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Bayonetta (SSBU)/Up tilt: Difference between revisions

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==Overview==
==Overview==
Bayonetta performs an upwards pistol whip. Although it comes relatively slow at frame 9, it is a great anti-air that doubles as a combo starter, capable of leading into up aerial, neutral aerial, and Witch Twist at low to mid percents and even into itself against heavyweights at low percents. It can also hit below platforms and shield-pressure opponents from above, potentially starting a combo.
Bayonetta performs an upwards pistol whip. Coming out on frame 7, it is a great anti-air that doubles as a combo starter, capable of leading into up aerial, neutral aerial, and Witch Twist at low to mid percents and even into itself against heavyweights at low percents. It can also hit below platforms and shield-pressure opponents from above, potentially starting a combo.


However at higher percents it loses all its combo potential, serving then exclusively as an anti-air, and its knockback growth is too low to score a KO until unreasonably high percents. It is also noteworthy that, at high percents and/or depending on positioning and hurtbox shifting, the first hit may fail to connect to the second hit against grounded opponents.
However at higher percents it loses all its combo potential, serving then exclusively as an anti-air, and its knockback growth is too low to score a KO until unreasonably high percents. It is also noteworthy that, at high percents and/or depending on positioning and hurtbox shifting, the first hit may fail to connect to the second hit against grounded opponents.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
Line 14: Line 15:
*{{buff|The first hit uses set knockback (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.}}
*{{buff|The first hit uses set knockback (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.}}
*{{buff|The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.}}
*{{buff|The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.}}
==Hitboxes==
==Hitboxes==
===Attack===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Early hit 1|42}}
{{HitboxTableTitle|Early hit 1|42}}
Line 21: Line 24:
|damage=1.5%
|damage=1.5%
|angle=125
|angle=125
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=145
|fkv=145
|setweight=t
|r=5.0
|r=5.0
|bn=top
|bn=top
Line 41: Line 46:
|damage=1.5%
|damage=1.5%
|angle=123
|angle=123
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=100
|fkv=100
|setweight=t
|r=5.0
|r=5.0
|bn=top
|bn=top
Line 57: Line 64:
|g=f
|g=f
}}
}}
{{HitboxTableRowNote|The hitboxes on the early hit 1 use weight-independent set knockback.|42}}
{{HitboxTableTitle|Late hit 1|42}}
{{HitboxTableTitle|Late hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 63: Line 69:
|damage=2.0%
|damage=2.0%
|angle=128
|angle=128
|af=3
|bk=65
|bk=65
|ks=27
|ks=27
Line 85: Line 92:
|damage=6.0%
|damage=6.0%
|angle=93
|angle=93
|af=3
|bk=55
|bk=55
|ks=60
|ks=60
Line 104: Line 112:
|damage=6.0%
|damage=6.0%
|angle=93
|angle=93
|af=3
|bk=55
|bk=55
|ks=60
|ks=60
Line 117: Line 126:
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
}}
|}
===Bullet Arts===
The bullet is shot from Bayonetta's right arm gun.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
|id=0
|damage=0.5%
|angle=90
|af=3
|bk=10
|ks=100
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=22.0 to 26.0
|zpos=-2.0
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
{{UltimateHitboxTableRow
|id=1
|damage=0.5%
|angle=90
|af=3
|bk=0
|ks=0
|fkv=0
|r=2.5
|bn=top
|xpos=0.0
|ypos=22.0 to 82.0
|zpos=-2.0
|ff=0.0
|sdi=0.0
|type=Typeless
|effect=Normal
|sfx=Bayonetta Hit 01
|slvl=S
|clang=f
|rebound=f
|direct=f
}}
}}
|}
|}


==Timing==
==Timing==
===Attack===
{|class="wikitable"
{|class="wikitable"
!Hit 1 (early, late)
!Hit 1 (early, late)
Line 127: Line 188:
!Hit 2
!Hit 2
|13-15
|13-15
|-
!Bullet Arts window
|16
|-
|-
!Interruptible
!Interruptible
Line 136: Line 200:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxStateS}}{{FrameStrip|t=Lag|c=14|s=LagStateE}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}
===Bullet Arts===
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.
{|class="wikitable"
!Hitboxes
|1
|-
!Loop point
|7-8
|-
!Animation length
|11
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=4|s=LagLoopE}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|loop=y|state=y|interruptible=y}}
 
{{MvSubNavBayonetta|g=SSBU}}
{{MvSubNavBayonetta|g=SSBU}}
[[Category:Bayonetta (SSBU)]]
[[Category:Bayonetta (SSBU)]]
[[Category:Up tilts (SSBU)]]
[[Category:Up tilts (SSBU)]]

Latest revision as of 23:07, August 2, 2022

Hitbox visualization for Bayonetta's up tilt
Hitbox visualization showing Bayonetta's up tilt.
Hitbox visualization for Bayonetta's up tilt Bullet Arts
Hitbox visualization showing Bayonetta's up tilt bullet arts.

Overview[edit]

Bayonetta performs an upwards pistol whip. Coming out on frame 7, it is a great anti-air that doubles as a combo starter, capable of leading into up aerial, neutral aerial, and Witch Twist at low to mid percents and even into itself against heavyweights at low percents. It can also hit below platforms and shield-pressure opponents from above, potentially starting a combo.

However at higher percents it loses all its combo potential, serving then exclusively as an anti-air, and its knockback growth is too low to score a KO until unreasonably high percents. It is also noteworthy that, at high percents and/or depending on positioning and hurtbox shifting, the first hit may fail to connect to the second hit against grounded opponents.

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Up tilt's hits connect more reliably.

Super Smash Bros. Ultimate 8.0.0

  • Buff The move has less startup (frame 9 → 7), and the second hit has a longer duration (frame 15 → frames 13-15). The move's interruptibility has been compensated as well (FAF 32 → 30), reducing its ending lag.
  • Buff The first hit uses set knockback (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.
  • Buff The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.

Hitboxes[edit]

Attack[edit]

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
Early hit 1
0 0 0 1.5% 0 AngleIcon125.png Forward 0 100 145 HitboxTableIcon(True).png 5.0 top 0.0 7.0 to 10.0 9.5 0.8× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 1.5% 0 AngleIcon123.png Forward 0 100 100 HitboxTableIcon(True).png 5.0 top 0.0 7.0 to 10.0 9.5 0.8× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit 1
0 0 0 2.0% 0 AngleIcon128.png Forward 65 27 0 HitboxTableIcon(False).png 4.5 top 0.0 18.0 7.0 0.8× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 1 0 6.0% 0 AngleIcon93.png Forward 55 60 0 HitboxTableIcon(False).png 5.5 top 0.0 25.5 -1.0 to 1.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 1 0 6.0% 0 AngleIcon93.png Forward 55 60 0 HitboxTableIcon(False).png 2.0 top 0.0 20.0 -3.0 to 3.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Bullet Arts[edit]

The bullet is shot from Bayonetta's 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
0 0 0 0.5% 0 AngleIcon90.png Forward 10 100 0 HitboxTableIcon(False).png 2.5 top 0.0 22.0 to 26.0 -2.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Bayonetta Hit 01 SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 0.5% 0 AngleIcon90.png Forward 0 0 0 HitboxTableIcon(False).png 2.5 top 0.0 22.0 to 82.0 -2.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Bayonetta Hit 01 SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

Hit 1 (early, late) 7-9, 10-12
Hit 2 13-15
Bullet Arts window 16
Interruptible 30
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png

Bullet Arts[edit]

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
FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(Interruptible).png
Interruptible