Super Smash Bros. Ultimate

Bayonetta (SSBU)/Neutral special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Bullet Climax.

OverviewEdit

Bullet Climax is the name of Bayonetta's neutral special move. She will fire bullets at a slight angle. When held, Bayonetta instead fires Charge Bullets, which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from Bayonetta and Bayonetta 2, respectively. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically. Due to its angle, it is useful for edge-guarding and hindering aerial approaches, with the charged version being an extremely powerful KO option against recovering opponents. The uncharged version can also lock opponents on platforms.

Update HistoryEdit

  3.0.0

  •   Bullet Climax deals less shield damage (0 (both) → -0.3 (uncharged)/-0.6 (charged)).

HitboxesEdit

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
Bullet
0 0 0 1.35% -0.3   Standard 0 45 0   0.7 top 0.0 0.0 0.0 0.8× 1.0× 0%               Bayonetta Hit 01   All All            
Charged Bullet
0 0 0 2.7% -0.6   Standard 15 190 0   2.0 top 0.0 0.0 0.0 1.5× 1.0× 0%               Bayonetta Hit 02   All All            

TimingEdit

The move starts charging if the button is held before the loop point when initiated. When charging, the bullets reach their charged state on frame 25, and the charge can be canceled by shielding, rolling, or air dodging starting on frame 31.

Hitbox 17-26, 21-30, 32-41, 36-45
Interruptible 76
Animation length ?
                                                                                                                                                       
                                                                                                                                                       
                                                                                                                                                       
                                                                                                                                                       
                                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
  
Prop event
 
Interruptible

ParametersEdit

MoveEdit

Bayonetta alternates between firing from her arms and firing from her legs each time the move is used.

Horizontal speed multiplier on startup 0.6 (grounded)
0.4 (aerial)
Vertical speed multiplier on startup 0.25
Gravity 0.03
Falling speed 1.4
Minimum button presses per firing loop 2
Maximum firing loops 3
Period before charge can be canceled 30 frames
Maximum charge hold period 80 frames

BulletsEdit

Lifetime 10 frames
Speed 15
Firing angle

Kirby's Copy AbilityEdit

Bullet offsets from left arm [0, 7, 3]
Bullet offsets from right arm [0, 5, 6]
Bullet offsets from legs [0, 11, 2]