nyuuzyou/wikis huggingface dataset:
Bayonetta (SSBU)/Forward aerial/Hit 1

==Overview==
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The bullet is shot from Bayonetta's left arm gun.
|}
==Timing==
===Attack===
If not fast falling, the move sets Bayonetta's vertical speed to 1.5 upon hitting an opponent.
Initial autocancel 	1-2
Hitboxes 	7-9
Bullet Arts window 	11
Continuability window	13-36
Ending autocancel 	30-
Interruptible 	38
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 6 frames.
Hitboxes 	1
Loop point 	7-8
Animation length	6
===Landing lag===
Interruptible 	13 (without Bullet Arts)19 (with Bullet Arts)
Animation length	22 (without Bullet Arts)33 (with Bullet Arts)
!Without Bullet Arts 
|-
!With Bullet Arts 
Category:Bayonetta (SSBU)
Category:Forward aerials (SSBU)
Bayonetta (SSBU)/Forward aerial/Hit 2

==Overview==
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The bullet is shot from Bayonetta's left arm gun.
|}
==Timing==
===Attack===
If not fast falling, the move sets Bayonetta's vertical speed to 1.5 upon hitting an opponent.
Initial autocancel 	1-2
Hitboxes 	7-9
Bullet Arts window 	11
Continuability window	13-36
Ending autocancel 	32-
Interruptible 	40
Animation length 	47
|-
|-
===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
===Landing lag===
Interruptible 	13 (without Bullet Arts)19 (with Bullet Arts)
Animation length	24 (without Bullet Arts)36 (with Bullet Arts)
!Without Bullet Arts 
|-
!With Bullet Arts 
Category:Bayonetta (SSBU)
Category:Forward aerials (SSBU)
Bayonetta (SSBU)/Forward aerial/Hit 3

==Overview==
==Hitboxes==
===Attack===
|}
===Bullet Arts===
Bayonetta first shoots two simultaneous bullets from her left arm and leg guns (down and down-forward), then shoots two other simultaneous bullets from her right arm and leg guns (up and down-backward).
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	12-15
Bullet Arts window	18
Ending autocancel 	35-
Interruptible 	47
Animation length 	55
|-
===Bullet Arts===
Up to 10 consecutive bullets from each gun (20 rounds; 40 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 arm and leg bullets	4
Loop point 	7-8
Animation length 	14
===Landing lag===
Interruptible 	13 (without Bullet Arts)19 (with Bullet Arts)
Animation length	24 (without Bullet Arts)36 (with Bullet Arts)
!Without Bullet Arts 
|-
!With Bullet Arts 
Category:Bayonetta (SSBU)
Category:Forward aerials (SSBU)
Bayonetta (SSBU)/Forward smash

==Hitbox visualizations==
Angle	Wicked Weaves	Bullet Arts
↗ 	 	
→ 	 	
↘ 	 	
==Overview==
Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue. Can be angled. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal range, and Madama Butterfly's hitbox cannot be reversed. However, it has high ending lag and low priority, making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches).
==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 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===
The bullet is shot from Bayonetta's right arm gun.
|}
==Timing==
===Attack===
Charges between 	2-3
Hitboxes 	17-21
Bullet Arts window	23
Interruptible 	67
Animation length 	73
===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:Forward smashes (SSBU)
Bayonetta (SSBU)/Forward throw

Bayonetta forward throw hurtbox and hitbox visualization	Bayonetta forward throw hurtbox and hitbox visualization	Bayonetta forward throw hurtbox and hitbox visualization	Bayonetta forward throw hurtbox and hitbox visualization	Bayonetta forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
The Tetsuzanko, a technique based on the tie shan kao used in Bajiquan. She occasionally says " (Ten years too early!)", even in the English version of the game. The quote is a reference to Akira Yuki's famous quote in the series, and is said by Bayonetta herself as a special easter egg line in Bayonetta. It is her strongest throw in knockback and damage, KOing at the edge of at 140%. However, it is easily DI'd due to its diagonal angle.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	14
Throw Release 	15
Interruptible 	43
Animation length	56
|-
Category:Bayonetta (SSBU)
Category:Forward throws (SSBU)
Bayonetta (SSBU)/Forward tilt

==Overview==
Bayonetta performs three consecutive kicks, as it name implies. It is Bayonetta's slowest tilt attack, with its first hit at frame 12. While it has decent range, its endlag is too high to combo at past low percents, and its knockback growth is too low to kill at reasonable percents. However, at high percents the first hit can lead into a dash grab. Due to the aforementioned issues, very niche uses, and the fact that her down tilt heavily outclasses her forward tilt, the use of this move is strongly discouraged. At close ranges, the first or second hit may fail to connect into the next. It deals a total of 13.0%.
For the technical data of each individual hit, see:
*Bayonetta (SSBU)/Forward tilt/Hit 1
*Bayonetta (SSBU)/Forward tilt/Hit 2
*Bayonetta (SSBU)/Forward tilt/Hit 3
==Quickest loop==
Hit 1 	12
Hit 2 	27
Hit 3 	44-45
Interruptible 	32, 55, 70
Animation lengths	63, 76, 108
|-
|-
Category:Bayonetta (SSBU)
Category:Forward tilts (SSBU)
Bayonetta (SSBU)/Forward tilt/Hit 1

==Overview==
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The bullet is shot from Bayonetta's right leg gun.
|}
==Timing==
===Attack===
Hitboxes 	12
Bullet Arts window 	14
Continuability window	16-31
Interruptible 	32
Animation length 	63
|-
===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
Category:Bayonetta (SSBU)
Category:Forward tilts (SSBU)
Bayonetta (SSBU)/Forward tilt/Hit 2

==Overview==
==Update History==
 
*
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The bullet is shot from Bayonetta's left leg gun.
|}
==Timing==
===Attack===
Hitboxes 	12
Bullet Arts window 	13
Continuability window	16-39
Interruptible 	40
Animation length 	61
|-
===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
Category:Bayonetta (SSBU)
Category:Forward tilts (SSBU)
Bayonetta (SSBU)/Forward tilt/Hit 3

==Overview==
==Update History==
 
*
==Hitboxes==
===Attack===
|}
===Bullet Arts===
The bullet is shot from Bayonetta's right leg gun.
|}
==Timing==
===Attack===
Hitboxes 	14-15
Bullet Arts window	16
Interruptible 	40
Animation length 	78
===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
Category:Bayonetta (SSBU)
Category:Forward tilts (SSBU)
Bayonetta (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	38
Animation length	47
===Dash grab===
Grab 	10-11
Interruptible 	46
Animation length	49
===Pivot grab===
Grab 	11-12
Interruptible 	41
Animation length	49
Category:Bayonetta (SSBU)
Category:Grabs (SSBU)
Bayonetta (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Bullet Punch 	
Neutral attack 1 (bullet arts) 	Bullet Punch 	
Neutral attack 2 	Combo Sweep 	
Neutral attack 2 (bullet arts) 	Combo Sweep 	
Neutral attack 3 	Swing Up 	
Neutral attack 3 (bullet arts) 	Swing Up 	
Neutral attack rapid jab 	Phantom Rush 	
Neutral attack rapid jab (bullet arts)	Phantom Rush 	
Neutral attack finisher 	Phantom Finish 	
Neutral attack finisher (bullet arts) 	Phantom Finish 	
Forward tilt 1 	Bullet Heel 	
Forward tilt 1 (bullet arts) 	Bullet Heel 	
Forward tilt 2 	Combo Twist 	
Forward tilt 2 (bullet arts) 	Combo Twist 	
Forward tilt 3 	Rising Kick 	
Forward tilt 3 (bullet arts) 	Rising Kick 	
Up tilt 	Chain Upper 	
Up tilt (bullet arts) 	Chain Upper 	
Down tilt 	Twist Circle 	
Down tilt (bullet arts) 	Twist Circle 	
Dash attack 	Stiletto 	
Dash attack (bullet arts) 	Stiletto 	
Forward smash 	Umbran Straight 	
Forward smash (bullet arts) 	Umbran Straight 	
Forward smash up 	Umbran Straight 	
Forward smash up (bullet arts) 	Umbran Straight 	
Forward smash down 	Umbran Straight 	
Forward smash down (bullet arts) 	Umbran Straight 	
Up smash 	Wicked Upper 	
Up smash (bullet arts) 	Wicked Upper 	
Down smash 	Heel Stomp 	
Down smash (stomp) 	Heel Stomp 	
Down smash (bullet arts) 	Heel Stomp 	
Neutral aerial 	Spinning Kick 	
Neutral aerial (bullet arts) 	Spinning Kick 	
Forward aerial 1 	Aerial Bullet Punch	
Forward aerial 1 (bullet arts) 	Aerial Bullet Punch	
Forward aerial 2 	Aerial Combo Sweep 	
Forward aerial 2 (bullet arts) 	Aerial Combo Sweet 	
Forward aerial 3 	Swing Down 	
Forward aerial 3 (bullet arts) 	Swing Down 	
Back aerial 	Shooting Kick 	
Back aerial (bullet arts) 	Shooting Kick 	
Up aerial 	Full Moon Edge 	
Up aerial (bullet arts) 	Full Moon Edge 	
Up aerial (bullet arts held) 	Full Moon Edge 	
Down aerial 	Heel Guillotine 	
Down aerial landing 	Heel Guillotine 	
Down aerial landing (bullet arts) 	Heel Guillotine 	
Neutral special 	Bullet Climax 	(unavailable)
Side special heel slide 	Heel Slide 	
Side special heel slide finish 	Heel Slide 	
Side special heel slide (bullet arts) 	Heel Slide 	
Side special after burner kick 	After Burner Kick 	
Side special after burner kick landing	After Burner Kick 	
Side special after burner kick down 	After Burner Kick 	
Side special (bullet arts) 	After Burner Kick 	
Up special (first) 	Witch Twist 	
Up special (second) 	Witch Twist 	
Up special (bullet arts) 	Witch Twist 	
Down special 	Witch Time 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Witch Slap 	
Forward throw 	Tetsuzanko 	
Back throw 	Crescent Sweep 	
Up throw 	Arc Wiper 	
Down throw 	Full Stomp 	
Getup attack front 	Break Dance 	
Getup attack back 	Break Dance 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Bayonetta (SSBU)
Category:Hitboxes (SSBU)
Bayonetta (SSBU)/Neutral aerial

==Overview==
A spinning roundhouse kick. It is based on the aerial Bullet Climax in Bayonetta. It hits around Bayonetta and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding due to its long duration and very good coverage. If canceled early, it can lead into aerial combos with her special moves, and the clean hit can act as a combo finisher offstage.
==Update History==
 
*
==Hitboxes==
===Attack===
|}
===Bullet Arts extension===
All three bullets are shot simultaneously from Bayonetta's right arm and both leg guns.
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 57.
Clean hit 	9-17
Late hit 	18-25
Bullet Arts window	26
Ending autocancel 	34-
Interruptible 	33
Animation length 	57
|-
===Bullet Arts extension===
By holding the button, the extended portion can be executed up to 4 times in one use, for a total of 40 frames added to the move. The bullet shots are synced to the duration of each loop, with two rounds (6 shots) fired per loop. The leg hitboxes remain consistently active throughout, but can only hit once.
Worth noting is that, while the Bullet Arts are indicated by Bayonetta firing her guns like in her other attacks, the visuals do not match the actual timings of the bullets.
Leg hitboxes 	1-10
Bullet Arts (first round) 	1
Bullet Arts (second round)	6
Animation length 	10
!Leg hitboxes 
|-
!Bullet Arts 
===Landing lag===
Interruptible 	11 (without Bullet Arts)19 (with Bullet Arts)
Animation length	22 (without Bullet Arts)38 (with Bullet Arts)
!Without Bullet Arts 
|-
!With Bullet Arts 
Category:Bayonetta (SSBU)
Category:Neutral aerials (SSBU)
Bayonetta (SSBU)/Neutral attack

==Overview==
Bayonetta's Neutral Attack consists of three pistol whips, a barrage of quick pistol whips, and a finishing pistol whip. Coming out at frame 9, it is one of the slowest neutral attacks in the game, however the last hit is somewhat strong, being able to KO middleweights at 180%. If all hits connect, it deals ~22%. Note that the rapid jabs cannot be held indefinitely, unlike other rapid jabs.
For the technical data of each individual hit, see:
*Bayonetta (SSBU)/Neutral attack/Hit 1
*Bayonetta (SSBU)/Neutral attack/Hit 2
*Bayonetta (SSBU)/Neutral attack/Hit 3
*Bayonetta (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	9-12
Jab 2 	21-22
Jab 3 	33-34
Rapid jab 	48, 52, 56, 60
Rapid jab finisher	65-66, 72-73
Interruptible 	32, 46, 66, 122
Animation lengths 	53, 66, 75, 135
|-
|-
|-
Category:Bayonetta (SSBU)
Category:Neutral attacks (SSBU)
Bayonetta (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
===Attack===
! Hitstun
|+8 frames
|+8 frames
|+8 frames
|+8 frames
|+8 frames
|}
===Bullet Arts===
The bullet is shot from Bayonetta's left arm gun.
|}
==Timing==
===Attack===
Hitboxes 	9-12
Bullet Arts window 	13
Continuability window	15-26
Interruptible 	32
Animation length 	53
|-
===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
Category:Bayonetta (SSBU)
Category:Neutral attacks (SSBU)
Bayonetta (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
===Attack===
! Hitstun
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|}
===Bullet Arts===
The bullet is shot from Bayonetta's left arm gun.
|}
==Timing==
===Attack===
Hitboxes 	7-8
Bullet Arts window 	11
Continuability window	13-31
Interruptible 	32
Animation length 	52
|-
===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
Category:Bayonetta (SSBU)
Category:Neutral attacks (SSBU)
Bayonetta (SSBU)/Neutral attack/Hit 3

==Overview==
==Hitboxes==
===Attack===
! Hitstun
|+10 frames
|}
===Bullet Arts===
One bullet is first shot from Bayonetta's right arm gun, then another is shot from her left arm gun.
|}
==Timing==
===Attack===
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed at least 3 times and released at least 2 times since the start of the third jab (not the first, unlike other characters' rapid jabs).
Hitboxes 	7-8
Bullet Arts window 	10
Continuability window	17-39
Interruptible 	40
Animation length 	49
|-
===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 14 frames.
Right arm bullet	1
Left arm bullet 	4
Loop point 	7-8
Animation length	14
Category:Bayonetta (SSBU)
Category:Neutral attacks (SSBU)
Bayonetta (SSBU)/Neutral attack/Infinite

==Overview==
==Update History==
 
*
==Hitboxes==
===Attack===
! Hitstun
! Shieldstun
|+2 frames
|15×
|+2 frames
|15×
|—
|—
|—
|—
|—
|—
|—
|—
|—
|—
|}
===Bullet Arts===
For the rapid jab, each pair of bullets is first shot from Bayonetta's right arm gun, then from her left arm gun. The rapid jab finisher shoots all bullets from her right arm gun.
|}
==Timing==
===Attack===
After one full loop, releasing the attack button at any point causes the rapid jab to transition into the finisher. Interruptibility and animation length are for the finisher only.
Unlike other rapid jabs, Bayonetta's cannot be extended indefinitely, instead having a limit of 3 full loops before a forced transition into the finisher, for a maximum of 12 rapid jab hits. Bayonetta can also fire Bullet Arts during the rapid jab if the button is held, with no additional delay and a consistent frame gap between shots even after the move loops. However, due to Bayonetta rotating her arms during the animation, some bullets can often miss opponents even if they are getting hit by the rapid jab itself.
Loop points 	3-4, 19-20
Rapid jab 	6, 10, 14, 18
Bullet Arts (holding button) 	7, 14 (right arm)10, 17 (left arm)
Finisher (hit 1, hit 2) 	4-5, 11-12
Bullet Arts window (finisher)	15
Interruptible 	63
Animation length 	74
!Rapid jab 
|-
!Bullet Arts 
===Finisher 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
Category:Bayonetta (SSBU)
Category:Neutral attacks (SSBU)
Bayonetta (SSBU)/Neutral special

==Overview==
Bullet Climax is the name of Bayonetta's neutral special move. She will fire bullets at a slight angle. When held, Bayonetta instead fires Charge Bullets, which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from Bayonetta and Bayonetta 2, respectively. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically. Due to its angle, it is useful for edge-guarding and hindering aerial approaches, with the charged version being an extremely powerful KO option against recovering opponents. The uncharged version can also lock opponents on platforms.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The move starts charging if the button is held before the loop point when initiated. When charging, the bullets reach their charged state on frame 25, and the charge can be canceled by shielding, rolling, or air dodging starting on frame 31.
Hitbox 	17-26, 21-30, 32-41, 36-45
Interruptible 	76
Animation length	?
|-
|-
|-
|-
==Parameters==
===Move===
Bayonetta alternates between firing from her arms and firing from her legs each time the move is used.
Horizontal speed multiplier on startup	0.6 (grounded)0.4 (aerial)
Vertical speed multiplier on startup 	0.25
Gravity 	0.03
Falling speed 	1.4
Minimum button presses per firing loop	2
Maximum firing loops 	3
Period before charge can be canceled 	30 frames
Maximum charge hold period 	80 frames
===Bullets===
Lifetime 	10 frames
Speed 	15
Firing angle	6°
==='s Copy Ability===
Bullet offsets from left arm 	[0, 7, 3]
Bullet offsets from right arm	[0, 5, 6]
Bullet offsets from legs 	[0, 11, 2]
Category:Bayonetta (SSBU)
Category:Neutral special moves (SSBU)
Bayonetta (SSBU)/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 miss the second hit entirely. 
==Hitboxes==
|}
==Timing==
Hits 1-2 	1, 4
Interruptible 	7
Animation length	27
Category:Bayonetta (SSBU)
Category:Pummels (SSBU)
Bayonetta (SSBU)/Up aerial

==Overview==
A bicycle kick. It is based on the kick launcher in Bayonetta. The Bullet Arts version of this move has her fire her guns, whilst she performs 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. While it is decently fast for an up aerial (frame 9), its hitbox starts behind her, which can make it slower than it seems. However, one can perform a reverse aerial rush to take advantage of this, allowing multiple up aerials to combo into each other, potentially ending with a back aerial. Overall, up aerial has high utility, as it can initiate combos into specials if canceled early, and can also KO when close to the top blast line, although Bayonetta has to perform extremely high ladder combos for it to KO.
==Hitboxes==
===Attack===
|}
===Bullet Arts extension===
Bayonetta first shoots two simultaneous bullets from her left arm and leg guns, then shoots two other simultaneous bullets from her right arm and leg guns.
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	9-18
Bullet Arts window	20
Ending autocancel 	26-
Interruptible 	30
Animation length 	47
|-
===Bullet Arts extension===
By holding the button, the extended portion can be executed up to 4 times in one use, for a total of 44 frames added to the move. Unlike with Bayonetta's , the bullet shots are accurate to the visuals from her guns, and follow their own timings instead of being synced with each loop. The leg hitbox remains consistently active throughout, but can only hit once.
Leg hitbox 	1-11
Bullet Arts (left arm and leg) 	1, 8
Bullet Arts (right arm and leg)	4, 11
Animation length 	11
!Leg hitbox 
|-
!Bullet Arts 
===Landing lag===
Interruptible 	9 (without Bullet Arts)17 (with Bullet Arts)
Animation length	23 (without Bullet Arts)45 (with Bullet Arts)
!Without Bullet Arts 
|-
!With Bullet Arts 
==Trivia==
*The Bullet Arts from Bayonetta's leg guns have the same ID for both their flinching and flinchless hitboxes, causing the latter to completely override the former due to being the latest one read in the move's scripts. As a result, only the Bullet Arts from Bayonetta's arm guns can cause opponents to flinch.
Category:Bayonetta (SSBU)
Category:Up aerials (SSBU)