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Bayonetta (SSBU)/Up special

Bayonetta Up Special Hitbox Visualizations.
First Second
Hitbox visualization for Bayonetta's Witch Twist BayonettaWitchTwist2SSBU.gif
Hitbox visualization for Bayonetta's Witch Twist Bullet Arts
Hitbox visualization showing the bullet arts of Bayonetta's up special, Witch Twist.

OverviewEdit

An ascending, corkscrew pistol-whip. Based on Witch Twist from Bayonetta, as well as a variation from Bayonetta 2 known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to Rising Uppercut. Despite this, Witch Twist is still a very useful recovery option, as she is allowed to use one Witch Twist after each jump, including after a double jump (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low ending lag and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top blast line. Each Witch Twist's final hit has different knockback trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial).

The move deals a total of 7% damage (8.4% with the 1v1 multiplier) if started on the ground, and 6% (7.2% in 1v1) if started in the air. With Bullet Arts, this can be increased to a total of 10% (12%) and 9% (10.8%), respectively. However, firing Bullet Arts deprives the move of its interruptibility frames, and is thus very rarely used, as it effectively prevents Bayonetta from starting or continuing combos into other attacks.

With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to Smash 4. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch.

Update HistoryEdit

  3.1.0

  •   Witch Twist has less landing lag when used twice (32 frames → 28).
  •   Witch Twist has an additional hitbox, making its hits connect more reliably.

  8.0.0

  •   The move has a lower SDI multiplier (2× → 1.5×).
  •   The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).

HitboxesEdit

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 Rehit rate
Hit 1, grounded
0 0 0 3.0% 0   Standard 0 100 120   2.5 top 0.0 4.5 to 9.5 0.5 0.8× 0.0× 0%               Kick   All All             0
1 0 0 3.0% 0   Standard 0 100 130   4.0 top 0.0 6.0 to 8.0 5.0 0.8× 0.0× 0%               Kick   All All             0
Hit 1, aerial
0 0 0 2.0% 0   Standard 0 100 140   3.0 top 0.0 4.0 to 11.0 1.0 0.8× 0.0× 0%               Kick   All All             0
1 0 0 2.0% 0   Standard 0 100 135   5.3 top 0.0 6.0 to 9.5 7.5 0.8× 0.0× 0%               Kick   All All             0
Multihits (Earliest)
0 0 0 0.2% 0   Standard 0 100 100   5.0 top 0.0 21.0 to 19.0 0.0 0.8× 1.5× 0%               Kick   All All             3
1 0 0 0.2% 0   Standard 0 100 80   4.5 top 0.0 26.0 to 19.0 0.0 0.8× 1.5× 0%               Kick   All All             3
2 0 0 0.2% 0   Standard 0 100 140   2.0 top 0.0 18.0 to 8.0 0.0 0.8× 1.5× 0%               Kick   All All             3
Multihits (Early)
0 0 0 0.2% 0   Standard 0 100 100   5.0 top 0.0 21.0 to 19.0 0.0 0.8× 1.5× 0%               Kick   All All             3
1 0 0 0.2% 0   Standard 0 100 80   4.5 top 0.0 26.0 to 19.0 0.0 0.8× 1.5× 0%               Kick   All All             3
2 0 0 0.2% 0   Standard 0 100 120   2.0 top 0.0 18.0 to 9.0 0.0 0.8× 1.5× 0%               Kick   All All             3
Multihits (Mid)
0 0 0 0.2% 0   Standard 0 100 75   5.0 top 0.0 23.0 to 20.0 0.0 0.8× 1.5× 0%               Kick   All All             3
1 0 0 0.2% 0   Standard 0 100 30   4.0 top 0.0 25.0 to 23.0 0.0 0.8× 1.5× 0%               Kick   All All             3
2 0 0 0.2% 0   Standard 0 100 120   2.0 top 0.0 18.0 to 9.0 0.0 0.8× 1.5× 0%               Kick   All All             3
Multihits (Late)
0 0 0 0.2% 0   Standard 0 100 75   5.0 top 0.0 23.0 to 20.0 0.0 0.8× 1.5× 0%               Kick   All All             3
1 0 0 0.2% 0   Standard 0 100 135   3.0 top 0.0 25.0 to 23.0 0.0 0.8× 1.5× 0%               Kick   All All             3
2 0 0 0.2% 0   Standard 0 100 120   2.0 top 0.0 18.0 to 9.0 0.0 0.8× 1.5× 0%               Kick   All All             3
Multihits (Latest)
0 0 0 0.2% 0   Standard 0 100 75   5.0 top 0.0 23.0 to 20.0 0.0 0.8× 1.5× 0%               Kick   All All             3
1 0 0 0.2% 0   Standard 0 100 135   3.0 top 0.0 25.0 to 23.0 0.0 0.8× 1.5× 0%               Kick   All All             3
2 0 0 0.2% 0   Standard 0 100 120   2.0 top 0.0 18.0 to 11.0 0.0 0.8× 1.5× 0%               Kick   All All             3
Final hit, first use
0 0 0 3.0% 0   Standard 45 80 0   6.5 top 0.0 26.5 to 19.0 0.0 0.8× 1.5× 0%               Kick   All All             0
Final hit, second use
0 0 0 3.0% 0   Standard 30 50 0   6.5 top 0.0 26.5 to 19.0 0.0 0.8× 1.5× 0%               Kick   All All             0
All hitboxes use weight-independent knockback.

TimingEdit

The move can grab ledges from the front starting on frame 27, and from behind starting on frame 33.

If Bullet Arts are used, the move loses its interruptibility frames, preventing Bayonetta from acting out of it until frame 45.

Hit 1 6
Multihits (earliest, early, mid, late, latest) 11, 12-14, 15-19, 20-22, 23-25
Final hit 27-28
Interruptible 32
Animation length 44
                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible

ParametersEdit

For landing lag data, see Bayonetta Recovery Frames.

Horizontal speed multiplier on startup 0.8 (grounded)
0.5 (aerial)
Vertical speed multiplier on startup 0.5
Gravity during the move 0.03
Falling speed during the move 0.4
Height multiplier 1.2 (first)
1.1 (second)
Window after double jump to restore it 4 frames (8.0.0 onward)
3 frames (before 8.0.0)