Super Smash Bros. Ultimate

Bayonetta (SSBU)/Forward tilt/Hit 1

< Bayonetta (SSBU)‎ | Forward tilt
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Hitbox visualization showing Bayonetta's forward tilt 1.
Hitbox visualization showing Bayonetta's forward tilt 1 Bullet Arts.

Overview

Hitboxes

Attack

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   Forward 55 15 0   4.0 top 0.0 12.5 8.5 to 5.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Forward 45 15 0   4.0 top 0.0 12.5 8.5 to 5.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 3.0% 0   Forward 50 15 0   4.0 top 0.0 12.5 16.5 to 5.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 3.0% 0   Forward 35 15 0   4.0 top 0.0 12.5 16.5 to 5.0 1.0× 1.0× 0%               Kick   All All            
4 0 0 3.0% 0   Forward 60 15 0   3.0 top 0.0 4.0 3.0 1.0× 1.0× 0%               Kick   All All            

Bullet Arts

The bullet is shot from Bayonetta's right 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   Forward 10 100 0   2.5 top 0.0 14.0 to 14.3 12.0 to 16.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
1 0 0 0.5% 0   Forward 0 0 0   2.5 top 0.0 14.0 to 18.2 12.0 to 71.9 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

Timing

Attack

Hitboxes 12
Bullet Arts window 14
Continuability window 16-31
Interruptible 32
Animation length 63
                                                                                                                             
                                                                                                                             

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.

Hitboxes 1
Loop point 7-8
Animation length 11
                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
  
State change
 
Continuable
  
Earliest continuable point
 
Interruptible