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Bayonetta (SSBU)/Neutral aerial

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Hitbox visualization for Bayonetta's neutral aerial
Hitbox visualization showing Bayonetta's neutral aerial.
Hitbox visualization showing Bayonetta's neutral aerial Bullet Arts extension.

OverviewEdit

A spinning roundhouse kick. It is based on the aerial Bullet Climax in Bayonetta. It hits around Bayonetta and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding due to its long duration and very good coverage. If canceled early, it can lead into aerial combos with her special moves, and the clean hit can act as a combo finisher offstage.

Update HistoryEdit

  2.0.0

  •   Bayonetta can grab edges earlier after using neutral aerial (59 frames → 57).

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
Clean hit
0 0 0 8.0% 0   Standard 65 60 0   6.0 legr 3.0 0.0 1.7 1.0× 1.0× 0%               Kick   All All            
1 0 0 8.0% 0   Standard 65 60 0   4.5 kneer 7.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 6.0% 0   Standard 65 50 0   5.8 legr 3.0 0.0 1.7 1.0× 1.0× 0%               Kick   All All            
1 0 0 6.0% 0   Standard 65 50 0   4.2 kneer 7.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

Bullet Arts extensionEdit

All three bullets are shot simultaneously from Bayonetta's right arm and both leg guns.

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
Leg hitboxes
0 0 0 3.0% 0   Standard 60 85 0   4.8 legr 3.0 0.0 1.7 1.0× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Standard 60 85 0   3.3 kneer 7.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Bullet Arts (first round)
2 1 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 14.0 -6.0 to -66.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
3 1 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 11.0 13.0 to 73.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
4 1 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 3.2 to -26.8 2.0 to 54.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Bullet Arts (second round)
2 1 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 14.0 6.0 to 66.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
3 1 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 11.0 -13.0 to -73.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
4 1 0 0.5% 0   Standard 0 0 0   2.5 top 0.0 3.2 to -26.8 -2.0 to -54.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

The move enables ledge grabs from both sides starting on frame 57.

Clean hit 9-17
Late hit 18-25
Bullet Arts window 26
Ending autocancel 34-
Interruptible 33
Animation length 57
                                                                                                                 
                                                                                                                 

Bullet Arts extensionEdit

By holding the button, the extended portion can be executed up to 4 times in one use, for a total of 40 frames added to the move. The bullet shots are synced to the duration of each loop, with two rounds (6 shots) fired per loop. The leg hitboxes remain consistently active throughout, but can only hit once.

Worth noting is that, while the Bullet Arts are indicated by Bayonetta firing her guns like in her other attacks, the visuals do not match the actual timings of the bullets.

Leg hitboxes 1-10
Bullet Arts (first round) 1
Bullet Arts (second round) 6
Animation length 10
Leg hitboxes                     
Bullet Arts                     

Landing lagEdit

Interruptible 11 (without Bullet Arts)
19 (with Bullet Arts)
Animation length 22 (without Bullet Arts)
38 (with Bullet Arts)
Without Bullet Arts                                                                             
With Bullet Arts                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Loop point
  
State change
 
Autocancel
 
Interruptible