Hitbox visualization for Bayonetta's down tilt
Hitbox visualization showing Bayonetta's down tilt.
Hitbox visualization for Bayonetta's down tilt Bullet Arts
Hitbox visualization showing Bayonetta's down tilt Bullet Arts.

OverviewEdit

Bayonetta performs a sweep kick, sending opponents either directly above or above and away depending on the hitbox. Coming out on frame 7, it is tied with up tilt for Bayonetta's fastest tilt, and her second fastest grounded move (only behind Witch Twist). While possessing a low damage output at 5% (6% if sweetspotted), it is an excellent combo starter, being perfectly capable of comboing into several attacks; its leg hitbox leads into neutral aerial, forward aerial, Witch Twist, and short hop After Burner Kick at low to mid percents, as well as attack-canceled back aerial and RAR up aerial at mid to high percents. The sweetspot however, while dealing 1% more damage, can only lead into a short hop After Burner Kick due to its lower launch angle making it more DIable, forcing Bayonetta to get closer for more options. If properly spaced, it can also be used to poke shields, potentially starting a combo despite its launch angle. Additionally, like most of Bayonetta's moves, it cannot kill at reasonable percents.

Because of its speed and excellent potential rewards, it is one of Bayonetta's best moves.

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 5.0% 0   Standard 70 55 0   2.8 top 0.0 4.5 to 4.0 1.0 to 3.5 1.0× 1.0× 30%               Kick   All All            
1 0 0 6.0% 0   Standard 70 55 0   2.8 top 0.0 4.5 to 3.0 1.0 to 11.0 1.0× 1.0× 30%               Kick   All All            

Bullet ArtsEdit

The first and second bullets are shot simultaneously from Bayonetta's left arm (forward) and left leg (backward), then the third bullet is shot from her right leg (forward).

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
Left arm
2 0 0 0.5% 0   Standard 10 100 0   2.5 top 0.0 4.5 8.0 to 12.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
3 0 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 4.5 8.0 to 68.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Left leg
0 0 0 0.5% 0   Standard 10 100 0   2.5 top 0.0 2.5 -3.0 to -7.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
1 0 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 2.5 -3.0 to -63.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Right leg
0 0 0 0.5% 0   Standard 10 100 0   2.5 top 0.0 2.5 8.0 to 12.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
1 0 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 2.5 8.0 to 68.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

Hitboxes 7-8
Bullet Arts window 20
Interruptible 29
Animation length 37
                                                                         

Bullet ArtsEdit

Up to 10 consecutive bullets from each gun (20 rounds; 30 bullets total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 14 frames.

Left arm and leg bullets 1
Right leg bullet 4
Loop point 7-8
Animation length 14
                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
  
State change
 
Interruptible

TriviaEdit

  • The move has a 30% trip chance that can never actually happen, due to its largely vertical launch angle.