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:{{cquote| | :{{cquote|Bayonetta Gets Wicked!|cite=Introduction Tagline}} | ||
'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a character and newcomer in ''[[Super Smash Bros. 4]]'', and is the seventh and final [[Downloadable content (SSB4)|downloadable character]]. She was announced alongside {{SSB4|Corrin}} during the [[Nintendo Direct#Super Smash Bros. for Nintendo 3DS and Wii U - Final Video Presentation (December 15, 2015)|Super Smash Bros. for Nintendo 3DS and Wii U - Final Video Presentation]] on December 15th, 2015 and both were released on February 3rd, 2016. She is the sixth third-party character to be introduced in ''SSB4'', following fellow [[SEGA]] character {{SSB4|Sonic}}, [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Bandai Namco]]'s {{SSB4|Pac-Man}} and [[Square Enix]]'s {{SSB4|Cloud}}. According to [[Masahiro Sakurai]], Bayonetta was added to the game as the winner of the [[Super Smash Bros. 4 Official Site|Smash Bros. Fighter Ballot]], being the highest-voted character in Europe, and among the top 5 in North America, making her the overall #1 pick worldwide among negotiable and realizable characters. It was later revealed on October 5th, 2021 in "{{h2|Mr. Sakurai Presents|Battling with Sora}}" that [[Disney]]'s [[Sora]] was the actual winner, but it has been implied that Sora's inclusion at the time was impractical for unspecified reasons. Her default appearance is based on her redesign for ''[https://bayonetta.fandom.com/wiki/Bayonetta_2 Bayonetta 2]'', but with slightly modified proportions, most notably in her height. Bayonetta's English voice actress, Hellena Taylor, and her Japanese voice actress, Atsuko Tanaka, both reprise their roles in ''Super Smash Bros. 4''. | '''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a character and newcomer in ''[[Super Smash Bros. 4]]'', and is the seventh and final [[Downloadable content (SSB4)|downloadable character]]. She was announced alongside {{SSB4|Corrin}} during the [[Nintendo Direct#Super Smash Bros. for Nintendo 3DS and Wii U - Final Video Presentation (December 15, 2015)|Super Smash Bros. for Nintendo 3DS and Wii U - Final Video Presentation]] on December 15th, 2015 and both were released on February 3rd, 2016. She is the sixth third-party character to be introduced in ''SSB4'', following fellow [[SEGA]] character {{SSB4|Sonic}}, [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Bandai Namco]]'s {{SSB4|Pac-Man}} and [[Square Enix]]'s {{SSB4|Cloud}}. According to [[Masahiro Sakurai]], Bayonetta was added to the game as the winner of the [[Super Smash Bros. 4 Official Site|Smash Bros. Fighter Ballot]], being the highest-voted character in Europe, and among the top 5 in North America, making her the overall #1 pick worldwide among negotiable and realizable characters. It was later revealed on October 5th, 2021 in "{{h2|Mr. Sakurai Presents|Battling with Sora}}" that [[Disney]]'s [[Sora]] was the actual winner, but it has been implied that Sora's inclusion at the time was impractical for unspecified reasons. Her default appearance is based on her redesign for ''[https://bayonetta.fandom.com/wiki/Bayonetta_2 Bayonetta 2]'', but with slightly modified proportions, most notably in her height. Bayonetta's English voice actress, Hellena Taylor, and her Japanese voice actress, Atsuko Tanaka, both reprise their roles in ''Super Smash Bros. 4''. | ||
Bayonetta ranks 1st out of 54 on the tier list | Bayonetta ranks 1st out of 54 on the tier list. Bayonetta's top placing is primarily due to her unrivaled combo game; almost all of her attacks can reliably combo into one another, leading to powerful 50/50 mixups at high percentages, and she even has [[zero-to-death]] potential. Furthermore, a majority of her best KO attacks can be easily comboed into, and she can also start combos by using [[Witch Time]] or [[Bat Within]] on opponents who make mistakes, giving her a safe approach; further bolstering her approach is a number of decent zoning options, such as [[Bullet Climax]] and her unique [[Bullet Arts]]. Bayonetta also boasts a long, safe recovery with both [[After Burner Kick]] and [[Witch Twist]] granting significant distance, directional flexibility, and enormous hitboxes, which is further supplemented with her ability to [[wall jump]] and [[wall cling]]. She herself is capable of edge-guarding many characters with her quick aerials, including several which can become [[sex kick]]s if held and a number of powerful grounded options as well, such as a large and powerful [[meteor]] smash in her down smash. | ||
Although Bayonetta is widely considered to be the best character in ''Smash 4'', she still has her weaknesses. Bayonetta's primary flaw is her poor frame data on the ground, with many of her grounded attacks coming out on frame 9 or later, as well as frequently having high | Although Bayonetta is widely considered to be the best character in ''Smash 4'', she still has her weaknesses. Bayonetta's primary flaw is her poor frame data on the ground, with many of her grounded attacks coming out on frame 9 or later, as well as frequently having high cooldown lag, especially on her smash attacks. Some of her specials gain more landing lag the more she uses them in the air, making her landings relatively exploitable if her combos whiff. Because of their high lag, her attacks are unsafe on shield while also dealing minimal shield damage. Furthermore, despite her long recovery, Bayonetta is still considered a lightweight, and when considering her large [[hurtbox]], she is easier to hit and KO than most other characters. Finally, players must exercise caution with her Witch Time, due to its poor effectiveness on multi-hitting moves, and its lowering efficiency if used too often. Her flaws are outshined by her overwhelming strengths, however, and thus, Bayonetta still remains at first place on the tier list. | ||
Bayonetta has achieved excellent tournament results and representation, even after she received | Bayonetta has achieved excellent tournament results and representation, even after she received nerfs in 1.1.6, with {{Sm|Pink Fresh}} winning {{Trn|2GGT: KTAR Saga}} with her, along with players like {{Sm|Mistake}} and {{Sm|CaptainZack}} placing high in nationals such as {{Trn|Super Smash Con 2017}} and {{Trn|GENESIS 4}} respectively, while {{Sm|Salem}} most notably achieved success from winning {{Trn|EVO 2017}}, {{Trn|DreamHack Atlanta 2017}}, {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|Shine 2018}}. Additionally, {{Sm|Lima}} took first place over {{Sm|CaptainZack}} at {{Trn|EVO 2018}}, both while maining Bayonetta. | ||
==Attributes== | ==Attributes== | ||
Bayonetta, much like in her home series, is a combo-heavy fighter, | 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. | 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). | ||
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 | 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 | 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 the 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. | ||
Another of Bayonetta's strengths lies in her recovery, arguably the best and most flexible in the game; After Burner Kick gives her fair horizontal distance, although it can only be used once unless she hits an opponent with it. While Witch Twist comes up vertically short, she can re-use it after a midair jump. Her wall jump/cling also helps her recovery and can often leave the opponent on an unfavorable position. Lastly, there exists a glitch on which she can midair jump and immediately use Witch Twist up to three frames after, which restores her midair jump and lets her to jump up to four times, allowing for recovery mix-ups. Her punishment game and recovery complement the other well, as the immense range of her special attacks allows her to easily [[edge-guard break]] opponents, and edgeguard or KO them in return. Thus, like {{SSB4|Sheik}}, Bayonetta is among the hardest characters to successfully edgeguard, with very few characters such as {{SSB4|Palutena}} having options that can keep her away from the stage. Lastly, due to the aforementioned points above in her immense range, lingering hitboxes, excellent recovery and fast escape/reversal options in After Burner Kick, Witch Twist and Witch Time, Bayonetta has the best disadvantage state in the game, as she can immediately turn the tides on her opponent if they're careless. | |||
Even with her set of strengths, Bayonetta has some weaknesses. Her tall frame and light weight makes her rather easy to combo and KO (though it is worth mentioning she technically has a frame 1 air dodge, making her harder to combo by characters without fast enough attacks or whose combo ability isn't perfectly linear). Her frame data is also quite polarized: while her aerial attacks have very low ending lag, many of her grounded attacks have notable start-up and ending lag, especially her smash attacks, making them unsafe on shield, and leaves her vulnerable to opponents that have better frame data than her while grounded, like {{SSB4|Pikachu}} or {{SSB4|Little Mac}}. Her smash attacks also [[Priority#Objects that do not terminate on hit|do not terminate on hit]], rendering them unable to hit any character with an active hitbox, while being unable to trade with most attacks if they make contact with her although this problem can easily be solved by hitting the opponent with a weak attack during Witch Time and then using her smash attack. Her position after performing After Burner Kick and/or Witch Twist can be exploitable, as the more of these moves she uses in the air, the longer [[landing lag]] she will receive at the end, leaving Bayonetta punishable if they are whiffed and if she is forced to land on the ground (though she can avoid this by landing with Bullet Climax or Witch Time). | |||
Even with her set of strengths, Bayonetta has some weaknesses. Her tall frame and light weight makes her rather easy to combo and KO (though it is worth mentioning she technically has a frame 1 air dodge, making her harder to combo by characters without fast enough attacks or whose combo ability isn't perfectly linear). Her frame data is also quite polarized: while her aerial attacks have very low ending lag, many of her grounded attacks have notable start-up and ending lag, especially her smash attacks, making them unsafe on shield, and leaves her vulnerable to opponents that have better frame data than her while grounded, like {{SSB4|Pikachu}} or {{SSB4|Little Mac}}. Her smash attacks also [[Priority#Objects that do not terminate on hit|do not terminate on hit]], rendering them unable to hit any character with an active hitbox, while being unable to trade with most attacks if they make contact with her although this problem can easily be solved by hitting the opponent with a weak attack during Witch Time and then using her smash | |||
Despite Bullet Arts granting her a relatively good neutral game, her approach is poor and linear, as her few options in dash attack, dash grab and Heel Slide are predictable. Despite her abundance of KOing options, if she can't end her opponent's stock early with her combos, she is reliant on Witch Time to land her smash attacks, spacing to land her back and up aerials, or on forward throw to KO the opponent if her level of [[rage]] is high enough. When it comes to escaping her combos, Bayonetta has a 2× SDI multiplier on Witch Twist and both versions of After Burner Kick, causing her combos to fail if the player doesn't read their opponent's DI and SDI, and lessening her zero-death combos' efficacy. Her rolls, sidestep, and air dodge all have noticeable ending lag (though her rolls end three frames earlier than {{SSB4|Samus}}'s), and the former two also have among the slowest start-ups out of all the characters in terms of invincibility (though Bat Within somewhat compensates for this). Witch Twist doesn't travel much vertical distance on its own, making her recovery short-ranged if she doesn't use her midair jump or has used it too late. Finally, she lacks custom specials, like the other DLC characters, though due to the huge utility her special moveset already has, it is less of a weakness to her. | Despite Bullet Arts granting her a relatively good neutral game, her approach is poor and linear, as her few options in dash attack, dash grab and Heel Slide are predictable. Despite her abundance of KOing options, if she can't end her opponent's stock early with her combos, she is reliant on Witch Time to land her smash attacks, spacing to land her back and up aerials, or on forward throw to KO the opponent if her level of [[rage]] is high enough. When it comes to escaping her combos, Bayonetta has a 2× SDI multiplier on Witch Twist and both versions of After Burner Kick, causing her combos to fail if the player doesn't read their opponent's DI and SDI, and lessening her zero-death combos' efficacy. Her rolls, sidestep, and air dodge all have noticeable ending lag (though her rolls end three frames earlier than {{SSB4|Samus}}'s), and the former two also have among the slowest start-ups out of all the characters in terms of invincibility (though Bat Within somewhat compensates for this). Witch Twist doesn't travel much vertical distance on its own, making her recovery short-ranged if she doesn't use her midair jump or has used it too late. Finally, she lacks custom specials, like the other DLC characters, though due to the huge utility her special moveset already has, it is less of a weakness to her. | ||
Overall, Bayonetta's strengths noticeably outweigh her weaknesses. She can dish out large amounts of punishing damage in her combos once she reads the opponent and exploits their vulnerabilities, but must also be careful not to let her opponent take advantage of her own weaknesses, though due to the high range and priority her attacks have, doing so is a difficult task to begin with. Perhaps the only characters that she has problems against are those who can camp well against her, or have much a much better neutral game than she does, such as {{SSB4|Rosalina & Luma}} or {{SSB4|Diddy Kong}} for the former point and {{SSB4|Sheik}} for the latter one, but outside of that, she can easily dominate and punish characters who cannot properly capitalize on her weaknesses. She has arguably the highest tournament representation among the entire roster, with top smashers including {{Sm|Salem}}, {{Sm|Tweek}}, {{Sm|Mistake}}, {{Sm|CaptainZack}}, {{Sm|Lima}}, {{Sm|Abadango}}, {{Sm|Chag}}, {{Sm|tyroy}}, and many more using her with consistently strong results in regional and national tournaments. However, while Bayonetta was quickly considered the best character in the game upon release, opinions varied on how dominating she was in tournaments; while some regions went as far as to ban her from tournaments due to her overpowering potential, others claimed that Bayonetta's supposed potential did not yield the overwhelming success other characters had previously attained, such as Sheik and Diddy Kong. Update [[1.1.6]] ultimately nerfed a variety of Bayonetta's attributes; while not significantly crippled, her tournament results | Overall, Bayonetta's strengths noticeably outweigh her weaknesses. She can dish out large amounts of punishing damage in her combos once she reads the opponent and exploits their vulnerabilities, but must also be careful not to let her opponent take advantage of her own weaknesses, though due to the high range and priority her attacks have, doing so is a difficult task to begin with. Perhaps the only characters that she has problems against are those who can camp well against her, or have much a much better neutral game than she does, such as {{SSB4|Rosalina & Luma}} or {{SSB4|Diddy Kong}} for the former point and {{SSB4|Sheik}} for the latter one, but outside of that, she can easily dominate and punish characters who cannot properly capitalize on her weaknesses. She has arguably the highest tournament representation among the entire roster, with top smashers including {{Sm|Salem}}, {{Sm|Tweek}}, {{Sm|Mistake}}, {{Sm|CaptainZack}}, {{Sm|Lima}}, {{Sm|Abadango}}, {{Sm|Chag}}, {{Sm|tyroy}}, and many more using her with consistently strong results in regional and national tournaments. However, while Bayonetta was quickly considered the best character in the game upon release, opinions varied on how dominating she was in tournaments; while some regions went as far as to ban her from tournaments due to her overpowering potential, others claimed that Bayonetta's supposed potential did not yield the overwhelming success other characters had previously attained, such as Sheik and Diddy Kong. Update [[1.1.6]] ultimately nerfed a variety of Bayonetta's attributes; while not significantly crippled, her tournament representation and results both fell in response. Despite these nerfs, her excellent tournament results have led to her being widely seen as the best character in the game and one of the most competitively viable characters in the entire roster when her high learning curve is properly mastered to her fullest. | ||
==Update history== | ==Update history== | ||
Bayonetta has been noticeably nerfed in game updates since her debut. She was at first slightly nerfed in [[1.1.5]]: her up smash and forward smash are both slightly weaker, her down aerial's animation has more ending lag, her [[Heel Slide]] has more ending lag, her [[Witch Twist]] deals less damage, and her infamous [[Witch Time]] has more ending lag, shorter duration, decays more with each use, and has a slower regeneration rate after usage. However, these changes did not reduce her effectiveness as she was still widely perceived as the best character in the game due to her immense strengths, while the effectiveness of other top tier characters, notably {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}, being toned down in the same patch further exacerbated her dominance. | |||
Despite these | However, [[1.1.6]] significantly nerfed Bayonetta by directly worsening her combo game, with the effectiveness of her combo starters being weakened and her combos becoming easier to escape: her down tilt and forward aerial both have slightly more ending lag, while the former has less range and the latter is less powerful, both versions of [[After Burner Kick]] and [[Witch Twist]] have doubled [[SDI]] multipliers that make it easier to escape her combos, non-input ABK has increased knockback scaling that renders it worse for comboing at high percents, input ABK's vertical launch angle is now a more horizontal launch angle that only combos into non-input ABK at high percents, (turned from a low percent combo into a high percent combo) and Witch Twist has altered knockback values that limit its combo ability at higher percentages. Despite these changes, however, people have compared her to {{SSB4|Diddy Kong}} in that while she initially seemed to be much less effective after her nerfs, her greatest strengths have remained intact. | ||
'''{{GameIcon|ssb4}} [[1.1.5]]''' | '''{{GameIcon|ssb4}} [[1.1.5]]''' | ||
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|game=SSB4 | |game=SSB4 | ||
|nocustoms=y | |nocustoms=y | ||
|neutralname= | |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 | |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= | |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| | |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= | |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= | |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= | |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= | |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= | |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= | |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= | |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= | |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. | ||
|- | |- | ||
|pummelname=Slap Punish Attack ({{ja|スラップパニッシュアタック| | |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= | |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= | |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= | |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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{{Victory/SSB4 | {{Victory/SSB4 | ||
|victory-theme=Victory! (Bayonetta).ogg | |victory-theme=Victory! (Bayonetta).ogg | ||
|victory-desc=The first few notes of | |victory-desc=The first few notes of Let's Hit the Climax! / Time for the Climax! followed by the jingle that plays upon completing a Verse in ''Bayonetta'' and "Bayonetta 2", entitled "Verse Result Jingle". | ||
|desc-1=Faces her back to the screen while holding her guns up beside her face, then performs a pirouette before concluding with a pose that involves her aiming her guns in front of herself, saying, "That all you got?" ({{ja|全力を見せてよ|Zenryoku wo misete yo}}, ''Show me your full power.'') or "You're making it easy." ({{ja|楽勝ね|Rakushou ne}}, ''Too easy.'') | |desc-1=Faces her back to the screen while holding her guns up beside her face, then performs a pirouette before concluding with a pose that involves her aiming her guns in front of herself, saying, "That all you got?" ({{ja|全力を見せてよ|Zenryoku wo misete yo}}, ''Show me your full power.'') or "You're making it easy." ({{ja|楽勝ね|Rakushou ne}}, ''Too easy.'') | ||
|desc-2=Performs the [https://bayonetta.fandom.com/wiki/Break_Dance Break Dance] while either saying "Dreadful." ({{ja|退屈だわ|Taikutsu da wa}}, ''Boring.'') or "Don't make me beg." while her glasses briefly emit a light purple glint upon concluding. The quote comes from her short taunt while wielding [https://bayonetta.fandom.com/wiki/%E6%AD%A6%E7%94%95%E6%A7%8C_Takemikazuchi Takemikazuchi] in ''Bayonetta 2''. | |desc-2=Performs the [https://bayonetta.fandom.com/wiki/Break_Dance Break Dance] while either saying "Dreadful." ({{ja|退屈だわ|Taikutsu da wa}}, ''Boring.'') or "Don't make me beg." while her glasses briefly emit a light purple glint upon concluding. The quote comes from her short taunt while wielding [https://bayonetta.fandom.com/wiki/%E6%AD%A6%E7%94%95%E6%A7%8C_Takemikazuchi Takemikazuchi] in ''Bayonetta 2''. | ||
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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 | 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 | Bayonetta was eventually nerfed in update [[1.1.6]] and her perception and tournament results 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 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 to 1st on the third tier list (in 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 people 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 one of the best characters in the game. | ||
At first, opinions on Bayonetta's | At first, opinions on Bayonetta's placing on the tier list were mixed, as some people 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 people agreed that she was the best character in the game, which, combined with Bayonetta's more consistent results, allowed her to hold the 1st placing on the fourth and final tier list. | ||
By the end of the game's main competitive lifespan, Bayonetta's | 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 dominance in the metagame gave way to hate from the ''Smash'' community, with a good 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] | ||
=====Banned (lifted after | =====Banned (lifted after 1.1.6)===== | ||
*{{flag|USA}} [https://www.reddit.com/r/smashbros/comments/4eo2mx/another_region_just_banned_bayo/ St. Louis, Missouri had confirmed Bayonetta's ban] | *{{flag|USA}} [https://www.reddit.com/r/smashbros/comments/4eo2mx/another_region_just_banned_bayo/ St. Louis, Missouri had confirmed Bayonetta's ban] | ||
*{{flag|USA}} [https://sw.reddit.com/r/smashbros/comments/4f4a2x/tampa_smash_scene_bans_bayonetta/ Tampa, Florida had confirmed Bayonetta's ban] | *{{flag|USA}} [https://sw.reddit.com/r/smashbros/comments/4f4a2x/tampa_smash_scene_bans_bayonetta/ Tampa, Florida had confirmed Bayonetta's ban] | ||
=====Ban considered===== | =====Ban considered===== | ||
*{{flag|Spain}} [http://www.dailydot.com/esports/smash-bros-ban-bayonetta/ Spain had considered a ban on Bayonetta] | *{{flag|Spain}} [http://www.dailydot.com/esports/smash-bros-ban-bayonetta/ Spain had considered a ban on Bayonetta] | ||
Certain regions banned or considered banning Bayonetta from their tournaments, believing that, unlike {{SSB4|Sheik}} before update 1.1.5, she was very simple to play as. Following the | Certain regions banned or considered banning Bayonetta from their tournaments, believing that, unlike {{SSB4|Sheik}} before update 1.1.5, she was very simple to play as. Following the tremendous number of nerfs she received in update 1.1.6, however, these regions lifted their ban. | ||
==[[List of Super Smash Bros. 4 character trailers#Bayonetta|Reveal trailer]]== | |||
{{#widget:YouTube|id=3Tv3w1V5_Mg}} | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Bayonetta | |name=Bayonetta | ||
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==[[Alternate costume (SSB4)#Bayonetta|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Bayonetta|Alternate costumes]]== | ||
Bayonetta's default | Bayonetta's default outfit 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 outfit 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 (which directly correlates to the aesthetic theme of both Bayonetta games): Blue for ''Bayonetta 2'' and red for ''Bayonetta''. One of Bayonetta's alternate outfit color schemes 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. | ||
Her appearance while doing Wicked Weaves (summoning Madama Butterfly in her smash attacks and summoning Gomorrah in [[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'' outfit and in English by Hellena Taylor while wearing her original outfit, making her the the only character who speaks a different language depending on the costume. 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]''. | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
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|{{Head|Bayonetta|g=SSB4|s=50px|cl=Blue}} | |{{Head|Bayonetta|g=SSB4|s=50px|cl=Blue}} | ||
|} | |} | ||
==Gallery== | ==Gallery== | ||
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{{ImageCaption|File:SSB4-WiiU - Bayo Jump Crest 01.png|File:SSB4-WiiU - Bayo Jump Crest 02.png|width1=150x150px|width2=150x150px|align = right|caption=The Umbra Witches' symbol appears when Bayonetta jumps<br>and when she lands.}} | {{ImageCaption|File:SSB4-WiiU - Bayo Jump Crest 01.png|File:SSB4-WiiU - Bayo Jump Crest 02.png|width1=150x150px|width2=150x150px|align = right|caption=The Umbra Witches' symbol appears when Bayonetta jumps<br>and when she lands.}} | ||
*Some of Bayonetta's animations outside of her attacks reference the ''Bayonetta'' series: | *Some of Bayonetta's animations outside of her attacks reference the ''Bayonetta'' series: | ||
**When Bayonetta jumps, she leaves behind a blue Umbra Witch symbol, and emits a magenta Umbra Witch symbol when she lands. However, she does not emit the symbol [https://devilmaycry.fandom.com/wiki/File:Bayonetta_Air_Hike_(Screenshot)_Bayo2.png during her double jump]. | **When Bayonetta jumps, she leaves behind a blue Umbra Witch symbol, and emits a magenta Umbra Witch symbol and when she lands. However, she does not emit the symbol [https://devilmaycry.fandom.com/wiki/File:Bayonetta_Air_Hike_(Screenshot)_Bayo2.png during her double jump]. | ||
**Her on-screen appearance is a reference to when she enters [https://bayonetta.fandom.com/wiki/Purgatorio Purgatorio], as she appears within the realm via the Umbra Witches' symbol | **Her on-screen appearance is a reference to when she enters [https://bayonetta.fandom.com/wiki/Purgatorio Purgatorio], as she appears within the realm via the Umbra Witches' symbol. | ||
**Her crouch is a reference to the [https://bayonetta.fandom.com/wiki/Break_Dance Break Dance technique], where she strikes a similar pose at the end of the attack. | **Her crouch is a reference to the [https://bayonetta.fandom.com/wiki/Break_Dance Break Dance technique], where she strikes a similar pose at the end of the attack. | ||
**Her ability to [[wall cling]] references the Witch Walk ability usable by Umbra Witches during a full moon. | **Her ability to [[wall cling]] references the Witch Walk ability usable by Umbra Witches during a full moon. | ||
**When she plucks {{b|Grass|item}}, she will uproot the item with a kick and then grab it in midair, much like how she picks up | **When she plucks {{b|Grass|item}}, she will uproot the item with a kick and then grab it in midair, much like how she picks up weapons from the ground. She also transitions through this animation slower than every other character in ''SSB4''. | ||
**Her [[sidestep]]'s animation is based off her Love is Blue weapon taunt from ''Bayonetta 2''. | **Her [[sidestep]]'s animation is based off her Love is Blue weapon taunt from ''Bayonetta 2''. | ||
**The pose Bayonetta assumes when having her attacks interrupted with another attack is based off her [https://bayonetta.fandom.com/wiki/Kafka Kafka] weapon taunt from ''Bayonetta 2''. | **The pose Bayonetta assumes when having her attacks interrupted with another attack is based off her [https://bayonetta.fandom.com/wiki/Kafka Kafka] weapon taunt from ''Bayonetta 2''. | ||
**She has a special idle pose once she stops any | **She has a special idle pose once she stops any ground attack, which returns to her standard idle pose after a few seconds pass. This is based on her attack pose from her home franchise. Her arms down position is used when traversing open areas with no enemies, while holding her arms up with her guns, and placing one foot on its toe, is the pose she takes when enemies are near by. Players performing attack animations in her home series without enemies near by will have her take her attack pose for a few seconds, before reverting into her idle pose. | ||
**After using an [[Assist Trophy]] or the [[Special Flag]], Bayonetta will blow a kiss. This could be a reference to the [https://bayonetta.fandom.com/wiki/Infernal_Kiss Infernal Kiss] ability, which enables her to break down divine barriers, or her target lock-on animation. | **After using an [[Assist Trophy]] or the [[Special Flag]], Bayonetta will blow a kiss. This could be a reference to the [https://bayonetta.fandom.com/wiki/Infernal_Kiss Infernal Kiss] ability, which enables her to break down divine barriers, or her target lock-on animation. | ||
**When damaged, roses appear around her body where starburst-shaped effects would normally appear. This references how, in the ''Bayonetta'' series, those who are damaged and have blood drawn will have it turn into something different before being blown away. In Bayonetta's case, rose petals fly off of where she would normally bleed, which makes her and {{SSBU|Joker}} in ''Ultimate'' the only characters in the ''Super Smash Bros.'' series to reference external bleeding. | **When damaged, roses appear around her body where starburst-shaped effects would normally appear. This references how, in the ''Bayonetta'' series, those who are damaged and have blood drawn will have it turn into something different before being blown away. In Bayonetta's case, rose petals fly off of where she would normally bleed, which makes her and {{SSBU|Joker}} in ''Ultimate'' the only characters in the ''Super Smash Bros.'' series to reference external bleeding. | ||
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*Although difficult to hear, Bayonetta's guns will emit their respective firing sound effects. Her default costume uses Love is Blue's firing sound effect from ''Bayonetta 2'', whereas her "A Witch With No Memories" costume uses Scarborough Fair's firing sound effect from ''Bayonetta''. | *Although difficult to hear, Bayonetta's guns will emit their respective firing sound effects. Her default costume uses Love is Blue's firing sound effect from ''Bayonetta 2'', whereas her "A Witch With No Memories" costume uses Scarborough Fair's firing sound effect from ''Bayonetta''. | ||
*Bayonetta, Ryu, Cloud, {{SSB4|Corrin}}, and {{SSB4|Roy}}'s voice clips are in much lower quality than the rest of the cast in {{for3ds}}. | *Bayonetta, Ryu, Cloud, {{SSB4|Corrin}}, and {{SSB4|Roy}}'s voice clips are in much lower quality than the rest of the cast in {{for3ds}}. | ||
*In an interview with [[Masahiro Sakurai]], he stated that including Bayonetta in the game was not an easy task. He had | *In an interview with [[Masahiro Sakurai]], he stated that including Bayonetta in the game was not an easy task. He had problems coming up with a unique moveset for her in the game, so he opted to bring in her attacks directly from ''Bayonetta 2'', which explains why she is a combo-based fighter instead having the standard one or two-hit attacks most characters have. He also stated that he initially had trouble balancing Bayonetta's sexual nature to fit the games' rating in Japan, as even the slightest sexual exposure would have boosted the games' family rating to a more mature one.<ref>https://nintendoeverything.com/sakurai-on-the-inclusion-of-cloud-corrin-and-bayonetta-in-smash-bros-wii-u3ds/</ref> | ||
*Bayonetta is the only character to speak when performing a spot dodge, where she might say "Dreadful." | *Bayonetta is the only character to speak when performing a spot dodge, where she might say "Dreadful." | ||