Super Smash Bros. Ultimate

Bayonetta (SSBU)/Up tilt

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Hitbox visualization showing Bayonetta's up tilt.
Hitbox visualization showing Bayonetta's up tilt bullet arts.

Overview[edit]

Bayonetta performs an upwards pistol whip. Coming out on frame 7, it is a great anti-air that doubles as a combo starter, capable of leading into up aerial, neutral aerial, and Witch Twist at low to mid percents and even into itself against heavyweights at low percents. It can also hit below platforms and shield-pressure opponents from above, potentially starting a combo.

However at higher percents it loses all its combo potential, serving then exclusively as an anti-air, and its knockback growth is too low to score a KO until unreasonably high percents. It is also noteworthy that, at high percents and/or depending on positioning and hurtbox shifting, the first hit may fail to connect to the second hit against grounded opponents.

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Up tilt's hits connect more reliably.

Super Smash Bros. Ultimate 8.0.0

  • Buff The move has less startup (frame 9 → 7), and the second hit has a longer duration (frame 15 → frames 13-15). The move's interruptibility has been compensated as well (FAF 32 → 30), reducing its ending lag.
  • Buff The first hit uses set knockback (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.
  • Buff The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.

Hitboxes[edit]

Attack[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit 1
0 0 0 1.5% 0 AngleIcon125.png Forward 0 100 145 HitboxTableIcon(True).png 5.0 top 0.0 7.0 to 10.0 9.5 0.8× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 1.5% 0 AngleIcon123.png Forward 0 100 100 HitboxTableIcon(True).png 5.0 top 0.0 7.0 to 10.0 9.5 0.8× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit 1
0 0 0 2.0% 0 AngleIcon128.png Forward 65 27 0 HitboxTableIcon(False).png 4.5 top 0.0 18.0 7.0 0.8× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 1 0 6.0% 0 AngleIcon93.png Forward 55 60 0 HitboxTableIcon(False).png 5.5 top 0.0 25.5 -1.0 to 1.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 1 0 6.0% 0 AngleIcon93.png Forward 55 60 0 HitboxTableIcon(False).png 2.0 top 0.0 20.0 -3.0 to 3.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Bullet Arts[edit]

The bullet is shot from Bayonetta's right arm gun.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 0.5% 0 AngleIcon90.png Forward 10 100 0 HitboxTableIcon(False).png 2.5 top 0.0 22.0 to 26.0 -2.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Bayonetta Hit 01 SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 0.5% 0 AngleIcon90.png Forward 0 0 0 HitboxTableIcon(False).png 2.5 top 0.0 22.0 to 82.0 -2.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Bayonetta Hit 01 SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

Hit 1 (early, late) 7-9, 10-12
Hit 2 13-15
Bullet Arts window 16
Interruptible 30
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png

Bullet Arts[edit]

Up to 10 consecutive bullets can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 11 frames.

Hitboxes 1
Loop point 7-8
Animation length 11
FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
Interruptibility
Interruptible