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Hitbox visualization showing Bayonetta's up aerial.
Hitbox visualization showing Bayonetta's up aerial when extended.
Hitbox visualization showing Bayonetta's up aerial Bullet Arts.

OverviewEdit

A bicycle kick. It is based on the kick launcher in Bayonetta. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the aú aberto, one of many cartwheeling kicks in capoeira. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. While it is decently fast for an up aerial (frame 9), its hitbox starts behind her, which can make it slower than it seems. However, one can perform a reverse aerial rush to take advantage of this, allowing multiple up aerials to combo into each other, potentially ending with a back aerial. Overall, up aerial has high utility, as it can initiate combos into specials if canceled early, and can also KO when close to the top blast line, although Bayonetta has to perform extremely high ladder combos for it to KO.

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 7.5% 0   Standard 40 80 0   5.5 kneer 6.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 7.5% 0   Standard 40 80 0   4.2 kneer 2.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 7.5% 0   Standard 40 80 0   3.0 kneer -1.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            

Bullet Arts extensionEdit

Bayonetta first shoots two simultaneous bullets from her left arm and leg guns, then shoots two other simultaneous bullets from her right arm and leg guns.

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
Leg hitbox
0 0 0 3.0% 0   Standard 75 80 0   3.8 kneel 4.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
Bullet Arts (left arm)
0 1 0 0.5% 0   Standard 10 100 0   2.5 handl 2.0 to 6.0 2.0 0.0 to 0.4 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
1 1 0 0.5% 0   Standard 0 0 0   2.5 handl 2.0 to 58.0 2.0 to 1.2 0.0 to -6.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Bullet Arts (left leg)
2 1 0 0.5% 0   Standard 10 100 0   2.5 footl 0.0 to 4.0 0.0 to -0.2 0.0 to 0.5 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
2 1 0 0.5% 0   Standard 0 0 0   2.5 footl 0.0 to 50.0 0.0 to -8.0 0.0 to 13.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Bullet Arts (right arm)
0 1 0 0.5% 0   Standard 10 100 0   2.5 handr 2.0 to 6.0 3.0 0.5 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
1 1 0 0.5% 0   Standard 0 0 0   2.5 handr 2.0 to 52.0 3.0 0.5 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Bullet Arts (right leg)
2 1 0 0.5% 0   Standard 10 100 0   2.5 footr 0.0 to 4.0 0.5 0.5 to 0.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
2 1 0 0.5% 0   Standard 0 0 0   2.5 footr 0.0 to 50.0 0.5 to 0.0 0.5 to -6.5 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Hitboxes 9-18
Bullet Arts window 20
Ending autocancel 26-
Interruptible 30
Animation length 47
                                                                                             
                                                                                             

Bullet Arts extensionEdit

By holding the button, the extended portion can be executed up to 4 times in one use, for a total of 44 frames added to the move. Unlike with Bayonetta's neutral aerial, the bullet shots are accurate to the visuals from her guns, and follow their own timings instead of being synced with each loop. The leg hitbox remains consistently active throughout, but can only hit once.

Leg hitbox 1-11
Bullet Arts (left arm and leg) 1, 8
Bullet Arts (right arm and leg) 4, 11
Animation length 11
Leg hitbox                       
Bullet Arts                       

Landing lagEdit

Interruptible 9 (without Bullet Arts)
17 (with Bullet Arts)
Animation length 23 (without Bullet Arts)
45 (with Bullet Arts)
Without Bullet Arts                                                                                           
With Bullet Arts                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
  
State change
 
Autocancel
 
Interruptible

TriviaEdit

  • The Bullet Arts from Bayonetta's leg guns have the same ID for both their flinching and flinchless hitboxes, causing the latter to completely override the former due to being the latest one read in the move's scripts. As a result, only the Bullet Arts from Bayonetta's arm guns can cause opponents to flinch.