nyuuzyou/wikis huggingface dataset:
Bayonetta (SSB4)/Forward tilt/Hit 3

==Overview==
After her first and second hit, she performs a higher kick that’s angled upwards. The last hit launches opponents diagonally upward.
==Hitboxes==
|}
==Timing==
Hitboxes 	14-15
Interruptible 	43
Animation length	79
Category:Bayonetta (SSB4)
Category:Forward tilts (SSB4)
Bayonetta (SSB4)/Grab

==Overview==
Grabs the opponent with her hand. The grab has slightly above average range for a non-tether grab, while her dash grab has deceptively long range.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	31
Animation length	48
===Dash grab===
Grab 	10-11
Interruptible 	38
Animation length	50
===Pivot grab===
Grab 	11-12
Interruptible 	38
Animation length	50
Category:Bayonetta (SSB4)
Category:Grabs (SSB4)
Bayonetta (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack rapid jab 	 	(unavailable)
Neutral attack finisher 	 	
Forward tilt 1 	Consecutive Kicks 	
Forward tilt 2 	Consecutive Kicks 	
Forward tilt 3 	Consecutive Kicks 	
Up tilt 	 	
Down tilt 	Kick Attack 	
Dash attack 	Stiletto 	
Forward smash 	 	(unavailable)
Up smash 	 	
Down smash 	Heel Stomp 	
Neutral aerial 	 	
Neutral aerial (held) 	 	
Forward aerial 1 	 	
Forward aerial 2 	 	
Forward aerial 3 	 	
Back aerial 	 	
Up aerial 	 	
Up aerial (bullet arts held) 	 	
Down aerial 	 	
Down aerial landing 	 	
Neutral special 	Bullet Climax 	(unavailable)
Side special heel slide 	Heel Slide/After Burner Kick	
Side special heel slide (held) 	Heel Slide/After Burner Kick	
Side special after burner kick 	Heel Slide/After Burner Kick	
Side special after burner kick landing	Heel Slide/After Burner Kick	(unavailable)
Side special after burner kick down 	Heel Slide/After Burner Kick	
Up special 	Witch Twist 	
Down special 	Witch Time 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Slap Punish Attack 	
Forward throw 	Tetsuzanko 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Category:Bayonetta (SSB4)
Category:Hitboxes (SSB4)
Bayonetta (SSB4)/Neutral aerial

==Overview==
A spinning roundhouse kick, similar to ' neutral aerial. It hits around Bayonetta and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. It has very good coverage, as it can hit opponents adjacent and/or below her. It is based on the aerial Bullet Climax in Bayonetta.
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	9-17
Late hit 	18-25
Ending autocancel	34-
Interruptible 	33
Animation length 	58
|-
===Landing lag===
Animation length	10
Category:Bayonetta (SSB4)
Category:Neutral aerials (SSB4)
Bayonetta (SSB4)/Neutral attack

==Overview==
Bayonetta's neutral attack consists of three pistol whips, a barrage of quick pistol whips, and a finishing pistol whip. Note that the rapid jabs cannot be held indefinitely, unlike other rapid jabs.
For the technical data of each individual hit, see:
*Bayonetta (SSB4)/Neutral attack/Hit 1
*Bayonetta (SSB4)/Neutral attack/Hit 2
*Bayonetta (SSB4)/Neutral attack/Hit 3
*Bayonetta (SSB4)/Neutral attack/Infinite
Category:Bayonetta (SSB4)
Category:Neutral attacks (SSB4)
Bayonetta (SSB4)/Neutral attack/Hit 1

==Overview==
Performs a forward strike which combos into the following neutral attacks. Since it's active on frame 9, it is the third slowest neutral attack in the game, behind and 's. The next inputs would be another hit, then another, before an infinite attack.
==Hitboxes==
|}
==Timing==
Hitboxes 	9-12
Earliest continuable	15
Interruptible 	26
Animation length 	53
Category:Bayonetta (SSB4)
Category:Neutral attacks (SSB4)
Bayonetta (SSB4)/Neutral attack/Hit 2

==Overview==
Performs a forward swipe. It is followed by her first hit. The next inputs are another hit, then an infinite. This attack's hitboxes only appear for 3 frames.
==Hitboxes==
|}
==Timing==
Hitboxes 	9-11
Earliest continuable	15
Interruptible 	31
Animation length 	55
Category:Bayonetta (SSB4)
Category:Neutral attacks (SSB4)
Bayonetta (SSB4)/Neutral attack/Hit 3

==Overview==
Performs a forward-upward swipe. It is followed by her first and second hits. This attack's hitboxes only appear for two frames. The last input for this attack is the infinite.
==Hitboxes==
|}
==Timing==
Hitboxes 	11-12
Earliest continuable	16
Interruptible 	34
Animation length 	46
Category:Bayonetta (SSB4)
Category:Neutral attacks (SSB4)
Bayonetta (SSB4)/Neutral attack/Infinite

==Overview==
Performs a series of rapid jabs. It has an excellent damage output. as the Bullet Arts version is capable of dealing 19% if all of its hits connect. It is also very hard to SDI out of. In addition, she may sometimes shout "Get out!" when it is performed.
==Hitboxes==
|}
==Timing==
Interruptibility and animation length are only for the finisher.
Rapid Jab 	13, 20, 27, 35
Finisher (hit 1, hit 2)	2, 12-13
Interruptible 	46
Animation length 	77
Category:Bayonetta (SSB4)
Category:Neutral attacks (SSB4)
Bayonetta (SSB4)/Pummel

==Overview==
The Slap Punish Attack. It has average speed, but is unique in that it consists of two hits per input. As a result, it is possible for the opponent to break free in the middle of the pummel, and thus the second hit entirely.
==Hitboxes==
|}
==Timing==
Hitboxes 	7, 14
Animation length	20
Category:Bayonetta (SSB4)
Category:Pummels (SSB4)
Bayonetta (SSB4)/Up aerial

==Overview==
A bicycle kick. Very fast with little ending lag, along with decent knockback, making it a good juggling and KOing option near the upper blast line. It can be used to trap opponents who SDI out of Witch Twist, and can extend combos through the use of platforms. While it is difficult to land at high percents, it can lead into another up air or back air as a kill confirm. The Bullet Arts version has her perform a modified version of the aú aberto, one of many cartwheeling kicks in capoeira. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. It is based on the kick launcher in Bayonetta.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	9-18
Ending autocancel 	26-
Interruptible 	30
Animation length 	48
|-
===Landing lag===
Animation length	12
Category:Bayonetta (SSB4)
Category:Up aerials (SSB4)
Bayonetta (SSB4)/Up smash

==Overview==
Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It hits directly in front of Bayonetta, and thus leaves her vulnerable from behind and directly above, similarly to 's up smash. It has rather noticeable start-up, high ending lag and low priority, but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. The Bullet Arts version fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher. Madama Butterfly's hitbox cannot be reversed.
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Clean hit 	18-19
Late hit 	20-21
Latest hit 	22-23
Interruptible 	65
Animation length	107
Category:Bayonetta (SSB4)
Category:Up smashes (SSB4)
Bayonetta (SSB4)/Up throw

==Overview==
Performs an outside crescent kick, posing after the throw. Deals 7.5% across two hits. Most useful as an efficient combo starter into up aerial or Witch Twist at low percents, which can then lead to several combo options.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-18
Hitbox 	9-14
Throw Release 	10
Interruptible 	36
Animation length	51
|-
Category:Bayonetta (SSB4)
Category:Up throws (SSB4)
Bayonetta (SSB4)/Up tilt

==Overview==
Thrusts one of her handguns skyward in an upward arc, firing a series of bullets if the attack button is held. Attacks first in front of Bayonetta before the second strike above her head. Fairly efficiently leads into almost all of her notorious aerial combos, usually initiated with Witch Twist, but can also lead into her devastating up aerial around 130%.
==Hitboxes==
|}
==Timing==
Hit 1 (early, late)	7-8, 9-10
Hit 2 	11
Interruptible 	27
Animation length 	40
Category:Bayonetta (SSB4)
Category:Up tilts (SSB4)
Bayonetta (SSBU)/Back aerial

==Overview==
A high-angle back kick. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue. The Bullet Arts version of this move fires one gun behind her at an upward angle.
This is a relatively slow back air attack, and is also somewhat precise to land, and it has moderate kill power. Outside of jab, this is Bayonetta's only realistic KO move from within neutral. Occasionally, it's also used for specific combo extensions and combo starters at low percent.
This move is awkward to land on its own, because of its range, hitbox location, and Bayonetta's movement and physics. It is mostly used as an ender during a kill confirm combo, as a result. These kill confirms are primarily started with up tilt, either comboing directly into back air, or an intermediary up air to bring the opponent closer to the blastzone, which itself bridges into a back air. At higher percents, Afterburner Kick also sets up into it really well.
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The bullet is shot from Bayonetta's left leg gun.
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	11-14
Bullet Arts window	15
Ending autocancel 	29-
Interruptible 	35
Animation length 	39
|-
===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.
Hitboxes 	1
Loop point 	7-8
Animation length	11
===Landing lag===
Interruptible 	11 (without Bullet Arts)17 (with Bullet Arts)
Animation length	22 (without Bullet Arts)34 (with Bullet Arts)
!Without Bullet Arts 
|-
!With Bullet Arts 
Category:Bayonetta (SSBU)
Category:Back aerials (SSBU)
Bayonetta (SSBU)/Back throw

Bayonetta back throw hurtbox and hitbox visualization	Bayonetta back throw hurtbox and hitbox visualization	Bayonetta back throw hurtbox and hitbox visualization	Bayonetta back throw hurtbox and hitbox visualization	Bayonetta back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
A jumping roundhouse kick. Based on the final hit of her Punch + Kick + Kick (PKK) combo while wielding Love is Blue. Particularly weak for a back throw, and is mostly used to gain stage control or to initiate edgeguarding.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Turnaround 	11
Hitbox 	14
Throw Release 	15
Interruptible 	50
Animation length	75
|-
Category:Bayonetta (SSBU)
Category:Back throws (SSBU)
Bayonetta (SSBU)/Dash attack

==Overview==
The Stiletto; Bayonetta rushes forwards. The move boasts moderate kill power, being able to KO middleweights at about 170%, quickly travels a far distance (slightly more than 1/3 of ), has moderately low ending lag, and can cross up shields at point blank range. However, it comes out rather slow and possesses no combo potential whatsoever, limiting its uses to cover landings, tech-chasing in some scenarios, and scoring a KO at high percents. Albeit not exactly a bad move, it gets outclassed by Bayonetta's other moves.
==Update History==
 
*
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The bullet is shot from Bayonetta's right arm gun.
|}
==Timing==
===Attack===
Clean hit 	15-20
Late hit 	21-26
Bullet Arts window	28
Interruptible 	43
Animation length 	64
===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.
Hitboxes 	1
Loop point 	7-8
Animation length	11
==Parameters==
Uniquely for a dash attack, the move's travel speed is reduced by 0.8× for each opponent hit, with a maximum of 4 reductions in one use, much like 's .
Category:Bayonetta (SSBU)
Category:Dash attacks (SSBU)
Bayonetta (SSBU)/Down aerial

==Overview==
A split-legged axe kick. It is based on Bayonetta's standard aerial kick in Bayonetta. A stall-then-fall with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing.
==Update History==
 
*
==Hitboxes==
===Attack===
|}
===Landing Bullet Arts===
The bullet is shot from Bayonetta's left leg gun.
|}
==Timing==
===Attack===
The move resets Bayonetta's horizontal momentum and first sets her vertical speed to 0.5 on frames 1-17, then sets it to -4.2 from frame 18 onward. Manual horizontal movement is also disabled during frames 1-35.
If Bayonetta lands during frames 42-49, the move will not have a landing hitbox and she will be unable to use Bullet Arts.
Initial autocancel	1-16
Early hit 	18-24
Late hit 	25-35
Ending autocancel 	50-
Interruptible 	53
Animation length 	57
|-
===Landing===
Hitboxes (early, late)	1-2, 3-4
Bullet Arts window 	8
Interruptible 	31
Animation length 	45
===Landing 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 6 frames.
Hitboxes 	1
Loop point 	7-8
Animation length	6
Category:Bayonetta (SSBU)
Category:Down aerials (SSBU)
Bayonetta (SSBU)/Down smash

==Overview==
The Heel Stomp; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. The Bullet Arts version of this move fires the guns on her feet downward into the ground, ricocheting off the ground and traveling upwards at an angle behind Bayonetta. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can meteor smash opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed.
==Update History==
 
*
 
*
==Hitboxes==
===Attack===
The move and its hitboxes have some unusual properties, which are shared with Bayonetta's other smash attacks:
*The Wicked Weaves, while attached to Bayonetta and causing her to experience hitlag alongside opponents hit, are programmed as a separate object. This gives the second hit's hitboxes pseudo-projectile properties; for example, they do not have their damage affected by Bayonetta being giant or tiny.
**Additionally, when shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
*Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 60 frames after reaching full charge instead of 120 frames. If hitting an opponent slowed down by Witch Time, the multiplier is further reduced to 1.1×, with the damage increase per charge frame being halved.
|}
===Bullet Arts===
One bullet is first shot from Bayonetta's left leg gun, then another is shot from her right leg gun.
|}
==Timing==
===Attack===
Charges between 	8-9
Hit 1 	17-18
Hit 2 (clean, late)	22, 23-25
Bullet Arts window 	25
Interruptible 	66
Animation length 	78
===Bullet Arts===
Up to 10 consecutive bullets from each gun (20 total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 9 frames.
Left leg bullet 	1
Right leg bullet	4
Loop point 	7-8
Animation length	9
Category:Bayonetta (SSBU)
Category:Down smashes (SSBU)
Bayonetta (SSBU)/Down special

==Overview==
This move is called Witch Time. She uses her magic to slow down time around an opponent who attacks her, but only slowing down the attacking opponent as opposed to all opponents. Functions as a counterattack. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), whether the attack was direct or indirect (indirect attacks such as projectiles result in a shorter duration), and frequency (using Witch Time too often will decrease the duration). However, if Witch Time is activated too late, then Bat Within is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the Bayonetta series, it halves the damage received, rather than negating it.
==Update History==
 
*
*
*
 
*
 
*
*
==Timing==
===Counter===
Intangibility 	8-23
Counter 	8-27
Bat Within 	24-35
Interruptible 	67
Animation length	66
|-
Category:Bayonetta (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Bayonetta (SSBU)/Down throw

Bayonetta down throw hurtbox and hitbox visualization	Bayonetta down throw hurtbox and hitbox visualization	Bayonetta down throw hurtbox and hitbox visualization	Bayonetta down throw hurtbox and hitbox visualization	Bayonetta down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Stomps the opponent into the ground. Due to its high ending lag, it is unreliable as a combo starter, unlike most other down throws. It does have unusually high knockback growth, however, enabling it to kill off the top when not in position for forward throw to do so, though it is also ineffective for this regard unless Bayonetta is on an elevated platform. Based on the final hit of Bayonetta's Punch + Punch + Punch + Kick + Kick + Kick (PPPKKK) combo while wielding Love is Blue.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-21
Hitbox 	20
Throw Release 	21
Interruptible 	47
Animation length	60
|-
Category:Bayonetta (SSBU)
Category:Down throws (SSBU)
Bayonetta (SSBU)/Down tilt

==Overview==
Bayonetta performs a sweep kick, sending opponents either directly above or above and away depending on the hitbox. Coming out on frame 7, it is tied with up tilt for Bayonetta's fastest tilt, and her second fastest grounded move (only behind Witch Twist). While possessing a low damage output at 5% (6% if sweetspotted), it is an excellent combo starter, being perfectly capable of comboing into several attacks; its leg hitbox leads into neutral aerial, forward aerial, Witch Twist, and short hop After Burner Kick at low to mid percents, as well as attack-canceled back aerial and RAR up aerial at mid to high percents. The sweetspot however, while dealing 1% more damage, can only lead into a short hop After Burner Kick due to its lower launch angle making it more DIable, forcing Bayonetta to get closer for more options. If properly spaced, it can also be used to poke shields, potentially starting a combo despite its launch angle. Additionally, like most of Bayonetta's moves, it cannot kill at reasonable percents.
Because of its speed and excellent potential rewards, it is one of Bayonetta's best moves.
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The first and second bullets are shot simultaneously from Bayonetta's left arm (forward) and left leg (backward), then the third bullet is shot from her right leg (forward).
|}
==Timing==
===Attack===
Hitboxes 	7-8
Bullet Arts window	20
Interruptible 	29
Animation length 	37
===Bullet Arts===
Up to 10 consecutive bullets from each gun (20 rounds; 30 bullets total) can be fired by holding the button, with each one adding 7 frames to the move's duration. Otherwise, the Bullet Arts extension lasts 14 frames.
Left arm and leg bullets	1
Right leg bullet 	4
Loop point 	7-8
Animation length 	14
==Trivia==
*The move has a 30% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Bayonetta (SSBU)
Category:Down tilts (SSBU)
Bayonetta (SSBU)/Edge attack

==Overview==
Performs a hook kick while climbing up. Can be used to prevent edgeguarding from the ledge.
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	67
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
|-
Category:Bayonetta (SSBU)
Category:Edge attacks (SSBU)
Bayonetta (SSBU)/Final Smash

==Overview==
Bayonetta's Final Smash is Infernal Climax. She activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon Gomorrah, who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 15% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
==Update history==
 
*
==Hitboxes==
==Timing==
Category:Bayonetta (SSBU)
Category:Final Smashes (SSBU)
Bayonetta (SSBU)/Floor attack (back)

==Overview==
A low-angle kick performed from a windmill.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	16-17
Hit 2 	24-25
Interruptible 	46
Animation length	55
|-
Category:Bayonetta (SSBU)
Category:Floor attacks (SSBU)
Bayonetta (SSBU)/Floor attack (front)

==Overview==
A low-angle kick performed from a windmill, an acrobatic technique used in breakdancing.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	16-17
Hit 2 	24-25
Interruptible 	46
Animation length	55
|-
Category:Bayonetta (SSBU)
Category:Floor attacks (SSBU)
Bayonetta (SSBU)/Floor attack (trip)

==Overview==
A low-angle kick performed from a windmill.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	16-17
Hit 2 	24-25
Interruptible 	50
Animation length	55
|-
Category:Bayonetta (SSBU)
Category:Floor attacks (SSBU)
Bayonetta (SSBU)/Forward aerial

==Overview==
Bayonetta uses her full forward air combo as a combo starter in neutral, comboeing it into either another forward air, or into an Afterburner Kick. She also uses it to end most of her Witch Twist and Afterburner Kick comboes, and it even KOs opponents when in the magnifying glass. 
The first and second hit are used with fastfalls to combo into each other over and over, and eventually into another attack, with the first hit into Witch Twist also sometimes being used as a reset mixup to give Bayonetta more corner carry horizontally than she would get from a true combo. This works because, in order to avoid it, Bayonetta's opponent needs to react to just one hit of forward air, and press an escape option, which then puts them into ending lag in a bad spot offstage, which is easy for Bayonetta to edgegaurd.
Sometimes forward air one is also used to interrupt someone's animation in Witch Time to make followup attacks more consistent.
For the technical data of each individual hit, see:
*Bayonetta (SSBU)/Forward aerial/Hit 1
*Bayonetta (SSBU)/Forward aerial/Hit 2
*Bayonetta (SSBU)/Forward aerial/Hit 3
==Quickest loop==
Hit 1 	7-9
Hit 2 	19-21
Hit 3 	36-39
Interruptible 	38, 52, 71
Animation lengths	39, 59, 79
|-
|-
Category:Bayonetta (SSBU)
Category:Forward aerials (SSBU)