The Combo System of the second game, Bayonetta 2 is one of the key values measured during gameplay. Much like the first original game, combo points are earned every time the player attacks the enemies that face them. In order to achieve high medal rankings for Verses and Chapters, earning more points to lead to higher combo scores is vital.
Unlike the first Bayonetta, the combo system of Bayonetta 2 has some particular differences and tweaks when it comes to specific maths functions and mechanics.
Maximizing Combo Score[]
As stated previously, the key to getting Platinum rankings on Verses is partially down to the number of combo points that the player accumulates throughout the course of the battle.
- Constantly attacking enemies is necessary to gain higher combo scores. Using
to shoot nearby enemies is the primary method to prevent the combo from breaking. If there aren't any enemies in range, holding
or
to taunt will also serve the same function for as long as the taunt is being performed.
- Melee attacks give significant combo points without killing your enemies too quickly, making them very efficient combo point generators. However, the best practice is to both hit enemies with melee attacks and finish your attack strings with Wicked Weaves and rapidly gain multiplier bonuses to keep the combo score as high as possible. As in the previous game, using Torture Attacks on low health enemies can maximize your combo score if it is able to defeat them.
Calculating Combo Score[]
Whenever a combo is finished by "breaking" the combo or by ending the Verse, the combo score will be added to the total combo score for that Verse. Combo score is calculated by the following formula:
Combo Score = Combo Points * Combo Multiplier
- Combo Points increase every time an enemy is successfully hit with an attack. In Bayonetta 2, damage dealt is directly proportional to the combo points earned, so the base value for standard kicks and punches is higher than in the original game (15 per punch, 20 per kick compared to 10 for either in Bayonetta). Visually, combo points max out at 9999, but the actual value can go much higher than this. As proven with Chapter XVI, there is no cap on how many combo points you can gain in a single combo.
- Damage dealt can be extrapolated by dividing the combo points gained by 10[1].
- Combo Multiplier is a value determined by how many combo points you have in a single combo string. The combo multiplier begins at 1.0 and increases every time you earn 100 combo points. Unlike the first Bayonetta which increased by factors of 0.1, the multiplier in Bayonetta 2 increases by factors of 0.05. This is most likely not only due to the rapid accumulation of points that can occur during the use of Umbran Climax, but also the increase in general combo points to start with. Much like the Combo Points, the Combo Multiplier visually maxes out at 9.99, but the actual value can go higher. There is no cap on how high your combo multiplier can go in a single combo.
Combo Points | Multiplier Increase | Combo Multiplier |
---|---|---|
0-99 | 1.0 | |
100-199 | +0.05 | 1.05 |
200-299 | +0.1 | 1.15 |
300-399 | +0.15 | 1.3 |
400-499 | +0.2 | 1.5 |
500-599 | +0.25 | 1.75 |
Maintaining Combos[]
As long as Bayonetta continues to land attacks on enemies, the combo string will continue to be displayed on screen in the "queue" located below the combo point counter. Different types of attacks stay in the queue for different amounts of time:
- Melee attacks: 3 seconds
- Strong melee attacks (e.g. knocking enemies into walls, extra points from Umbran Climax Infernal Weaves): 4 seconds
- Wicked Weaves (incl. those summoned during Umbran Climax): 3 seconds
- Love Is Blue bullets: 4 seconds
- Torture Attacks: 4 seconds
For example: shooting an enemy using will cause the combo value will stay in the queue for 4 seconds, meaning that your combo will not drop until then. As mentioned before, taunting pauses the timers of all attacks in the queue and can be a great way to preserve a combo when you can't attack enemies.
Whenever a combo ends, you'll earn Halos equal to 10% of your total combo score (rounded down).
Conditional Bonuses[]
Under certain conditions, attacks may give more combo points than usual.
- Witch Time: Combo points are worth 1.5x their normal value. If playing as Jeanne, this bonus becomes 2.0x. This bonus is multiplicative.
- Combo points from Angel weapons are worth 1.6x their normal value.
- This bonus doesn't apply to Torture Attacks.
- Enraged Enemies: Combo points are worth 1.5x their normal value. This bonus is multiplicative.
- This bonus doesn't apply to Torture Attacks.
- Multiple Wicked Weave Hits (incl. Umbran Climax): Unlike the original Bayonetta's stacking bonus of 50%, if a Wicked Weave attack hits more than one enemy in Bayonetta 2, each hit after the first will be worth the original combo point value of the Wicked Weave.
Trivia[]
- Unlike its predecessor, Bayonetta 2 lacks the Diminishing Returns system where combo points for attacks would eventually decrease in succession after the first five hits. Therefore, all attacks will be worth their maximum combo point value, regardless of number of hits.