Bayonetta

125 moves66 changed by HDR59 vanillainternal bayonetta
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7263°35 / 10-105190top
5-7270°35 / 10-101top
5-7277°32 / 10-102top
5-72Sakurai35 / 10-103top
hdr
Jab
7-9363°40 / 10-97200top
7-9370°40 / 10-91top
7-9377°38 / 10-92top
7-93Sakurai35 / 10-93top
hdr
Jab
8-12550°50 / 105-138260, 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
13-161160°50 / 100-2013420, 1, 2armr, handr, footr
17-21760°37 / 100-190, 1, 2armr, handr, footr

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-12460°33 / 25-149280kneer
9-12480°33 / 25-141kneer
hdr
Forward Tilt
11-14552°35 / 20-1111270legl
11-14566°35 / 20-111kneel
11-14579°35 / 20-112kneel
11-14582°35 / 20-113trans
hdr
Forward Tilt
12-16678°45 / 158-1512330, 1, 2legr, kneer
hdr
Up Tilt
8-92368°30 fixed-218330, 1armr, handr
10-112368°30 fixed-190, 1armr, handr
12-15697°80 / 68-150, 1armr, handr
hdr
Down Tilt
6-9779°55 / 80-146260legr
6-9784°55 / 80-141kneer
6-9894°55 / 80-132footr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr➔‡
Forward Smash
spawns wickedweavearm567
hdr➔‡
Forward Smash
spawns wickedweavearm567
hdr➔‡
Forward Smash
spawns wickedweavearm567
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr➔‡
Up Smash
spawns wickedweavearm765
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr➔‡
Down Smash
19-20520 fixed-4219660top

Aerial Attacks

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-8848°35 / 103-2629825–0, 1, 2, 3hip, kneer, footr, kneel
9-16648°15 / 103-30, 1, 2hip, kneer, footr
hdr
Neutral Air
1-7248°30 / 65-3180, 1, 2hip, kneer, footr
hdr
Forward Air
6-8380°60 / 15-8625111-3, 35–0, 4kneel, top
6-8375°55 / 15-81top
6-8380°55 / 15-82top
6-8385°55 / 15-83top
hdr•‡
Forward Air
9-11375°55 / 15-1392635–1top
9-11380°55 / 15-132top
9-11385°55 / 15-133top
9-11380°60 / 15-134top
hdr•‡
Forward Air
11-14755°55 / 88-18113529–0, 1, 2kneer
hdr
Back Air
9-111048°15 / 120-39311020–0legl
9-111038°15 / 120-31kneel
9-111238°8 / 120-22footl
9-11848°15 / 120-43kneer
12-14848°15 / 120-40, 1legl, kneel
12-141048°15 / 120-32footl
hdr
Up Air
8-127.770°40 / 119-2831826–0, 1, 2kneer, footr
13-166.555°40 / 89-30, 1, 2kneer, footr
hdr
Up Air
1-111.555°25 / 75-81123, 4footl, footr
hdr
Down Air
16-23870°30 / 120-121649181-14, 46–0kneel
16-2310270°45 / 42-111, 2kneel, footl
16-238330°45 fixed-123kneel
16-2310270°45 fixed-114kneel
16-2310210°45 fixed-115footl
24-31850°30 / 50-120, 1, 2kneel, footl
hdr
Down Air
1-3434°30 / 140-141200, 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
178Sakurai80 / 15-381762C 500footr
18-208Sakurai70 / 15-370footr
21-267.555°60 / 15-340footr
27-37765°55 / 15-290footr
hdr‡¶
Side Special
1-8770°50 / 15-281350footr
16-205101°55 / 101-140, 1, 2footr, kneer, waist
hdr
Side Special
no hitboxes12
hdr
Side Special
11-12665°72 / 27-241141C 330kneer
13-15670°66 / 27-220kneer
16-176.551°73 fixed-190kneer
18-19751°70 fixed-170kneer
20-217.555°58 fixed-140kneer
hdr
Side Special
no hitboxes32
hdr‡•
Side Special
8-13786°85 / 42-31845300, 1legr, kneer
14-248.586°86 / 36-240, 1legr, kneer
hdr
Side Special
no hitboxes31
hdr‡•
Side Special
no hitboxes3230
hdr‡•
Side Special
no hitboxes3230
SpecialAirSDLandingEdge hdr
Side Special
no hitboxes6
hdr◆‡¶
Up Special
8-101368°30 fixed-26837C 290, 1top
14-193368°30 fixed-190, 1, 2top
20-223.515°40 / 35-130, 1top
20-223.532°45 / 55-130, 1top
hdr◆•‡
Up Special
1-61368°30 fixed-341384C0, 1, 2top
7-140.75120°65 fixed-280top
7-140.75260°10 fixed-281top
7-140.75140°60 fixed-282top
15-173.540°45 / 100-190, 1top
hdr
Down Special
no hitboxes45
SpecialLwBatwithin vanilla
Down Special
no hitboxes57
hdr
Down Special
no hitboxes45
SpecialAirLwBatwithin vanilla
Down Special
no hitboxes57

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 / 1651945260
1-173Sakurai60 / 1000
18655°30 / 160-210top
hdr
Back Throw
1650°70 / 851536210
1-133Sakurai40 / 1000
14350°60 / 150-180top
hdr
Up Throw
14.5101°60 / 861633170
1-113Sakurai40 / 1000
12-173101°60 / 170-170, 1kneel
hdr
Down Throw
1580°25 / 1752339160
1-213Sakurai40 / 1000
22368°60 / 140-130top

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 8–225210
EscapeAirBatwithin vanilla
Air Dodge
no hitboxes42
hdr
Air Dodge
intangible 8–225210
vanilla
Ledge Attack
24-26945°90 / 20-2524560top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
24-25748°80 / 48-240top
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 hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
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 hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
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
1-111.75Sakurai12 / 400top
1-111.75Sakurai0 / 01top
1-111.75Sakurai5 / 402top
hdr
MoveChargeBullet
1-11347°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
101789°31 / 930, 1top
11, 14, 15, 161689°31 / 930, 1top
12-131689°31 / 930, 1top
17-211489°31 / 930, 1top

Wickedweaveleg

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Smash
1616268°115 fixed0top
1616268°15 / 551top
17-2115272°115 fixed0top
17-2115272°15 / 551top

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
13
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
11
Bair
10
Uair
8
Dair
18
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (11 -> 8 frames).AttackAirNHold
  • HDR replaces the animation (49 -> 42 frames).Up Special
  • HDR replaces the animation (49 -> 34 frames).Up Special (Air)
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), Side Special (Air, UWallEnd), Side Special (Air, D), Side Special (Air, DHit), Side Special (Air, DWallEnd), Up Special, Up Special (Air), 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 (HoldEnd), Up Special
HDR removes this move’s hitboxes.
  • Side Special (Air, DLandingEdge), 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 11 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), 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 44 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), Side Special (Air, DWallEnd)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply. The code names the move rather than this animation, so the figure may belong to another of its segments.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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.