Hitbox visualization for Bayonetta's up smash
Hitbox visualization showing Bayonetta's up smash.
Hitbox visualization for Bayonetta's up smash Bullet Arts
Hitbox visualization showing Bayonetta's up smash Bullet Arts.

OverviewEdit

Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The Bullet Arts version of this move fires one gun forward and one upward. It has noticeable start-up, high ending lag and low priority, but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Its range also allows it to pierce through the platforms of Battlefield. Madama Butterfly's hitbox cannot be reversed.

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
Clean hit
0 0 0 17.0% 0   Forward 32 90 0   10.5 top 0.0 10.0 14.0 1.0× 1.0× 0%               Punch   No floor All            
1 0 0 17.0% 0   Forward 32 90 0   10.5 top 0.0 10.0 14.0 1.0× 1.0× 0%               Punch   No floor All            
Mid hit
0 0 0 16.0% 0   Forward 32 90 0   10.5 top 0.0 20.0 14.0 1.0× 1.0× 0%               Punch   No floor All            
1 0 0 16.0% 0   Forward 32 90 0   10.5 top 0.0 20.0 14.0 1.0× 1.0× 0%               Punch   No floor All            
Late hit
0 0 0 15.0% 0   Forward 32 90 0   10.5 top 0.0 30.0 14.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 15.0% 0   Forward 32 90 0   10.5 top 0.0 30.0 14.0 1.0× 1.0× 0%               Punch   All All            

Bullet ArtsEdit

One bullet is first shot from Bayonetta's right arm gun, then another is shot from her left 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
Right arm
0 0 0 0.5% 0   Standard 10 100 0   2.5 top 0.0 25.0 to 28.9 1.0 to 1.7 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 25.0 to 84.1 1.0 to 11.4 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
Left arm
0 0 0 0.5% 0   Standard 10 100 0   2.5 top 0.0 15.0 1.0 to 5.0 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 15.0 1.0 to 61.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

Charges between 6-7
Clean hit 18-19
Mid hit 20-21
Late hit 22-23
Bullet Arts window 25
Interruptible 65
Animation length 106
                                                                                                                                                                                                                   

Bullet ArtsEdit

Up to 10 consecutive bullets from each gun (20 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 9 frames.

Right arm bullet 1
Left arm bullet 4
Loop point 7-8
Animation length 9
                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
  
Loop point
  
State change
 
Interruptible