Editing Bayonetta (SSB4)

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==Attributes==
==Attributes==
Bayonetta, much like in her home series, is a combo-heavy fighter, having many multi-hitting attacks designed to link into each other. She is notably larger than most humanoid characters; her attacks have excellent range and large hitboxes. Her corresponding large hurtbox and her surprisingly light [[weight]], though, render her fragile. Her movement stats are mediocre: moderately high [[air acceleration]], [[jump]] height, [[fall speed]], and [[gravity]], but slow [[walking]] speed, average [[dashing]] speed, and below average [[air speed]]. Despite this, her mobility and [[recovery]] are among the best in the game in practice thanks to her aerial special moves.
Bayonetta, much like in her home series, is a combo-heavy fighter, with many multi-hitting attacks and chainable moves. Unlike {{SSB4|Ryu}}, Bayonetta specializes in aerial combos, with her special moves being a main component in many of them. However, she shares a similar problem with Ryu in that her overall mobility is just average, with a slow [[walk]]ing speed, average [[dash]]ing and below average [[air speed]], but she has high [[air acceleration]], [[jump]] force, [[falling speed]] (the ninth fastest), and [[gravity]], attributes similar to most other combo-based characters. Similar to {{SSB4|Sheik}}, she is also tall and light, which when combined with her fast falling speed and high gravity makes her a rather frail fighter overall.


Bayonetta's greatest and most defining strength is her infamous [[punishment]] game. Up tilt, down tilt, up throw, forward aerial's first hit and [[Heel Slide]] serve as good combo starters; they all launch opponents into the air, where from there she can mix and match her attacks including, but not limited to, her aerial attacks (most notably multiple forward aerials), [[Witch Twist]] and [[After Burner Kick]] (which lets her perform the move again if it lands on an opponent), which can result in massive damage and can [[wall of pain]] or even [[zero-death]] opponents. This also gives her a good [[edge-guarding]] game, especially with a powerful back aerial, a neutral and up aerial that can frame-trap recovering opponents, and a [[meteor smash]] in down aerial that is incredibly powerful even at low percentages and surprisingly recoverable for a [[stall-then-fall]].
Bayonetta's greatest and most defining strength is her infamous [[punishment]] game, unarguably the best among the entire cast. One of its components is a special mechanic, Bullet Arts, where holding the attack/special button during many of her attacks extends the ending animation to allow her to shoot. Depending on how long the relevant button is held, Bayonetta will fire up to ten (with some exceptions) invisible bullets from each used gun that have long range (about half the length of Final Destination) and deal no [[hitstun]] (unless the opponent is at point blank range), as a way to rack up damage. Most of these bullets are shot in the direction that her attack faces her, while many shoot bullets in separate directions, such as her down tilt (forwards and backwards). With this in effect, Bayonetta has the potential to deal more than standard damage should her Bullet Arts connect. Tapping the attack button again during Bullet Arts transitions to the next move in her attack chain (if applicable), but she must do this before she twirls her guns to put them to rest (signifying the end of her combo). Bullets are also considered to be disjointed [[hitbox]]es attached to her, leaving them as unreflectable. With this ability, she has a very good damage racking game, and can camp to force opposing approaches by dealing chip damage at a distance, or simply hold down the attack button after a whiffed aerial attack to pelt opponents with minor damage, making a missed attack less of a detriment for her compared to other fighters, and granting her a good [[neutral game]]. Bayonetta also has a more traditional projectile variant in her neutral special, [[Bullet Climax]]; unlike Bullet Arts, it has visible bullets, but they cause hitstun, can be charged to increase their power, making them usable to edgeguard recovering opponents, and can be [[charge-cancel]]ed (though this doesn't store the charge).


Bullet Arts is a special mechanic unique to Bayonetta. For most of her attacks and specials, holding the button extends the animation, holding the final pose and firing her guns. She fires up to ten bullets (with some exceptions) depending on how long the button is held. The shots have long range (about half the length of Final Destination), and deal no [[hitstun]] unless connecting at point blank range. The shots generally follow the direction of the attack, but not always; for example, down tilt's Bullet Arts extension fires both in front and behind. The bullets are not counted as projectiles, but instead are disjointed [[hitbox]]es attached to Bayonetta; they cannot be reflected or absorbed. The Bullet Arts extensions of her aerials are particularly notable: they have almost no end lag, and she can freely move back and forth while she fires. This makes them very difficult to challenge when used in [[neutral game|neutral]]. In addition, the Bullet Arts extension of neutral air and up air give them a second launching hitbox, giving more possibilities for combo routes. Bullet Arts complements her neutral special, [[Bullet Climax]], which is a more traditional projectile attack that is useful for edge-guarding and KOing offstage opponents at higher percentages.
However, the most notable point of Bayonetta's punishment game resides in her combo game. All of her moves possess very large [[range]] and up tilt, down tilt, up throw, forward aerial's first hit and [[Heel Slide]] serve as good combo starters; they all launch opponents into the air, where from there she can mix and match her attacks including, but not limited to, her aerial attacks (most notably multiple forward aerials), [[Witch Twist]] and [[After Burner Kick]] (which lets her perform the move again if it lands on an opponent), which can result in massive damage and can [[wall of pain]] or even [[zero-death]] opponents. This also gives her a good [[edge-guarding]] game, especially with a powerful back aerial, a neutral and up aerial that can frame-trap recovering opponents, and a [[meteor smash]] in down aerial that is incredibly powerful even at low percentages and surprisingly recoverable for a [[stall-then-fall]].


Her down special, [[Witch Time]], is an extremely powerful high-risk/high-reward tool. It is a counterattack; when triggered, instead of striking back directly, it slows down targets to 1/8 of their speed for a brief time. This leaves them wide open to Bayonetta's powerful combo game, or simply a charged [[smash attack]] (although smash attack damage is reduced by 1.2x on slowed opponents).
Her down special, [[Witch Time]], is also a staple on her moveset: it is a counterattack with very fast startup that, if landed, it slows down targets to 1/8 of their speed and leaves them extremely wide open to her combos or charged [[smash attack]]s (though the opponent takes a reduced damage multiplier of 1.2× for smash attacks, and it does not negate lingering hitboxes that can interrupt her attempt to counterattack). Using Witch Time wisely is crucial to victory, as it can decide the outcome of the opponent and even turn the tides of the match instantly if the opponent is careless. She also benefits from her unique safety net in Bat Within, which negates all knockback and reduces damage for attacks that would have hit her if her counter activates too late or during the starting frames of any of her dodging methods. The latter essentially gives Bayonetta a frame 1 [[air dodge]] and [[sidestep]], and a frame 3 [[roll]], breaking many combos that would otherwise be true on other characters regardless of their escape options. Furthermore, Bat Within enables Bayonetta to {{b|teleport|disambiguation}} in a given (usually more favorable) position, enabling her to punish her attacker afterwards, although it often moves her too far to exploit her opponent's vulnerability.
 
Bayonetta's other unique mechanic is Bat Within, which, when triggered, negates all knockback and reduces the damage of any attack that hits her. It triggers during the startup of her dodges, and in the cooldown of her down special (just after the true counterattack window). It also teleports her a short distance if the player is holding a direction, often letting her reposition favorably. In effect, Bat Within gives Bayonetta a frame 1 [[air dodge]] and [[sidestep]], and a frame 3 [[roll]]; it often lets her escape situations which are impossible for other characters.


In regards to the strength of her moveset, Bayonetta also has some notably potent and/or useful attacks that can help her close out stocks, even more so with the help of her Witch Time, which serves as the glue on her surplus punishment game. All of her smash attacks are powerful and useful, with forward smash having the biggest hitbox out of them, up smash being the fastest and strongest, and down smash being a meteor smash that serves as an extremely useful edgeguarding move. Her up aerial is her main aerial to KO out of her combos, as they often take the opponent to the upper blast line, where she can finish the combo off with an up aerial to net a relatively early KO. Back aerial, while having rather slow startup, is her most powerful and damaging aerial, has incredibly long range, and can be used to finish an opponent in a similar vein to her up aerial, through the use of a combo that carries the opponent to the lateral blast lines. Down aerial's notably high base knockback often KOs opponents at very low percentages if they are below or at the stage's height. Her forward throw is strong, though due to it launching opponents at a slightly high angle and being commonly used, it can often fail to KO, and thus it is one of her last resort KOing options. Witch Twist is also infamous for causing very early KOs due to the hits' high base knockback.
In regards to the strength of her moveset, Bayonetta also has some notably potent and/or useful attacks that can help her close out stocks, even more so with the help of her Witch Time, which serves as the glue on her surplus punishment game. All of her smash attacks are powerful and useful, with forward smash having the biggest hitbox out of them, up smash being the fastest and strongest, and down smash being a meteor smash that serves as an extremely useful edgeguarding move. Her up aerial is her main aerial to KO out of her combos, as they often take the opponent to the upper blast line, where she can finish the combo off with an up aerial to net a relatively early KO. Back aerial, while having rather slow startup, is her most powerful and damaging aerial, has incredibly long range, and can be used to finish an opponent in a similar vein to her up aerial, through the use of a combo that carries the opponent to the lateral blast lines. Down aerial's notably high base knockback often KOs opponents at very low percentages if they are below or at the stage's height. Her forward throw is strong, though due to it launching opponents at a slightly high angle and being commonly used, it can often fail to KO, and thus it is one of her last resort KOing options. Witch Twist is also infamous for causing very early KOs due to the hits' high base knockback.
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|game=SSB4
|game=SSB4
|nocustoms=y
|nocustoms=y
|neutralname=Bullet Punch ({{ja|バレットパンチ|Baretto Panchi}}) / Combo Sweep ({{ja|コンボスイープ|Konbo Suīpu}}) / Swing Up ({{ja|スイングアップ|Suingu Appu}}) / Phantom Rush ({{ja|ファントムラッシュ|Fantomu Rasshu}}) / Phantom Finish ({{ja|ファントムフィニッシュ|Fantomu Finisshu}})
|neutralname= 
|neutralinf=y
|neutralinf=y
|neutralcount=3
|neutralcount=3
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|neutraldesc=Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo from ''Bayonetta 2''. If button mashed, it is followed by a barrage of pistol-whips that concludes a thrusting pistol-whip. It has an excellent damage output for a neutral infinite, as the Bullet Arts version is capable of dealing 19% if all of its hits connect. It is also very hard to SDI out of, but due to being active on frame 9, it is the third slowest neutral attack in the game, behind {{SSB4|King Dedede}} and {{SSB4|Zelda}}'s. All hits of the combo shoots her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. In addition, she may sometimes shout "Get out!" when it is performed.
|neutraldesc=Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo from ''Bayonetta 2''. If button mashed, it is followed by a barrage of pistol-whips that concludes a thrusting pistol-whip. It has an excellent damage output for a neutral infinite, as the Bullet Arts version is capable of dealing 19% if all of its hits connect. It is also very hard to SDI out of, but due to being active on frame 9, it is the third slowest neutral attack in the game, behind {{SSB4|King Dedede}} and {{SSB4|Zelda}}'s. All hits of the combo shoots her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. In addition, she may sometimes shout "Get out!" when it is performed.
|-
|-
|ftiltname=Consecutive Kicks ({{ja|連続キック|Renzoku Kikku}})
|ftiltname=Consecutive Kicks ({{ja|連続キック|Renzoku kikku}})
|ftiltcount=3
|ftiltcount=3
|ftiltdmg=3.5%
|ftiltdmg=3.5%
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|ftiltdesc=Bayonetta's Kick + Kick + Kick combo while wielding [https://bayonetta.fandom.com/wiki/Love_Is_Blue Love is Blue]. Like {{SSB4|Meta Knight}}'s forward tilt, it functions similarly to a neutral attack: pressing the attack button will cause Bayonetta to perform the first hit, while subsequently pressing the attack button will cause her to perform the second and last hits. It is her slowest tilt attack, due to being active on frame 12. The last hit launches opponents diagonally upward, while holding the attack button down on any part of the attack allows her fire her guns at different angles: forward, then slightly upward, then diagonally upward.
|ftiltdesc=Bayonetta's Kick + Kick + Kick combo while wielding [https://bayonetta.fandom.com/wiki/Love_Is_Blue Love is Blue]. Like {{SSB4|Meta Knight}}'s forward tilt, it functions similarly to a neutral attack: pressing the attack button will cause Bayonetta to perform the first hit, while subsequently pressing the attack button will cause her to perform the second and last hits. It is her slowest tilt attack, due to being active on frame 12. The last hit launches opponents diagonally upward, while holding the attack button down on any part of the attack allows her fire her guns at different angles: forward, then slightly upward, then diagonally upward.
|-
|-
|utiltname=Chain Upper ({{ja|チェーンアッパー|Chēn Appā}})
|utiltname= 
|utiltdmg=5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2)
|utiltdmg=5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2)
|utiltdesc=An upward pistol-whip. One of her faster tilts, though it can only hit opponents in front of and/or above herself. Consists of two hits, though the first hit only connects into the second if hitting an aerial opponent; grounded opponents will be weakly launched away from Bayonetta. It can lead into aerial combos, as well as combo into itself with the second hit at low percents. At around 130%, it can lead into up aerial as a kill confirm. The Bullet Arts version fires both guns upward. It is based on the delayed punch launcher.
|utiltdesc=An upward pistol-whip. One of her faster tilts, though it can only hit opponents in front of and/or above herself. Consists of two hits, though the first hit only connects into the second if hitting an aerial opponent; grounded opponents will be weakly launched away from Bayonetta. It can lead into aerial combos, as well as combo into itself with the second hit at low percents. At around 130%, it can lead into up aerial as a kill confirm. The Bullet Arts version fires both guns upward. It is based on the delayed punch launcher.
|-
|-
|dtiltname=Kick Attack ({{ja|キックアタック|Kikku Atakku}})
|dtiltname=Kick Attack ({{ja|キックアタック|Kikkuatakku}})
|dtiltdmg=7% (heel), 6% (leg)
|dtiltdmg=7% (heel), 6% (leg)
|dtiltdesc=The final hit of Bayonetta's PPK combo while wielding Love is Blue. Her most reliable anti-pressure option and grounded combo starter, due to its range, vertical launching angle and speed. At around 130%, it can lead into up aerial as a kill confirm. The Bullet Arts version fires two guns in front of herself and one behind herself.
|dtiltdesc=The final hit of Bayonetta's PPK combo while wielding Love is Blue. Her most reliable anti-pressure option and grounded combo starter, due to its range, vertical launching angle and speed. At around 130%, it can lead into up aerial as a kill confirm. The Bullet Arts version fires two guns in front of herself and one behind herself.
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|dashdesc=The [https://bayonetta.fandom.com/wiki/Stiletto Stiletto]. It has noticeable start-up. The Bullet Arts version fires both guns in front of herself.
|dashdesc=The [https://bayonetta.fandom.com/wiki/Stiletto Stiletto]. It has noticeable start-up. The Bullet Arts version fires both guns in front of herself.
|-
|-
|fsmashname=Umbran Straight ({{ja|アンブランストレート|Anburan Sutorēto}})
|fsmashname= 
|fsmashdmg= {{ChargedSmashDmgSSB4|16}} (fist), {{ChargedSmashDmgSSB4|14}} (wrist)
|fsmashdmg= {{ChargedSmashDmgSSB4|16}} (fist), {{ChargedSmashDmgSSB4|14}} (wrist)
|fsmashdesc=Uses [https://bayonetta.fandom.com/wiki/Wicked_Weaves Wicked Weaves] to summon [[Madama Butterfly]]'s arm, which is used to throw a punch. It has great horizontal range and Madama Butterfly's hitbox cannot be [[reverse]]d. However, it has high ending lag and low [[priority]], making it fairly easy to cancel out. It can also be dodged by fighters with low crouches, such as {{SSB4|Wii Fit Trainer}}, or by standing directly in front of Bayonetta due to a blind spot between her and Madama Butterfly's wrist. If the button is held, Bayonetta will also fire in front of her. KOs at 104% from the center of Final Destination when not charged. It is based on the final hit of Bayonetta's PPP • P combo in ''Bayonetta 2''.
|fsmashdesc=Uses [https://bayonetta.fandom.com/wiki/Wicked_Weaves Wicked Weaves] to summon [[Madama Butterfly]]'s arm, which is used to throw a punch. It has great horizontal range and Madama Butterfly's hitbox cannot be [[reverse]]d. However, it has high ending lag and low [[priority]], making it fairly easy to cancel out. It can also be dodged by fighters with low crouches, such as {{SSB4|Wii Fit Trainer}}, or by standing directly in front of Bayonetta due to a blind spot between her and Madama Butterfly's wrist. If the button is held, Bayonetta will also fire in front of her. KOs at 104% from the center of Final Destination when not charged. It is based on the final hit of Bayonetta's PPP • P combo in ''Bayonetta 2''.
|usmashname=Wicked Upper ({{ja|ウィケッドアッパー|Uikeddo Appā}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|16}} (mid), {{ChargedSmashDmgSSB4|15}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|16}} (mid), {{ChargedSmashDmgSSB4|15}} (late)
|usmashdesc=Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It hits directly in front of Bayonetta, and thus leaves her vulnerable from behind and directly above, similarly to {{SSB4|Palutena}}'s up smash. It has rather noticeable start-up, high ending lag and low [[priority]], but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. The Bullet Arts version fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher. Madama Buterfly's hitbox cannot be reversed.
|usmashdesc=Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It hits directly in front of Bayonetta, and thus leaves her vulnerable from behind and directly above, similarly to {{SSB4|Palutena}}'s up smash. It has rather noticeable start-up, high ending lag and low [[priority]], but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. The Bullet Arts version fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher. Madama Buterfly's hitbox cannot be reversed.
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|dsmashdesc=The [https://bayonetta.fandom.com/wiki/Heel_Stomp Heel Stomp]. It has 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. While powerful, its launching angle results in it KOing at 146% from anywhere on-stage. Oddly, the Bullet Arts version fires the guns on her feet downward into the ground, making it useless except for opponents directly touching her back. Madama Butterfly's hitbox cannot be reversed.
|dsmashdesc=The [https://bayonetta.fandom.com/wiki/Heel_Stomp Heel Stomp]. It has 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. While powerful, its launching angle results in it KOing at 146% from anywhere on-stage. Oddly, the Bullet Arts version fires the guns on her feet downward into the ground, making it useless except for opponents directly touching her back. Madama Butterfly's hitbox cannot be reversed.
|-
|-
|nairname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|nairname= 
|nairdmg=8% (clean), 6% (late), 4.5% (Bullet Arts extension)
|nairdmg=8% (clean), 6% (late), 4.5% (Bullet Arts extension)
|nairdesc=A spinning roundhouse kick, similar to {{SSB4|Samus}}' neutral aerial. It hits around Bayonetta and continuing the input for the Bullet Arts version has her [[Sex kick|continue to spin]] for a few seconds. It has very good coverage, as it can hit opponents adjacent and/or below her. It is based on the aerial Bullet Climax in ''Bayonetta''.
|nairdesc=A spinning roundhouse kick, similar to {{SSB4|Samus}}' neutral aerial. It hits around Bayonetta and continuing the input for the Bullet Arts version has her [[Sex kick|continue to spin]] for a few seconds. It has very good coverage, as it can hit opponents adjacent and/or below her. It is based on the aerial Bullet Climax in ''Bayonetta''.
|-
|-
|fairname=Aerial Bullet Punch ({{ja|エアリアルバレットパンチ|Eariaru Baretto Panchi}}) / Aerial Combo Sweep ({{ja|エアリアルコンボスイープ|Eariaru Konbo Suīpu}}) / Swing Down ({{ja|スイングダウン|Suingu Daun}})
|fairname= 
|fairdmg=3% (hit 1), 2.2% (hit 2), 6% (hit 3)
|fairdmg=3% (hit 1), 2.2% (hit 2), 6% (hit 3)
|fairdesc=Bayonetta's aerial PPK combo while wielding Love is Blue. Functions much like a neutral attack, requiring further inputs to continue the combo. Each hit on an opponent will make Bayonetta float slightly, allowing each of its hits to connect easily. A superb option for aerial and off-stage combos, with the first hit being capable of leading into After Burner Kick. The Bullet Arts version fires in front of her for the first two hits, while the third hit fires two guns downward (with one being slightly diagonally) and one upward.
|fairdesc=Bayonetta's aerial PPK combo while wielding Love is Blue. Functions much like a neutral attack, requiring further inputs to continue the combo. Each hit on an opponent will make Bayonetta float slightly, allowing each of its hits to connect easily. A superb option for aerial and off-stage combos, with the first hit being capable of leading into After Burner Kick. The Bullet Arts version fires in front of her for the first two hits, while the third hit fires two guns downward (with one being slightly diagonally) and one upward.
|-
|-
|bairname=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|bairname= 
|bairdmg=13% (heel), 10% (leg)
|bairdmg=13% (heel), 10% (leg)
|bairdesc=A high-angle back kick. Its respectable damage output, high knockback, and low ending lag and landing lag make it one of Bayonetta's most viable KOing options, as it KOs at 110% while near the edge. The Bullet Arts version fires one gun behind her at an upward angle.
|bairdesc=A high-angle back kick. Its respectable damage output, high knockback, and low ending lag and landing lag make it one of Bayonetta's most viable KOing options, as it KOs at 110% while near the edge. The Bullet Arts version fires one gun behind her at an upward angle.
|-
|-
|uairname=Full Moon Edge ({{ja|フルムーンエッジ|Furu Mūn Ejji}})
|uairname= 
|uairdmg=9% (kick), 4% (Bullet Arts extension)
|uairdmg=9% (kick), 4% (Bullet Arts extension)
|uairdesc=A bicycle kick. Very fast with little ending lag, along with decent knockback, making it a good juggling and KOing option near the upper blast line. It can be used to trap opponents who SDI out of [[Witch Twist]], and can extend combos through the use of platforms. While it is difficult to land at high percents, it can lead into another up air or back air as a kill confirm. The Bullet Arts version has her perform a modified version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]]{{ref|a}}, one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. It is based on the kick launcher in ''Bayonetta''.
|uairdesc=A bicycle kick. Very fast with little ending lag, along with decent knockback, making it a good juggling and KOing option near the upper blast line. It can be used to trap opponents who SDI out of [[Witch Twist]], and can extend combos through the use of platforms. While it is difficult to land at high percents, it can lead into another up air or back air as a kill confirm. The Bullet Arts version has her perform a modified version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]]{{ref|a}}, one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. It is based on the kick launcher in ''Bayonetta''.
|-
|-
|dairname=Heel Guillotine ({{ja|ヒールギロチン|Hīru Girochin}})
|dairname= 
|dairdmg=7% (body), 8% (leg), 9% (heel), 5% (landing)
|dairdmg=7% (body), 8% (leg), 9% (heel), 5% (landing)
|dairdesc=A split-legged axe kick. A [[stall-then-fall]] with low duration and ending lag, which allows her to safely recover afterward. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing. It is based on Bayonetta's standard aerial kick in ''Bayonetta''.
|dairdesc=A split-legged axe kick. A [[stall-then-fall]] with low duration and ending lag, which allows her to safely recover afterward. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing. It is based on Bayonetta's standard aerial kick in ''Bayonetta''.
|-
|-
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out. Bayonetta's grab has slightly above average range for a non-[[tether]] grab, while her dash grab has deceptively long range.
|grabdesc=Reaches out. Bayonetta's grab has slightly above average range for a non-[[tether]] grab, while her dash grab has deceptively long range.
|-
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|pummelname=Slap Punish Attack ({{ja|スラップパニッシュアタック|Surappu Panisshu Atakku}})
|pummelname=Slap Punish Attack ({{ja|スラップパニッシュアタック|Surappupanisshuatakku}})
|pummeldmg=1.6% (per hit)
|pummeldmg=1.6% (per hit)
|pummeldesc=The [https://bayonetta.fandom.com/wiki/Punish_Attacks Slap Punish Attack]. It has average speed, but is unique in that it consists of two hits per input. As a result, it is possible for the opponent to break free in the middle of the pummel, and thus the second hit entirely.
|pummeldesc=The [https://bayonetta.fandom.com/wiki/Punish_Attacks Slap Punish Attack]. It has average speed, but is unique in that it consists of two hits per input. As a result, it is possible for the opponent to break free in the middle of the pummel, and thus the second hit entirely.
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|fthrowdesc=The [https://bayonetta.fandom.com/wiki/Tetsuzanko Tetsuzanko] ({{ja|鉄山靠|Tetsuzankō}}, ''Iron Mountain Lean''), a technique based on the tie shan kao{{ref|c}} used in {{s|wikipedia|Bajiquan}}. It is her strongest and most versatile throw, as it KOs at 155% while near the edge and launches opponents at an angle that is very ideal for edge-guarding. She occasionally says "{{ja|十年早いんだよ!|Juunen hayain da yo!}} (''Ten years too early!'')", even in the English version of the game. The quote is a reference to [[Akira Yuki]]'s famous quote in the {{uv|Virtua Fighter}} series, and is said occasionally by Bayonetta herself in ''Bayonetta''.
|fthrowdesc=The [https://bayonetta.fandom.com/wiki/Tetsuzanko Tetsuzanko] ({{ja|鉄山靠|Tetsuzankō}}, ''Iron Mountain Lean''), a technique based on the tie shan kao{{ref|c}} used in {{s|wikipedia|Bajiquan}}. It is her strongest and most versatile throw, as it KOs at 155% while near the edge and launches opponents at an angle that is very ideal for edge-guarding. She occasionally says "{{ja|十年早いんだよ!|Juunen hayain da yo!}} (''Ten years too early!'')", even in the English version of the game. The quote is a reference to [[Akira Yuki]]'s famous quote in the {{uv|Virtua Fighter}} series, and is said occasionally by Bayonetta herself in ''Bayonetta''.
|-
|-
|bthrowname=Crescent Sweep ({{ja|クレセントスイープ|Kuresento Suīpu}})
|bthrowname= 
|bthrowdmg=3% (hit 1), 6% (throw)
|bthrowdmg=3% (hit 1), 6% (throw)
|bthrowdesc=A jumping roundhouse kick. It can be used to set-up an edge-guard with Bullet Climax at medium to high percents.
|bthrowdesc=A jumping roundhouse kick. It can be used to set-up an edge-guard with Bullet Climax at medium to high percents.
|-
|-
|uthrowname=Arc Wiper ({{ja|アークワイパー|Āku Waipā}})
|uthrowname= 
|uthrowdmg=3% (hit 1), 4.5% (throw)
|uthrowdmg=3% (hit 1), 4.5% (throw)
|uthrowdesc=An outside crescent kick, similar to {{SSB4|Lucario}}'s up tilt. A good combo starter that can lead into Witch Twist or up aerial until medium to high percents. The pose Bayonetta assumes afterward is based on the final hit of her PPK combo while wielding [https://bayonetta.fandom.com/wiki/Scarborough_Fair Scarborough Fair].
|uthrowdesc=An outside crescent kick, similar to {{SSB4|Lucario}}'s up tilt. A good combo starter that can lead into Witch Twist or up aerial until medium to high percents. The pose Bayonetta assumes afterward is based on the final hit of her PPK combo while wielding [https://bayonetta.fandom.com/wiki/Scarborough_Fair Scarborough Fair].
|-
|-
|dthrowname=Full Stomp ({{ja|フルストンプ|Furu Sutonpu}})
|dthrowname= 
|dthrowdmg=3% (hit 1), 5% (throw)
|dthrowdmg=3% (hit 1), 5% (throw)
|dthrowdesc=The final hit of Bayonetta's PPPKKK combo while wielding Love is Blue. Due to its high ending lag, it possesses no guaranteed followups, though it can lead into a down tilt if the opponent tries shielding too early (thus getting air dodge landing lag). Surprisingly enough, it is also Bayonetta's strongest throw from center stage, KOing middleweights at around 200% without [[rage]].
|dthrowdesc=The final hit of Bayonetta's PPPKKK combo while wielding Love is Blue. Due to its high ending lag, it possesses no guaranteed followups, though it can lead into a down tilt if the opponent tries shielding too early (thus getting air dodge landing lag). Surprisingly enough, it is also Bayonetta's strongest throw from center stage, KOing middleweights at around 200% without [[rage]].
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===Tier placement, history and tournament bans in various regions===
===Tier placement, history and tournament bans in various regions===
{{split|Character bans could have pages, see [[Talk:Steve (SSBU)]]}}  
{{split|Character bans could have pages, see [[Talk:Steve (SSBU)]]}}  
Bayonetta was, along with {{SSB4|Corrin}}, one of the only two characters to miss out on the first ''4BR'' [[tier list]], due to them being released two days after the tier list was released. Her initial perception on the community has been, however, positive since her release, albeit in a controversial way. Players pointed out her abundance of strengths, namely her extremely strong combo game with [[zero-to-death combo|zero to death]] potential, her excellent recovery, a decent neutral game despite her average mobility, the strength of her moveset despite being a light character alongside guaranteed KO setups with [[Witch Time]], and the ability to punish the opponent for trying to punish her due to the former move. Despite her strengths being slightly toned down in update [[1.1.5]], the nerfs to {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}} in the same patch further bolstered the controversy surrounding her. Players stated that she was too good in competitive play and compared her to ''[[Brawl]]''{{'}}s {{SSBB|Meta Knight}}.
Bayonetta was, along with {{SSB4|Corrin}}, one of the only two characters to miss out on the first ''4BR'' [[tier list]], due to them being available two days after the tier list was released. Her initial perception on the community has been, however, positive since her release, albeit in a controversial way. Players pointed out her abundance of strengths, namely her extremely strong combo game with [[zero-to-death combo|zero to death]] potential, her excellent recovery, a decent neutral game despite her average mobility, the strength of her moveset despite being a light character alongside guaranteed KO setups with [[Witch Time]], and the ability to punish the opponent for trying to punish her due to the former move. Despite her strengths being slightly toned down in update [[1.1.5]], the nerfs to {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}} in the same patch further bolstered the controversy surrounding her. Players stated that she was too good in competitive play and compared her to ''[[Brawl]]''{{'}}s {{SSBB|Meta Knight}}.


Bayonetta was eventually nerfed in update [[1.1.6]] and her tournament results and perception among the community declined as a result. Even so, while her perception suddenly dropped in the eyes of many smashers, it gradually became positive again due to her players adopting a newer, more creative playstyle, similar to {{SSB4|Diddy Kong}} after update [[1.0.8]]. While her results were initially not as amazing as before, her strong tournament representation and results culminated in her being placed at 11th place on the second ''4BR'' tier list. Bayonetta's representation and results would grow even more as time passed, in particular due to {{Sm|Salem}}, {{Sm|CaptainZack}}, {{Sm|Pink Fresh}} and {{Sm|saj}}'s strong results within their regions, with the former two also making it to top eight at two major tournaments. As a result of this, she moved up to 1st on the third tier list, another similarity to Diddy Kong with the previous tier list. This tier rise is the second largest between the second and third tier lists, with players stating that while the nerfs did make a difference in how simple it was to pick her up, they did not hold her back from being the best character in the game.
Bayonetta was eventually nerfed in update [[1.1.6]] and her tournament results and perception among the community declined as a result. Even so, while her perception suddenly dropped in the eyes of many smashers, it gradually became positive again due to her players adopting a newer, more creative playstyle, similar to {{SSB4|Diddy Kong}} after update [[1.0.8]]. While her results were initially not as amazing as before, her strong tournament representation and results culminated in her being placed at 11th place on the second ''4BR'' tier list. Bayonetta's representation and results would grow even more as time passed, in particular due to {{Sm|Salem}}, {{Sm|CaptainZack}}, {{Sm|Pink Fresh}} and {{Sm|saj}}'s strong results within their regions, with the former two also making it to top eight at two major tournaments. As a result of this, she moved up to 1st on the third tier list, another similarity to Diddy Kong with the previous tier list. This tier rise is the second largest between the second and third tier lists, with players stating that while the nerfs did make a difference in how simple it was to pick her up, they did not hold her back from being the best character in the game.
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At first, opinions on Bayonetta's placement on the tier list were mixed, as some players were in favor of her taking the top spot, whereas others believed that her dominance was not as high as other characters like Diddy Kong and Sheik. However, following Salem's victories at supermajors {{Trn|EVO 2017}} and {{Trn|DreamHack Atlanta 2017}}, most players agreed that she was the best character in the game, which, combined with Bayonetta's more consistent results, allowed her to hold on to 1st place on the fourth and final tier list.
At first, opinions on Bayonetta's placement on the tier list were mixed, as some players were in favor of her taking the top spot, whereas others believed that her dominance was not as high as other characters like Diddy Kong and Sheik. However, following Salem's victories at supermajors {{Trn|EVO 2017}} and {{Trn|DreamHack Atlanta 2017}}, most players agreed that she was the best character in the game, which, combined with Bayonetta's more consistent results, allowed her to hold on to 1st place on the fourth and final tier list.


By the end of the game's main competitive lifespan, Bayonetta's 1st place status was unchallenged, as numerous top players including {{Sm|MkLeo}} and {{Sm|Tweek}} began using her. Most major tournaments in 2018 had at least two to three Bayonetta players in the top eight, and by the end of the [[PGR v5]] season, there were five players ranked with Bayonetta in the top ten, the most out of all the characters in the game. Her extreme dominance in the metagame created a tremendous amount of hate from the ''Smash'' community, with a large portion of the community stating that they do not enjoy playing against the character because of her perceived brokenness.
By the end of the game's main competitive lifespan, Bayonetta's first place status was unchallenged, as numerous top players including {{Sm|MkLeo}} and {{Sm|Tweek}} began using her. Most major tournaments in 2018 had at least two to three Bayonetta players in the top eight, and by the end of the [[PGR v5]] season, there were five players ranked with Bayonetta in the top ten, the most out of all the characters in the game. Her extreme dominance in the metagame created a tremendous amount of hate from the ''Smash'' community, with a large portion of the community stating that they do not enjoy playing against the character because of her perceived brokenness.
=====Banned=====
=====Banned=====
*{{flag|USA}} [https://www.reddit.com/r/smashbros/comments/8d8k58/raid_weekly_in_chicago_bans_bayonetta/ Raid Weekly in Chicago, Illinois has confirmed Bayonetta's ban]
*{{flag|USA}} [https://www.reddit.com/r/smashbros/comments/8d8k58/raid_weekly_in_chicago_bans_bayonetta/ Raid Weekly in Chicago, Illinois has confirmed Bayonetta's ban]
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==[[Alternate costume (SSB4)#Bayonetta|Alternate costumes]]==
==[[Alternate costume (SSB4)#Bayonetta|Alternate costumes]]==
Bayonetta's default costume is based on her appearance in ''Bayonetta 2'' and is equipped with [[Media:Love is Blue - Bayo2.png|Love is Blue]]. She has an alternate costume based on her appearance in the original ''Bayonetta'', known as "A Witch With No Memories", and is equipped with [[Media:Scarborough Fair - Bayo1.png|Scarborough Fair]]. Depending on the costume, various visual effects will be one of two colors, blue for ''Bayonetta 2'' and red for ''Bayonetta'', which directly correlates to the aesthetic theme of both ''Bayonetta'' games. Both costumes have their own distinct firing sound effects for each set of guns. Her Bat Within ability also uses two separate bat models for both costumes. One of Bayonetta's alternate color schemes for her ''Bayonetta 2'' costume is based on Jeanne, her childhood friend and friendly rival. While using Jeanne's color scheme, Bayonetta's smash attacks as well as her final smash will have the hair surrounding Madama Butterfly's limbs and Gomorrah colored white instead of black. Her appearance while doing Wicked Weaves and Infernal Climax is less revealing than in the ''Bayonetta'' games, as she retains most of her clothing while performing them. In the Japanese version of the game, Bayonetta is voiced in Japanese by Atsuko Tanaka while wearing her ''Bayonetta 2'' costume and in English by Hellena Taylor while wearing her ''Bayonetta'' costume, making her the only character who speaks a different language depending on the costume chosen. This references the fact that ''Bayonetta'' did not have Japanese voice acting in its initial release; Japanese dubbing was introduced for the [[Wii U]] version after Hideki Kamiya was impressed with the Japanese voice acting done for the animated movie: ''[https://bayonetta.fandom.com/wiki/Bayonetta:_Bloody_Fate Bayonetta: Bloody Fate]''.
Bayonetta's default costume is based on her appearance in ''Bayonetta 2'' and is equipped with [[Media:Love is Blue - Bayo2.png|Love is Blue]]. She has an alternate costume based on her appearance in the original ''Bayonetta'', known as "A Witch With No Memories", and is equipped with [[Media:Scarborough Fair - Bayo1.png|Scarborough Fair]]. Depending on the costume, various visual effects will be one of two colors, blue for ''Bayonetta 2'' and red for ''Bayonetta'', which directly correlates to the aesthetic theme of both Bayonetta games. Both costumes have their own distinct firing sound effects for each set of guns. Her Bat Within ability also uses two separate bat models for both costumes. One of Bayonetta's alternate color schemes for her ''Bayonetta 2'' costume is based on Jeanne, her childhood friend and friendly rival. While using Jeanne's color scheme, Bayonetta's smash attacks as well as her final smash will have the hair surrounding Madama Butterfly's limbs and Gomorrah colored white instead of black. Her appearance while doing Wicked Weaves and Infernal Climax is less revealing than in the ''Bayonetta'' games, as she retains most of her clothing while performing them. In the Japanese version of the game, Bayonetta is voiced in Japanese by Atsuko Tanaka while wearing her ''Bayonetta 2'' costume and in English by Hellena Taylor while wearing her ''Bayonetta'' costume, making her the only character who speaks a different language depending on the costume chosen. This references the fact that ''Bayonetta'' did not have Japanese voice acting in its initial release; Japanese dubbing was introduced for the [[Wii U]] version after Hideki Kamiya was impressed with the Japanese voice acting done for the animated movie: ''[https://bayonetta.fandom.com/wiki/Bayonetta:_Bloody_Fate Bayonetta: Bloody Fate]''.


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