Super Smash Bros. Ultimate

Bayonetta (SSBU)/Neutral attack/Infinite

< Bayonetta (SSBU)‎ | Neutral attack
Revision as of 23:24, January 16, 2021 by Invisible Star (talk | contribs) (Description added.)
Hitbox visualization showing Bayonetta's rapid jab.
Hitbox visualization showing Bayonetta's rapid jab bullet arts.
Hitbox visualization showing Bayonetta's rapid jab finisher.
Hitbox visualization showing Bayonetta's rapid jab finisher.

Overview

Performs a barrage of pistol whips, concluded by a thrusting pistol whip. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version fires straight forward.

Update History

  3.1.0

  •   Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).

Hitboxes

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 Hitstun Shieldstun
Rapid jab
0 0 0 0.2% 0   Standard 10 20 0   6.7 top 0.0 9.0 9.0 0.6× 0.4× 0%               Kick   All All             +2 frames 15x
1 0 0 0.2% 0   Standard 8 20 0   6.7 top 0.0 9.0 18.0 to 9.0 0.6× 0.4× 0%               Kick   All All             +2 frames 15x
Rapid jab finisher hit 1
0 0 0 0.5% 0   Standard 0 100 30   3.0 top 0.0 7.0 28.0 to 10.0 0.0× 0.5× 0%               Kick   All All            
1 0 0 0.5% 0   Standard 0 100 20   4.5 top 0.0 11.0 27.0 to 11.0 0.0× 0.5× 0%               Kick   All All            
The finisher's first hit is weight-independent.
Rapid jab finisher hit 2
0 0 0 5.0% 0   Standard 67 117 0   6.5 top 0.0 8.5 8.0 1.8× 0.7× 0%               Kick   All All            
1 0 0 5.0% 0   Standard 67 117 0   6.5 top 0.0 8.5 13.0 1.8× 0.7× 0%               Kick   All All            
2 0 0 5.0% 0   Standard 67 117 0   6.5 top 0.0 8.5 18.0 1.8× 0.7× 0%               Kick   All All            

Timing

Interruptibility and animation length are only for the finisher.

Rapid Jab 6, 10, 14, 18...
Finisher (hit 1, hit 2) 4-5, 11-12
Interruptible 63
Animation length 74
                                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible