They do say that losses can be a learning experience. However, successes can be too, and this is one such case as I'll get to.
Bayonetta's death ladder is, of course, a headache, and it gets to where I have to make the full stock comeback that I do right from within the first 15 seconds. However, looking at it, I am noting a blind spot that had helped me escape a later death ladder attempt: Bayonetta being restricted to 2 uses of Afterburner Kick without touching the ground prevents her from hitting well horizontally once she uses it twice.
Now in theory I could be forgetting about the Forward Air, but that hits high to begin with; you see me survive a Forward Air chain into itself edgeguard attempt at one point. What helps the idea of DIing low is that Afterburner Kick has an attack shadow centering at 5-10 degrees downwards. The ideal solution would be to bait ABK anyway, because if Bayonetta uses the second one too early, DIing it successfully should end the miserable combo and get you back to the ground safely. Even so, I believe Bayonetta's Neutral Air, the only option besides the ABK that could be used to hit if you're DIing at the aforementioned 5-10 degrees downward angle, conveniently auto-ends the whole death ladder. It still would be an option to hit you, but it would be better than dying. Quite obviously, any time Bayonetta is forced to ABK just to continue the whole nightmare is good.
I personally would be for the death ladder still being nerfed to where it'd just be a case of Fool's Mate until good enough percents; you obviously see me still lose a full stock to it almost immediately, and considering the guy used the name "payonetta" I would surely have expected it. Even so, it is characteristic (including the reported weight ignoring that ABK and Witch Twist do) and I think it can be balanced if it gets checked with the right tweaks to stop its key abuses. Pretty much like Bayonetta in general.
Speaking of, some anti-Bayonetta tips I came up with here:
http://pastebin.com/mPXvyvWq
See if you an spot the ones I work with here. As a freebie, #1 has the problem in the Ganondorf VS Bayonetta matchup that Ganon's Back Air is non-standard by not reaching far and makes me wish it hit harder. I was intending to showcase those better, but this whole thing was too good to pass up.
Bayonetta's death ladder is, of course, a headache, and it gets to where I have to make the full stock comeback that I do right from within the first 15 seconds. However, looking at it, I am noting a blind spot that had helped me escape a later death ladder attempt: Bayonetta being restricted to 2 uses of Afterburner Kick without touching the ground prevents her from hitting well horizontally once she uses it twice.
Now in theory I could be forgetting about the Forward Air, but that hits high to begin with; you see me survive a Forward Air chain into itself edgeguard attempt at one point. What helps the idea of DIing low is that Afterburner Kick has an attack shadow centering at 5-10 degrees downwards. The ideal solution would be to bait ABK anyway, because if Bayonetta uses the second one too early, DIing it successfully should end the miserable combo and get you back to the ground safely. Even so, I believe Bayonetta's Neutral Air, the only option besides the ABK that could be used to hit if you're DIing at the aforementioned 5-10 degrees downward angle, conveniently auto-ends the whole death ladder. It still would be an option to hit you, but it would be better than dying. Quite obviously, any time Bayonetta is forced to ABK just to continue the whole nightmare is good.
I personally would be for the death ladder still being nerfed to where it'd just be a case of Fool's Mate until good enough percents; you obviously see me still lose a full stock to it almost immediately, and considering the guy used the name "payonetta" I would surely have expected it. Even so, it is characteristic (including the reported weight ignoring that ABK and Witch Twist do) and I think it can be balanced if it gets checked with the right tweaks to stop its key abuses. Pretty much like Bayonetta in general.
Speaking of, some anti-Bayonetta tips I came up with here:
http://pastebin.com/mPXvyvWq
See if you an spot the ones I work with here. As a freebie, #1 has the problem in the Ganondorf VS Bayonetta matchup that Ganon's Back Air is non-standard by not reaching far and makes me wish it hit harder. I was intending to showcase those better, but this whole thing was too good to pass up.
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