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{{Infobox Character | {{Infobox Character | ||
|name = Bayonetta | |name = Bayonetta | ||
|image = {{tabber|title1=Bayonetta 2| | |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]] | ||
}} | }} | ||
'''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]] | '''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 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'' veterans, and returning veterans as a whole. | ||
[https://bayonetta.fandom.com/wiki/Hellena_Taylor Hellena Taylor] and {{iw|wikipedia|Atsuko Tanaka|voice actress}} | [https://bayonetta.fandom.com/wiki/Hellena_Taylor Hellena Taylor] and {{iw|wikipedia|Atsuko Tanaka|voice actress}} reprise their roles in English and Japanese respectively, albeit via recycled voice clips from ''[[Super Smash Bros. 4]]''. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Bayonetta being the 43rd character to be unlocked. | *Play [[VS. match]]es, with Bayonetta being the 43rd character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or | *Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or anyone in his unlock tree, being the 2nd character unlocked after {{SSBU|Sonic}}. | ||
*Have Bayonetta join the player's party in [[World of Light]]. | *Have Bayonetta join the player's party in [[World of Light]]. | ||
Bayonetta must then be defeated on the [[Umbra Clock Tower]] | With the exception of the third method, Bayonetta must then be defeated on the [[Umbra Clock Tower]]. | ||
==Attributes== | ==Attributes== | ||
Bayonetta is a tall yet [[Weight|light]] character. She has a below average [[walking]] | Bayonetta is a rather 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 a poor endurance, especially vertically, and an overall average mobility. | ||
Bayonetta's [[ | Bayonetta's biggest strength is her strong combo game, with her [[tilt attack]]s, forward [[Aerial attack|aerial]] and [[Special attack|special]] moves being capable of starting or extending combos. Her damage output is somewhat low, though 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 - with her [[Bullet Arts]], she can shoot from the guns on her hands and heels by keeping the button pressed. They are a solid pressure tool and as they are big disjointed hitboxes, they are not classified as [[projectile]]s. She can also [[wall cling]] and [[wall jump]]. | ||
Bayonetta's | Bayonetta's ground game is reliant on her tilt attacks to help perform intricate combos. Her [[jab]] is slow, but by repeatedly button-pressing it forms a combo into itself, which can KO at very high percents. Her dash attack is also slow as it has a lot of startup lag, but can also be a situational KO move. While both her up tilt and her down tilt have small hitboxes in front of her, they are very good combo tools - up tilt is useful for getting her opponents into the air and also combos from her [[Heel Slide]] into itself or [[Witch Twist]], while her down tilt is a good out of shield option and also has combo potential. Her forward tilt is her least useful tilt as it lacks follow-up options, though it too has combo potential, as it forms a three hit combo if repeatedly pressed. | ||
She has very useful special moves | She has very useful special moves: [[Bullet Climax]] allows to fire projectiles and is useful for KOing higher percentage opponents at left and right [[blast line]]s. Heel Slide is a reliable combo starter and shoot from her gun if the button is pressed, while [[After Burner Kick]] is a good combo extender and horizontal recovery option. Witch Twist is a great tool for 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 extra vertical distance, giving her good horizontal recovery. Her [[Witch Time]] has a short duration and high ending lag, but it can slow down time for a brief period of time. If Bayonetta gets hit in a specific time 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 favourable stage position, and she will take half of the attack's damage output and no knockback. | ||
Bayonetta's aerial | Bayonetta's air game is similarly potent for combos, with her flexible recovery meaning she can use aerial combos far offstage. Her neutral air has great range (especially with the Bullet Arts, which covers a huge area around her) and can be a KO option at very high percents. 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, combos into itself if button pressed repeatedly. Her up aerial is fast and a useful juggling tool, though it lacks knockback. Her down aerial is a stall-then-fall aerial which is a risky landing option due to its high lag, though it has a strong landing hit which can be a useful KO option considerably earlier than her other KO options. 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 | 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 percents. Additionally, while forward throw and back throw are purely positional throws, the former is her potent kill throw, though its kill potential can easily be mitigated with proper DI. | ||
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. Her forward smash is her earliest KO option and one of her earliest attacks that can reliably kill before 100%. Her up smash covers the area directly in front of Bayonetta and can KO from the top blast line. Her down smash covers the same range as her up smash and is useful for meteor smashing her opponents from the ledge, though it can also kill from the top blast line at higher percents. | |||
Bayonetta has very noticeable flaws, however. Most notably, while she can quickly rack up damage and rarely KO with her combo game, she has very few reliable KO options until around 150%, with her only real kill options before this being her aforementioned punishable smash attacks, difficult to land back air or risky down air. Even at percents higher than 150%, her KO options outside of back aerial are unreliable 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 among the highest landing lag in the game based on how many specials she has used in the air, thus meaning a whiffed combo can lead to a big punish. | |||
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. In addition, the fact that Bayonetta is a tall character with light weight makes her more susceptible to being KO'd Finally, while Bayonetta has a recovery that grants good distance and her special moves don't leave her helpless, her recovery is very slow and prone to being exploited because of the somewhat limited distance of Witch Twist as well as the fact that it takes significantly longer to sweet spot the ledge in comparison to Smash 4. | |||
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 upon being triggered. Additionally, the fact that Bat Within only sends her down when triggered in the air means that it can cause SDs if it happens to be triggered when offstage. | |||
Overall, Bayonetta is seen as a character with a high skill cap because of her extensive | Overall, Bayonetta is seen as a character with a high skill cap because of her extensive, difficult to use combo game, her high risk playstyle and her unique fighter abilities and techniques. She is a flexible combo-heavy character good at quickly racking up damage and applying pressure to opponents, though her lack of reliable KO options means she can struggle in securing the stock while also 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'', though players have achieved some 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 '' | Bayonetta was unanimously considered to be the best character in ''Smash 4'' due to her many extreme advantages, most infamously 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 drastic [[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 includes the ''Ultimate'' tournament [[Super Smash Bros. Invitational 2018]], where the top professional player {{Sm|MkLeo}}, using Bayonetta, pulled off a ladder KO in front of [[Masahiro Sakurai]], and likely because of that, Bayonetta has been drastically nerfed from her appearance from ''Smash 4''. | ||
Bayonetta's already poor frame data, her | 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 in particular has been affected the most significantly, no longer allowing for any followups 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, followup 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, and Witch Time slows down opponents for much shorter except at very high percentages, alongside having noticeably more startup and ending lag, going from the uncontested best counter in ''Smash 4'', to the hardest to land as well as arguably one of the least useful counters 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 | 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]], they 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 | 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 | 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. | ||
The universal changes to | 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 '' | 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 | Bayonetta received a mix of nerfs and buffs in game updates, but has been 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 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. | |||
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. | |||
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 larger and longer-lasting hitbox which fixed its blind-spot, 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. | |||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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{{UpdateList (SSBU)/10.1.0|char=Bayonetta}} | {{UpdateList (SSBU)/10.1.0|char=Bayonetta}} | ||
==Moveset== | |||
*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 | **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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{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralname= | |neutralname= | ||
|neutralinf=y | |neutralinf=y | ||
|neutralcount=3 | |neutralcount=3 | ||
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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% | |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%. The first three hits can [[lock]]. | ||
|ftiltname= | |ftiltname=Consecutive Kicks | ||
|ftiltcount=3 | |ftiltcount=3 | ||
|ftiltdmg=3% | |ftiltdmg=3% | ||
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|ftilt3dmg=7% | |ftilt3dmg=7% | ||
|ftiltdesc=Bayonetta performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Based on Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. If up close, the subsequent hits may fail to connect. Due to its slow speed (frame 12) and low shield safety, it is of niche use compared to Bayonetta's other moves, though it can set up aerial combos at low to mid percents or set up mindgames by canceling the move halfway. | |ftiltdesc=Bayonetta performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Based on Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. If up close, the subsequent hits may fail to connect. Due to its slow speed (frame 12) and low shield safety, it is of niche use compared to Bayonetta's other moves, though it can set up aerial combos at low to mid percents or set up mindgames by canceling the move halfway. | ||
|utiltname= | |utiltname= | ||
|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 | |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= | |dtiltname=Kick Attack | ||
|dtiltdmg=6% (foot), 5% (leg) | |dtiltdmg=6% (foot), 5% (leg) | ||
|dtiltdesc=A sweep kick to launch opponents airborne. Based on the final hit of Bayonetta's Punch + Punch + Kick (PPK) combo while wielding Love is Blue. The Bullet Arts version of this move fires two guns in front of herself and one behind herself; the front version can effectively pepper opponents at a distance due to this feature. It is Bayonetta's safest grounded combo starter due to its speed and relatively low commitment, though it has short range. It can initiate aerial combos from low to high percents, though it cannot KO outright. | |dtiltdesc=A sweep kick to launch opponents airborne. Based on the final hit of Bayonetta's Punch + Punch + Kick (PPK) combo while wielding Love is Blue. The Bullet Arts version of this move fires two guns in front of herself and one behind herself; the front version can effectively pepper opponents at a distance due to this feature. It is Bayonetta's safest grounded combo starter due to its speed and relatively low commitment, though it has short range. It can initiate aerial combos from low to high percents, though it cannot KO outright. | ||
|dashname=Stiletto | |dashname=Stiletto | ||
|dashdmg=10% (early), 8% (late) | |dashdmg=10% (early), 8% (late) | ||
|dashdesc=The [http://bayonetta.wikia.com/wiki/Stiletto Stiletto]: a forward rushing pistol whip. The Bullet Arts version of this move fires her gun in front of herself. It has noticeable start-up, but travels far and acts as one of Bayonetta's few direct KO options. | |dashdesc=The [http://bayonetta.wikia.com/wiki/Stiletto Stiletto]: a forward rushing pistol whip. The Bullet Arts version of this move fires her gun in front of herself. It has noticeable start-up, but travels far and acts as one of Bayonetta's few direct KO options. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|14|1.2}} (wrist), {{ChargedSmashDmgSSBU|16|1.2}} (fist) | |fsmashdmg={{ChargedSmashDmgSSBU|14|1.2}} (wrist), {{ChargedSmashDmgSSBU|16|1.2}} (fist) | ||
|fsmashdesc=Uses [http://bayonetta.wikia.com/wiki/Wicked_Weaves Wicked Weaves] to summon [[Madama Butterfly]]'s arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + | |fsmashdesc=Uses [http://bayonetta.wikia.com/wiki/Wicked_Weaves Wicked Weaves] to summon [[Madama Butterfly]]'s arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue. Can be angled. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal range, and Madama Butterfly's hitbox cannot be [[reverse]]d. However, it has high ending lag and low [[priority]], making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches). | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|17|1.2}} (clean), {{ChargedSmashDmgSSBU|16|1.2}} (mid), {{ChargedSmashDmgSSBU|15|1.2}} (late) | |usmashdmg={{ChargedSmashDmgSSBU|17|1.2}} (clean), {{ChargedSmashDmgSSBU|16|1.2}} (mid), {{ChargedSmashDmgSSBU|15|1.2}} (late) | ||
|usmashdesc=Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The Bullet Arts version of this move fires one gun forward and one upward. It has noticeable start-up, high ending lag and low [[priority]], but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Its range also allows it to pierce through the platforms of [[Battlefield]]. Madama Butterfly's hitbox cannot be reversed. | |usmashdesc=Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The Bullet Arts version of this move fires one gun forward and one upward. It has noticeable start-up, high ending lag and low [[priority]], but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Its range also allows it to pierce through the platforms of [[Battlefield]]. Madama Butterfly's hitbox cannot be reversed. | ||
|dsmashname=Heel Stomp | |dsmashname=Heel Stomp | ||
|dsmashdmg={{ChargedSmashDmgSSBU|5|1.2}} (Bayonetta), {{ChargedSmashDmgSSBU|16|1.2}} (Madama Butterfly, clean), {{ChargedSmashDmgSSBU|15|1.2}} (Madama Butterfly, late) | |dsmashdmg={{ChargedSmashDmgSSBU|5|1.2}} (Bayonetta), {{ChargedSmashDmgSSBU|16|1.2}} (Madama Butterfly, clean), {{ChargedSmashDmgSSBU|15|1.2}} (Madama Butterfly, late) | ||
|dsmashdesc=The [http://bayonetta.wikia.com/wiki/Heel_Stomp Heel Stomp]; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. The Bullet Arts version of this move fires the guns on her feet downward into the ground, ricocheting off the ground and traveling upwards at an angle behind Bayonetta. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can [[meteor smash]] opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed | |dsmashdesc=The [http://bayonetta.wikia.com/wiki/Heel_Stomp Heel Stomp]; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. The Bullet Arts version of this move fires the guns on her feet downward into the ground, ricocheting off the ground and traveling upwards at an angle behind Bayonetta. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can [[meteor smash]] opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|6}} (late), {{ShortHopDmgSSBU|3}} (Bullet Arts extension) | |nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|6}} (late), {{ShortHopDmgSSBU|3}} (Bullet Arts extension) | ||
|nairdesc=A spinning roundhouse kick. It is based on the aerial Bullet Climax in ''Bayonetta''. It hits around Bayonetta and continuing the input for the Bullet Arts version has her [[Sex kick|continue to spin]] for a few seconds. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding due to its long duration and very good coverage. If canceled early, it can lead into aerial combos with her special moves, and the clean hit can act as a combo finisher offstage. | |nairdesc=A spinning roundhouse kick. It is based on the aerial Bullet Climax in ''Bayonetta''. It hits around Bayonetta and continuing the input for the Bullet Arts version has her [[Sex kick|continue to spin]] for a few seconds. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding due to its long duration and very good coverage. If canceled early, it can lead into aerial combos with her special moves, and the clean hit can act as a combo finisher offstage. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3.3}} (hit 2), {{ShortHopDmgSSBU|7}} (hit 3) | |fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3.3}} (hit 2), {{ShortHopDmgSSBU|7}} (hit 3) | ||
|fairdesc=Bayonetta performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Based on Bayonetta's aerial Punch + Punch + Kick (PPK) combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Successfully landing each hit will cause Bayonetta to pop upwards slightly, allowing her to complete the rest of the combo. Unlike in ''Smash 4'', it is no longer possible to cancel any hits into special moves, but fast falling on the ground immediately after landing the third hit grants her enough frame advantage to follow up with even more combos, usually into After Burner Kick or another forward aerial. It is also effective for KOing when near the blast lines, and is usually used to end combos after a second Witch Twist. The first hit can be used while landing to combo into forward smash, or canceled into After Burner Kick at extremely high percents while edgeguarding, where it can actually KO. | |fairdesc=Bayonetta performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Based on Bayonetta's aerial Punch + Punch + Kick (PPK) combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Successfully landing each hit will cause Bayonetta to pop upwards slightly, allowing her to complete the rest of the combo. Unlike in ''Smash 4'', it is no longer possible to cancel any hits into special moves, but fast falling on the ground immediately after landing the third hit grants her enough frame advantage to follow up with even more combos, usually into After Burner Kick or another forward aerial. It is also effective for KOing when near the blast lines, and is usually used to end combos after a second Witch Twist. The first hit can be used while landing to combo into forward smash, or canceled into After Burner Kick at extremely high percents while edgeguarding, where it can actually KO. | ||
|bairname= | |bairname= | ||
|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 | |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. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|7.5}} (kick), {{ShortHopDmgSSBU|3}} (Bullet Arts extension) | |uairdmg={{ShortHopDmgSSBU|7.5}} (kick), {{ShortHopDmgSSBU|3}} (Bullet Arts extension) | ||
|uairdesc=A bicycle kick. It is based on the kick launcher in ''Bayonetta''. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]]{{ref|d}}, one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. While it is decently fast for an up aerial (frame 9), its hitbox starts behind her, which can make it slower than it seems. However, one can perform a [[reverse aerial rush]] to take advantage of this, allowing multiple up aerials to combo into each other, potentially ending with a back aerial. Overall, up aerial has high utility, as it can initiate combos into specials if canceled early, and can also KO when close to the top blast line, although Bayonetta has to perform extremely high ladder combos for it to KO. | |uairdesc=A bicycle kick. It is based on the kick launcher in ''Bayonetta''. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]]{{ref|d}}, one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. While it is decently fast for an up aerial (frame 9), its hitbox starts behind her, which can make it slower than it seems. However, one can perform a [[reverse aerial rush]] to take advantage of this, allowing multiple up aerials to combo into each other, potentially ending with a back aerial. Overall, up aerial has high utility, as it can initiate combos into specials if canceled early, and can also KO when close to the top blast line, although Bayonetta has to perform extremely high ladder combos for it to KO. | ||
|dairname= | |dairname= | ||
|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 | |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= | |grabname= | ||
|grabdesc=Reaches out, with her hand emanating purple Umbran Magic. | |grabdesc=Reaches out, with her hand emanating purple Umbran Magic. | ||
|pummelname= | |pummelname=Slap Punish Attack | ||
|pummeldmg= 0.6% (hit 1), 0.7% (hit 2) | |pummeldmg= 0.6% (hit 1), 0.7% (hit 2) | ||
|pummeldesc=The [http://bayonetta.wikia.com/wiki/Punish_Attacks Slap Punish Attack]. It is unique | |pummeldesc=The [http://bayonetta.wikia.com/wiki/Punish_Attacks Slap Punish Attack]. It has average speed, but is unique in that it consists of two hits per input. As a result, it is possible for the opponent to break free in the middle of the pummel, and thus miss the second hit entirely. | ||
|fthrowname=Tetsuzanko{{ref|e}} | |fthrowname=Tetsuzanko{{ref|e}} | ||
|fthrowdmg=7% (hit), 3% (throw) | |fthrowdmg=7% (hit), 3% (throw) | ||
|fthrowdesc=The [http://bayonetta.wikia.com/wiki/Tetsuzanko Tetsuzanko], a technique based on the tie shan kao{{ref|f}} used in {{s|wikipedia|Bajiquan}}. She occasionally says "{{ja|十年早いんだよ!|Juunen hayain da yo!}} (''Ten years too early!'')", even in the English version of the game. The quote is a reference to [[Akira Yuki]]'s famous quote in the {{uv|Virtua Fighter}} series, and is said by Bayonetta herself as a special easter egg line in ''Bayonetta''. It is her strongest throw in knockback and damage, KOing Mario at the edge of Final Destination at 140%. However, it is easily DI'd due to its diagonal angle. | |fthrowdesc=The [http://bayonetta.wikia.com/wiki/Tetsuzanko Tetsuzanko], a technique based on the tie shan kao{{ref|f}} used in {{s|wikipedia|Bajiquan}}. She occasionally says "{{ja|十年早いんだよ!|Juunen hayain da yo!}} (''Ten years too early!'')", even in the English version of the game. The quote is a reference to [[Akira Yuki]]'s famous quote in the {{uv|Virtua Fighter}} series, and is said by Bayonetta herself as a special easter egg line in ''Bayonetta''. It is her strongest throw in knockback and damage, KOing Mario at the edge of Final Destination at 140%. However, it is easily DI'd due to its diagonal angle. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (kick), 6% (throw) | |bthrowdmg=3% (kick), 6% (throw) | ||
|bthrowdesc=A jumping roundhouse kick. Possibly based on the final hit of her Punch + Punch + Punch + Kick (PPPK) combo while wielding Love is Blue. Particularly weak for a back throw, and is mostly used to gain stage control or initiate edgeguards. | |bthrowdesc=A jumping roundhouse kick. Possibly based on the final hit of her Punch + Punch + Punch + Kick (PPPK) combo while wielding Love is Blue. Particularly weak for a back throw, and is mostly used to gain stage control or initiate edgeguards. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=3% (kick), 4.5% (throw) | |uthrowdmg=3% (kick), 4.5% (throw) | ||
|uthrowdesc=An outside crescent kick. The pose Bayonetta assumes afterward is based on the final hit of her Punch + Punch + Kick (PPK) combo while wielding [http://bayonetta.wikia.com/wiki/Scarborough_Fair Scarborough Fair]. Does not have true combo potential; however, due to Bayonetta's aerial presence, up throw is usually used to initiate aerial combos, as Bayonetta can capitalize on the opponent's reaction. | |uthrowdesc=An outside crescent kick. The pose Bayonetta assumes afterward is based on the final hit of her Punch + Punch + Kick (PPK) combo while wielding [http://bayonetta.wikia.com/wiki/Scarborough_Fair Scarborough Fair]. Does not have true combo potential; however, due to Bayonetta's aerial presence, up throw is usually used to initiate aerial combos, as Bayonetta can capitalize on the opponent's reaction. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (stomp), 5% (throw) | |dthrowdmg=3% (stomp), 5% (throw) | ||
|dthrowdesc=Stomps the opponent into the ground. | |dthrowdesc=Stomps the opponent into the ground. It has combo potential, but these are unreliable due to the throw's high endlag. Can be used as a combo starter into forward tilt at low percent or special moves at higher percents. Also has unusually high knockback growth, enabling it to kill off the top when not in position for forward throw to do so, though it is also ineffective for this regard unless Bayonetta is on an elevated platform. Based on the final hit of Bayonetta's Punch + Punch + Punch + Kick + Kick + Kick (PPPKKK) combo while wielding Love is Blue. | ||
|floorfname=Break Dance | |floorfname=Break Dance | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=A low-angle kick performed from a {{iw|wikipedia|windmill|b-boy move}}, an acrobatic technique used in breakdancing. | ||
|floorbname=Break Dance | |floorbname=Break Dance | ||
|floorbdmg=7% | |floorbdmg=7% | ||
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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 | '''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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|usdesc=[http://bayonetta.wikia.com/wiki/Witch_Twist An ascending, corkscrew pistol-whip]. Based on the technique of the same name from ''Bayonetta'', as well as a variation from ''Bayonetta 2'' known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to [[Rising Uppercut]]. Despite this, Witch Twist is still a very useful recovery option, as she is allowed to use one Witch Twist after each jump, including after a [[double jump]] (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low endlag and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top blast line. Each Witch Twist's final hit has different knockback trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial). | |usdesc=[http://bayonetta.wikia.com/wiki/Witch_Twist An ascending, corkscrew pistol-whip]. Based on the technique of the same name from ''Bayonetta'', as well as a variation from ''Bayonetta 2'' known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to [[Rising Uppercut]]. Despite this, Witch Twist is still a very useful recovery option, as she is allowed to use one Witch Twist after each jump, including after a [[double jump]] (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low endlag and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top blast line. Each Witch Twist's final hit has different knockback trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial). | ||
With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to ''Smash 4''. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its | With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to ''Smash 4''. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch. | ||
|dsname=Witch Time | |dsname=Witch Time | ||
|dsdmg=— | |dsdmg=— | ||
|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= | |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 | |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. | ||
}} | }} | ||
===[[Bayonetta Recovery Frames|Recovery Frames]]=== | |||
After using Witch Twist, After Burner Kick, or Downwards After Burner Kick, upon landing, Bayonetta will be unable to move for a set amount of frames depending on the combination of moves used. Recovery Frames are in [https://docs.google.com/spreadsheets/d/10XNTMy5xAPS2MvYeNGtD--Uq7SRyaqZVu5-uK8l53AM/edit?usp=sharing seven tiers], with each tier having more recovery frames than the previous. The tiers are: 18 frames, 20 frames, 22 frames, 26 frames, 28 frames, 30 frames, 38 frames, 40 frames, and 50 frames. In addition, air dodges and aerial end lag may add to her recovery frames. | |||
===[[ | |||
Bayonetta | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Twirls around, then strikes a pose with both arms over her head, saying, "If you need to learn how to talk to a lady, ask your mum." ({{ja| | *'''Up taunt''': Twirls around, moves both arms around her in a graceful manner, then strikes a pose with both arms over her head, saying, "If you need to learn how to talk to a lady, ask your mum." ({{ja|レディの扱い方、ママに教えて貰いなさい|Redi no atsukai-kata, mama ni oshiete morai nasai.}}, ''If you can't handle a lady, ask your mum.'') This taunt has been significantly shortened from the [[Super Smash Bros. 4|last game]], although it can still be cancelled. It is based on her long taunt from ''Bayonetta 2''. | ||
*'''Side taunt''': Gracefully spins around, then points both guns directly in front of herself, saying, "New 'do, dead you." ({{ja|動くと死ぬわよ|Ugoku to shinu wa yo}}, ''You move, you die.'') The quote comes from her short taunt while wielding [http://bayonetta.wikia.com/wiki/Salamandra Salamandra] in ''Bayonetta 2''. | *'''Side taunt''': Gracefully spins around, then points both guns directly in front of herself, saying, "New 'do, dead you." ({{ja|動くと死ぬわよ|Ugoku to shinu wa yo}}, ''You move, you die.'') The quote comes from her short taunt while wielding [http://bayonetta.wikia.com/wiki/Salamandra Salamandra] in ''Bayonetta 2''. | ||
*'''Down taunt''': Strikes a pose while flourishing her guns before looking away and then looking forward, while her glasses briefly emit a light purple glint upon concluding. Significantly shortened from the [[Super Smash Bros. 4|last game]], although it can still be | *'''Down taunt''': Strikes a pose while flourishing her guns before looking away and then looking forward, while her glasses briefly emit a light purple glint upon concluding. Significantly shortened from the [[Super Smash Bros. 4|last game]], although it can still be cancelled. Based on the dances she performs prior to fighting the first [http://bayonetta.wikia.com/wiki/Joy Joy] she encounters in ''Bayonetta''. | ||
<gallery> | <gallery> | ||
SSBUBayonettaTaunt1.gif|Bayonetta's up taunt. | SSBUBayonettaTaunt1.gif|Bayonetta's up taunt. | ||
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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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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Bayonetta Cheer English SSBU.ogg|center]]||[[File:Bayonetta Cheer Japanese SSBU.ogg|center]]||[[File:Bayonetta Cheer Italian SSBU.ogg|center]]||[[File:Bayonetta Cheer Dutch SSBU.ogg|center]]|| | |[[File:Bayonetta Cheer English SSBU.ogg|center]]||[[File:Bayonetta Cheer Japanese SSBU.ogg|center]]||[[File:Bayonetta Cheer Italian SSBU.ogg|center]]||[[File:Bayonetta Cheer Dutch SSBU.ogg|center]]||[[File:Bayonetta Cheer French SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Bay - o! || Bayo - | |Bay - o! || Bayo - nee - san! (Lady Bayo!) || Ba - yo - ne - tta! || Baaaaayo - ne - tta! || Bay - o! | ||
|} | |} | ||
</div> | </div> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Bayonetta Cheer German SSBU.ogg|center]]|| | |[[File:Bayonetta Cheer German SSBU.ogg|center]]||[[File:Bayonetta Cheer Spanish SSBU.ogg|center]]||[[File:Bayonetta Cheer Russian SSBU.ogg|center]]||[[File:Bayonetta Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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*'''Up:''' Performs the Break Dance move then strikes a pose, saying "Dreadful." (gun-type weapons or Rodin; "{{ja|退屈だわ|Taikutsu da wa}}", ''Boring.'') or "Don't make me beg." (Takemikazuchi; "{{ja|遠慮しないで|Enryo shinaide}}", ''Don't be shy.''). The ending pose is similar to her crouch. | *'''Up:''' Performs the Break Dance move then strikes a pose, saying "Dreadful." (gun-type weapons or Rodin; "{{ja|退屈だわ|Taikutsu da wa}}", ''Boring.'') or "Don't make me beg." (Takemikazuchi; "{{ja|遠慮しないで|Enryo shinaide}}", ''Don't be shy.''). The ending pose is similar to her crouch. | ||
*'''Right:''' Faces her back to the screen while holding her guns up beside her face. Afterwards, she pirouettes like a ballerina, then aims her guns to the right with a pose, saying "That all you got?" (Alruna; "{{ja|全力を見せてよ|Zenryoku wo misete yo}}", ''Show me your full power.'') or "You're making it easy." (Rakshasa; "{{ja|楽勝ね|Rakushou ne}}", ''Too easy.''). | *'''Right:''' Faces her back to the screen while holding her guns up beside her face. Afterwards, she pirouettes like a ballerina, then aims her guns to the right with a pose, saying "That all you got?" (Alruna; "{{ja|全力を見せてよ|Zenryoku wo misete yo}}", ''Show me your full power.'') or "You're making it easy." (Rakshasa; "{{ja|楽勝ね|Rakushou ne}}", ''Too easy.''). | ||
[[File:Victory! (Bayonetta).ogg|thumb|The first few notes of "{{ | [[File:Victory! (Bayonetta).ogg|thumb|The first few notes of "{{SSB4MusicLink|Bayonetta|Time For The Climax!}}", followed by the jingle that plays upon completing a verse in ''Bayonetta''.]] | ||
<gallery> | <gallery> | ||
BayonettaVictoryPose1SSBU.gif | BayonettaVictoryPose1SSBU.gif | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Ever since the beginning of ''Ultimate''{{'}}s metagame, Bayonetta has had hardly any success in tournaments. This is largely due to many of her player base and top players dropping her in favor of other characters as a result of her nerfs. Bayonetta has widely been considered to be a "high effort low-reward" character as she has to work significantly harder to win neutral, rack up damage, and closeout stocks than a vast majority of the cast. The changes to her have caused top players to have very negative opinions on her with many players regarding her as an unviable character that isn't worth the effort. | |||
' | In subsequent patches, Bayonetta received many buffs that made her strongest options more consistent. One of the patches, 8.0.0 was a direct change towards her character base. With her somewhat relevant moves being a bit better, it's likely that her tools are now better overall. Players have considered her to become a mid-tier character, this was the biggest change from the former low-bottom tier character perspective. On top of this, players like {{Sm|CaptainZack}}, {{Sm|Lima}}, and {{Sm|Geist}} continue to use her to moderate success. Both of these have allowed her perception to be better than before. However, she is still considered to be marginally a shell of her former self and continues to have truncated representation in the current metagame. | ||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
''See also:[[:Category:Bayonetta professionals (SSBU)]]'' | |||
====Active==== | |||
*{{Sm|Geist|USA}} - Placed 13th at {{Trn|COST 2019}} and 33rd at both {{Trn|Frostbite 2019}} and {{Trn|Pound 2019}}. Has defeated {{Sm|BlazingPasta}}, {{Sm|Frozen}}, and {{Sm|Carls493}}. | |||
*{{Sm|Leaf|Mexico}} - Has a strong Bayonetta secondary. Placed 5th at {{Trn|Ragnarok}} and 7th at {{Trn|Mexican Gaming Championship}} with a win over {{Sm|MKBigBoss}}. | |||
*{{Sm|Lima|USA}} - One of the best Bayonetta players in the world. Placed 9th at both {{Trn|Ultimate Gamer Miami}} and {{Trn|Ultimatum 2}}, 25th at {{Trn|Low Tier City 7}}, 33rd at {{Trn|GENESIS 6}}, and 97th at {{Trn|EVO 2019}}. | |||
*{{Sm|Mystikmol|Philippines}} - Placed 5th at {{Trn|REV Major 2019}} and 7th at {{Trn|Doriyah!}}. | |||
*{{Sm|Salem|USA}} (#30) - Has a strong Bayonetta secondary. Placed 13th at {{Trn|Glitch 7 - Minus World}} with a win over {{Sm|8BitMan}}. He additionally placed 2nd at {{Trn|Tampa Never Sleeps 8}} and 25th at {{Trn|GENESIS 7}} using Bayonetta as one of his characters. | |||
*{{Sm|Shadow_PR|USA}} - The best Bayonetta player in the Carribbean and one of the best in the world. Placed 2nd at {{Trn|First Attack 2019}} beating both Dominican and Puerto Rican top players, among them {{Sm|Sharpyzard}}, {{Sm|Excel_Zero}}, and {{Sm|LingLing}}. Also placed 9th at {{Trn|Standoff 2019}} and 17th at {{Trn|DreamHack Dallas 2019}}, {{Trn|Low Tier City 7}}, and {{Trn|GENESIS 7}} with mostly Bayonetta, and has defeated {{Sm|Suarez}}, {{Sm|Ismon}}, {{Sm|Lima}}, and {{Sm|Pandarian}}. | |||
*{{Sm|Rage|Sweden}} - The best Bayonetta player in Europe. Placed 4th at {{Trn|DreamHack Winter 2019}} and 13th at {{Trn|Valhalla III}}, with wins over {{Sm|Armada}}, {{Sm|Oryon}}, and {{Sm|VinS}}. Ranked 42nd in the [[European Smash Rankings]]. | |||
*{{Sm|Surasura|Japan}} - Placed 3rd at {{Trn|Karisuma SP 9}}, 5th at {{Trn|Mie Bato}}, 13th at {{Trn|Sumabato SP 3}} and {{Trn|Mēsuma}}, and 33rd at {{Trn|Sumabato SP 4}}. Has taken sets over {{Sm|Lucia}}, {{Sm|Miya}}, {{Sm|NAI}}, and {{Sm|Nojinko}}. | |||
*{{Sm|Frawg|USA}} - Placed 65th at both {{Trn|EVO 2019}} and {{Trn|GENESIS 7}}. Has wins over {{Sm|MrConCon}}, {{Sm|3xA}}, {{Sm|Mikee}}, and {{Sm|NickRiddle}}. | |||
====Inactive==== | |||
*{{Sm|CaptainZack|USA}} - The best Bayonetta player in the world prior to his ban and subsequent retirement. Widely known for his {{SSBU|Daisy}} and {{SSBU|Peach}} secondaries as well. Placed 3rd at {{Trn|Battle of BC 3}}, 9th at {{Trn|GENESIS 6}}, 13th at {{Trn|MomoCon 2019}}, and 17th at {{Trn|Let's Make Moves}}. Has wins over {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Wishes}}. | |||
*{{Sm|tamim|Canada}} - The best Bayonetta players in Canada prior to his retirement. Placed 4th at {{Trn|The Amuka Smash Cup}}, 5th at {{Trn|Glitch 6}}, 7th at {{Trn|LAN ETS 2019}}, 13th at both {{Trn|Ultimate Gamer Miami}} and {{Trn|Rising Stars at EGLX 2019}}, and 17th at {{Trn|Let's Make Moves}}. Has a win over {{Sm|WaDi}}. | |||
=={{SSBU|Classic Mode}}: The Requiem of Fallen Wings== | =={{SSBU|Classic Mode}}: The Requiem of Fallen Wings== | ||
[[File:SSBU Congratulations Bayonetta.png|thumb|Bayonetta's congratulations screen.]] | [[File:SSBU Congratulations Bayonetta.png|thumb|Bayonetta's congratulations screen.]] | ||
All of Bayonetta's opponents have wings, in reference to her battles against angels and specific fights from ''Bayonetta | All of Bayonetta's opponents have wings, in reference to her battles against angels and specific fights from ''Bayonetta''. The final battle is against a giant {{SSBU|Palutena}}. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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|5||{{CharHead|Meta Knight|SSBU|hsize=20px|color=White}}||[[Skyworld]]||''{{SSBUMusicLink|Bayonetta|Theme Of Bayonetta - Mysterious Destiny (Instrumental)}}''||A reference to the [[:File:SSBU spirit Masked Lumen.png|Masked Lumen]] from ''Bayonetta 2''. | |5||{{CharHead|Meta Knight|SSBU|hsize=20px|color=White}}||[[Skyworld]]||''{{SSBUMusicLink|Bayonetta|Theme Of Bayonetta - Mysterious Destiny (Instrumental)}}''||A reference to the [[:File:SSBU spirit Masked Lumen.png|Masked Lumen]] from ''Bayonetta 2''. | ||
|- | |- | ||
|colspan="5"| | |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. | |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. 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| | |''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Bayonetta's | Bayonetta's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Bayonetta in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her alternate outfit from the first ''Bayonetta'' has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, her younger form, Cereza, appears as a support spirit. | Additionally, her younger form, Cereza, appears as a support spirit. | ||
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</center> | </center> | ||
==In Spirit | ==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: 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 | |•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 | 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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</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=oYe8HpzYebg}} | {{#widget:YouTube|id=oYe8HpzYebg}} | ||
==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 | *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 | *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 | **Both Palutena and Bayonetta are in 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 | **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 | *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. | ||
* | *In all versions of the game, Bayonetta has two separate menus for her [[Sound Test]] voice clips, 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), | **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), 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 | *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}} | **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. | ||
*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 | *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 | *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. | ||
*Bayonetta is the one of only four whose route does not feature a designated boss at all (i.e. all opponents are otherwise playable), with the other three with the same attribute being {{SSBU|Jigglypuff}}, {{SSBU|Terry}} and {{SSBU|Steve}}. | |||
*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 | *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 | *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. | ||
==Notes== | ==Notes== | ||
Line 832: | Line 784: | ||
{{Bayonetta universe}} | {{Bayonetta universe}} | ||
[[Category:Bayonetta (SSBU)| ]] | [[Category:Bayonetta (SSBU)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Sega]] | [[Category:Sega]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Bayonetta (SSBU)]] | [[es:Bayonetta (SSBU)]] |