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While in the air, Bayonetta can:
If Bayonetta is hit while in the air, she regains one After Burner Kick and one Witch Twist.
Ridley can crouch to avoid attacks from Bayonetta or abuse crouch canceling to escape combos with SDI. If Ridley crouches around ledge roll distance, and if a Bayonetta does ledge drop into After Burner Kick, the attack will whiff. Ridley then can react and punish with an up tilt combo or an up smash kill. Ridley can also use crouching to dodge back aerials or her Bullet Climax from afar.
At zero down throw into forward air isn't true. But down throw into up angle ftilt will always be. If down throw is unstale, pummeling before throwing, will make the fair true. With max staling, down throw will always combo into fair if the Bayonetta is at 7% minimum.
Up Tilt is a two-parter move, meaning even if the first hit attacks shield, the second hit can still connect. If the first hit connects on its first active frame it is -19 on shield with 3 frames of shieldstun. The second hit is on frame 13, meaning that there is 3 frames that you can act. Find out how Ridley can punish Bayonetta up tilt on shield.
During Heel Slide, Bayonetta has to hold down the special button to get the second hit. If Bayonetta holds down an attack she will use her guns to attack. This will happen before Heel Slide's second hit. Use this to your advantage and either respect or punish the attack. Though do be wary the Bayonetta can still hold down the special button to get guns then release before the second hit comes out.
SDI Each Attack
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Corrin's neutral air hits from the side then going into an arc counterclockwise, covering all directions. Do not challenge this move directly, instead use disjointed tail attacks.
Neutral
Disadvantage
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All of Link's projectile attacks: Bow and Arrows, Boomerang, and Remote Bomb start with an animation of Link sheathing his sword pulling out a projectile. Besides up taunt, these are the only times he puts his sword away. Use this to your advantage as a way to visually expect an incoming projectile.
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Flame Nova During Pyra's Flame Nova level 3, Ridley can instantly spotdodge the third hit and will be able to punish the move's endlag if the move hits shield. For the 1st and 2nd levels, the attack has fewer hits so you have to buffer spotdodge after the second hit instead of the third to punish. However, Ridley can always forward or backward roll every level of Flame Nova after the second hit, allow Ridley to reset the situation.
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Counterpick to Sephiroth and watch them crumble.
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Jump Art -
Speed Art -
Shield Art -
Buster Art -
Smash Art -
Information written by Kyoki
Information provided by Kyoki, Smub, Mezcaul, & Zant
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For Forward Smash, Bowling Ball, watch out when the ball first spawns. As its first few active frames (also being the weak variant of the attack) is twice the size of the ball which will always hit above and front of Villager. That also means that it will catch Ridley's jumps, most notably his ledge jump. If you were to punish it from above make sure you are high enough to clank with it just in case. All of Ridley's aerials and his up special will clank with Bowling Ball allowing easy punishes and recovery.
For down special, Timber Plant, once Villager waters the sprout it's best to not challenge them directly. As the tree sprouting has a long animation with a long active hitbox. It'll probably be best to go around the tree and not commit to anything. If you cannot get behind down tilt can definitely counterattack the move, but you might not be able to get much.
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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