Bayonetta

125 moves66 changed by HDR59 vanillainternal bayonetta
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-7263°35 / 10-10519–0top
5-7270°35 / 10-101top
5-7277°32 / 10-102top
5-72Sakurai35 / 10-103top
hdr‡
Jab
7-9363°40 / 10-9720–0top
7-9370°40 / 10-91top
7-9377°38 / 10-92top
7-93Sakurai35 / 10-93top
hdr‡
Jab
8-12550°50 / 105-13826–0, 1, 2handl, arml, shoulderl
vanilla•
Jab
no hitboxes–4––
hdr•
Jab
2-14 (every 4)0.50°14 / 25–2––0top
2-14 (every 4)0.5Sakurai5 / 15–1top
hdr‡
Jab
4-50.590°30 fixed-41448–0top
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 / 100-201342–0, 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 / 25-14928–0kneer
9-12480°33 / 25-141kneer
hdr‡
Forward Tilt
11-14552°35 / 20-111127–0legl
11-14566°35 / 20-111kneel
11-14579°35 / 20-112kneel
11-14582°35 / 20-113trans
hdr‡
Forward Tilt
12-16678°45 / 158-151233–0, 1, 2legr, kneer
hdr‡
Up Tilt
8-92368°30 fixed-21833–0, 1armr, handr
10-112368°30 fixed-190, 1armr, handr
12-15697°80 / 68-150, 1armr, handr
hdr‡
Down Tilt
6-9779°55 / 80-14626–0legr
6-9784°55 / 80-141kneer
6-9894°55 / 80-132footr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr➔‡
Forward Smash
spawns wickedweavearm567––
hdr➔‡
Forward Smash
spawns wickedweavearm567––
hdr➔‡
Forward Smash
spawns wickedweavearm567––
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr➔‡
Up Smash
spawns wickedweavearm765––
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr➔‡
Down Smash
19-2050°20 fixed-421966–0top

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 / 65-318––0, 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 / 15-13926–35–1top
9-11380°55 / 15-132top
9-11385°55 / 15-133top
9-11380°60 / 15-134top
hdr•‡
Forward Air
11-14755°55 / 88-181135–29–0, 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 / 75-8112––3, 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 / 140-14120––0, 1top

Special Attacks

36 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr•
Neutral Special
no hitboxes–31–––
hdr•
Neutral Special
no hitboxes–15–––
vanilla•
Neutral Special
no hitboxes–––––
vanilla➔•
Neutral Special
spawns specialn_bullet230–––
hdr
Neutral Special
no hitboxes–58–––
hdr•
Neutral Special
no hitboxes–31–––
hdr•
Neutral Special
no hitboxes–15–––
vanilla•
Neutral Special
no hitboxes–––––
vanilla➔•
Neutral Special
spawns specialn_bullet230–––
hdr
Neutral Special
no hitboxes–48–––
hdr•
Neutral Special
no hitboxes–31–––
hdr•
Neutral Special
no hitboxes–15–––
vanilla•
Neutral Special
no hitboxes–––––
vanilla➔•
Neutral Special
spawns specialn_bullet230–C–
hdr
Neutral Special
no hitboxes–58–––
hdr•
Neutral Special
no hitboxes–31–––
hdr•
Neutral Special
no hitboxes–15–––
vanilla•
Neutral Special
no hitboxes–––––
vanilla➔•
Neutral Special
spawns specialn_bullet230–C–
hdr
Neutral Special
no hitboxes–48–––
hdr‡
Side Special
178Sakurai80 / 15-381762–C 500footr
18-208Sakurai70 / 15-370footr
21-267.555°60 / 15-340footr
27-37765°55 / 15-290footr
hdr‡¶
Side Special
1-8770°50 / 15-28135––0footr
16-205101°55 / 101-140, 1, 2footr, kneer, waist
hdr
Side Special
no hitboxes–12–––
hdr‡
Side Special
11-12665°72 / 27-241141–C 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 hitboxes–32–––
hdr‡•
Side Special
8-13786°85 / 42-3184530–0, 1legr, kneer
14-248.586°86 / 36-240, 1legr, kneer
hdr
Side Special
no hitboxes–31–––
hdr‡•
Side Special
no hitboxes–3230––
hdr‡•
Side Special
no hitboxes–3230––
SpecialAirSDLandingEdge hdr✕
Side Special
no hitboxes–6–––
hdr◆‡¶
Up Special
8-101368°30 fixed-26837–C 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 hitboxes–45–––
SpecialLwBatwithin vanilla
Down Special
no hitboxes–57–––
hdr‡
Down Special
no hitboxes–45–––
SpecialAirLwBatwithin vanilla
Down Special
no hitboxes–57–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––38–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
hdr
Pummel
10.6Sakurai30 fixed–18–0top
40.7Sakurai30 fixed–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––44–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1442°46 / 165–1945260–
1-173Sakurai60 / 100–0–
18655°30 / 160–0top
hdr‡
Back Throw
1650°70 / 85–1536210–
1-133Sakurai40 / 100–0–
14350°60 / 150–0top
hdr‡
Up Throw
14.5101°60 / 86–1633170–
1-113Sakurai40 / 100–0–
12-173101°60 / 170–0, 1kneel
hdr‡
Down Throw
1580°25 / 175–2339160–
1-213Sakurai40 / 100–0–
22368°60 / 140–0top

Defensive

43 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•
Spot Dodge
intangible 3–15–27––
EscapeNBatwithin vanilla
Spot Dodge
no hitboxes–30––
hdr•
Forward Roll
intangible 4–13–34––
vanilla
Forward Roll
no hitboxes–41––
hdr•
Back Roll
intangible 4–13–34––
EscapeBBatwithin vanilla
Back Roll
no hitboxes–41––
hdr•
Air Dodge
intangible 8–22–5210–
EscapeAirBatwithin vanilla
Air Dodge
no hitboxes–42––
hdr•
Air Dodge
intangible 8–22–5210–
vanilla
Ledge Attack
24-26945°90 / 20-252456–0top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
24-25748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–35––
PassiveWallJump vanilla•
Tech
no hitboxes–58––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–44––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–8––

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.