Super Smash Bros. Ultimate

Bayonetta (SSBU)/Side special

< Bayonetta (SSBU)
Revision as of 21:49, November 6, 2024 by Mariogeek2 (talk | contribs) (Added "move itself" blurb.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Heel Slide / After Burner Kick.
Hitbox visualization showing Bayonetta's side special, Heel Slide.
Hitbox visualization showing Bayonetta's bullet arts side special, Heel Slide.
Hitbox visualization showing Bayonetta's side special, Heel Slide.
Hitbox visualization showing Bayonetta's side special, After Burner Kick.
Hitbox visualization showing Bayonetta's bullet arts side special, After Burner Kick.
Hitbox visualization showing Bayonetta's side special, After Burner Kick.
Hitbox visualization showing Bayonetta's landing side special, After Burner Kick.

OverviewEdit

A kick that functions differently when used on the ground or in midair. All versions are based on the individual techniques from the Bayonetta games, with minor differences.

Heel Slide: On the ground, she performs the Heel Slide. If the button is held, Bayonetta will then follow it up with an aú aberto. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable ending lag, leaving her open to punishing.

After Burner Kick: In the air, she alternately performs the After Burner Kick, a flying kick with a slightly diagonal trajectory which can be performed twice in a row as long as the first kick connects. If shielded, it can't transition into another After Burner Kick. It can be angled diagonally downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not performed correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward).

Like Witch Twist, both versions of After Burner Kick are her primary aerial combo initiators and followups, with each angled version having different launch angles and allowing for creative combos.

Update HistoryEdit

  3.1.0

  •   After Burner Kick has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).
    •   This does not affect Downwards After Burner Kick and most combos that start with or land on the ground with the move, but most combos that finish with the move and land normally have reduced landing lag.

  8.0.0

  •   Heel Slide has less ending lag (FAF 72 → 67 (non-extended), 73 → 68 (extended)), improving its combo potential.

HitboxesEdit

Heel SlideEdit

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
0 0 0 8.0% 0   Standard 100 8 0   4.0 footr 0.0 to -8.0 0.0 0.0 0.9× 1.3× 0%               Kick   All All            
Mid hit
0 0 0 8.0% 0   Standard 95 8 0   4.0 footr 0.0 to -8.0 0.0 0.0 0.9× 1.3× 0%               Kick   All All            
Late hit
0 0 0 7.5% 0   Standard 83 8 0   4.0 footr 0.0 to -8.0 0.0 0.0 0.9× 1.3× 0%               Kick   All All            
Latest hit
0 0 0 7.0% 0   Standard 68 8 0   4.0 footr 0.0 to -8.0 0.0 0.0 0.9× 1.3× 0%               Kick   All All            
All hitboxes use weight-independent knockback.

Heel Slide FinisherEdit

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
0 0 0 8.0% 0   Standard 60 8 0   4.0 footr 0.0 to -8.0 0.0 0.0 1.0× 1.3× 0%               Kick   All All            
Final hit
0 0 0 5.0% 0   Standard 64 65 0   5.3 kneer 7.5 0.0 0.0 1.0× 1.3× 0%               Kick   All All            
1 0 0 5.0% 0   Standard 64 65 0   4.0 kneer 1.0 0.0 0.0 1.0× 1.3× 0%               Kick   All All            
2 0 0 5.0% 0   Standard 64 65 0   4.5 waist 0.0 -0.8 -1.0 1.0× 1.3× 0%               Kick   All All            

After Burner Kick (Up)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
0 0 0 6.0% 0   Standard 60 50 0   5.0 kneer 6.0 to 2.0 0.0 3.0 1.4× 2.0× 0%               Kick   All All            
1 0 0 6.0% 0   Standard 60 50 0   5.0 kneer 6.0 to 2.0 0.0 -3.0 1.4× 2.0× 0%               Kick   All All            
Mid hit
0 0 0 7.0% 0   Standard 60 35 0   5.0 kneer 6.0 to 2.0 0.0 3.0 1.4× 2.0× 0%               Kick   All All            
1 0 0 7.0% 0   Standard 60 35 0   5.0 kneer 6.0 to 2.0 0.0 -3.0 1.4× 2.0× 0%               Kick   All All            
Late hit
0 0 0 7.0% 0   Standard 55 33 0   5.0 kneer 6.0 to 2.0 0.0 3.0 1.4× 2.0× 0%               Kick   All All            
1 0 0 7.0% 0   Standard 55 33 0   5.0 kneer 6.0 to 2.0 0.0 -3.0 1.4× 2.0× 0%               Kick   All All            
Latest hit
0 0 0 6.0% 0   Standard 0 112 60   5.0 kneer 6.0 to 2.0 0.0 3.0 1.4× 2.0× 0%               Kick   All All            
1 0 0 6.0% 0   Standard 0 112 50   5.0 kneer 6.0 to 2.0 0.0 -3.0 1.4× 2.0× 0%               Kick   All All            
All hitboxes use weight-independent knockback.

After Burner Kick (Down)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
ABK
0 0 0 6.5% 0   Standard 85 38 0   4.5 top 0.0 2.0 to 4.0 4.5 to 3.2 1.2× 2.5× 0%               Kick   All All            
0 0 0 6.5% 0   Standard 90 38 0   4.5 top 0.0 2.0 to 4.0 4.5 to 3.2 1.2× 2.5× 0%               Kick   All All            
Landing
0 0 0 5.0% 0   Standard 80 50 0   4.0 top 0.0 4.0 7.0 to -4.0 1.2× 1.0× 0%               Kick   All All            
The ABK uses weight-independent knockback.

TimingEdit

Heel SlideEdit

Hitboxes (early, mid, late, latest) 15-16, 17-18, 19-24, 25-39
Interruptible 67
Animation length 66
                                                                                                                                   

Heel Slide FinisherEdit

Heel Slide transitions into the finisher after frame 31 if the button is held from frame 14 to that point. As a result, counting Heel Slide's lag, the finisher comes out on frame 51 and is interruptible on frame 68.

Early 1-11
Final hit 20-24
Interruptible 37
Animation length 54
                                                                                                           

After Burner Kick (Up)Edit

The move allows Bayonetta to grab ledges from the front starting on frame 21.

Hitboxes (early, mid, late, latest) 7-9, 10-12, 13-14, 15-19
Interruptible 32
Animation length 51
                                                                                                     

After Burner Kick (Down)Edit

The move allows Bayonetta to grab ledges from the front starting on frame 26. The bounce-off animation after hitting an opponent is interruptible on frame 22.

Hitboxes 8-24
Interruptible 44
Animation length 43
                                                                                     

After Burner Kick (Landing)Edit

Hitboxes 1
Interruptible 41
Animation length 40
                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible

ParametersEdit

Heel SlideEdit

Ending lag parameters allow the move to be interrupted regardless of what point of the animation Bayonetta is in. However, they only apply to the sliding portion, and not the followup kick or Bullet Arts.

Travel speed multiplier uphill 0.8
Travel speed multiplier downhill 1.2
Travel speed multiplier on aerial transition 0.2
Travel speed multiplier upon ending 0.3
Travel speed multiplier upon hitting a shield 0.5
Ending lag after hitting an opponent (without hitlag) 33 frames
Ending lag after hitting a shield (with hitlag) 40 frames

After Burner KickEdit

For landing lag data, see Bayonetta Recovery Frames.

SharedEdit

A second After Burner Kick is only possible if the first one hits a non-shielding opponent. The window for the second one then applies after the end of the first one (either by interrupting it or letting the animation finish naturally), and is paused during hitlag of subsequent attacks.

Initiation delay after jumpsquat 1 frame
Window between double ABK 60 frames

UpEdit

Animation speed 0.9
Animation rotation -25°
Period before landing is possible 22 frames
Horizontal speed multiplier when firing Bullet Arts 0.6
Vertical speed multiplier when firing Bullet Arts 0.9
Air friction while firing Bullet Arts 0.09
Minimum horizontal speed while firing Bullet Arts 0.2
Gravity while firing Bullet Arts 0.07
Falling speed while firing Bullet Arts -1.1

DownEdit

Stick sensitivity for downward input 0.66
Buffer window after downward input 20 frames
Window to change from ABK up to down via input 5 frames
Horizontal speed when bouncing off opponent 0.3
Vertical speed when bouncing off opponent 3.4
Gravity during bounce-off animation 0.15
Falling speed during bounce-off animation 1.5
Period before horizontal input is possible after bounce-off 2 frames
Stick sensitivity for horizontal input after bounce-off 0.3
Air acceleration during bounce-off animation 0.025
Air speed during bounce-off animation 0.7