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Bayonetta (SSBU)/Up special

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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.

Overview

Update History

  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).

Hitboxes

First Witch Twitst

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
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
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
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
All hitboxes use weight-independent knockback.

Second Witch Twist

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
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
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.

Timing

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