Bayonetta (SSBU)/Neutral aerial
Overview[edit]
A spinning roundhouse kick. It is based on the aerial Bullet Climax in Bayonetta. It hits around Bayonetta and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding due to its long duration and very good coverage. If canceled early, it can lead into aerial combos with her special moves, and the clean hit can act as a combo finisher offstage.
Update History[edit]
- Bayonetta can grab edges earlier after using neutral aerial (59 frames → 57).
Hitboxes[edit]
Attack[edit]
Bullet Arts extension[edit]
All three bullets are shot simultaneously from Bayonetta's right arm and both leg guns.
Timing[edit]
Attack[edit]
The move enables ledge grabs from both sides starting on frame 57.
Clean hit | 9-17 |
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Late hit | 18-25 |
Bullet Arts window | 26 |
Ending autocancel | 34- |
Interruptible | 33 |
Animation length | 57 |
Bullet Arts extension[edit]
By holding the button, the extended portion can be executed up to 4 times in one use, for a total of 40 frames added to the move. The bullet shots are synced to the duration of each loop, with two rounds (6 shots) fired per loop. The leg hitboxes remain consistently active throughout, but can only hit once.
Worth noting is that, while the Bullet Arts are indicated by Bayonetta firing her guns like in her other attacks, the visuals do not match the actual timings of the bullets.
Leg hitboxes | 1-10 |
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Bullet Arts (first round) | 1 |
Bullet Arts (second round) | 6 |
Animation length | 10 |
Leg hitboxes | ||||||||||
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Bullet Arts |
Landing lag[edit]
Interruptible | 11 (without Bullet Arts) 19 (with Bullet Arts) |
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Animation length | 22 (without Bullet Arts) 38 (with Bullet Arts) |
Without Bullet Arts | ||||||||||||||||||||||||||||||||||||||
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With Bullet Arts |
Lag time |
Hitbox |
Hitbox change |
Loop point |
State change |
Autocancel |
Interruptible |
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