Bayonetta

125 moves62 changed by HDR63 vanillainternal bayonetta
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7252°35 / 10-115200top
5-7258°35 / 10-111top
5-7264°32 / 10-112top
5-72Sakurai35 / 10-113top
hdr
Jab
7-9352°40 / 10-97200top
7-9358°40 / 10-91top
7-9364°40 / 10-92top
7-93Sakurai35 / 10-93top
hdr
Jab
7-11557°57 / 101-147260, 1, 2handl, arml, shoulderl
vanilla
Jab
no hitboxes4
hdr
Jab
2-14 (every 4)0.514 / 2520top
2-14 (every 4)0.5Sakurai5 / 151top
hdr
Jab
4-50.590°30 fixed-414480top
4-50.590°20 fixed-411top
11-12545°60 / 136-320top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-161158°50 / 100-2313450, 1top
17-21758°60 / 60-220, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-115Sakurai19 / 57-138260kneer
hdr
Forward Tilt
12-14562°77 / 52-1212290legl
12-14567°77 / 52-121, 2, 3kneel, trans
hdr
Forward Tilt
12-15687°75 / 63-2012380, 1, 2legr, kneer
hdr
Up Tilt
7-82368°30 fixed-217320, 1shoulderr, armr
92368°30 fixed-190, 1shoulderr, armr
10-14695°80 / 66-160armr
10-11695°80 / 66-161armr
12-14695°80 / 68-141armr
hdr
Down Tilt
6-9785°71 / 63-146260legr
6-9990°71 / 60-131, 2kneer

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr➔‡
Forward Smash
spawns wickedweavearm568
hdr➔‡
Forward Smash
spawns wickedweavearm568
hdr➔‡
Forward Smash
spawns wickedweavearm568
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr➔‡
Up Smash
spawns wickedweavearm865
AttackLw4Charge vanilla
Down Smash
no hitboxes61
vanilla➔‡
Down Smash
17-18520 fixed-4417660top

Aerial Attacks

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelCancelIDHitbox
hdr
Neutral Air
6-8848°35 / 103-2629825–ADC0, 1, 2hip, kneer, footr
9-16648°15 / 103-30, 1, 2hip, kneer, footr
hdr
Neutral Air
1-102Sakurai30 / 65-6111ADC0, 1legr, kneer
10.5Sakurai0 / 0-77, 8top
10.5330°0 / 0-79top
60.5Sakurai0 / 0-27, 8top
60.5330°0 / 0-29top
hdr
Forward Air
5-6368°71 / 10-7525101-2, 35–0kneel
5-6365°60 / 10-71top
5-6352°58 / 10-72top
5-6378°68 / 10-73top
5-6378°54 / 10-74top
hdr•‡
Forward Air
7-9365°60 / 10-1472534–0top
7-9352°58 / 10-141top
7-9378°68 / 10-142top
7-9378°54 / 10-143top
hdr•‡
Forward Air
7-10755°55 / 78-1973226–ADC0, 1, 2kneer
hdr
Back Air
9-111048°15 / 120-39311020–ADC0legl
9-111038°15 / 120-31kneel
9-111238°10 / 120-22kneel
9-11848°15 / 120-43kneer
12-14848°15 / 120-40, 1legl, kneel
12-141048°15 / 120-32kneel
hdr
Up Air
8-12875°40 / 115-2831824–ADC0, 1, 2kneer
13-15755°40 / 84-30, 1, 2kneer
hdr
Up Air
1-111.548°25 / 45-8112ADC3, 4kneel, kneer
hdr
Down Air
16-23870°30 / 120-141649201-14, 46–ADC0kneel
16-2310270°45 / 42-131, 2kneel
16-23850°45 fixed-143kneel
16-2310270°45 fixed-134kneel
16-2310250°45 fixed-135kneel
24-31850°30 / 50-140, 1, 2kneel
hdr
Down Air
1-3645°78 / 111-131200, 1top

Special Attacks

36 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
no hitboxes31
hdr
Neutral Special
no hitboxes15
vanilla
Neutral Special
no hitboxes
vanilla➔•
Neutral Special
spawns specialn_bullet230
hdr
Neutral Special
no hitboxes58
hdr
Neutral Special
no hitboxes31
hdr
Neutral Special
no hitboxes15
vanilla
Neutral Special
no hitboxes
vanilla➔•
Neutral Special
spawns specialn_bullet230
hdr
Neutral Special
no hitboxes48
hdr
Neutral Special
no hitboxes31
hdr
Neutral Special
no hitboxes15
vanilla
Neutral Special
no hitboxes
vanilla➔•
Neutral Special
spawns specialn_bullet230C
hdr
Neutral Special
no hitboxes58
hdr
Neutral Special
no hitboxes31
hdr
Neutral Special
no hitboxes15
vanilla
Neutral Special
no hitboxes
vanilla➔•
Neutral Special
spawns specialn_bullet230C
hdr
Neutral Special
no hitboxes48
hdr
Side Special
15-168Sakurai85 / 8-381560C 500footr
17-188Sakurai80 / 8-360footr
19-247.550°75 / 8-340footr
25-35762°65 / 8-290footr
hdr
Side Special
1-8770°50 / 8-281350footr
15-195101°60 / 75-150, 1, 2footr, kneer, waist
hdr
Side Special
1-4762°65 / 8-13120C 150footr
hdr
Side Special
9-10665°72 / 27-25940C 280kneer
11-13670°66 / 27-230kneer
14-15747°70 fixed-200kneer
16-177.747°65 fixed-170kneer
18-207.751°52 fixed-150kneer
SpecialAirSUWallEnd vanilla
Side Special
no hitboxes35
hdr
Side Special
8-247.586°85 / 40-29844300, 1legr, kneer
hdr
Side Special
no hitboxes36
SpecialAirSDHit vanilla
Side Special
no hitboxes3230
SpecialAirSDWallEnd vanilla
Side Special
no hitboxes3530
hdr◆¶
Up Special
8-91368°0 / 10-27838C 270, 1top
11-183.5368°0 / 10-230, 1top
19-223.515°40 / 35-150top
19-223.532°45 / 55-150top
hdr¶•
Up Special
8-91368°0 / 10-1383815C 270, 1top
11-183.5368°0 / 10-120, 1top
19-223.515°40 / 35-120top
19-223.532°45 / 55-120top
hdr
Down Special
no hitboxes57
SpecialLwBatwithin vanilla
Down Special
no hitboxes57
hdr
Down Special
no hitboxes57
SpecialAirLwBatwithin vanilla
Down Special
no hitboxes57
hdr☆¶
ShootInglegl_Atkon_SpecialAirSU
10.5340°10 / 10010top
1+0.5340°0 / 00top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
hdr
Pummel
10.6Sakurai30 fixed-241280top
40.7Sakurai30 fixed-210top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –440grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1442°46 / 1651845270
1-163Sakurai60 / 1000
17655°30 / 160-220top
hdr
Back Throw
1650°70 / 801536210
1-133Sakurai40 / 1000
14348°60 / 150-180top
hdr
Up Throw
14.582°55 / 871333200
1-113Sakurai40 / 1000
12-17380°60 / 170-170, 1kneel
hdr
Down Throw
1581°26 / 1752139180
1-193Sakurai40 / 1000
20368°60 / 140-150top

Defensive

43 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Spot Dodge
intangible 3–1527
EscapeNBatwithin vanilla
Spot Dodge
no hitboxes30
hdr
Forward Roll
intangible 4–1334
vanilla
Forward Roll
no hitboxes41
hdr
Back Roll
intangible 4–1334
EscapeBBatwithin vanilla
Back Roll
no hitboxes41
hdr
Air Dodge
intangible 8–225410
EscapeAirBatwithin vanilla
Air Dodge
no hitboxes42
hdr
Air Dodge
intangible 8–225410
vanilla
Ledge Attack
24-26945°90 / 20-2724580top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
24-25748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes35
PassiveWallJump vanilla
Tech
no hitboxes58
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes44

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes8

Projectiles & Articles

3 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Specialn Bullet

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
1-101.75Sakurai12 / 400top
1-101.75Sakurai0 / 01top
1-101.75Sakurai5 / 402top
hdr
MoveChargeBullet
1-10347°15 / 2000top

Wickedweavearm

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Forward Smash
12-1914Sakurai30 / 1020, 2top
12-1916Sakurai30 / 1021, 3top
hdr
Forward Smash (Up)
12-1915Sakurai30 / 980, 2top
12-1917Sakurai30 / 981, 3top
hdr
Forward Smash (Down)
12-1914Sakurai25 / 1020, 2top
12-1916Sakurai25 / 1021, 3top
hdr
Up Smash
91789°31 / 930, 1top
10, 13, 14, 151689°31 / 930, 1top
11-121689°31 / 930, 1top
16-201489°31 / 930, 1top

Wickedweaveleg

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Smash
1616273°115 fixed0top
1616270°10 / 631top
17-2115273°115 fixed0top
17-2115270°10 / 631top

Attributes

Weight & Size

Weight
84
Jostle Weight
4.4
Shield Radius
12.6

Ground Movement

Walk Speed
0.975
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.806
Run Speed
1.65
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.069

Jumps

Jumpsquat
4
Jump Initial Y
13.9425
Full Hop Height
39
Short Hop Height
12.5
Air Jump Height
42
Jump Count
2
Horizontal Jump Speed
1.5
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1.03
Air Accel (add)
0.015
Air Accel (mul)
0.065
Air Friction
0.007
Gravity
0.132
Fall Speed
2.35

Landing Lag

Nair
8
Fair
10
Bair
10
Uair
8
Dair
20
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (49 -> 38 frames).Up Special
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Dash Attack, Forward Tilt, AttackS32, AttackS33, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Down Smash, Neutral Air, Forward Air, AttackAirF2, AttackAirF3, Back Air, Up Air, Down Air, Side Special, Side Special (HoldEnd), Side Special (Air, U), Down Special, Down Special (Air), Forward Throw, Back Throw, Up Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special (Edge), Up Special, Up Special (Air), ShootInglegl_Atkon_SpecialAirSU
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • ShootInglegl_Atkon_SpecialAirSU
HDR removes this move’s hitboxes.
  • CliffEscape
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Specialn Bullet is on the field for up to 10 frames (param_specialn_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Specialn Bullet: Move, Specialn Bullet: MoveChargeBullet
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Wickedweavearm — see Projectiles & Articles below.Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash
  • Also spawns Wickedweaveleg — see Projectiles & Articles below.Down Smash
  • Damage comes from Specialn Bullet — see Projectiles & Articles below.Neutral Special (FireH), Neutral Special (FireF), Neutral Special (Air, FireH), Neutral Special (Air, FireF)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (StartH), Neutral Special (ChargeH), Neutral Special (FireH), Neutral Special (StartF), Neutral Special (ChargeF), Neutral Special (FireF), Neutral Special (Air, StartH), Neutral Special (Air, ChargeH), Neutral Special (Air, FireH), Neutral Special (Air, StartF), Neutral Special (Air, ChargeF), Neutral Special (Air, FireF), Side Special (Air, DLanding), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 14 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • No early autocancel window: this is the second forward air of the combo, and HDR's attack_air_f status raises the landing flag on frame 1 whenever one forward air leads into another.AttackAirF2
  • No early autocancel window: this is the third forward air of the combo, and HDR's attack_air_f status raises the landing flag on frame 1 whenever one forward air leads into another.AttackAirF3
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (LoopH), Neutral Special (LoopF), Neutral Special (Air, LoopH), Neutral Special (Air, LoopF), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Side Special (Air, DLanding), which recovers in 30 frames rather than the 43 this move would otherwise run. The figure is param_special_s.ab_d_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Side Special (Air, D)
  • Land cancels: touching the ground during this move ends it in Side Special (Air, DLanding), which recovers in 30 frames rather than the 31 this move would otherwise run. The figure is param_special_s.ab_d_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Side Special (Air, DHit)
  • Land cancels: touching the ground during this move ends it in Side Special (Air, DLanding), which recovers in 30 frames rather than the 34 this move would otherwise run. The figure is param_special_s.ab_d_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Side Special (Air, DWallEnd)
  • Landing lag is 15 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 8-22.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.