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Bayonetta up throw hurtbox and hitbox visualization
Hitbox visualization for Bayonetta's down throw

OverviewEdit

An outside crescent kick. The pose Bayonetta assumes afterward is based on the final hit of her Punch + Punch + Kick (PPK) combo while wielding Scarborough Fair. Does not have true combo potential; however, due to Bayonetta's aerial presence, up throw is usually used to initiate aerial combos, as Bayonetta can capitalize on the opponent's reaction.

Throw and Hitbox DataEdit

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
Hitbox
0 0 0 3.0% 0   Standard 60 170 0   5.0 kneel 6.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Standard 60 170 0   5.0 kneel 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 4.5%   Forward 60 88 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

TimingEdit

Invincibility 1-10
Hitbox 9-14
Throw Release 10
Interruptible 36
Animation length 51
                                                                                                     
                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible