Editing Bayonetta (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 46: Line 46:
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 weaknesses. 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.
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.


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.
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.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: