So, sixriver's got some of Bayonetta's Bullet Climax data up:
https://docs.google.com/spreadsheet...xjqBTA8pY14g/edit?pref=2&pli=1#gid=1777978906. It's frame 17 on startup, shoots at a minimum of 4 shots with the 4th shot being frame 37, and there's 70 total frames. Because her projectile's different compared to other characters who just shoot once and end it regardless if it's a multi-hit like Greninja's charged Water Shuriken or Ryu's Shakunetsu, Bayonetta's is a burst projectile. The closest to that is Sheik's Needle Storm. This makes her recovery "different". If we consider the 4th minimum shot to be the last hitbox, then it means Bullet Climax has 34 recovery frames which is just 1 frame off Mario's Fireball recovery frames. If we consider the startup alone, the first shot only, then it means she has 54 recovery frames. I'm going with the last shot since she's most likely going to use this at range while the first shot would only be for if she firing the wrong way for whatever reason or if she's using it up close which few projectiles are ever used like that outside of item ones, but those still have startup for them to be taken out.
For Charge Bullets, they don't have the data up, but if we go with that almost all chargeable projectiles have the same recovery frames as their uncharged versions, then it's the same for Charge Bullets, especially since Bayonetta just fires normally after it.
TL;DR: Bullet Climax frame data and Bullet Climax has relatively low recovery.