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Bayonetta (SSBU)/Up tilt

From SmashWiki, the Super Smash Bros. wiki
Hitbox visualization showing Bayonetta's up tilt.
Hitbox visualization showing Bayonetta's up tilt bullet arts.

Overview

Bayonetta performs an upwards pistol whip. Although it comes relatively slow at frame 9, it is a great anti-air that doubles as a combo starter, capable of leading into up aerial, neutral aerial, and Witch Twist at low to mid percents and even into itself against heavyweights at low percents. It can also hit below platforms and shield-pressure opponents from above, potentially starting a combo.

However at higher percents it loses all its combo potential, serving then exclusively as an anti-air, and its knockback growth is too low to score a KO until unreasonably high percents. It is also noteworthy that, at high percents and/or depending on positioning and hurtbox shifting, the first hit may fail to connect to the second hit against grounded opponents.

Update History

Super Smash Bros. Ultimate 3.1.0

  • Buff Up tilt's hits connect more reliably.

Super Smash Bros. Ultimate 8.0.0

  • Buff The move has less startup (frame 9 → 7), and the second hit has a longer duration (frame 15 → frames 13-15). The move's interruptibility has been compensated as well (FAF 32 → 30), reducing its ending lag.
  • Buff The first hit uses set knockback (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.
  • Buff The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx FFx T% Clang Rebound Type Effect G A Sound Direct
Early hit 1
0 0 1.5% 0 AngleIcon125.png 0 100 145 5.0 top 0.0 7.0 to 10.0 9.5 0.0x 0.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Punch SpecialsDirect.png
1 0 1.5% 0 AngleIcon123.png 0 100 100 5.0 top 0.0 7.0 to 10.0 9.5 0.0x 0.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
The hitboxes on the early hit 1 use weight-independent set knockback.
Late hit 1
0 0 2.0% 0 AngleIcon128.png 65 27 0 4.5 top 0.0 18.0 7.0 0.0x 0.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
Hit 2
0 1 6.0% 0 AngleIcon93.png 55 60 0 5.5 top 0.0 25.5 -1.0 to 1.0 1.0x 1.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 1 6.0% 0 AngleIcon93.png 55 60 0 2.0 top 0.0 20.0 -3.0 to 3.0 1.0x 1.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png

Timing

Hit 1 (early, late) 7-9, 10-12
Hit 2 13-15
Interruptible 30
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible
This move in SSB4 This move in SSBU Bayonetta's moveset
Neutral attack (1 · 2 · 3 · inf) · Forward tilt (1 · 2 · 3) · Up tilt · Down tilt · Dash attack · Forward smash · Up smash · Down smash
Neutral aerial · Forward aerial (1 · 2 · 3) · Back aerial · Up aerial · Down aerial
Grab · Pummel · Forward throw · Back throw · Up throw · Down throw
Floor attack (front) · Floor attack (back) · Floor attack (trip) · Edge attack
Neutral special · Side special · Up special · Down special · Final Smash