Super Smash Bros. Ultimate

Bayonetta (SSBU)/Back aerial

< Bayonetta (SSBU)
Revision as of 07:35, October 29, 2022 by 107.190.106.103 (talk) (→‎Overview: competitive information about bayos bair)
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Hitbox visualization showing Bayonetta's back aerial.
Hitbox visualization showing Bayonetta's back aerial Bullet Arts.

Overview

A high-angle back kick. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue. The Bullet Arts version of this move fires one gun behind her at an upward angle.

This is a relatively slow back air attack, and is also somewhat precise to land, and it has moderate kill power. Outside of jab, this is Bayonetta's only realistic KO move from within neutral. Occasionally, it's also used for specific combo extensions and combo starters at low percent.

This move is awkward to land on its own, because of its range, hitbox location, and Bayonetta's movement and physics. It is mostly used as an ender during a kill confirm combo, as a result. These kill confirms are primarily started with up tilt, either comboeing directly into back air, or an intermediary up air to bring the opponent closer to the blastzone, which itself bridges into a back air. At higher percents, Afterburner Kick also sets up into it really well.

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 13.0% 0   Backward 12 106 0   4.6 top 0.0 13.0 -14.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 10.0% 0   Backward 12 106 0   4.2 top 0.0 13.0 to 11.0 -14.0 to -4.0 1.0× 1.0× 0%               Kick   All All            

Bullet Arts

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   Backward 10 100 0   2.5 top 0.0 14.0 to 14.8 -13.0 to -16.9 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
1 0 0 0.5% 0   Backward 0 0 0   2.5 top 0.0 14.0 to 26.5 -13.0 to -71.7 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

Timing

Attack

Initial autocancel 1
Hitboxes 11-14
Bullet Arts window 15
Ending autocancel 29-
Interruptible 35
Animation length 39
                                                                             
                                                                             

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
                     

Landing lag

Interruptible 11 (without Bullet Arts)
17 (with Bullet Arts)
Animation length 22 (without Bullet Arts)
34 (with Bullet Arts)
Without Bullet Arts                                                                     
With Bullet Arts                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
  
State change
 
Autocancel
 
Interruptible