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Bayonetta (SSBU)/Neutral attack/Infinite

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Hitbox visualization for Bayonetta's rapid jab
Hitbox visualization showing Bayonetta's rapid jab.
Hitbox visualization for Bayonetta's rapid jab Bullet Arts
Hitbox visualization showing Bayonetta's rapid jab Bullet Arts.
Hitbox visualization for Bayonetta's rapid jab finisher
Hitbox visualization showing Bayonetta's rapid jab finisher.
Hitbox visualization for Bayonetta's rapid jab finisher Bullet Arts
Hitbox visualization showing Bayonetta's rapid jab finisher Bullet Arts.

OverviewEdit

Update HistoryEdit

  3.1.0

  •   Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).

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 Hitstun Shieldstun
Rapid jab
0 0 0 0.2% 0   Forward 10 20 0   6.7 top 0.0 9.0 9.0 0.6× 0.4× 0%               Kick   All All             +2 frames 15×
1 0 0 0.2% 0   Forward 8 20 0   6.7 top 0.0 9.0 18.0 to 9.0 0.6× 0.4× 0%               Kick   All All             +2 frames 15×
Rapid jab finisher hit 1
0 0 0 0.5% 0   Forward 0 100 30   3.0 top 0.0 7.0 28.0 to 10.0 0.0× 0.5× 0%               Kick   All All            
1 0 0 0.5% 0   Forward 0 100 20   4.5 top 0.0 11.0 27.0 to 11.0 0.0× 0.5× 0%               Kick   All All            
Rapid jab finisher hit 2
0 0 0 5.0% 0   Forward 67 121 0   6.5 top 0.0 8.5 8.0 1.8× 0.7× 0%               Kick   All All            
1 0 0 5.0% 0   Forward 67 121 0   6.5 top 0.0 8.5 13.0 1.8× 0.7× 0%               Kick   All All            
2 0 0 5.0% 0   Forward 67 121 0   6.5 top 0.0 8.5 18.0 1.8× 0.7× 0%               Kick   All All            

Bullet ArtsEdit

For the rapid jab, each pair of bullets is first shot from Bayonetta's right arm gun, then from her left arm gun. The rapid jab finisher shoots all bullets from her 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
Rapid jab
1 0 0 0.5% 0   Standard 0 0 0   10.0 top 0.0 9.0 9.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Rapid jab finisher
0 0 0 0.5% 0   Forward 10 100 0   2.5 top 0.0 9.0 9.5 to 13.5 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 9.0 9.5 to 69.5 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

After one full loop, releasing the attack button at any point causes the rapid jab to transition into the finisher. Interruptibility and animation length are for the finisher only.

Unlike other rapid jabs, Bayonetta's cannot be extended indefinitely, instead having a limit of 3 full loops before a forced transition into the finisher, for a maximum of 12 rapid jab hits. Bayonetta can also fire Bullet Arts during the rapid jab if the button is held, with no additional delay and a consistent frame gap between shots even after the move loops. However, due to Bayonetta rotating her arms during the animation, some bullets can often miss opponents even if they are getting hit by the rapid jab itself.

Loop points 3-4, 19-20
Rapid jab 6, 10, 14, 18
Bullet Arts (holding button) 7, 14 (right arm)
10, 17 (left arm)
Finisher (hit 1, hit 2) 4-5, 11-12
Bullet Arts window (finisher) 15
Interruptible 63
Animation length 74
Rapid jab                                                                                                                                                                                           
Bullet Arts                                                                                                                                                                                           

Finisher 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 11 frames.

Hitboxes 1
Loop point 7-8
Animation length 11
                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
  
State change
 
Interruptible