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Bayonetta (SSBU)/Forward smash

Hitbox visualizationsEdit

Angle Wicked Weaves Bullet Arts
   
   
   

OverviewEdit

Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue. Can be angled. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal range, and Madama Butterfly's hitbox cannot be reversed. However, it has high ending lag and low priority, making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches).

Update HistoryEdit

  8.0.0

  •   Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).

HitboxesEdit

AttackEdit

The move and its hitboxes have some unusual properties, which are shared with Bayonetta's other smash attacks:

  • The Wicked Weaves, while attached to Bayonetta and causing her to experience hitlag alongside opponents hit, are programmed as a separate object. This gives the hitboxes pseudo-projectile properties; for example, they do not have their damage affected by Bayonetta being giant or tiny.
    • Additionally, when shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
  • Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 60 frames after reaching full charge instead of 120 frames. If hitting an opponent slowed down by Witch Time, the multiplier is further reduced to 1.1×, with the damage increase per charge frame being halved.
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
Angled up
0 0 0 14.0% 0   Forward 34 102 0   5.5 top 0.0 14.5 7.0 to 19.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 14.0% 0   Forward 34 102 0   5.5 top 0.0 14.5 7.0 to 19.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 16.0% 0   Forward 35 102 0   8.0 top 0.0 15.0 29.5 1.3× 1.0× 0%               Punch   All All            
3 0 0 16.0% 0   Forward 35 102 0   8.0 top 0.0 15.0 29.5 1.3× 1.0× 0%               Punch   All All            
Angled forward
0 0 0 14.0% 0   Forward 34 102 0   5.5 top 0.0 16.0 to 12.0 7.0 to 19.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 14.0% 0   Forward 34 102 0   5.5 top 0.0 16.0 to 12.0 7.0 to 19.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 16.0% 0   Forward 35 102 0   8.0 top 0.0 10.0 29.0 1.3× 1.0× 0%               Punch   All All            
3 0 0 16.0% 0   Forward 35 102 0   8.0 top 0.0 10.0 29.0 1.3× 1.0× 0%               Punch   All All            
Angled down
0 0 0 14.0% 0   Forward 34 102 0   5.5 top 0.0 14.0 to 10.0 7.0 to 19.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 14.0% 0   Forward 34 102 0   5.5 top 0.0 14.0 to 10.0 7.0 to 19.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 16.0% 0   Forward 35 102 0   8.0 top 0.0 7.0 29.0 1.3× 1.0× 0%               Punch   All All            
3 0 0 16.0% 0   Forward 35 102 0   8.0 top 0.0 7.0 29.0 1.3× 1.0× 0%               Punch   All All            

Bullet ArtsEdit

The bullet is shot from Bayonetta's right arm 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
Angled up
0 0 0 0.5% 0   Forward 10 100 0   2.5 top 0.0 12.0 to 13.2 9.5 to 13.3 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 12.0 to 29.5 9.5 to 66.9 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Angled forward
0 0 0 0.5% 0   Forward 10 100 0   2.5 top 0.0 9.5 10.0 to 14.0 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 9.5 10.0 to 70.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Angled down
0 0 0 0.5% 0   Forward 10 100 0   2.5 top 0.0 8.4 to 7.7 9.5 to 13.4 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 8.4 to -2.0 9.5 to 68.6 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

Charges between 2-3
Hitboxes 17-21
Bullet Arts window 23
Interruptible 67
Animation length 73
                                                                                                                                                 

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
  
Charge interval
 
Hitbox
  
Loop point
  
State change
 
Interruptible