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Bayonetta (SSBU)/Down throw

< Bayonetta (SSBU)
Revision as of 20:28, January 16, 2021 by Invisible Star (talk | contribs) (Description added.)
Bayonetta down throw hurtbox and hitbox visualization
Hitbox visualization for Bayonetta's down throw

Overview

Stomps the opponent into the ground. It has combo potential, but these are unreliable due to the throw's high ending lag. Can be used as a combo starter into forward tilt at low percent or special moves at higher percents. Also has unusually high knockback growth, enabling it to kill off the top when not in position for forward throw to do so, though it is also ineffective for this regard unless Bayonetta is on an elevated platform. Based on the final hit of Bayonetta's Punch + Punch + Punch + Kick + Kick + Kick (PPPKKK) combo while wielding Love is Blue.

Throw and Hitbox Data

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
Hitbox
0 0 0 3.0% 0   Standard 60 140 0   6.0 top 0.0 3.0 12.0 1.0× 1.0× 0%               Kick   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 5.0%   Forward 26 136 0 0.0×       None

Timing

Invincibility 1-21
Hitbox 20
Throw Release 21
Interruptible 47
Animation length 60
                                                                                                                       
                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible