels intuitive (imo)
Up Aerial:
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:
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:
Grounded Side Special:
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:
Upwards Aerial Side Special:
activity shifted 1f forward (previously cut off last frame to reduce bullet boost distance)
Downwards Aerial Side Special:
better visual clarity from normal afterburner kick, and changed positioning should make follow-ups more varied (ideally)
Up Special:
Forward Throw:
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:
should perform its niche as a positioning throw better, synergizes with bullets a bit better
Up Throw:
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:
strong enough for f-throw mixup at late percents (edited)