Super Smash Bros. Ultimate

Bayonetta (SSBU)/Forward smash: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{|class="wikitable" style="float:right; margin:4pt;"
 
!colspan=5|Bayonetta forward smash hitbox visualizations
==Hitbox visualizations==
{|class="wikitable"
!Angle!!Wicked Weaves!!Bullet Arts
|-
|-
!↗
!↗
|[[File:BayonettaFSmashUpSSBU.gif|330px]]
|[[File:BayonettaFSmashUpSSBU.gif|250px]] || [[File:BayonettaFSmashUpBulletArtsSSBU.png|250px]]
|-
|-
!→
!→
|[[File:BayonettaFSmashSSBU.gif|330px]]
|[[File:BayonettaFSmashSSBU.gif|250px]] || [[File:BayonettaFSmashBulletArtsSSBU.png|250px]]
|-
|-
!↘
!↘
|[[File:BayonettaFSmashDownSSBU.gif|330px]]
|[[File:BayonettaFSmashDownSSBU.gif|250px]] || [[File:BayonettaFSmashDownBulletArtsSSBU.png|250px]]
|-
|}
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=5|Bayonetta forward smash bullet arts
|-
!↗
|[[File:BayonettaFSmashUpBulletArtsSSBU.png|250px]]
|-
!→
|[[File:BayonettaFSmashBulletArtsSSBU.png|250px]]
|-
!↘
|[[File:BayonettaFSmashDownBulletArtsSSBU.png|250px]]
|-
|}
|}


==Overview==
==Overview==
Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue. Can be angled. The [[Bullet Arts]] version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal [[range]], and Madama Butterfly's hitbox cannot be reversed. However, it has high [[ending lag]] and low [[priority]], making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches).
Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue. Can be angled. The [[Bullet Arts]] version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal [[range]], and Madama Butterfly's hitbox cannot be reversed. However, it has high [[ending lag]] and low [[priority]], making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches).
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).}}
*{{buff|Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).}}
==Hitboxes==
==Hitboxes==
===Attack===
The move and its hitboxes have some unusual properties, which are shared with Bayonetta's other [[Bayonetta (SSBU)/Up smash|smash]] [[Bayonetta (SSBU)/Down 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 [[shield]]ed, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
*Compared to other [[smash attack]]s, 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.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Angled up|24}}
{{HitboxTableTitle|Angled up|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=34
|bk=34
|ks=102
|ks=102
Line 54: Line 51:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=34
|bk=34
|ks=102
|ks=102
Line 76: Line 75:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|16.0}}
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
Line 96: Line 97:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage={{ChargedSmashDmgSSBU|16.0}}
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
Line 118: Line 121:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
}}
}}
{{HitboxTableTitle|Angled forward|24}}
{{HitboxTableTitle|Angled forward|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=34
|bk=34
|ks=102
|ks=102
Line 139: Line 144:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=34
|bk=34
|ks=102
|ks=102
Line 161: Line 168:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|16.0}}
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
Line 181: Line 190:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage={{ChargedSmashDmgSSBU|16.0}}
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
Line 203: Line 214:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
}}
}}
{{HitboxTableTitle|Angled down|24}}
{{HitboxTableTitle|Angled down|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=34
|bk=34
|ks=102
|ks=102
Line 224: Line 237:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=34
|bk=34
|ks=102
|ks=102
Line 246: Line 261:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|16.0}}
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
Line 266: Line 283:
|slvl=L
|slvl=L
|a=f
|a=f
|direct=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage={{ChargedSmashDmgSSBU|16.0}}
|damage={{ChargedSmashDmgSSBU|16.0|1.2}}
|sd=0
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
Line 288: Line 307:
|rebound=f
|rebound=f
|g=f
|g=f
|direct=f
}}
|}
===Bullet Arts===
The bullet is shot from Bayonetta's right arm gun.
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Angled up|42}}
{{UltimateHitboxTableRow
|id=0
|damage=0.5%
|angle=17
|af=3
|bk=10
|ks=100
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=12.0 to 13.2
|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=17
|af=3
|bk=0
|ks=0
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=12.0 to 29.5
|zpos=9.5 to 66.9
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
{{HitboxTableTitle|Angled forward|42}}
{{UltimateHitboxTableRow
|id=0
|damage=0.5%
|angle=361
|af=3
|bk=10
|ks=100
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=9.5
|zpos=10.0 to 14.0
|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=361
|af=3
|bk=0
|ks=0
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=9.5
|zpos=10.0 to 70.0
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
{{HitboxTableTitle|Angled down|42}}
{{UltimateHitboxTableRow
|id=0
|damage=0.5%
|angle=350
|af=3
|bk=10
|ks=100
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=8.4 to 7.7
|zpos=9.5 to 13.4
|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=350
|af=3
|bk=0
|ks=0
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=8.4 to -2.0
|zpos=9.5 to 68.6
|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"
!Charges between
!Charges between
Line 298: Line 465:
!Hitboxes
!Hitboxes
|17-21
|17-21
|-
!Bullet Arts window
|23
|-
|-
!Interruptible
!Interruptible
Line 307: Line 477:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=14|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=45}}{{FrameStrip|t=Interruptible|c=7}}
{{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=14|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=1|e=LagStateS}}{{FrameStrip|t=Lag|c=44|s=LagStateE}}{{FrameStrip|t=Interruptible|c=7}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
 
===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 6 frames.
{|class="wikitable"
!Hitboxes
|1
|-
!Loop point
|7-8
|-
!Animation length
|6
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Blank|c=1|e=BlankLoopS}}{{FrameStrip|t=Blank|c=1|s=BlankLoopE}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|charge=y|hitbox=y|loop=y|state=y|interruptible=y}}


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

Latest revision as of 00:21, August 3, 2022

Hitbox visualizations[edit]

Angle Wicked Weaves Bullet Arts
BayonettaFSmashUpSSBU.gif BayonettaFSmashUpBulletArtsSSBU.png
BayonettaFSmashSSBU.gif BayonettaFSmashBulletArtsSSBU.png
BayonettaFSmashDownSSBU.gif BayonettaFSmashDownBulletArtsSSBU.png

Overview[edit]

Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue. Can be angled. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal range, and Madama Butterfly's hitbox cannot be reversed. However, it has high ending lag and low priority, making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches).

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).

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.
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
Angled up
0 0 0 14.0% 0 Sakurai angle Forward 34 102 0 HitboxTableIcon(False).png 5.5 top 0.0 14.5 7.0 to 19.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch 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 14.0% 0 Sakurai angle Forward 34 102 0 HitboxTableIcon(False).png 5.5 top 0.0 14.5 7.0 to 19.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 16.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 8.0 top 0.0 15.0 29.5 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 16.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 8.0 top 0.0 15.0 29.5 1.3× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Angled forward
0 0 0 14.0% 0 Sakurai angle Forward 34 102 0 HitboxTableIcon(False).png 5.5 top 0.0 16.0 to 12.0 7.0 to 19.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch 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 14.0% 0 Sakurai angle Forward 34 102 0 HitboxTableIcon(False).png 5.5 top 0.0 16.0 to 12.0 7.0 to 19.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 16.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 8.0 top 0.0 10.0 29.0 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 16.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 8.0 top 0.0 10.0 29.0 1.3× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Angled down
0 0 0 14.0% 0 Sakurai angle Forward 34 102 0 HitboxTableIcon(False).png 5.5 top 0.0 14.0 to 10.0 7.0 to 19.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch 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 14.0% 0 Sakurai angle Forward 34 102 0 HitboxTableIcon(False).png 5.5 top 0.0 14.0 to 10.0 7.0 to 19.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 16.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 8.0 top 0.0 7.0 29.0 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 16.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 8.0 top 0.0 7.0 29.0 1.3× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Punch SpecialsIndirect.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
Angled up
0 0 0 0.5% 0 AngleIcon17.png Forward 10 100 0 HitboxTableIcon(False).png 2.5 top 0.0 12.0 to 13.2 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 AngleIcon17.png Forward 0 0 0 HitboxTableIcon(False).png 2.5 top 0.0 12.0 to 29.5 9.5 to 66.9 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
Angled forward
0 0 0 0.5% 0 Sakurai angle Forward 10 100 0 HitboxTableIcon(False).png 2.5 top 0.0 9.5 10.0 to 14.0 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 Sakurai angle Forward 0 0 0 HitboxTableIcon(False).png 2.5 top 0.0 9.5 10.0 to 70.0 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
Angled down
0 0 0 0.5% 0 AngleIcon350.png Forward 10 100 0 HitboxTableIcon(False).png 2.5 top 0.0 8.4 to 7.7 9.5 to 13.4 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 AngleIcon350.png Forward 0 0 0 HitboxTableIcon(False).png 2.5 top 0.0 8.4 to -2.0 9.5 to 68.6 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]

Charges between 2-3
Hitboxes 17-21
Bullet Arts window 23
Interruptible 67
Animation length 73
FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagStateS).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(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(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

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 6 frames.

Hitboxes 1
Loop point 7-8
Animation length 6
FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(BlankLoopS).png FrameIcon(BlankLoopE).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
Interruptibility
Interruptible