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| |rebound=f | | |rebound=f |
| }} | | }} |
| |}
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| ==Timing==
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| The move starts charging if the button is held before the loop point when initiated. When charging, the bullets reach their charged state on frame 25, and the charge can be canceled by shielding, rolling, or air dodging starting on frame 31.
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| {|class="wikitable"
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| !Hitbox
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| |17-26, 21-30, 32-41, 36-45
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| |-
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| !Interruptible
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| |76
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| |-
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| !Animation length
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| |?
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| |}
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| {{FrameStripStart}}
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| {{FrameStrip|t=Blank|c=16}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=50}}
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| |-
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| {{FrameStrip|t=Blank|c=20}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=46}}
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| |-
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| {{FrameStrip|t=Blank|c=31}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=35}}
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| |-
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| {{FrameStrip|t=Blank|c=35}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Blank|c=31}}
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| |-
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| {{FrameStrip|t=Lag|c=15|e=LagLoopS}}{{FrameStrip|t=Lag|c=2|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=27|e=LagLoopS|s=LagPropE}}{{FrameStrip|t=Lag|c=31|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=1}}
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| {{FrameStripEnd}}
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| {{FrameIconLegend|lag=y|hitbox=y|interruptible=y|loop=y|prop=y}}
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| ==Parameters==
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| ===Move===
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| Bayonetta alternates between firing from her arms and firing from her legs each time the move is used.
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|
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| {|class="wikitable"
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| !Horizontal speed multiplier on startup
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| |0.6 (grounded)<br>0.4 (aerial)
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| |-
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| !Vertical speed multiplier on startup
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| |0.25
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| |-
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| !Gravity
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| |0.03
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| |-
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| !Falling speed
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| |1.4
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| |-
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| !Minimum button presses per firing loop
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| |2
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| |-
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| !Maximum firing loops
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| |3
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| |-
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| !Period before charge can be canceled
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| |30 frames
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| |-
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| !Maximum charge hold period
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| |80 frames
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| |}
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| ===Bullets===
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| {|class="wikitable"
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| !Lifetime
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| |10 frames
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| |-
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| !Speed
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| |15
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| |-
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| !Firing angle
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| |6°
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| |}
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| ==={{SSBU|Kirby}}'s Copy Ability===
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| {|class="wikitable"
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| !Bullet offsets from left arm
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| |[0, 7, 3]
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| |-
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| !Bullet offsets from right arm
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| |[0, 5, 6]
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| |-
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| !Bullet offsets from legs
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| |[0, 11, 2]
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| |} | | |} |
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