Bayonetta (SSBU)/Up smash
Overview[edit]
Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The Bullet Arts version of this move fires one gun forward and one upward. It has noticeable start-up, high ending lag and low priority, but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Its range also allows it to pierce through the platforms of Battlefield. Madama Butterfly's hitbox cannot be reversed.
Hitboxes[edit]
Attack[edit]
The move and its hitboxes have some unusual properties, which are shared with Bayonetta's other smash attacks:
- The Wicked Weaves, while attached to Bayonetta and causing her to experience hitlag alongside opponents hit, are programmed as a separate object. This gives the hitboxes pseudo-projectile properties; for example, they do not have their damage affected by Bayonetta being giant or tiny.
- Additionally, when shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
- Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 60 frames after reaching full charge instead of 120 frames. If hitting an opponent slowed down by Witch Time, the multiplier is further reduced to 1.1×, with the damage increase per charge frame being halved.
Bullet Arts[edit]
One bullet is first shot from Bayonetta's right arm gun, then another is shot from her left arm gun.
Timing[edit]
Attack[edit]
Charges between | 6-7 |
---|---|
Clean hit | 18-19 |
Mid hit | 20-21 |
Late hit | 22-23 |
Bullet Arts window | 25 |
Interruptible | 65 |
Animation length | 106 |
Bullet Arts[edit]
Up to 10 consecutive bullets from each gun (20 total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 9 frames.
Right arm bullet | 1 |
---|---|
Left arm bullet | 4 |
Loop point | 7-8 |
Animation length | 9 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Loop point |
State change |
Interruptible |
|