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.

OverviewEdit

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 HistoryEdit

  3.1.0

  •   Up tilt's hits connect more reliably.

  8.0.0

  •   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.
  •   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.
  •   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.

HitboxesEdit

AttackEdit

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   Forward 0 100 145   5.0 top 0.0 7.0 to 10.0 9.5 0.8× 0.0× 0%               Punch   All All            
1 0 0 1.5% 0   Forward 0 100 100   5.0 top 0.0 7.0 to 10.0 9.5 0.8× 0.0× 0%               Punch   All All            
Late hit 1
0 0 0 2.0% 0   Forward 65 27 0   4.5 top 0.0 18.0 7.0 0.8× 0.0× 0%               Punch   All All            
Hit 2
0 1 0 6.0% 0   Forward 55 60 0   5.5 top 0.0 25.5 -1.0 to 1.0 1.5× 1.0× 0%               Punch   All All            
1 1 0 6.0% 0   Forward 55 60 0   2.0 top 0.0 20.0 -3.0 to 3.0 1.5× 1.0× 0%               Punch   All All            

Bullet ArtsEdit

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   Forward 10 100 0   2.5 top 0.0 22.0 to 26.0 -2.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            
1 0 0 0.5% 0   Forward 0 0 0   2.5 top 0.0 22.0 to 82.0 -2.0 0.0× 0.0× 0%               Bayonetta Hit 01   All All            

TimingEdit

AttackEdit

Hit 1 (early, late) 7-9, 10-12
Hit 2 13-15
Bullet Arts window 16
Interruptible 30
Animation length 49
                                                                                                 

Bullet ArtsEdit

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
                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Loop point
  
State change
 
Interruptible