Super Smash Bros. Ultimate

Bayonetta (SSBU)/Forward aerial/Hit 2

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Hitbox visualization showing Bayonetta's forward aerial 2.
Hitbox visualization showing Bayonetta's forward aerial 2 Bullet Arts.

OverviewEdit

HitboxesEdit

AttackEdit

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 3.3% 0   Forward 55 10 0   3.7 top 0.0 8.5 6.0 to 11.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 3.3% 0   Forward 50 10 0   3.7 top 0.0 15.5 6.0 to 11.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 3.3% 0   Forward 50 10 0   7.4 top 0.0 12.0 8.0 to 15.0 1.0× 1.0× 0%               Punch   All All            
3 0 0 3.3% 0   Forward 40 10 0   7.4 top 0.0 12.0 8.0 to 15.0 1.0× 1.0× 0%               Punch   All All            

Bullet ArtsEdit

The bullet is shot from Bayonetta's left 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
0 0 0 0.5% 0   Forward 10 100 0   2.5 top 0.0 12.5 13.5 to 17.5 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 12.5 13.5 to 73.5 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

If not fast falling, the move sets Bayonetta's vertical speed to 1.5 upon hitting an opponent.

Initial autocancel 1-2
Hitboxes 7-9
Bullet Arts window 11
Continuability window 13-36
Ending autocancel 32-
Interruptible 40
Animation length 47
                                                                                             
                                                                                             
                                                                                             

Bullet ArtsEdit

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
               

Landing lagEdit

Interruptible 13 (without Bullet Arts)
19 (with Bullet Arts)
Animation length 24 (without Bullet Arts)
36 (with Bullet Arts)
Without Bullet Arts                                                                         
With Bullet Arts                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
  
State change
 
Autocancel
 
Continuable
  
Earliest continuable point
 
Interruptible