Bayonetta (SSBU)/Down smash
Overview[edit]
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[edit]
- Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).
- Down smash is faster (frame 20-21/25/26-28 → 17-18/22/23-25), with its total duration as well (FAF 69 → 66).
Hitboxes[edit]
Attack[edit]
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[edit]
One bullet is first shot from Bayonetta's left leg gun, then another is shot from her right leg gun.
Timing[edit]
Attack[edit]
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[edit]
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 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Loop point |
State change |
Interruptible |
|