Super Smash Bros. Ultimate

Bayonetta (SSBU)/Down smash

Hitbox visualization for Bayonetta's down smash
Hitbox visualization showing Bayonetta's down smash.
Hitbox visualization showing Bayonetta's down smash.
Hitbox visualization showing Bayonetta's down smash Bullet Arts.

OverviewEdit

The Heel Stomp; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. The Bullet Arts version of this move fires the guns on her feet downward into the ground, ricocheting off the ground and traveling upwards at an angle behind Bayonetta. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can meteor smash opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed.

Update HistoryEdit

  3.1.0

  •   Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).

  12.0.0

  •   Down smash is faster (frame 20-21/25/26-28 → 17-18/22/23-25), with its total duration as well (FAF 69 → 66).

HitboxesEdit

AttackEdit

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 second hit's 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
Hit 1 (Bayonetta)
0 0 0 5.0% 5.0   Standard 0 100 20   4.0 top 0.0 3.0 7.0 0.3× 1.0× 0%               Kick   All All            
Clean hit 2 (Wicked Weaves)
0 0 0 16.0% 0   Standard 10 90 0   9.0 top 0.0 28.0 16.0 1.2× 1.0× 0%               Kick   All All            
1 0 0 16.0% 0   Standard 10 80 0   9.0 top 0.0 28.0 16.0 1.2× 1.0× 0%               Kick   All All            
Late hit 2 (Wicked Weaves)
0 0 0 15.0% 0   Standard 10 90 0   12.0 top 0.0 8.0 18.0 1.2× 1.0× 0%               Kick   All All            
1 0 0 15.0% 0   Standard 10 80 0   12.0 top 0.0 8.0 18.0 1.2× 1.0× 0%               Kick   All All            

Bullet ArtsEdit

One bullet is first shot from Bayonetta's left leg gun, then another is shot from her 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
Left leg
0 0 0 0.5% 0   Forward 10 100 0   2.5 top 0.0 1.0 to 5.0 -2.3 to -2.0 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 1.0 to 69.0 -2.3 to 1.9 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Right leg
0 0 0 0.5% 0   Forward 10 100 0   2.5 top 0.0 1.0 to 4.8 4.5 to 3.3 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 1.0 to 58.1 4.5 to -14.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

Charges between 8-9
Hit 1 17-18
Hit 2 (clean, late) 22, 23-25
Bullet Arts window 25
Interruptible 66
Animation length 78
                                                                                                                                                           

Bullet ArtsEdit

Up to 10 consecutive bullets from each gun (20 total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 9 frames.

Left leg bullet 1
Right leg bullet 4
Loop point 7-8
Animation length 9
                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
  
Loop point
  
State change
 
Interruptible