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{{Infobox Character
{{Infobox Character
|name = Bayonetta
|name = Bayonetta
|image = {{tabber|title1=Bayonetta 2|content1=[[File:Bayonetta SSBU.png|x235px]]|title2=Bayonetta|content2=[[File:Bayonetta-Alt1 SSBU.png|x235px]]}}
|image = {{tabber|title1=Bayonetta 2|tab1=[[File:Bayonetta SSBU.png|x235px]]|title2=Bayonetta|tab2=[[File:Bayonetta-Alt1 SSBU.png|x235px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A-
|ranking = 26
}}
}}
'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros. 4|previous game]]. She is the second fighter from [[Sega]] after {{SSBU|Sonic}}. She was confirmed alongside the rest of the returning roster on June 12th, 2018 during E3 2018. Bayonetta is classified as [[Fighter number|Fighter #63]], the last fighter number of the ''[[Super Smash Bros. 4]]'' [[veteran]]s and returning veterans overall.
'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros. 4|previous game]]. She is the second fighter from [[Sega]] after {{SSBU|Sonic}}. She was confirmed alongside the rest of the returning roster on June 12th, 2018 during E3 2018. Bayonetta is classified as [[Fighter number|Fighter #63]], the last fighter number of the ''[[SSB4]]'' [[veteran]]s and returning veterans overall.


[https://bayonetta.fandom.com/wiki/Hellena_Taylor Hellena Taylor] and {{iw|wikipedia|Atsuko Tanaka|voice actress}}'s portrayals of Bayonetta from ''Smash 4'' were repurposed for the English and Japanese versions of ''Ultimate'' respectively. ''Ultimate'' is the last game where Hellena Taylor voices Bayonetta in English, as Jennifer Hale is her current English voice actress in ''Bayonetta 3''.
[https://bayonetta.fandom.com/wiki/Hellena_Taylor Hellena Taylor] and {{iw|wikipedia|Atsuko Tanaka|voice actress}}'s portrayals of Bayonetta from ''[[Super Smash Bros. 4]]'' were repurposed for the English and Japanese versions of ''Ultimate'' respectively. ''Ultimate'' is notably the last game where Hellena Taylor voices Bayonetta in English, as she was replaced by Jennifer Hale in ''Bayonetta 3''.
 
Bayonetta is currently ranked 26th out of 82 characters on the current tier list, placing her in A- tier. This is a big drop from her placement in ''Smash 4'' where she was considered to be the best character in the game. Bayonetta's main strength is her unique, powerful combo game. Her special attacks, [[Witch Twist]] and [[After Burner Kick]], allow her to reliably combo and inflict heavy damage on opponents, sometimes dragging them into the top or side blast zones and leading to an early KO. Bayonetta can also rack up damage rather quickly, as all of her tilt attacks confirm into multiple follow-ups at early percentages. Furthermore, Bayonetta possesses a plethora of defensive options, the most effective being [[Witch Time]] and [[Bat Within]]. A successful activation of Witch Time at low percents can open an opportunity for a combo, while an activation at high percents can often confirm into a KO. Bat Within, a frame 1 airdodge, allows her to move away in the direction that her player chooses, allowing her to escape semi-true combos, juggles, and even kill confirms, while in turn allowing her to reverse disadvantage and punish her opponent. Finally, Bayonetta has an oppressive offstage game thanks to her flexible aerial game, while Witch Twist and After Burner Kick give her a long, flexible, and mostly safe recovery.
 
However, Bayonetta has several weaknesses that hold her back, the most notable being her raw kill power. She tends to have a harder time KOing at higher percents, as her best KO options, particularly sweetspot back-air, down-air, jab, and her smash attacks, are difficult to land or combo into at high percents. This is compounded by her light weight and tall frame, which means opponents could KO her first if she is unable to take their stock. In addition, Bayonetta's frame data is below-average, with almost all of her attacks coming out on frame 9 or later, and most of them also have high ending lag and deal minimal shield damage, making them unsafe on shield. As such, her ground game is rather poor, which in turn affects her combo game, as she often relies on [[Heel Slide]], up tilt, or down tilt in order to start combos. Finally, her combos have their own drawbacks: not only are they susceptible to [[SDI]], but the more special moves she uses during an aerial combo, the more landing lag she receives, up to 50 frames, making them punishable if whiffed.
 
Overall, Bayonetta is a combo-oriented character that can rack up damage quickly and KO at early percents, however she tends to struggle at higher percents due to her poor approach and limited KO options outside of her combos. Early results from Bayonetta were lackluster, leading to a negative initial perception, however numerous buffs from balance patches helped improve her viability over time, particularly in the post-online metagame, and she has since garnered a large playerbase and a plethora of strong results from players such as {{Sm|Bloom4Eva}}, {{Sm|Lima}}, and {{Sm|TamaPDaifuku}}.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Bayonetta is a tall yet [[Weight|light]] character. She has a below average [[walking]] and [[air speed]], average [[traction]] and [[dash]]ing speed (with a decently fast initial dash), very fast [[air acceleration]] and [[fall speed]], high [[gravity]], and very high [[jump]]s – she has the 8th highest air jump, is tied with [[Sheik (SSBU)|Sheik]] for the 7th highest ground jump, and tied with [[Zero Suit Samus (SSBU)|Zero Suit Samus]] for the 2nd highest short hop. These attributes give her somewhat poor endurance (especially vertically) and average mobility, but a considerable degree of agility in the air when combined with her movement-based aerial special moves.
Bayonetta is a tall yet [[Weight|light]] character. She has a below average [[walking]] and [[air speed]], average [[traction]] and [[dash]]ing speed (with a decently fast initial dash), very fast [[air acceleration]] and [[fall speed]], high [[gravity]], and very high [[jump]]s. This gives her poor endurance, especially vertically, and average mobility.
 
Bayonetta's biggest strengths are her strong aerial combo game – with her [[tilt attack]]s, forward [[Aerial attack|aerial]], up aerial, neutral aerial and [[Special attack|special]] moves being capable of starting or extending combos – and her excellent recovery, which allows her to reach the stage from the bottom blast zone while being difficult to edgeguard due to her recovery's flexibility. Her damage output per hit is somewhat low, but her extensive combo game makes up for this, as her combos can quickly and easily rack up damage.
 
She has a number of unique attributes, such as her [[Bullet Arts]], which allows her to shoot from the guns on her hands and heels by keeping the attack button pressed down after most of her attacks. Because they are programmed as disjointed hitboxes, they are not classified as [[projectile]]s and thus cannot be reflected, making them a solid pressuring and peppering tool. She also possesses a special [[Fighter ability]] in [[Bat Within]], which activates if struck during the earliest frames of her dodges or in the latest frames of her down special; this causes her to morph into a flock of bats, receive half damage without taking any knockback, and move in the direction inputted to initiate the dodge (for spot dodges she remains in place, and for neutral air dodges she moves downward). Because the ability can activate on frame 1 of a dodge input, Bayonetta effectively posesses the fastest combo-breaking defensive option out of the entire roster, allowing her to evade combos that would otherwise be unavoidable for nearly all others in the cast. Her up special has a large hitbox above and around her, is one of few in the game that don't cause helplessness upon use, can be used a second time following a double jump, and can be used to cancel her double jump and preserve it, allowing her a vertical recovery that surpasses many other fighters; combined with her side special, Bayonetta is nearly impossible to contest when returning to stage. Additionally, she can also [[wall cling]] and [[wall jump]], giving her further movement options on certain stages.
 
Bayonetta's ground game is lackluster and reliant on her tilt attacks to help set up intricate combos. Her [[jab]] is slow, but the final hit of the rapid jab can KO at high percentages. Her dash attack has considerable startup for an attack of its kind (15 frames), but moves very quickly once initiated and can also serve as a situational KO move. Both her up tilt and her down tilt have small hitboxes, but they are very good combo tools: up tilt is useful for getting her opponents into the air and also combos from her [[Heel Slide]] or into her [[Witch Twist]], up aerial, or back aerial depending on the percentage, with up tilt into back air being a semi-reliable kill confirm while her down tilt is a good out-of-shield option and has similar combo potential. Her forward tilt is her least useful tilt as it lacks follow-up options beyond very low percents, but it can provide mix-up options on shield depending on whether one, two or all three hits of the move and optional Bullets Arts timing stalls are used.


Bayonetta's [[smash attack]]s allow her to summon Madama Butterfly's limbs. They each have good knockback and range, but they also have low priority and noticeable lag, meaning that attempting to use one (even in Witch Time) can cause them to clank with other grounded moves and lead her to get punished, although Madama Butterfly's limbs have transcendent priority against aerial attacks. Her forward smash is her earliest KO option and one of her only attacks that can reliably kill before 100%, though it has a blind spot directly in front of Bayonetta. Her up smash covers the area directly in front of her and can KO from the upper blast line. Her down smash covers the same range as her up smash and is mainly useful for meteor smashing her opponents from the ledge, though it can also kill from the upper blast line at higher percentages.
Bayonetta's biggest strengths are her strong combo game - with her [[tilt attack]]s, forward [[Aerial attack|aerial]], up aerial, neutral aerial and [[Special attack|special]] moves being capable of starting or extending combos - and her excellent recovery, which allows her to reach the stage from the bottom blast zone almost uncontestably, while being difficult to edgeguard due to her recovery's flexibility. Her damage output is somewhat low in isolation, but her extensive combo game makes up for this, as her combos can quickly and easily rack up damage. She has a number of unique attributes, such as her [[Bullet Arts]], which allow her to shoot from the guns on her hands and heels by keeping the button pressed down after an attack. They are a solid pressure tool, and because they are programmed as disjointed hitboxes, they are not classified as [[projectile]]s and thus cannot be reflected. She can also [[wall cling]] and [[wall jump]].


Bayonetta's air game is potent as a result of her high jumps, flexible movement options, extremely quick aerial attacks that generally provide generous coverage, and ability to fight offstage while confidently being able to return due to her superb recovery potential. Her neutral aerial has great range (especially when extended with Bullet Arts, which covers a huge area around her), can lead to combos into forward aerial and After Burner Kick, and can be a KO option offstage or at very high percentages. Back aerial is one of her strongest KO options because of its sweetspot and is a good combo finisher, though it is one of the slower back aerials in the game (coming out at frame 11). Her forward aerial can edgeguard and, like her forward tilt, forms a three-hit combo of its own if pressed repeatedly; it can also be used as a combo starter or extender. Her up aerial is extremely fast, hits high above her in a circular arc, and serves as a useful juggling tool, though it has very low knockback. Her down aerial is a stall-then-fall move which is a risky landing option due to its high ending lag, though it has a strong landing hit which can be a useful KO option; the hitbox on the heel of her leg also possesses a modrately strong spiking hitbox, allowing for surprise KOs off the bottom blast line if used properly.
Bayonetta's ground game is reliant on her tilt attacks to help set up intricate combos. Her [[jab]] is slow, but her rapid jab finisher can KO at high percentages. Her dash attack is also slow as it has a lot of startup lag, but it can also be a situational KO move. Both her up tilt and her down tilt have small hitboxes, but they are very good combo tools - up tilt is useful for getting her opponents into the air and also combos from her [[Heel Slide]] or into her [[Witch Twist]], up aerial, or back aerial depending on the percentage, with up tilt into back air being a semi-reliable kill confirm while her down tilt is a good out-of-shield option and has combo potential. Her forward tilt is her least useful tilt as it lacks follow-up options beyond very low percents.  


She has very useful special moves that are essential for her uniquely air-based combo and pressure game. Her [[Neutral special move|neutral special]] [[Bullet Climax]] fires projectiles at a slightly upward angle and is useful for KOing higher-percentage opponents at the left and right [[blast line]]s when fully charged. Both variations of her [[Side special move|side special]], Heel Slide and [[After Burner Kick]] are reliable combo starters, while the latter is also a good combo extender and horizontal recovery option. After Burner Kick can be used either to ascend slightly or descend steeply, depending on the input used. Her [[Up special move|up special]] Witch Twist is her best out-of-shield option and is a great tool for starting and extending combos and dragging the opponent to the upper blast line. Though it gains little vertical distance in isolation, it can be performed twice with Bayonetta's double jump, and she can also jump cancel her second jump to grant her extra vertical distance, giving her outstanding vertical and horizontal recovery potential. Her [[Down special move|down special]] counter [[Witch Time]] has a short duration and high ending lag, but it  slows down time for a brief period if it activates. If Bayonetta gets hit in a specific time frame when [[dodging]] or in the later frames of Witch Time, she will activate her [[Bat Within]]. This turns her into bats and moves her to a (usually) more favorable stage position, and she will take half of the attack's damage output and no knockback.
She has very useful special moves. [[Bullet Climax]] fires projectiles and is useful for KOing higher-percentage opponents at the left and right [[blast line]]s. Both Heel Slide and [[After Burner Kick]] are reliable combo starters, while the latter is also a good combo extender and horizontal recovery option. Witch Twist is her best out-of-shield option and is a great tool for starting and extending combos and dragging the opponent to the upper blast line. Though it has little vertical distance, it can be performed twice with Bayonetta's double jump, and she can also jump cancel her second jump to grant her extra vertical distance, giving her good horizontal recovery. Her [[Witch Time]] has a short duration and high ending lag, but it  slows down time for a brief period if it activates. If Bayonetta gets hit in a specific time frame when [[dodging]] or in the later frames of Witch Time, she will activate her [[Bat Within]]. This turns her into bats and moves her to a (usually) more favorable stage position, and she will take half of the attack's damage output and no knockback.


Bayonetta's aerial prowess, set of special moves, and fighter abilities grant her a strong disadvantage state, as she can avoid pressure using her dizzyingly fast air acceleration to weave back and forth, use her very high double jump to escape fighters who can't chase her, punish approaches with After Burrner Kick or Witch Twist, create strong reversals with Witch Time, or dodge otherwise fatal attacks with Bat Within. Her very fast aerial attacks complement her ability to keep opponents guessing where she will travel and whether she will pick an offensive or defensive option.
Bayonetta's air game is similarly potent for combos, with her flexible recovery allowing her to use aerial combos far offstage. Her neutral aerial has great range (especially with the Bullet Arts, which covers a huge area around her), can lead to combos into forward aerial and After Burner Kick, and can be a KO option offstage or at very high percentages. Back aerial is one of her strongest KO options because of its sweetspot and is a good combo finisher, though it is one of the slower back aerials in the game. Her forward aerial can edgeguard and, like her forward tilt, forms a three-hit combo of its own if pressed repeatedly and can be used as a combo starter or extender. Her up aerial is fast and serves as a useful juggling tool, though it has very low knockback. Her down aerial is a stall-then-fall move which is a risky landing option due to its high ending lag, though it has a strong landing hit which can be a useful KO option. Her air game also has some utility in disadvantage state, with Downward After Burner Kick serving as a movement mix-up that can help her get back to the ground faster, while Bat Within serves as a potential combo breaker in certain situations.


Her grab and throw game has some utility, though to a lesser extent than the rest of her moveset. While up throw and down throw lack true follow-up potential outside of reads and mix-ups, the latter serves as a KO option at very high percentages. Additionally, while forward throw and back throw are purely positional throws, the former is her strongest kill throw, though its kill potential can easily be mitigated with proper DI.
Her grab and throw game has some utility, though to a lesser extent than the rest of her moveset. While up throw and down throw lack true follow-up potential outside of reads and mix-ups, the latter serves as a KO option at very high percentages. Additionally, while forward throw and back throw are purely positional throws, the former is her strongest kill throw, though its kill potential can easily be mitigated with proper DI.


To counter her many unique strengths, Bayonetta has very noticeable flaws. Most notably, while she can quickly rack up damage with her combos, she has very few reliable KO options until around 150%, with her only real kill options before this being her smash attacks, back air, down air, and jab. Even then, these options are relatively mediocre; her smash attacks are slow, often get cancelled out by other moves and have spots with no hitbox; her back air has slow start-up and a relatively small sweetspot hitbox; her down air is a laggy move that only KOs if it hits the opponent with certain hitboxes or while they're grounded; and her jab has very high start-up and ending lag, making it an incredibly risky kill option and very easy to punish if shielded. Even at percentages higher than 150%, her KO options are unreliable, extremely punishable if whiffed or only KO at very high percentages, for example her forward throw and dash attack. Thus to mitigate her raw kill potential, Bayonetta needs to earn stocks through successful edgeguards using her fearsome air game, or more situationally through the use of hard reads using Witch Time.
Bayonetta's [[smash attack]]s allow her to summon Madama Butterfly's limbs. They each have good knockback and range, but they also have low priority and noticeable lag, meaning that attempting to use one (even in Witch Time) can cause them to clank with other grounded moves and lead her to get punished, although Madama Butterfly's limbs have transcendent priority against aerial attacks. Her forward smash is her earliest KO option and one of her only attacks that can reliably kill before 100%, though it has a blind spot directly in front of Bayonetta. Her up smash covers the area directly in front of her and can KO from the upper blast line. Her down smash covers the same range as her up smash and is mainly useful for meteor smashing her opponents from the ledge, though it can also kill from the upper blast line at higher percentages.


Furthermore, Bayonetta has very poor frame data on the ground, with all of her standard grounded moves coming out at frame 7 or slower while also being unsafe on shield. This makes Bayonetta's approach among the worst in the entire cast, effectively forcing her to play a very defensive, bait-and-punish style which the opponent can counter by simply shielding or not approaching her. In addition, the fact that Bayonetta is a tall character with a fast fall speed and light weight means she is more easily comboed and more susceptible to being KO'd – especially when stuffed out by sufficiently strong anti-airs. Though Bat Within can somewhat alleviate the former problem, the issues compound to give her poor survivability.
Bayonetta has very noticeable flaws. Most notably, while she can quickly rack up damage with her combo game, she has very few reliable KO options until around 150%, with her only real kill options before this being her smash attacks, back air, and down air. Even then, these options are relatively mediocre; Bayonetta's smash attacks are slow, often get cancelled out by other moves and have spots with no hitbox; her back air has slow start-up at frame 11 and a relatively small sweetspot hitbox; and her down air is a laggy move that only KOs if it hits the opponent with certain hitboxes or while they're grounded. Even at percentages higher than 150%, her KO options are unreliable, extremely punishable if whiffed or only KO at very high percentages, for example her forward throw and dash attack. Bayonetta's combos themselves, while arguably her strongest asset, are also risky - they are still ineffective against good [[Smash directional influence|SDI]]. Additionally, Bayonetta suffers from having potentially some of the highest landing lag in the game, as her landing lag increases based on how many specials she has used in the air. As a result, she can be immobile upon landing for up to 50 frames. Though she has ways to get around this - for example, using Witch Time to cancel her landing lag or landing with an aerial can force the opponent away - these are ultimately situational, and a whiffed combo can lead to a big punish.


Her passive abilities also have issues. While Bat Within has utility in the context of on-stage disadvantage, it is essentially a worse spot dodge on the ground, as Bayonetta will still take half of the dodged attack's damage if it is triggered. In the air, Bat Within has other problems: the fact that it only sends her downward when triggered in the air means that it can cause SDs while she is offstage, and to balance the fact that Bat Within is so fast, the distance Bayonetta covers when using a directional air dodge is minimal.
Furthermore, Bayonetta has poor frame data on the ground, with all of her standard grounded moves coming out at frame 7 or slower while also being unsafe on shield. This makes Bayonetta's approach among the worst in the entire cast, effectively forcing her to play a very defensive, bait-and-punish style which the opponent can counter by simply shielding or not approaching her. In addition, the fact that Bayonetta is a tall character with a fast fall speed and light weight means she is more easily comboed and more susceptible to being KO'd. Though Bat Within can somewhat alleviate the former problem, the issues compound to give her poor survivability.


Bayonetta is subject to several other weaknesses: unlike most other fighters, her Smash attacks can only be held for 60 frames instead of 120 ([[Mega Man (SSBU)|Mega Man]], [[Ness (SSBU)|Ness]], [[Olimar (SSBU)|Olimar]], and [[Villager (SSBU)|Villager]] also share this weakness); her Witch Time becomes less effective with every use, even when it isn't triggered by an attack; and Bayonetta's combos themselves, while arguably her strongest asset, are still ineffective against good [[Smash directional influence|SDI]]. Additionally, Bayonetta suffers from having potentially some of the highest landing lag in the game, as her landing lag increases based on how many specials she has used in the air. As a result, she can be immobile upon landing for up to 50 frames. Though she has ways to get around this - for example, using Witch Time or Bullet Climax to cancel her landing lag, landing with an aerial to force the opponent away, or retreating to a ledge – these are ultimately situational, and a whiffed combo can lead to a big punish.
Her passive abilities also have issues. While Bat Within has utility in the context of on-stage disadvantage, it is essentially a worse spot dodge on the ground, as Bayonetta will still take half of the dodged attack's damage if it is triggered. In the air, Bat Within has other issues - the fact that it only sends her down when triggered in the air means that it can cause SDs while she is offstage, and to balance the fact that Bat Within is so fast, the distance Bayonetta covers when actually air dodging is minimal.


Overall, Bayonetta is seen as a character with a high skill cap because of her extensive and complex combo game, her high-risk playstyle, and her unique abilities and techniques. She is a flexible, air-based, combo-oriented character who is good at quickly racking up damage and applying pressure to opponents, but her lack of reliable KO options means she can struggle in securing the stock (an issue which is exacerbated by her being prone to combos and kill setups herself).
Overall, Bayonetta is seen as a character with a high skill cap because of her extensive and complex combo game, her high-risk playstyle, and her unique abilities and techniques. She is a flexible, combo-oriented character who is good at quickly racking up damage and applying pressure to opponents, but her lack of reliable KO options means she can struggle in securing the stock (an issue which is exacerbated by her being prone to combos and kill setups herself). Due to her significantly steeper learning curve for (what most players consider) a relatively low reward, her playerbase is much weaker than it was in ''Smash 4''. However, some players have achieved noteworthy results with her.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Bayonetta was unanimously considered to be the best character in ''SSB4'' due to her many extreme advantages, including her ability to KO opponents at virtually any percentage with successful [[ladder combo]]s, the best disadvantage-breaking move in the game with [[Witch Time]], great KO potential outside of her ladder combos thanks to Witch Time and her smash attacks, and an excellent recovery. Even after having received significant [[nerf]]s in game updates, her advantages remained intact, causing players to label her as "[[broken]]", and many matches involving her became controversial. This included the ''Ultimate'' tournament [[Super Smash Bros. Invitational 2018]], where top professional player {{Sm|MkLeo}} pulled off two ladder KOs in front of [[Masahiro Sakurai]] using Bayonetta. Due to these factors, Bayonetta was initially nerfed drastically in her transition to ''Ultimate'', though game updates have provided her with substantial buffs to compensate, and the shifts to the metagame have proven benefitial for her to some degree. Despite this, Bayonetta has still been noticeably nerfed overall from her ''SSB4'' iteration.
Bayonetta was unanimously considered to be the best character in ''Smash 4'' due to her many extreme advantages, including her ability to KO opponents at virtually any percentage with successful [[ladder combo]]s, the best disadvantage-breaking move in the game with [[Witch Time]], great KO potential outside of her ladder combos, and an excellent recovery. Even after having received significant [[nerf]]s in game updates, her advantages remained intact. This often caused players to label her as "[[broken]]", and many matches involving her became controversial. This included the ''Ultimate'' tournament [[Super Smash Bros. Invitational 2018]], where top professional player {{Sm|MkLeo}} pulled off 2 ladder KOs in front of [[Masahiro Sakurai]] using Bayonetta. Due to these factors, Bayonetta has been drastically nerfed from her appearance in ''Smash 4''.


Bayonetta's already poor frame data, her major weakness in ''SSB4'', has been worsened further from the previous game. Her most reliable combo starters have been weakened, with her up tilt, down tilt, and forward aerial all having more ending lag; the latter was affected the most significantly, with the first hit no longer allowing for any follow-ups other than the second and third hits of the move. [[Witch Twist]] has more startup and grants less distance, reducing its effectiveness as a combo starter, [[out of shield]] option, follow-up from other moves, and recovery option. Adding to this, all of Bayonetta's special moves have received nerfs that make them more risky and punishable: [[Bullet Climax]]'s charge takes longer to cancel and can no longer be held indefinitely, [[Heel Slide]] and [[After Burner Kick]]'s followup hits can no longer be used if they hit a shield, Witch Twist is slower and can no longer grab ledges, and Witch Time slows down opponents for much shorter amounts of time except at very high percentages, alongside having noticeably more startup and ending lag; the lattermost move's changes, in particular, have made Witch Time go from the uncontested best counter in ''SSB4'' to being much more in-line with the rest of the cast in ''Ultimate''.
Bayonetta's already poor frame data, her major weakness in ''Smash 4'', has been nerfed further from the previous game. Her most reliable combo starters have been weakened, with her up tilt, down tilt, and forward aerial all having more ending lag; the latter was affected the most significantly, no longer allowing for any follow-ups other than the next hits of the move unless Bayonetta lands with them. [[Witch Twist]] also has more startup and grants less distance, reducing its effectiveness as a combo starter, [[out of shield]] option, follow-up from other moves, and recovery option. Adding to this, all of Bayonetta's special moves have received drastic nerfs that make them more risky and punishable: [[Bullet Climax]]'s charge takes longer to cancel and can no longer be held indefinitely, [[Heel Slide]] and [[After Burner Kick]]'s followup hits can no longer be used if they hit a shield, Witch Twist is slower and can no longer grab ledges. Finally, Witch Time slows down opponents for much shorter amounts of time except at very high percentages, alongside having noticeably more startup and ending lag. As a result, it went from the uncontested best counter in ''Smash 4'' to arguably one of the least useful counters in ''Ultimate'' until high percentages.


Her KO ability has been weakened as well. Neutral, up and down aerials deal lower knockback (most significantly the former two, which no longer KO under 200% onstage), her back aerial has less range and a smaller hitbox (most notably the sweetspot), and her smash attacks only get half as much of an increase in power when charged. This is exacerbated by Witch Time's decreased slowdown duration and lower knockback multiplier on smash attacks, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top [[blast line]], and even then very high percents are often needed to reliably earn a KO. As a result, Bayonetta now has a significantly more defined main weakness, which is her poor KO ability and reliance on her combos due to her lack of reliable KO options outside of back air, down air, and her smash attacks. Her moveset's lower power is also pronounced further by the reduced damage some of her moves deal, which slightly hinders her combo game further. Conversely, her own survivability has been worsened, as her already low [[weight]] has been reduced further, and her recovery is less effective due to Witch Twist's shorter distance, slower ledge grab, and smaller hitboxes.
Her KO ability has been weakened as well. Neutral, up and down aerials deal lower knockback (most significantly the former two, which no longer KO under 200% onstage), her back aerial has less range and a smaller hitbox (most notably the sweetspot), and her smash attacks only get half as much of an increase in power when charged. This is exacerbated by Witch Time's decreased slowdown duration, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top [[blast line]], and even then very high percents are often needed to reliably earn a KO. As a result, Bayonetta now has a significantly more defined main weakness, which is her lack of KO ability at higher percentages due to a lack of reliable options for KOing outside of back air. Although some of her moves have received more knockback in return, such as her [[neutral attack]]'s finisher and [[dash attack]], most of them still have below average knockback, and fail to compensate for her much more severely hindered finishers. This is also pronounced further by the decreased damage some of her moves deal, which slightly hinders her combo game further. Conversely, her own survivability has been worsened, as her already low [[weight]] has been decreased further, and her recovery is less effective due to Witch Twist's shorter distance, slower ledge grab, and smaller hitboxes.


[[Bayonetta recovery frames|Bayonetta's special recovery frames]] have also been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her [[down aerial]] was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder [[punish]] option on her more easily.
Finally, [[Bayonetta recovery frames|Bayonetta's special recovery frames]] have been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her [[down aerial]] was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder [[punish]] option on her more easily.


In spite of this, Bayonetta has also received a few noteworthy buffs. All of her dodges have been sped up relative to the rest of the cast, no longer being among the slowest in the game, while still having the ability to trigger Bat Within during their startup. Downwards After Burner Kick is now a reliable combo starter once again due to it launching grounded opponents at a higher, more suitable angle for followups, and Witch Twist is harder to [[SDI]] out of due to the lower [[hitlag]] on each hit. Witch Time can slow down opponents from much farther distances upon a successful counterattack, has a longer counter window, and changes a projectile's ownership to her. Although [[grab]]s have been overall nerfed across the cast, all of Bayonetta's grabs have slightly increased range, which combined with her throws not losing their utility, improves her grab game despite their higher ending lag. Her [[neutral attack]] combo's finisher and dash attack both have increased knockback, the former now being one of the strongest neutral attacks in the game, and the strongest among lightweights, and the latter has more range and reduced ending lag, improving the move as a burst or KO option. Bayonetta's most inconsistent moves have also been notably improved; both hits of her up tilt will always connect reliably due to the first hit using set knockback, her smash attacks now have transcendent priority on aerial opponents, most notably addressing the low priority of the moves, Witch Twist has a lower SDI multiplier, and her Witch Time has higher slowdown scaling, noticeably increasing its slowdown duration at high percentages when the move is stale.   
In spite of this, Bayonetta has also received a few noteworthy buffs. All of her dodges have been sped up relative to the rest of the cast, no longer being among the slowest in the game, while still having the ability to trigger Bat Within during their startup. Downwards After Burner Kick is a reliable combo starter due to launching grounded opponents at a higher, more suitable angle for followups, and Witch Twist is harder to [[SDI]] out of due to the lower [[hitlag]] on each hit. Witch Time can slow down opponents from much farther distances upon a successful counterattack, and has a longer counter window. Although [[grab]]s have been overall nerfed across the cast, all of Bayonetta's grabs have slightly increased range, which combined with her throws not losing their utility, improves her grab game despite their higher ending lag. Her dash attack has increased knockback and range, and reduced ending lag, improving the move as a burst or KO option. Her netural attack finisher has drastically increased knockback, to the point where it is one of the strongest in the game, and the strongest jab for lightweight. Most notably, her most inconsistent moves have been notably buffed. Both hits of her up tilt will always connect due to the first hit using set knockback, her smash attacks now have transcendent priority on aerial opponents, most notably addressing the low priority of the moves, Witch Twist has a lower SDI multiplier, and her Witch Time has a larger slowdown scaling, noticeably increasing its slowdown duration at high percentages when the move is stale.   


The universal changes to gameplay mechanics are a mixed bag for Bayonetta overall. The ability to [[dash cancel]] into any move improves her grounded game, though this is somewhat counterbalanced by their rather slow startup and her notable grounded moves losing some of their combo utility. The streamlined [[jump#jump timing|jumpsquats]] and reductions to landing lag are mostly detrimental to her; they slightly benefit Bayonetta's combo game as long as her aerials are not extended with Bullet Arts, but unlike most other characters, Bayonetta suffers higher landing lag when she lands with aerials that are extended with Bullet Arts. This, combined with other characters gaining either safer aerials, improved combo routes from them, or lower landing lag, has allowed them to more easily keep up with Bayonetta. On the other hand, the changes to [[air dodge]] mechanics have benefitted her overall; although Bayonetta has the third shortest distance of any directional air dodge (tied with {{SSBU|Steve}}) she still benefits from their reintroduction regardless since her special moves don't cause helplessness when used in the air, and it allows her to slightly extend her recovery provided she is not able to reach the edge on time, plus the increased lag on all kinds of air dodges and their limit to once per airtime (unless hitstun is sustained) has further improved her edgeguarding ability, despite her worse aerial game.
The universal changes to game mechanics are overall mixed for Bayonetta. The ability to [[dash cancel]] into any move improves her grounded game, though this is somewhat counterbalanced by their somewhat slow startup and her notable grounded moves losing some of their combo utility. The streamlined [[jump#jump timing|jumpsquats]] and reductions to landing lag are mostly detrimental to her; they slightly benefit Bayonetta's combo game as long as her aerials are not extended with Bullet Arts, but unlike most other characters, Bayonetta suffers higher landing lag when she lands with aerials extended with Bullet Arts. This, combined with other characters gaining either safer aerials, improved combo routes from them, or lower landing lag, has allowed them to more easily keep up with Bayonetta. On the other hand, the changes to [[air dodge]] mechanics have benefitted her overall; although Bayonetta has the second shortest distance of any directional air dodge, this nevertheless allows her to slightly extend her recovery provided she isn't able to reach the edge on time, and the increased lag on all kinds of air dodges has further improved her edgeguarding ability, despite her worse aerial game. However, none of the universal changes or her direct buffs are able to properly compensate for the comparatively much larger impact her abundance of nerfs has brought up.


Overall, Bayonetta's biggest strengths from ''SSB4'' that were deemed "overpowered" have all been severely toned down or even removed altogether, as her combos require slightly more precision to pull off, have less KO potential and leave her more vulnerable, and Witch Time is a less powerful option to place the opponent at a disadvantage. She is also plagued with further defined weaknesses, possessing much more significant KOing issues, a worse disadvantage state and overall survivability (both from her weaker recovery and endurance) and a slightly slower moveset. Although some of her moves have received various improvements and/or quality of life changes, none of her buffs are able to properly compensate for the comparatively much larger impact her abundance of nerfs have brought up. The universal changes pronounce both the good and bad aspects of her attributes, but much like her direct buffs, they fail to address her severe direct nerfs. However, she still retains several of her main strengths from the previous game, most notably her strong combo game and edgeguarding ability. Bayonetta also received many buffs through game updates, which improved on her most underwhelming aspects or alleviated the severity of her nerfs. These changes now give Bayonetta a higher learning curve, and render her far less powerful than she was in ''SSB4''; however, optimizations to her metagame and the retention of her strengths have allowed Bayonetta to remain an effective character.
Overall, Bayonetta's biggest strengths from ''Smash 4'' that were deemed "overpowered" by some have all been severely toned down or even removed altogether; her forward air strings were removed, Witch Time is a worse disadvantage-breaking option, her recovery is worse (albeit still outstanding compared to the rest of the cast), her KO potential is much lower, her combos (especially her ladder combos) are potentially less damaging and harder to pull off, and her weaknesses from the previous game have been further defined. Furthermore, most of the rest of the cast has received comparatively larger buffs, allowing them to either keep up with or overwhelm Bayonetta due to her substantial nerfs. This gives Bayonetta a considerably higher learning curve, to the point she is widely viewed as a high-effort, low-reward character. As a result, Bayonetta performs significantly worse than her ''Smash 4'' iteration, and is by far the most nerfed character in the transition to ''Ultimate''. Though Bayonetta had a moderate amount of success during the beginning of ''Ultimate''{{'}}s metagame, her current representation has quickly dwindled, as many of her players, including {{sm|Salem}}, have either dropped her or have quit competitive play altogether. This has earned her negative opinions from many players, who generally claim that she is a low-mid or low-tier character at best, with some opinions considering her a bottom five character. Despite this, players such as {{Sm|CaptainZack}}, {{Sm|Lima}} and {{Sm|tamim}} still use her at multiple tournaments, and the former has particularly been able to obtain decent results within the first six months of the game. This, along with a few buffs Bayonetta has received in updates {{SSBU|3.1.0}} and {{SSBU|8.0.0}}, makes her position in the eyes of many players highly debatable.


{{SSB4 to SSBU changelist|char=Bayonetta}}
{{SSB4 to SSBU changelist|char=Bayonetta}}


==Update history==
==Update history==
Bayonetta received a mix of buffs and nerfs in game updates, but was significantly buffed overall. Before update 3.1.0, she received few and relatively minor changes to her moveset, making Bullet Climax less effective on shield much like most other projectiles, but allowing Bayonetta to grab ledges easier after using neutral aerial, while also removing [[Stun Jacket]], which used to affect her Bullet Arts more notably than most other characters.
Bayonetta received a mix of buffs and nerfs in game updates, but was buffed overall. Before 3.1.0, she received few and relatively minor changes to her moveset, making Bullet Climax less effective on shield much like most other projectiles, but allowing Bayonetta to grab ledges easier after neutral aerial, while removing [[Stun Jacket]], which used to affect her Bullet Arts more notably than most other characters.


Update 3.1.0 gave her a much larger amount of buffs, particularly Witch Time having more counter frames and intangibility frames alongside faster regeneration, which makes it more reliable even through multiple uses. This greatly improved Witch Time's usability as a counter, with its incarnation in the base game having arguably the worst frame data for a counter and no guarantee for a reward when landing it. Witch Twist and After Burner Kick both have less landing lag, making Bayonetta less punishable after performing combos and opening new opportunities for applying pressure. Her dash attack's clean hit deals more knockback, making it a semi-reliable kill option on lighter characters. Neutral attack gained a slightly longer lasting hitbox on the first hit and also received greater knockback for the final hit of the rapid jab. Her down smash also received a longer lasting hitbox on the second hit. Her up tilt was also improved by allowing it to connect more reliably even at very high percents, which was previously notorious for being inconsistent. Most notably, Witch Time was buffed even further by making Bat Within activate later during the counter without changing the move's total duration, reducing its ending lag.
Update 3.1.0 gave Bayonetta a much larger amount of buffs, particularly Witch Time having more counter frames and intangibility frames alongside swifter regeneration, which makes it more reliable even through multiple uses. This greatly increased Witch Time's usability as a counter, with its incarnation in the base game having arguably the worst frame data for a counter and no guarantee for a reward when landing it. Witch Twist and After Burner Kick both have less landing lag, making Bayonetta less punishable after performing combos and opening new opportunities for applying pressure. Her dash attack's clean hit deals more knockback, making it a semi-reliable kill option on lighter characters. Neutral attack gained a slightly longer-lasting hitbox on the first hit, which down smash also received for its meteor smash, and also greater knockback for its final blow after the rapid jab.


After a year of receiving very few and rather negligible changes in balance patches, update 8.0.0 granted Bayonetta her most substantial buffs; forward smash has more base knockback and received a longer lasting hitbox, making the move a more reliable KO option. Her forward tilt's third hit had its endlag reduced, which allows the move to start true combos at very low percents, and up tilt's hitboxes were further improved, now using set knockback on the first hit to make sure it always connects reliably on grounded opponents at higher percentages. Witch Twist now has a lower SDI multiplier, making her combos harder to fall out of, and Heel Slide has less endlag, which improves its combo potential.
3.1.0's buffs allow Bayonetta to KO with a couple more moves at higher percents. The update also improved her up tilt by allowing it to connect reliably even at very high percents, which was previously notorious for being inconsistent. Most notably, Witch Time was further improved by increasing its counter window while making Bat Within activate later during the counter if she is hit, reducing its ending lag.


Update 12.0.0 buffed Bayonetta one last time with a few small but helpful changes. The final hit of rapid jab was buffed once more to deal more knockback and launch opponents at a more horizontal angle, becoming one of the strongest jabs in the game in terms of knockback and giving Bayonetta a new KO option at higher percentages, down smash was made 3 frames faster and is now slightly easier to spike offstage opponents with the move, and Witch Time received less slowdown duration penalty when used against projectiles, making her less susceptible to being zoned by them.
In addition to the shield size buff from the 7.0.0 patch, Bayonetta also received noteworthy buffs from the 8.0.0 patch;  forward smash has more base knockback and received a longer-lasting hitbox, forward tilt's lowered endlag allows the third hit to start true combos at low percents, and up tilt's hitboxes were further improved. Witch Twist now has a lower SDI multiplier that makes her combos harder to fall out of, and Heel Slide has less endlag, which improves its combo potential.


Overall, Bayonetta fares much better than she did when ''Ultimate'' launched and is now widely considered to be a solid high-tier character. However, she is still significantly weaker than her ''Smash 4'' iteration.
Patch 12.0.0 also buffed her rapid jab once more to deal more knockback and send at a more horizontal angle, becoming one of the strongest jabs in the game in terms of knockback, down smash is made 3 frames faster, and Witch Time received less slowdown duration penalty when used against projectiles, making her less susceptible to being zoned by them.
 
Overall, Bayonetta is far stronger than how she was when ''Ultimate'' launched. However, she is still significantly weaker than her ''Smash 4'' incarnation.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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*Bayonetta can extend and/or alter all standing normals, aerials, Side Special and Up Special by holding the button, resulting in thin, no-knockback hitboxes outstretching from wherever her pistols are pointing. See [[Bullet Arts]].
*Bayonetta can extend and/or alter all standing normals, aerials, Side Special and Up Special by holding the button, resulting in thin, no-knockback hitboxes outstretching from wherever her pistols are pointing. See [[Bullet Arts]].
*When a sidestep, roll, or airdodge (neutral or directional) is inputed, if Bayonetta is hit by an attack before her intangibility window, she will transform into a flock of bats and negate all knockback from said attack, while taking a fraction of the damage. See [[Bat Within]].
*When a sidestep, roll, or airdodge (neutral or directional) is inputed, if Bayonetta is hit by an attack before her intangibility window, she will transform into a flock of bats and negate all knockback from said attack, while taking a fraction of the damage. See [[Bat Within]].
**If Bat Within is activated from a roll or directional airdodge, the bats will travel to whatever direction the dodge was initially inputed to go. Neutral airdodges travel downward and spot dodges do not cause any positional influence.
**If Bat Within is activated from a roll or directional airdodge, the bats will travel to whatever direction the dodge was initially inputed to go. Neutral airdodges travel downward and spot dodges don’t cause any positional influence.
*Bayonetta receives various amounts of landing lag depending on the amount of aerials and special moves she performs in midair before landing. For more info, see [[Bayonetta Recovery Frames]].
*Bayonetta receives various amounts of landing lag depending on the amount of aerials and special moves she performs in midair before landing. For more info, see [[Bayonetta Recovery Frames]].
*Bayonetta can [[wall jump]] and [[wall cling]].
*Bayonetta can [[wall jump]] and [[wall cling]].
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|neutral3dmg=2.2%
|neutral3dmg=2.2%
|neutralinfdmg=0.2% (loop), 0.5% (penultimate hit), 5% (last)
|neutralinfdmg=0.2% (loop), 0.5% (penultimate hit), 5% (last)
|neutraldesc=Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding [http://bayonetta.wikia.com/wiki/Love_Is_Blue Love is Blue]. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. If the button is held while Bayonetta performs the barrage, it will do additional damage due to her firing her guns at the same time, though this does not actually extend the attack's range like her other Bullet Arts. Its utility as a get-off-me option is very poor, as its first hit comes out at frame 9, making it the second slowest neutral attack in the game after {{SSBU|King Dedede}}'s. However, it deals high damage to compensate, with the full combo being capable of dealing ~18%. After update [[List of updates (SSBU)/12.0.0 changelog|12.0.0]], its launch angle was modified so that it became a viable kill option at around 105% on middleweights at the ledge of Final Destination, making it one of the strongest jabs in the game and repurposing it into Bayonetta's fastest grounded KO option. The first three hits can also [[lock]].
|neutraldesc=Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding [http://bayonetta.wikia.com/wiki/Love_Is_Blue Love is Blue]. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. If the button is held while Bayonetta performs the barrage, it will do additional damage due to her firing her guns at the same time, though this does not actually extend the attack's range like her other Bullet Arts. Its utility as a get-off-me option is very poor, as its first hit comes out at frame 9, making it the second slowest neutral attack in the game after {{SSBU|King Dedede}}'s. However, it deals high damage to compensate, with the full combo being capable of dealing ~18%. After [[List of updates (SSBU)/12.0.0 changelog|12.0.0]], its angle was modified so that it became a viable kill option at around 105% on middleweights at the ledge of Final Destination, making it one of the few neutral attacks with actual KO potential. The first three hits can [[lock]].
|ftiltname=Bullet Heel ({{ja|バレットヒール|Baretto Hīru}}) / Combo Twist ({{ja|コンボツイスト|Konbo Tsuisuto}}) / Rising Kick ({{ja|ライジングキック|Raijingu Kikku}})
|ftiltname=Bullet Heel ({{ja|バレットヒール|Baretto Hīru}}) / Combo Twist ({{ja|コンボツイスト|Konbo Tsuisuto}}) / Rising Kick ({{ja|ライジングキック|Raijingu Kikku}})
|ftiltcount=3
|ftiltcount=3
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|utiltname=Chain Upper ({{ja|チェーンアッパー|Chēn Appā}})
|utiltname=Chain Upper ({{ja|チェーンアッパー|Chēn Appā}})
|utiltdmg=1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2)
|utiltdmg=1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2)
|utiltdesc=An upwards pistol whip. It is based on the delayed punch launcher. Hits twice, with the first hit having [[set knockback]] and a hitbox slightly above and in front of Bayonetta's head that does slightly more damage than on the ground, but can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. The second hit will sometimes not connect due to positioning. It is an effective combo starter in general, as it can anti air and initiate combos, and can even set up a KO into back aerial at high percents. However, it cannot KO outright due to its low power, and becomes ineffective for combos past high percents.
|utiltdesc=An upwards pistol whip. It is based on the delayed punch launcher. Hits twice, with the first hit having [[set knockback]] and a hitbox slightly above and in front of Bayonetta's head that does slightly more damage than on the ground, but can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. The second hit sometimes won't connect due to positioning. It is an effective combo starter in general, as it can anti air and initiate combos, and can even set up a KO into back aerial at high percents. However, it cannot KO outright due to its low power, and becomes ineffective for combos past high percents.
|dtiltname=Trip Circle ({{ja|トリップサークル|Torippu Sākuru}})
|dtiltname=Trip Circle ({{ja|トリップサークル|Torippu Sākuru}})
|dtiltdmg=6% (foot), 5% (leg)
|dtiltdmg=6% (foot), 5% (leg)
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|bairname=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|bairname=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|bairdmg={{ShortHopDmgSSBU|10}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdmg={{ShortHopDmgSSBU|10}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdesc=A high-angle back kick. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue.  The Bullet Arts version of this move fires one gun behind her at an upward angle. It is slow for a back aerial (frame 11), but acts as Bayonetta's strongest aerial KO option outside of combos. Some aerial combos can lead into back aerial for additional damage, or act as KO combos (including from up tilt). Its hitbox is rather misleading due to her attack's motion trails, as its hitboxes do not appear until Bayonetta's leg fully extends.
|bairdesc=A high-angle back kick. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue.  The Bullet Arts version of this move fires one gun behind her at an upward angle. It is slow for a back aerial (frame 11), but acts as Bayonetta's strongest aerial KO option outside of combos. Some aerial combos can lead into back aerial for additional damage, or act as KO combos (including from up tilt). Its hitbox is rather misleading due to her attack's motion trails, as its hitboxes don't appear until Bayonetta's leg fully extends.
|uairname=Full Moon Edge ({{ja|フルムーンエッジ|Furu Mūn Ejji}})
|uairname=Full Moon Edge ({{ja|フルムーンエッジ|Furu Mūn Ejji}})
|uairdmg={{ShortHopDmgSSBU|7.5}} (kick), {{ShortHopDmgSSBU|3}} (Bullet Arts extension)
|uairdmg={{ShortHopDmgSSBU|7.5}} (kick), {{ShortHopDmgSSBU|3}} (Bullet Arts extension)
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|dairname=Heel Guillotine ({{ja|ヒールギロチン|Hīru Girochin}})
|dairname=Heel Guillotine ({{ja|ヒールギロチン|Hīru Girochin}})
|dairdmg={{ShortHopDmgSSBU|7}} (body), {{ShortHopDmgSSBU|8}} (leg), {{ShortHopDmgSSBU|9}} (heel), 5% (landing)
|dairdmg={{ShortHopDmgSSBU|7}} (body), {{ShortHopDmgSSBU|8}} (leg), {{ShortHopDmgSSBU|9}} (heel), 5% (landing)
|dairdesc=A split-legged axe kick.  It is based on Bayonetta's standard aerial kick in ''Bayonetta''. A [[stall-then-fall]] with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has very high knockback, both of which make it a viable, but punishable KO option overall. It 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.
|dairdesc=A split-legged axe kick.  It is based on Bayonetta's standard aerial kick in ''Bayonetta''. A [[stall-then-fall]] with low duration and ending lag, which allows her to safely recover afterward if used off-stage. 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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out, with her hand emanating purple Umbran Magic.
|grabdesc=Reaches out, with her hand emanating purple Umbran Magic.
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|ssdesc=A kick that functions differently when used on the ground or in midair. All versions are based on the individual techniques from the ''Bayonetta'' games, with minor differences.<br/>
|ssdesc=A kick that functions differently when used on the ground or in midair. All versions are based on the individual techniques from the ''Bayonetta'' games, with minor differences.<br/>
'''Heel Slide''': On the ground, she performs the [http://bayonetta.wikia.com/wiki/Heel_Slide '''Heel Slide''']. If the button is held, Bayonetta will then follow it up with an [[wikipedia:List of capoeira techniques#Aú|aú aberto]]. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.<br/>
'''Heel Slide''': On the ground, she performs the [http://bayonetta.wikia.com/wiki/Heel_Slide '''Heel Slide''']. If the button is held, Bayonetta will then follow it up with an [[wikipedia:List of capoeira techniques#Aú|aú aberto]]. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.<br/>
'''After Burner Kick''': In the air, she alternately performs the [http://bayonetta.wikia.com/wiki/After_Burner_Kick  '''After Burner Kick'''], a flying kick with a slightly diagonal trajectory which can be performed twice in a row as long as the first kick connects. If shielded, it cannot transition into another After Burner Kick. It can be angled diagonally downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not performed correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward).
'''After Burner Kick''': In the air, she alternately performs the [http://bayonetta.wikia.com/wiki/After_Burner_Kick  '''After Burner Kick'''], a flying kick with a slightly diagonal trajectory which can be performed twice in a row as long as the first kick connects. If shielded, it can't transition into another After Burner Kick. It can be angled diagonally downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not performed correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward).


Like Witch Twist, both versions of After Burner Kick are her primary aerial combo initiators and followups, with each angled version having different launch angles and allowing for creative combos.<br/>
Like Witch Twist, both versions of After Burner Kick are her primary aerial combo initiators and followups, with each angled version having different launch angles and allowing for creative combos.<br/>
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|dsdesc=[http://bayonetta.wikia.com/wiki/Witch_Time Uses her magic to slow down time around an opponent who attacks her]. Based on the same ability from the ''Bayonetta'' games, albeit only slowing down the attacking opponent as opposed to all opponents. Functions as a [[counterattack]]. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), whether the attack was direct or indirect (indirect attacks such as projectiles result in a shorter duration), and frequency (using Witch Time too often will decrease the duration). However, if Witch Time is activated too late, then [http://bayonetta.wikia.com/wiki/Bat_Within '''Bat Within'''] is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the ''Bayonetta'' series, it halves the damage received, rather than negating it.
|dsdesc=[http://bayonetta.wikia.com/wiki/Witch_Time Uses her magic to slow down time around an opponent who attacks her]. Based on the same ability from the ''Bayonetta'' games, albeit only slowing down the attacking opponent as opposed to all opponents. Functions as a [[counterattack]]. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), whether the attack was direct or indirect (indirect attacks such as projectiles result in a shorter duration), and frequency (using Witch Time too often will decrease the duration). However, if Witch Time is activated too late, then [http://bayonetta.wikia.com/wiki/Bat_Within '''Bat Within'''] is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the ''Bayonetta'' series, it halves the damage received, rather than negating it.
|fsname=Infernal Climax
|fsname=Infernal Climax
|fsdmg=7% (Gomorrah), 13% (bonus spell), 10% (end)
|fsdmg=28% (Gomorrah), 13% (bonus spell), 10% (end)
|fsdesc=Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon [http://bayonetta.wikia.com/wiki/Gomorrah Gomorrah], who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 13% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
|fsdesc=Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon [http://bayonetta.wikia.com/wiki/Gomorrah Gomorrah], who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 15% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=81 | rweight=76
| dash=1.936 | rdash=38-43
| run=1.76 | rrun=37-41
| walk=0.945 | rwalk=61-62
| trac=0.11 | rtrac=39-47
| airfric=0.008 | rairfric=57-66
| air=1.019 | rair=53-55
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.085 | raddaccel=12-15
| gravity=0.12 | rgravity=15-20
| fall=1.77 | rfall=20-21
| ff=2.832 | rff=20-21
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=39 | rjumpheight=7-8
| shorthop=21.35 | rshorthop=2-3
| djump=42 | rdjump=9
}}
}}


===[[Announcer]] call===
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
<gallery>
Bayonetta English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Bayonetta English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Bayonetta French Announcer SSBU.wav|French
Bayonetta German Announcer SSBU.wav|German
Bayonetta Italian Announcer SSBU.wav|Italian
Bayonetta Russian Announcer SSBU.wav|Russian
Bayonetta Spanish Announcer SSBU.wav|Spanish
</gallery>
</gallery>


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*Holds her left gun in front of herself, and her right gun upward beside her head. This idle pose only occurs once she ends any ground attack, and reverts to her standard idle animation after a few seconds. Based on her "in combat" pose in both ''Bayonetta'' games.
*Holds her left gun in front of herself, and her right gun upward beside her head. This idle pose only occurs once she ends any ground attack, and reverts to her standard idle animation after a few seconds. Based on her "in combat" pose in both ''Bayonetta'' games.
<gallery>
<gallery>
SSBUBayonettaIdle1.gif|Bayonetta's first idle pose.
SSBUBayonettaIdle1.gif|Bayonetta's first idle pose
SSBUBayonettaIdle2.gif|Bayonetta's second idle pose, assumed only after a ground attack.
SSBUBayonettaIdle2.gif|Bayonetta's second idle pose, assumed only after a ground attack
</gallery>
</gallery>


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==In [[competitive play]]==
==In [[competitive play]]==
Due to her nerfs from the previous game, Bayonetta saw little tournament results during the early metagame; she was considered a "high effort low-reward" character as she had to work significantly harder to win neutral, rack up damage, and close out stocks than a vast majority of the cast. Although {{Sm|CaptainZack}} was able to see some solid results while using Bayonetta as a co-main, most top players considered her to be unviable, and her results continued to struggle, especially following CaptainZack's ban.
In subsequent patches, most notably 8.0.0, Bayonetta received many buffs that made her strongest options more consistent. This has led to a slow but notable increase in her representation: during the [[COVID-19|COVID-19 pandemic]], {{Sm|Bloom4Eva}} used her to place highly at major online tournaments. Following the return of offline competitive play, Bayonetta continued to see impressive results thanks to players such as Bloom4Eva, {{Sm|Lima}}, and {{Sm|Mistake}}. This has led to a shift in perception, with most players considering her to be a mid-tier or high-tier character. Overall, while Bayonetta is still widely considered to be a shell of her ''Smash 4'' self, she is also considered to be much stronger than how she was in the early metagame.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Bayonetta players (SSBU)]]''
''See also:[[:Category:Bayonetta professionals (SSBU)]]''
 
*{{Sm|Bloom4Eva|UK}} - The best Bayonetta player of all-time, one of the three best since 2024, and one of the best players in Europe in the post-online metagame. He has won several large European events, most notably {{Trn|VCA 2022}}, {{Trn|GLORY 3}}, and {{Trn|Invasion: April 2023}}.
*{{Sm|Geist|USA}} - The second-best Bayonetta player in the United States. His best placement to date is 7th at the major {{Trn|Rise 'N Grind 2023}}, and he has also regularly placed top 64 at majors including 33rd at {{Trn|Port Priority 8}} and 49th at {{Trn|Super Smash Con 2023}}, the latter in which he upset {{Sm|Kurama}}.
*{{Sm|Lima|USA}} - One of the best Bayonetta players in the world. Although he has been playing Bayonetta since the early metagame, his best results came about in the post-online metagame, notably placing 3rd at the major {{Trn|Rise 'N Grind 2023}} and 5th at the supermajor {{Trn|Collision 2023}}.
*{{Sm|TamaPDaifuku|Japan}} - The best Bayonetta player in the world in 2024. He has wins over several of Japan's best players, including {{Sm|acola}}, {{Sm|Miya|p=Honshu}}, and {{Sm|Shuton}}. He has also placed highly at several major Japanese events, including 2nd at {{Trn|DELTA 7}}, 4th at {{Trn|DELTA 8}}, 5th at {{Trn|Kagaribi 12}} and 17th at both {{Trn|UltCore}} and {{Trn|DELTA 5}}.
 
===Tier placement and history===
Due to the drastic nerfs she received in her transition to ''Ultimate'', Bayonetta saw minimal tournament results during the early metagame; she was considered to be a "high-effort, low-reward" character as she had to work significantly harder to win neutral, rack up damage, and close out stocks than a vast majority of the cast. Bayonetta performing drastically worse than her ''Smash 4'' iteration led many to think of her as by far the most nerfed veteran in the transition to ''Ultimate''. Although {{Sm|CaptainZack}} was able to see some good results while using Bayonetta as a co-main, they were mostly eclipsed by his results with {{SSBU|Peach}} and {{SSBU|Daisy}}, and most top players considered her to be a lower mid-tier or low-tier character at best, some players even considered her to be one of the worst characters in the game. Her results continued to struggle, especially following CaptainZack's ban.


However, Bayonetta would go on to receive many buffs that made her strongest options more consistent in updates {{SSBU|3.1.0}} and {{SSBU|8.0.0}} which would eventually lead to a positive shift in players' perceptions of Bayonetta. With Bayonetta players adapting remarkably to the changing meta and with balance patches having lended Bayonetta significant buffs, a slow but notable increase in her representation would emerge: during the [[COVID-19|COVID-19 pandemic]], {{Sm|Bloom4Eva}} used her to place highly at major online tournaments. Following the return of offline competitive play, Bayonetta continued to see impressive results thanks to players such as Bloom4Eva, {{Sm|Lima}} and {{Sm|TamaPDaifuku}}. This led to an exceptional shift in her perception, and most players reevaluated the character and ranked her as a mid-tier at least, and as such she was ranked 45th on the first tier list as an upper-mid tier. Following the first tier list, Bayonetta's popularity and success grew even more and her players continue to see consistently strong results in tournaments. Thanks to her improved representation and results, she is now widely ranked as a high-tier, with some players even ranking her as a top-tier. Bayonetta would see a massive boost on the second and current tier list where she rose 19 spots and is now ranked 26th as a high-tier, the largest rise of any character from the first to second tier list. Overall, while Bayonetta is still widely agreed to be a shell of her ''Smash 4'' self, she is also considered to be substantially stronger than she was in the early metagame.
*{{Sm|Bloom4Eva|UK}} - The best Bayonetta player in the world. Placed 1st at a multitude of offline events, including {{Trn|Invasion}}, {{Trn|BOSS BATTLES: For Glory}}, and {{Trn|VCA 2022}}, as well as 4th at {{Trn|COLOSSEL 2022}} and 13th at {{Trn|Double Down 2022}} with wins over players such as {{Sm|Glutonny}}, {{Sm|sisqui}}, and {{Sm|Kome}}. Online, placed 1st at {{Trn|SWT: Europe Ultimate Online Qualifier}}, 2nd at {{Trn|The Online Olympus II}}, 3rd at {{Trn|The Collective 2}}, and 9th at {{Trn|Gaming For Tots}}. Currently ranked 29th on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|CaptainZack|USA}} - Co-mained Bayonetta alongside {{SSBU|Peach}} and {{SSBU|Daisy}} and was considered the best Bayonetta player during the early metagame but has since been banned. Placed 3rd at {{Trn|Battle of BC 3}}, 9th at {{Trn|GENESIS 6}}, 13th at {{Trn|Smash 'N' Splash 5}}, 17th at {{Trn|MomoCon 2019}}, and 33rd at {{Trn|EVO 2019}} with wins over players such as {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Wishes}}. Ranked 32nd on the [[Spring 2019 PGRU]].
*{{Sm|Lima|USA}} - The best Bayonetta player in the United States. Placed 1st at {{Trn|Just Roll With It! 13}}, 3rd at {{Trn|Lost Tech City 2022}}, 9th at {{Trn|Super Smash Con: Fall Fest}}, and 17th at {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Maister}}, {{Sm|Goblin}}, and {{Sm|MuteAce}}.
*{{Sm|Mistake|Canada}} - The best Bayonetta player in Canada. Placed 1st at {{Trn|Don't Kick Chairs 2: Revenge of the Chairs}}, 2nd at {{Trn|Homecoming: See Me Offline}}, 7th at {{Trn|LAN ETS 2019}}, and 9th at {{Trn|Super Smash Con: Fall Fest}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Riddles}}, and {{Sm|WaDi}}.
*{{Sm|Rage|Sweden}} - One of the best Bayonetta players in Europe. Placed 4th at {{Trn|DreamHack Winter 2019}} and 13th at {{Trn|Valhalla III}} with wins over players such as {{Sm|Oryon}}, {{Sm|PeW}}, and {{Sm|VinS}}. Currently ranked 42nd on the [[European Smash Rankings]].
*{{Sm|Shadow_PR|USA}} - Co-mains Bayonetta with {{SSBU|Palutena}} and is considered one of the best Bayonetta players in the United States. Placed 2nd at {{Trn|First Attack 2019}}, 9th at {{Trn|Standoff 2019}}, and 17th at {{Trn|DreamHack Dallas 2019}}, {{Trn|Low Tier City 7}}, and {{Trn|GENESIS 7}} with wins over players such as {{Sm|Suarez}}, {{Sm|Meme}}, and {{Sm|Pandarian}}. Currently ranked 3rd on the [[Texas Power Rankings]].
*{{Sm|Surasura|Japan}} - The best Bayonetta player in Japan. Placed 3rd at {{Trn|Karisuma SP 9}}, 5th at {{Trn|Mie Bato}}, 13th at both {{Trn|Sumabato SP 3}} and {{Trn|Mēsuma}}, and 17th at {{Trn|Maesuma TOP 6}}.


=={{SSBU|Classic Mode}}: The Requiem of Fallen Wings==
=={{SSBU|Classic Mode}}: The Requiem of Fallen Wings==
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|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|6||{{head|Pit|g=SSBU|s=20px}}{{head|Pit|cl=Yellow|g=SSBU|s=20px}}{{head|Pit|cl=Red|g=SSBU|s=20px}}{{head|Pit|cl=Green|g=SSBU|s=20px}}{{head|Pit|cl=Blue|g=SSBU|s=20px}}{{head|Pit|cl=Black|g=SSBU|s=20px}} {{SSBU|Pit}} (x6)||Skyworld||''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''||Horde Battle.<br>A reference to the [[:File:SSBU spirit Affinity.png|Affinity]] Angels, which usually attack in groups.
|6||{{head|Pit|g=SSBU|s=20px}}{{head|Pit|cl=Yellow|g=SSBU|s=20px}}{{head|Pit|cl=Red|g=SSBU|s=20px}}{{head|Pit|cl=Green|g=SSBU|s=20px}}{{head|Pit|cl=Blue|g=SSBU|s=20px}}{{head|Pit|cl=Black|g=SSBU|s=20px}} {{SSBU|Pit}} (x6)||Skyworld||''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''||Horde Battle.<br/>A reference to the [[:File:SSBU spirit Affinity.png|Affinity]] Angels, which usually attack in groups.
|-
|-
|Final||Giant {{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Bayonetta|The Legend of Aesir}}''||A reference to [https://bayonetta.fandom.com/wiki/Jubileus%2C_The_Creator Jubileus, The Creator] from ''Bayonetta''.
|Final||Giant {{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Bayonetta|The Legend of Aesir}}''||A reference to [https://bayonetta.fandom.com/wiki/Jubileus%2C_The_Creator Jubileus, The Creator] from ''Bayonetta''.
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During the opening cutscene, Bayonetta was present on the cliffside when [[Galeem]] unleashed his beams of light. Bayonetta dodged a beam of light, activating her [[Bat Within]], but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.
During the opening cutscene, Bayonetta was present on the cliffside when [[Galeem]] unleashed his beams of light. Bayonetta dodged a beam of light, activating her [[Bat Within]], but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.


Bayonetta was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat, and the last fighter to be found imprisoned by him. In {{b|The Final Battle|World of Light}}, she is called by Dharkon as part of his reinforcements after {{SSBU|Roy}} is awakened and {{SSBU|Master Hand}} is beaten. She is a necessary unlock to achieve the true ending, as awakening her leads to a battle with Crazy Hand that frees him from Dharkon's control (both of whom's defeats greatly shifts the balance of power in Galeem's favor).
Bayonetta was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat, and the last fighter to be found to be imprisoned by him. In {{b|The Final Battle|World of Light}}, she is called by Dharkon as part of his reinforcements after {{SSBU|Roy}} is awakened and {{SSBU|Master Hand}} is beaten. She is a necessary unlock to achieve the true ending, as awakening her leads to a battle with Crazy Hand that frees him from Dharkon's control (both of whom's defeats greatly shifts the balance of power in Galeem's favor).
{{clrl}}
{{clrl}}


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|12,500
|12,500
|[[Umbra Clock Tower]] ([[Ω form]])
|[[Umbra Clock Tower]] ([[Ω form]])
|''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''
|''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}''
|}
|}
{{clr}}
{{clr}}
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|•The enemy starts the battle with a [[Fire Flower]]<br>•The enemy starts the battle with a [[Freezie]]
|•The enemy starts the battle with a [[Fire Flower]]<br>•The enemy starts the battle with a [[Freezie]]
|{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}
|{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}
|Koume (pink costume)<br>Kotake (blue costume)
|Pink costume: Koume<br>Blue costume: Kotake
|-
|-
|222
|222
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|[[New Donk City Hall]]
|[[New Donk City Hall]]
|N/A
|N/A
|•The enemy's smash attacks have increased power<br>•The enemy favors smash attacks<br>•The enemy starts the battle with a [[Drill]]
|•The enemy's smash attacks have increased power<br>•The enemy favors smash attacks<br>•The enemy starts the battle with a {{b|Drill|item}}
|{{SSBUMusicLink|Super Mario Bros.|New Donk City}}
|{{SSBUMusicLink|Super Mario Bros.|New Donk City}}
|
|
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==[[Alternate costume (SSBU)#Bayonetta|Alternate costumes]]==
==[[Alternate costume (SSBU)#Bayonetta|Alternate costumes]]==
Just like ''Smash 4'', Bayonetta's voice is dependent on her costume when the language is set to Japanese, Chinese, or Korean: her ''Bayonetta 2'' costume has her speaking Japanese, while her ''Bayonetta'' costume has her speaking English. This is a reference to how the first ''Bayonetta'' game originally only had English audio, not receiving a Japanese dub until the [[Wii U]] port. Many of Bayonetta's visual effects will be one of two colors depending on the costume used, blue for ''Bayonetta 2'' and red for ''Bayonetta''. Both costumes have unique firing sound effects for each set of guns. Her Bat Within ability also uses two separate bat models for both costumes. Her alternate red color scheme for the ''Bayonetta 2'' costume is based on Jeanne and the hair surrounding Madama Butterfly's limbs and Gomorrah will be colored white instead of black when using this color scheme.
Just as in ''Smash 4'', Bayonetta's voice is dependent on her costume when the language is set to Japanese, Chinese, or Korean: her ''Bayonetta 2'' outfit has her speaking in Japanese, while her original ''Bayonetta'' outfit retains her English voice. This is a reference to how the first ''Bayonetta'' game originally only had English audio even in Japan, not receiving a Japanese dub until the [[Wii U]] port.


{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
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==Trivia==
==Trivia==
{{ImageCaption|File:Bayonetta and Ganondorf Size Comparision 1 (Normal Gameplay).jpg|File:Bayonetta and Ganondorf Size Comparision 2 (No Contest).jpg|width1=160x160px|width2=160x160px|align  = right|caption=A comparison of Bayonetta's contrasting size<br>to {{SSBU|Ganondorf}} during normal gameplay (left) vs. the<br>"No Contest" screen (right).}}
{{ImageCaption|File:Bayonetta and Ganondorf Size Comparision 1 (Normal Gameplay).jpg|File:Bayonetta and Ganondorf Size Comparision 2 (No Contest).jpg|width1=160x160px|width2=160x160px|align  = right|caption=A comparison of Bayonetta's contrasting size<br>to {{SSBU|Ganondorf}} during normal gameplay (left) vs. the<br>"No Contest" screen (right).}}
*On the "No Contest" screen, Bayonetta's model is much taller than it is during normal gameplay. No other character model seems to grow on this screen; however, bigger characters like {{SSBU|Bowser}} shrink.
*On the "No Contest" screen, Bayonetta's model is significantly taller than it is during normal gameplay. No other character model seems to grow on this screen; however, bigger characters like {{SSBU|Bowser}} shrink.
*Bayonetta's official artwork strongly resembles her [[:File:SSBU spirit Bayonetta (Bayonetta 2).png|official artwork for ''Bayonetta 2'']], albeit with her arms pointed outwards rather than inwards.
*Bayonetta's official artwork strongly resembles her [[:File:SSBU spirit Bayonetta (Bayonetta 2).png|official artwork for ''Bayonetta 2'']], albeit with her arms pointed outwards rather than inwards.
**Likewise, Bayonetta's official artwork based on the first game resembles her official artwork for ''Bayonetta'', only mirrored.
**Likewise, Bayonetta's official artwork based on the first game resembles her official artwork for ''Bayonetta'', only mirrored.
*An interview with [[Masahiro Sakurai]] revealed that Bayonetta and {{SSBU|Palutena}} were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of {{SSBU|Kirby}}, due to both fighters being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Bayonetta could not escape to Purgatorio as Galeem's attack reached there and her enemies were turned into spirits.
*An interview with [[Masahiro Sakurai]] revealed that Bayonetta and {{SSBU|Palutena}} were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of {{SSBU|Kirby}}, due to both fighters being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Bayonetta couldn't escape to Purgatorio as Galeem's attack reached there and her enemies were turned into spirits.
**Both Palutena and Bayonetta are on the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
**Both Palutena and Bayonetta are on the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
**While Palutena is designed to always be one of the final characters unlocked, outside of World of Light, Bayonetta can be unlocked very early, potentially as the second character to be unlocked (by clearing Classic Mode with Mario, Sonic, and/or any DLC character twice).
**While Palutena is designed to always be one of the final characters unlocked, outside of World of Light, Bayonetta can be unlocked very early, potentially as the second character to be unlocked (by clearing Classic Mode with Mario, Sonic, and/or any DLC character twice).
*Bayonetta is the only third-party character and the only sole fighter from a universe to be unlocked in the Final Battle realm in World of Light.
*Bayonetta is the only third-party character and the only sole fighter from a franchise unlocked in the Final Battle realm in World of Light.
*Unlike in ''Smash 4'', Bayonetta has two separate menus for her [[Sound Test]] voice clips in all versions of the game, one for her ''Bayonetta 2'' design and one for her ''Bayonetta'' design, despite both versions of Bayonetta using the same voice clips in western versions. This is because the Japanese version has separate voice clips for her in Japanese and English.
*Unlike in ''Smash 4'', Bayonetta has two separate menus for her [[Sound Test]] voice clips in all versions of the game, one for her ''Bayonetta 2'' design and one for her ''Bayonetta'' design, despite both versions of Bayonetta using the same voice clips in western versions. This is because the Japanese version has separate voice clips for her in Japanese and English.
**The ''Bayonetta 2'' design is missing four voice clips in total when the language is not set to Japanese, three being Japanese (when the language is set to Chinese or Korean), and one being English. All of the missing voice clips are those without a corresponding voice clip in the other language.
**The ''Bayonetta 2'' design is missing four voice clips in total when the language is not set to Japanese, three being Japanese (when the language is set to Chinese or Korean), and one being English. All of the missing voice clips are those without a corresponding voice clip in the other language.
*Bayonetta's Fighter Spirit for her default costume reuses her artwork from ''Bayonetta 2'', where it depicts the back of her legs uncovered rather than wearing silver leggings. This is most likely an oversight, as the Spirits for Camilla from ''Fire Emblem Fates'' and {{SSBU|Mythra}} from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative.
*Bayonetta's Fighter Spirit for her default costume reuses her artwork from ''Bayonetta 2'', where it depicts the back of her legs uncovered rather than the wearing silver leggings. This is probably an oversight, as the Spirits for Camilla from ''Fire Emblem Fates'' and Mythra from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative.
**This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}}, female {{SSBU|Corrin}}, and {{SSBU|Pyra}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
**This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}} and female {{SSBU|Corrin}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
**Oddly enough, Bayonetta's CGI model in the World of Light opening cutscene also shows the back of her legs uncovered and exposing her skin.
*The artwork used for Bayonetta's Fighter Spirit depicting her ''Bayonetta'' design is not originally from the ''Bayonetta'' series. Instead, it's from ''{{iw|wikipedia|Anarchy Reigns}}''.
*Since Bayonetta's Bullet Arts behave as disjointed hitboxes rather than projectiles, Spirits that affect physical attack power can affect her Bullet Arts Extensions.
*Since Bayonetta's Bullet Arts behave as disjointed hitboxes rather than projectiles, Spirits that affect physical attack power can affect her Bullet Arts Extensions.
*Bayonetta and the {{SSBU|Mii Fighter}}s are the only characters in ''Ultimate'' whose portraits do not extend out of their battle UI. However, in Bayonetta's case, this only applies to her ''Bayonetta'' design.
*Bayonetta and the {{SSBU|Mii Fighter}}s are the only characters in ''Ultimate'' whose portraits don't extend out of their battle UI. However, in Bayonetta's case, this only applies to her ''Bayonetta'' design.
*When Bayonetta [[spot dodge]]s, there is a chance that she will say "Dreadful", with the pose and phrase referencing her short taunt while having Love is Blue equipped in ''Bayonetta 2''.
*When Bayonetta [[spot dodge]]s, there is a chance that she will say "Dreadful", with the pose and phrase referencing her short taunt while having equipped a gun-type weapon in ''Bayonetta 2''.
**This makes her one of two characters, the other being Terry, to play a voice sound clip during any type of ground dodge.
**This makes her one of two characters, the other being Terry, to play a voice sound clip during any type of ground dodge.
*Bayonetta is the third-party character with the most encounters in Classic Mode, appearing in ten routes.
*Bayonetta is the third-party character with the most encounters in Classic Mode, appearing in ten routes.
*Technically speaking, Bayonetta is the only character in ''Ultimate'' with a Final Smash that is activated without a unique damage-dealing hitbox, as the cutscene instantly triggers after a requisite is met during a damageless screen-wide slowdown.
*Technically speaking, Bayonetta is the only character in ''Ultimate'' with a Final Smash that is activated without a unique damage-dealing hitbox, as the cutscene instantly triggers after a requisite is met during a damageless screen-wide slowdown.
*Bayonetta can be unlocked by clearing Classic Mode with {{SSBU|Sonic}}, likely referencing the original release of ''Bayonetta'' being published by Sega. Additionally, as {{SSBU|Joker}} has no assigned character unlock column, he uses {{SSBU|Mario}}'s unlock column, technically making all three Sega characters share the same unlock column.
*Bayonetta can be unlocked by clearing Classic Mode with {{SSBU|Sonic}}, likely referencing the original release of ''Bayonetta'' being published by Sega. Additionally, as {{SSBU|Joker}} has no assigned character unlock column, he uses {{SSBU|Mario}}'s unlock column, technically making all three Sega characters share the same unlock column.
*The patch notes for version {{SSBU|9.0.0}} indicates Bayonetta's [[rapid jab]] finisher gained [[transcendent priority]]; however, this is false, as the script as early as version {{SSBU|3.0.0}} was coded as such<ref>https://rubendal.github.io/ssbu/#/Patch/3.0.0/Character/Bayonetta ("Attack100End" section; the parameter "ATTACK_SETOFF_KIND_OFF" indicating transcendent priority; pre-3.0.0 scripts unavailable on the site)</ref>.
*The patch note for the version {{SSBU|9.0.0}} indicates Bayonetta's [[rapid jab]] finisher gained [[transcendent priority]]; however, this is false, as the script as early as {{SSBU|3.0.0}} was coded as such<ref>https://rubendal.github.io/ssbu/#/Patch/3.0.0/Character/Bayonetta ("Attack100End" section; the parameter "ATTACK_SETOFF_KIND_OFF" indicating transcendent priority; pre-3.0.0 scripts unavailable on the site)</ref>.
*Prior to version {{SSBU|10.1.0}}, the animation for Bayonetta's left-inputted victory pose was a bit different in the Japanese version of the game as she did not turn her head at the end of the animation. This seems to have been a glitch and was fixed in the 10.1.0 update.
*Prior to version 10.0.0, the animation of Bayonetta's left-inputted victory pose was a bit different in the Japanese version as she does turn her head at the end of the animation.
*There is an inconsistency in Bayonetta's smash attack animations where the Wicked Weaves retain the blue and silver pendants even if she is wearing her ''Bayonetta'' costume where the Wicked Weaves should have red and gold pendants.
*There is an inconsistency in Bayonetta's smash attack animations where the weaves retain the blue and platinum pendants even if Bayonetta is in her ''Bayonetta'' design where the weaves should have red and gold pendants
**Despite this, her Bat Within ability actually uses two different models, with its corresponding colors and pendants depending on the costume used.
*The red and white alternate color scheme for the ''Bayonetta 2'' costume has a strange visual glitch where the hair tendrils hanging from the suit do not disappear when Bayonetta uses her Wicked Weaves or Infernal Climax.
*The textures around the red gem for sage, the Scarborough Fair gun in Bayonetta's left hand, appear to be unfinished on the right side of the gun since they only surround half of the gem and the other half is simply colored red, unlike the other three guns that are fully textured.
*In English versions, Bayonetta speaks the most languages across all her voice clips, those being English, Japanese when using forward throw, and Enochian when performing her Final Smash.


==Notes==
==Notes==

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