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Bayonetta (SSBU)/Down aerial

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Hitbox visualization for Bayonetta's down aerial
Hitbox visualization showing Bayonetta's down aerial.
Hitbox visualization for Bayonetta's down aerial landing
Hitbox visualization showing Bayonetta's down aerial, when landing.
Hitbox visualization for Bayonetta's down aerial landing Bullet Arts
Hitbox visualization showing Bayonetta's landing down aerial Bullet Arts.

OverviewEdit

A split-legged axe kick. It is based on Bayonetta's standard aerial kick in Bayonetta. A stall-then-fall with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing.

Update HistoryEdit

  4.0.0

  •   Down aerial descends immediately when using the move after being launched.

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
Early hit
0 0 0 7.0% 0   Standard 30 120 0   4.0 kneel -5.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 8.0% 0   Standard 50 65 0   4.0 kneel 0.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 9.0% 0   Standard 50 65 0   4.0 kneel 5.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 7.0% 0   Standard 0 100 50   4.0 kneel -5.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
4 0 0 8.0% 0   Standard 0 100 90   4.0 kneel 0.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
5 0 0 9.0% 0   Standard 0 100 90   4.0 kneel 5.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 7.0% 0   Standard 30 120 0   4.0 kneel -5.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 8.0% 0   Standard 30 50 0   4.0 kneel 0.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 9.0% 0   Standard 30 50 0   4.0 kneel 5.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 7.0% 0   Standard 0 100 50   4.0 kneel -5.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
4 0 0 8.0% 0   Standard 0 100 90   4.0 kneel 0.0 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
5 0 0 9.0% 0   Standard 0 100 90   4.0 kneel 5.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
Landing hit (early)
0 0 0 5.0% 0   Standard 80 127 0   7.5 top 0.0 8.0 8.0 to 13.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 5.0% 0   Standard 80 127 0   2.5 top 0.0 2.5 12.0 to 16.0 1.0× 1.0× 0%               Kick   All All            
Landing hit (late)
0 0 0 5.0% 0   Standard 80 127 0   7.5 top 0.0 8.0 8.0 to 13.0 1.0× 1.0× 0%               Kick   All All            

Landing Bullet ArtsEdit

The bullet is shot from Bayonetta's left leg 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 2.5 11.5 to 15.5 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 2.5 11.5 to 71.5 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

The move resets Bayonetta's horizontal momentum and first sets her vertical speed to 0.5 on frames 1-17, then sets it to -4.2 from frame 18 onward. Manual horizontal movement is also disabled during frames 1-35.

If Bayonetta lands during frames 42-49, the move will not have a landing hitbox and she will be unable to use Bullet Arts.

Initial autocancel 1-16
Early hit 18-24
Late hit 25-35
Ending autocancel 50-
Interruptible 53
Animation length 57
                                                                                                                 
                                                                                                                 

LandingEdit

Hitboxes (early, late) 1-2, 3-4
Bullet Arts window 8
Interruptible 31
Animation length 45
                                                                                         

Landing 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
               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Loop point
  
State change
 
Autocancel
 
Interruptible