Super Smash Bros. Ultimate

Bayonetta (SSBU)/Forward tilt/Hit 2: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{competitive expertise}}
[[File:BayonettaFTilt2SSBU.gif|thumb|450px|Hitbox visualization showing Bayonetta's forward tilt 2.]]
[[File:BayonettaFTilt2SSBU.gif|thumb|450px|Hitbox visualization showing Bayonetta's forward tilt 2.]]
[[File:BayonettaFTilt2BulletArtsSSBU.png|thumb|300px|Hitbox visualization showing Bayonetta's forward tilt 2 bullet arts.]]
[[File:BayonettaFTilt2BulletArtsSSBU.png|thumb|300px|Hitbox visualization showing Bayonetta's forward tilt 2 Bullet Arts.]]


==Overview==
==Overview==
Performs a spin kick. Part of her '''Consecutive Kicks''' move. The [[Bullet Arts]] version haves her fire slightly upward. The last input after this is [[Bayonetta (SSBU)/Forward tilt/Hit 3|another hit]].
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{change|The second hit has a slightly wider jostle area.}}
*{{change|The second hit has a slightly wider jostle area.}}
==Hitboxes==
==Hitboxes==
===Attack===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 14: Line 16:
|damage=3.0%
|damage=3.0%
|angle=48
|angle=48
|af=3
|bk=42
|bk=42
|ks=25
|ks=25
|fkv=0
|fkv=0
|setweight=t
|r=6.5
|r=6.5
|bn=top
|bn=top
Line 32: Line 36:
|damage=3.0%
|damage=3.0%
|angle=62
|angle=62
|af=3
|bk=46
|bk=46
|ks=25
|ks=25
|fkv=0
|fkv=0
|setweight=t
|r=6.5
|r=6.5
|bn=top
|bn=top
Line 46: Line 52:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableRowNote|All hitboxes use weight-independent knockback.|42}}
|}
|}
===Bullet Arts===
The bullet is shot from Bayonetta's left leg gun.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
|id=0
|damage=0.5%
|angle=20
|af=3
|bk=10
|ks=100
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=18.0 to 19.4
|zpos=9.5 to 13.3
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
{{UltimateHitboxTableRow
|id=1
|damage=0.5%
|angle=20
|af=3
|bk=0
|ks=0
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=18.0 to 38.5
|zpos=9.5 to 65.9
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
|}
==Timing==
==Timing==
===Attack===
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hitboxes
|12
|12
|-
|-
!Earliest continuable
!Bullet Arts window
|17
|13
|-
!Continuability window
|16-39
|-
|-
!Interruptible
!Interruptible
Line 64: Line 125:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=23|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=22}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1|e=HitboxStateS}}{{FrameStrip|t=Lag|c=3|s=LagStateE|e=LagContinuableS}}{{FrameStrip|t=Lag|c=24|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=22}}
|-
{{FrameStrip|t=Blank|c=15}}{{FrameStrip|t=Continuable|c=24}}{{FrameStrip|t=Blank|c=22}}
{{FrameStripEnd}}
 
===Bullet Arts===
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.
{|class="wikitable"
!Hitboxes
|1
|-
!Loop point
|7-8
|-
!Animation length
|11
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=4|s=LagLoopE}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|loop=y|state=y|interruptible=y}}


{{MvSubNavBayonetta|g=SSBU}}
{{MvSubNavBayonetta|g=SSBU}}
[[Category:Bayonetta (SSBU)]]
[[Category:Bayonetta (SSBU)]]
[[Category:Forward tilts (SSBU)]]
[[Category:Forward tilts (SSBU)]]

Latest revision as of 22:02, August 2, 2022

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Hitbox visualization showing Bayonetta's forward tilt 2.
Hitbox visualization showing Bayonetta's forward tilt 2 Bullet Arts.

Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Change The second hit has a slightly wider jostle area.

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
0 0 0 3.0% 0 AngleIcon48.png Forward 42 25 0 HitboxTableIcon(True).png 6.5 top 0.0 13.5 5.0 to 4.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick 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 3.0% 0 AngleIcon62.png Forward 46 25 0 HitboxTableIcon(True).png 6.5 top 0.0 13.5 13.0 to 4.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick 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 left leg 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 AngleIcon20.png Forward 10 100 0 HitboxTableIcon(False).png 2.5 top 0.0 18.0 to 19.4 9.5 to 13.3 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 AngleIcon20.png Forward 0 0 0 HitboxTableIcon(False).png 2.5 top 0.0 18.0 to 38.5 9.5 to 65.9 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]

Hitboxes 12
Bullet Arts window 13
Continuability window 16-39
Interruptible 40
Animation length 61
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(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible