Unraveling the Mystery of the Witch Flying 12 Feet Above Ground

By admin

In folklore and mythology, witches are often associated with supernatural abilities and the power of flight. The concept of a witch flying through the air has captivated imaginations for centuries. One common image is a witch riding on a broomstick, soaring through the night sky. However, the height at which witches are believed to fly can vary depending on the source. In some stories, witches are said to fly low to the ground, barely skimming the treetops. In others, they are depicted as flying at great heights, far above the earth.


As for the "They can jump less far because they now weigh more" argument, it doesn't hold water in a fantasy setting. A giant, physiologically speaking, should not be able to stand upright. It's bones would never support it. They would have to be denser than diamond. It's muscles and ligaments would be under more tension than the cables of the Golden Gate bridge. We ignore those things for the sake of the setting.

Large creatures tend to be faster and have higher relevant stats than smaller ones, which helps make up some of the discrepancy, but it s not really enough. Notes A place to note various other occasionally used quirks in hitboxes, such as angle flippers, rehit rates, stretchy extended hitboxes, and airborne grounded target modifiers.

Witch airborne at a height of 12 feet

In others, they are depicted as flying at great heights, far above the earth. One example of witches flying at a height of 12 feet can be found in the works of the English folklorist Robert Hunt. In his book "Popular Romances of the West of England," Hunt describes witches being "carried through the air at a height of twelve feet from the ground.

Data Crescent Valley : Umbra Witch Data & Research Repository

Welcome to Crescent Valley! This is the place for all things data regarding Bayonetta. Here you can find just about all of the raw data on any of her hit-boxes, as well as her frame data, and a few bonuses. All displayed in a clean format for your viewing pleasure.

If you'd like to see what I hope to have accomplished in this thread, you can check out my thread for Zelda.

I'll also be getting a better picture for the top down the line of course~​

~ Information ~

Bayonetta's Statistics Table (Run & Fall Speeds, Weight, etc.)

Spoiler: Statistics Table

Statistic|Value|Rank
Maximum Jumps|2|--
Wall Jump|YES|--
Wall Cling|YES|--
Tether|NO|--
Crawl|NO|--
Walk Speed |0.9|45th
Run Speed |1.6|28th
Jumpsquat |4 frames|--
Soft Landing|2 frames|--
Hard Landing|4 frames|--
SH Air Time|38 frames|--
FH Air Time|54 frames|--
Weight |84|45th
Air Speed |0.97|36th
Fall Speed |1.77|9th
Fast Fall Speed |2.832|9th
Air Acceleration |0.085|--
Gravity |0.12|--


What do each of the terms in the "BnB Data Table" mean? Spoiler: BnB Table Terminology

Term in Question|Description
Move Name |The move's name. Most names given are hopefully going to be directly from Bayonetta's games, or heavily inspired by attacks from Bayonetta 1 & 2.
Hit-Frames |The frame window(s) when a hit-box is active.
FAF |First Actionable Frame. This is the first frame upon which you can execute another action.
Damage |The base damage(s) the move deals.
Hit-Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , and the Auto-Link Angle .
Clank? |Whether or not the move will "clank" with other moves that can clank. If a move cannot clank it has transcending priority . An asterisk next to "yes" denotes that while the move will interact with other clankable moves, the animation will not be interrupted by the rebounding animation.
KO Potential |A rough number to estimate KO timings around, used by taking Mario's earliest percent on an omega stage at which he was KO'ed by the move even with correct survival DI or Vectoring. The heaviest characters will cap at about 20% higher, while the lightest characters can be KO'ed around 20-30% earlier. I eventually cut off some moves with "N/A" if they couldn't KO by around the mid 200s. Red coloring means 3DS %, aqua coloring means WiiU %.
OoS |The abbreviation for " Out of Shield ". The earliest frame an attack can hit when used as an out of shield option.
Charge Frame (Smash Attacks) |The frame at which the character pauses to charge a smash attack.
AC Window (Aerials) |The Auto-Cancel Window. The frame windows during an aerial in which Bayonetta will land with normal landing instead of landing lag.
Landing Lag (Aerials) |The duration of time you will be forced to wait until you can act if you land an aerial during the landing lag window.
Invincible / Intangible Frames |A frame of time during a move where Bayonetta is invincible/intangible, meaning she won't take any damage. If the invincibility only covers part of her, it is denoted by "Partial" on the table label.


What do each of the terms in the "Complex Data Table" mean? Spoiler: Complex Table Terminology

Term in Question|Description
Hit-Frame |The first frame a hit-box is present.
Duration |The total amount of frames a hit-box lasts.
ID |The order of priority if two or more hit-boxes are touching a target's hurt-box at the same time.
GID |Group ID. This signifies whether or not two hit-boxes will both hit if they're both overlapping on a hurt-box. If they are in the same group, only the one with the lowest ID will hit.
Bone |Which or whether the hit-box is connected to a certain bone on Bayonetta during its duration. If the bone is set to 0 the hit-box is not attached to any bone, but rather floating in a specified (By z/y/x) place.
Damage |The base damage the hit-box deals.
Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , (361) and the Auto-Link Angle . (365, 366, or 367)
BKB |Base Knock-back. The set minimum distance a hit-box will launch a target.
WKB |Weight-based Knock-back, also known as Set KB or Weighted KB. A set KB distance calculated using the target's weight that does not scale larger with damage. It is affected by rage, though.
KBG |Knock-back Growth, also known as KB Scaling. This acts as a multiplier that increases the KB distance with damage.
Size |The length of the radius of the hit-bubble. (Hit-boxes in SSB4 are spherical.)
z/y/x |The displacement coordinates of the hit-box relative to any bone it is attached to. If the hit-box is set at Bone 0, then the origin starts exactly at the character's central axis and at the ground. (Note: If a hit-box attached to a bone has an altered y or z coordinate, this likely means it is actually actually displaced horizontally, like an x-axis change, from the bone due to how some bone-connections work.)
Hit-Lag |The "freeze-frames" when a hit-box connects with a target. Aside form increased or decreased multipliers, these freeze frames' length is partially dependent upon the damage of the move.
SDI |Smash Directional Influence. This is the multiplier of how strongly you can Smash Directional Influence the hit.
Clank? |Whether or not the hit-box will "clank" with other hit-boxes that can clank. If a move cannot clank it has transcending priority . An asterisk next to "yes" denotes that while the move will interact with other clankable hit-boxes, the animation will not be interrupted by the rebounding animation.
Shield Damage |How much additional shield damage the hit-box inflicts. 0 means it does no extra shield damage.
Notes |A place to note various other occasionally used quirks in hitboxes, such as angle flippers, rehit rates, stretchy/"extended" hitboxes, and airborne/grounded target modifiers.


What do each of the terms in the "Block Advantage Data Table" mean? Spoiler: Block Advantage Table Terminology

Term in Question|Description
First Frame [Drop] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
Last Frame [Drop] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
First Frame [OoS] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.
Last Frame [OoS] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.


Credits
Spoiler Aerodrome : Spritzee : Halped me with the lore and making the thread name high tier!

Note: Red KO Potential numbers signify that the number was recorded in the 3DS version. The Aqua colored numbers were recorded in the WiiU version for that same move/hitbox.


~ Grounded Moves ~

STANDARD ATTACK - JAB
--
Bayonetta performs a three-hit punch, backhand, and upward strike combo with her hand guns. She can then follow up by attacking with a barrage of blue skulls. It is identical to her standard three punch input combo, and a finisher variation from her own games.
Bullet Art : After each attack, Bayonetta can fire rounds from her hand guns. The rounds for each attack fire straight forward, with additional rounds firing upwards on attack three.

BnB Data Table

Move Name|Hit Frames|Transition Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Punch A|9-12|16-|26|1.5%|55/85|YES|N/A
Punch B|9-11|18-|31|1.5%|48/68/82/70|YES|N/A
Punch C|11-12|17-|34|2.7%|68/85/68/90|YES|N/A
Skull Barrage|4, 11, 18, 26. |??|--|0.3% (Per hit; 4 hits minimum) |8/172|YES|N/A
Skull Finisher|12-13|--|46|6%|55|YES|N/A

Bullet Arts BnB Data Table Spoiler: Bullet Arts

Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank
Bullet Art A |14, 21, 28. 77 [10] |37 [1] / 100 [10] |0.5% × 10||
Bullet Art B |14, 21, 28. 77 [10] |42 [1] / 105 [10] |0.5% × 10||
Bullet Art C |15/18, 22/25, 29/32. 78/81 [10/10] |48 [1] / 111 [10] |0.5% × 10 (Per gun) ||
Bullet Art Finisher |16, 23, 30. 79 [10] |57 [1] / 120 [10] |0.5% × 10||

If you want to wipe out all of civilization from the air, just send in half a dozen Mu Spores.
Witch airborne at a height of 12 feet

" This specific height adds an element of precision to the folklore, giving the notion of witches flying a sense of consistency and realism. The significance of the height of 12 feet is open to interpretation. It could symbolize a threshold or boundary between the earthly realm and the supernatural. Alternatively, it might simply be a convenient height for witches to fly without attracting too much attention from those on the ground. Regardless of the specific height, the idea of witches flying evokes a sense of mystery, power, and freedom. It is a reminder that the supernatural world is always just beyond our grasp, and that there is much we do not understand. The image of a witch soaring through the air, whether at 12 feet or any other height, continues to capture our imagination and enchant us to this day..

Reviews for "Flying High: The Phenomenon of the Witch at 12 Feet"

1. Jane - 2 stars - I was really excited to read "Witch airborne at a height of 12 feet" as I love fantasy novels, but I was ultimately disappointed with this book. The plot was weak and predictable, and the characters felt one-dimensional. The writing style was also quite dry, making it difficult to immerse myself in the story. Overall, I found this book to be a letdown and would not recommend it to others.
2. Mark - 1 star - "Witch airborne at a height of 12 feet" was a complete waste of my time. The premise sounded intriguing, but the execution was terrible. The world-building was poorly developed, leaving me confused about the setting and the rules of magic in the story. The dialogue was awkward and unrealistic, making it difficult to connect with the characters. I found myself skimming through pages just to finish the book and move on. I would strongly advise against reading this novel.
3. Sarah - 2 stars - I had high hopes for "Witch airborne at a height of 12 feet," but sadly, it didn't live up to my expectations. The pacing was extremely slow, and the lack of action made it hard to stay engaged in the story. The protagonist was also quite bland, lacking depth and growth throughout the book. Additionally, the writing seemed amateurish, with awkward phrasing and repetitive descriptions. Overall, I found this book to be underwhelming and would not recommend it to others.

Bewitched and Airborne: The Fascinating World of the 12-Foot Witch

Unveiling the Secrets of the 12-Foot Flying Witch