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{{Infobox Character
{{Infobox Character
|name = Bayonetta
|name = Bayonetta
|image = {{tabber|title1=Bayonetta 2|content1=[[File:Bayonetta SSBU.png|x235px]]|title2=Bayonetta|content2=[[File:Bayonetta-Alt1 SSBU.png|x235px]]}}
|image = {{tabber|title1=Bayonetta 2|tab1=[[File:Bayonetta SSBU.png|x235px]]|title2=Bayonetta|tab2=[[File:Bayonetta-Alt1 SSBU.png|x235px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A-
|ranking = 26
}}
}}
'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros. 4|previous game]]. She is the second fighter from [[Sega]] after {{SSBU|Sonic}}. She was confirmed alongside the rest of the returning roster on June 12th, 2018 during E3 2018. Bayonetta is classified as [[Fighter number|Fighter #63]], the last fighter number of the ''[[Super Smash Bros. 4]]'' [[veteran]]s and returning veterans overall.
'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros. 4|previous game]]. She 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}}'s portrayals of Bayonetta from ''Smash 4'' were repurposed for the English and Japanese versions of ''Ultimate'' respectively. ''Ultimate'' is the last game where Hellena Taylor voices Bayonetta in English, as Jennifer Hale is her current English voice actress in ''Bayonetta 3''.
[https://bayonetta.fandom.com/wiki/Hellena_Taylor Hellena Taylor] and {{iw|wikipedia|Atsuko Tanaka|voice actress}} reprise their roles in English and Japanese respectively, albeit via recycled voice clips from ''[[Super Smash Bros. 4]]''.
 
Bayonetta is currently ranked 26th out of 82 characters on the current tier list, placing her in A- tier. This is a big drop from her placement in ''Smash 4'', where she was considered to be the best character in the game. Bayonetta's main strength is her unique, powerful combo game. Her special attacks, [[Witch Twist]] and [[After Burner Kick]], allow her to reliably combo and inflict heavy damage on opponents, sometimes dragging them into the top or side blast zones and leading to an early KO. Bayonetta can also rack up damage rather quickly, as all of her tilt attacks confirm into multiple follow-ups at early percentages. Furthermore, Bayonetta possesses a plethora of defensive options, the most effective being [[Witch Time]] and [[Bat Within]]. A successful activation of Witch Time at low percents can open an opportunity for a combo, while an activation at high percents can often confirm into a KO. Bat Within, a frame 1 air dodge, allows her to move away in the direction that her player chooses, allowing her to escape semi-true combos, juggles, and even kill confirms, while in turn allowing her to reverse disadvantage and punish her opponent. Finally, Bayonetta has an oppressive offstage game thanks to her flexible aerial game, while Witch Twist and After Burner Kick give her a long, flexible, and mostly safe recovery.
 
However, Bayonetta has several weaknesses that hold her back, the most notable being her raw kill power. She tends to have a harder time KOing at higher percents, as her best KO options, back air, down air, jab, and her smash attacks, are difficult to land or combo into at high percents. This is compounded by her light weight and tall frame, which means opponents could KO her first if she is unable to take their stock. In addition, Bayonetta's frame data when on the ground is quite slow, with almost all of her attacks coming out on frame 9 or later, and most of them also have high ending lag and deal minimal shield damage, making them unsafe on shield. As such, her ground game is rather poor, which in turn affects her combo game, as she often relies on [[Heel Slide]], up tilt, or down tilt in order to start combos. Finally, her combos have their own drawbacks: not only are they susceptible to [[SDI]], but the more special moves she uses during an aerial combo, the more landing lag she receives, potentially lasting for up to 50 frames, making them punishable if whiffed.
 
Overall, Bayonetta is a combo-oriented character that can rack up damage quickly and KO at early percents; however, she tends to struggle at higher percents due to her poor approach and limited KO options outside of her combos. Early results from Bayonetta were lackluster, leading to a negative initial perception; however, numerous buffs from balance patches helped improve her viability over time, particularly in the post-online metagame, and she has since garnered a large playerbase and a plethora of strong results from players such as {{Sm|Bloom4Eva}}, {{Sm|Lima}}, and {{Sm|TamaPDaifuku}}.


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


Bayonetta's [[smash attack]]s allow her to summon Madama Butterfly's limbs. They each have good knockback and range, but they also have low priority and noticeable lag, meaning that attempting to use one (even in Witch Time) can cause them to clank with other grounded moves and lead her to get punished, although Madama Butterfly's limbs have transcendent priority against aerial attacks. Her forward smash is her earliest KO option and one of her only attacks that can reliably kill before 100%, though it has a blind spot directly in front of Bayonetta. Her up smash covers the area directly in front of her and can KO from the upper blast line. Her down smash covers the same range as her up smash and is mainly useful for meteor smashing her opponents from the ledge, though it can also kill from the upper blast line at higher percentages.
Bayonetta's biggest 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 air game is potent as a result of her high jumps, flexible movement options, extremely quick aerial attacks that generally provide generous coverage, and ability to fight offstage while confidently being able to return due to her superb recovery. Her neutral aerial has great range (especially when extended with Bullet Arts, which covers a huge area around her), can lead to combos into forward aerial and After Burner Kick, and can be a KO option offstage or at very high percentages. Back aerial is one of her strongest KO options because of its sweetspot and is a good combo finisher, though it is one of the slower back aerials in the game (coming out at frame 11). Her forward aerial can edgeguard and, like her forward tilt, forms a three-hit combo of its own if pressed repeatedly; it can also be used as a combo starter or extender. Her up aerial is extremely fast, hits high above her in a circular arc, and serves as a useful juggling tool, though it has very low knockback. Her down aerial is a stall-then-fall move which is a risky landing option due to its high ending lag, though it has a strong landing hit which can be a useful KO option; the hitbox on the heel of her leg also possesses a modrately strong spiking hitbox, allowing for surprise KOs off the bottom blast line if used properly.
Bayonetta's ground game is reliant on her tilt attacks to help 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 that are essential for her uniquely air-based combo and pressure game. Her [[Neutral special move|neutral special]] [[Bullet Climax]] fires projectiles at a slightly upward angle and is useful for KOing higher-percentage opponents at the left and right [[blast line]]s when fully charged. Both variations of her [[Side special move|side special]], Heel Slide and [[After Burner Kick]] are reliable combo starters, while the latter is also a good combo extender and horizontal recovery option. After Burner Kick can be used either to ascend slightly or descend steeply, depending on the input used. Her [[Up special move|up special]] Witch Twist is her best out-of-shield option and is a great tool for starting and extending combos and dragging the opponent to the upper blast line. Though it gains little vertical distance in isolation, it can be performed twice with Bayonetta's double jump, and she can also jump cancel her second jump to grant her extra vertical distance, giving her outstanding vertical and horizontal recovery potential. Her [[Down special move|down special]] counter [[Witch Time]] has a short duration and high ending lag, but it slows down time for a brief period if it activates. If Bayonetta gets hit in a specific time frame when [[dodging]] or in the later frames of Witch Time, she will activate her [[Bat Within]]. This turns her into bats and moves her to a (usually) more favorable stage position, and she will take half of the attack's damage output and no knockback.
She has very useful special moves: [[Bullet Climax]] 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 prowess, set of special moves, and fighter abilities grant her a strong disadvantage state, as she can avoid pressure by using her dizzyingly fast air acceleration to weave back and forth, use her very high double jump to escape fighters who can't chase her, punish approaches with After Burrner Kick or Witch Twist, create strong reversals with Witch Time, or dodge otherwise fatal attacks with Bat Within. Her very fast aerial attacks complement her ability to keep opponents guessing where she will travel and whether she will pick an offensive or defensive option.
Bayonetta's air game is similarly potent for combos, with her flexible recovery 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 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 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.


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.
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.


Furthermore, Bayonetta has very poor frame data on the ground, with all of her standard grounded moves coming out at frame 7 or slower while also being unsafe on shield. This makes Bayonetta's approach among the worst in the entire cast, effectively forcing her to play a very defensive, bait-and-punish style which the opponent can counter by simply shielding or not approaching her. In addition, the fact that Bayonetta is a tall character with a fast fall speed and light weight means she is more easily comboed and more susceptible to being KO'd – especially when stuffed out by sufficiently strong anti-airs. Though Bat Within can somewhat alleviate the former problem, the issues compound to give her poor survivability.
Bayonetta has very noticeable flaws, 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.


Her passive abilities also have issues. While Bat Within has utility in the context of on-stage disadvantage, it is essentially a worse spot dodge on the ground, as Bayonetta will still take half of the dodged attack's damage if it is triggered. In the air, Bat Within has other problems: the fact that it only sends her downward when triggered in the air means that it can cause SDs while she is offstage, and to balance the fact that Bat Within is so fast, the distance Bayonetta covers when using a directional air dodge is minimal.
Furthermore, Bayonetta has poor frame data on the ground, with all of her standard grounded moves coming out at frame 7 or slower while also being unsafe on shield. 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.


Bayonetta is subject to several other weaknesses: unlike most other fighters, her smash attacks can only be held for 60 frames instead of 120 ([[Mega Man (SSBU)|Mega Man]], [[Ness (SSBU)|Ness]], [[Olimar (SSBU)|Olimar]], and [[Villager (SSBU)|Villager]] also share this weakness); her Witch Time becomes less effective with every use, even when it isn't triggered by an attack; and Bayonetta's combos themselves, while arguably her strongest asset, are still ineffective against good [[Smash directional influence|SDI]]. Additionally, Bayonetta suffers from having potentially the highest amount of landing lag among the entire cast, as her landing lag increases based on how many specials she has used in the air. As a result, she can be immobile upon landing for up to 50 frames. Though she has ways to get around this - for example, using Witch Time or Bullet Climax to cancel her landing lag, landing with an aerial to force the opponent away, or retreating to a ledge – these are ultimately situational, and a whiffed combo can lead to a big punish.
Her passive abilities also have issues; while Bat Within has utility in the context of on-stage disadvantage, it is essentially a worse spot dodge on the ground, as Bayonetta will still take half of the dodged attack's damage 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 and complex combo game, her high-risk playstyle, and her unique abilities and techniques. She is a flexible, air-based, combo-oriented character who is good at quickly racking up damage and applying pressure to opponents, but her lack of reliable KO options means she can struggle in securing the stock (an issue which is exacerbated by her being prone to combos and kill setups herself).
Overall, Bayonetta is seen as a character with a high skill cap because of her extensive, 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 ''SSB4'' due to her many extreme advantages, including her ability to KO opponents at virtually any percentage with successful [[ladder combo]]s, the best disadvantage-breaking move in the game with [[Witch Time]], great KO potential outside of her ladder combos thanks to Witch Time and her smash attacks, and an excellent recovery. Even after having received significant [[nerf]]s in game updates, her advantages remained intact, causing players to label her as "[[broken]]", and many matches involving her became controversial. This included the ''Ultimate'' tournament [[Super Smash Bros. Invitational 2018]], where top professional player {{Sm|MkLeo}} pulled off two ladder KOs in front of [[Masahiro Sakurai]] using Bayonetta. Due to these factors, Bayonetta was initially drastically nerfed in her transition to ''Ultimate'', though game updates have provided her with substantial buffs to compensate, and the shifts to the metagame have proven benefitial for her to some degree. Despite this, Bayonetta has still been noticeably nerfed overall from her ''SSB4'' iteration.
Bayonetta was unanimously considered to be the best character in ''Smash 4'' due to her many extreme advantages, 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 main weakness in ''SSB4'', has been made even slower in ''Ultimate''. Her most reliable combo starters have been weakened, with her up tilt, down tilt, and forward aerial all having more ending lag; the latter was affected the most significantly, with the first hit no longer allowing for any follow-ups other than the second and third hits of the move. [[Witch Twist]] has more startup and covers less vertical distance, reducing its effectiveness as a combo starter, [[out of shield]] option, follow-up from other moves, and recovery option. Adding to this, all of Bayonetta's special moves have received nerfs that make them more risky and punishable: [[Bullet Climax]]'s charge takes longer to cancel and can no longer be held indefinitely, [[Heel Slide]] and [[After Burner Kick]]'s followup hits can no longer be used if they hit a shield, Witch Twist takes much longer to grab ledges, and Witch Time slows down opponents for much shorter amounts of time except at very high percentages, alongside having noticeably more startup and ending lag; the lattermost move's changes, in particular, have made Witch Time go from the uncontested best counter in ''SSB4'' to being much more in-line with the rest of the cast in ''Ultimate''.
Bayonetta's already poor frame data, her major weakness in ''Smash 4,'' has been nerfed further from the previous game. Her most reliable combo starters have been weakened, with her up tilt, down tilt and forward aerial all having more ending lag; the latter 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 and lower knockback multiplier on smash attacks, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top [[blast line]], and even then very high percents are often needed to reliably earn a KO. As a result, Bayonetta now has a significantly more defined main weakness, which is her poor KO ability and reliance on her combos due to her lack of reliable KO options outside of her jab, back air, down air, and smash attacks. Her moveset's lower power is also pronounced further by the reduced damage some of her moves deal, which slightly hinders her combo game even more. Conversely, her own survivability has been worsened, as her already low [[weight]] has been reduced, and her recovery is less effective due to Witch Twist's shorter distance, slower ledge grab, and smaller hitboxes.
Her KO ability has been weakened as well. Neutral, up and down aerials deal lower knockback (most significantly the former two, which no longer KO under 200% onstage), her back aerial has less range and a smaller hitbox (most notably the sweetspot), and her smash attacks only get half as much of an increase in power when charged. This is exacerbated by Witch Time's decreased slowdown duration, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top [[blast line]], and even then very high percents are often needed to reliably earn a KO. As a result, Bayonetta now has a significantly more defined main weakness, which is her lack of KO ability at higher percentages due to a lack of reliable options for KOing outside of back air. Although some of her moves have received more knockback in return, such as her [[neutral attack]]'s finisher and [[dash attack]], 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 also been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her [[down aerial]] was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the entire cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder [[punish]] option on her more easily.
Finally, [[Bayonetta recovery frames|Bayonetta's special recovery frames]] have been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her [[down aerial]] was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder [[punish]] option on her more easily.


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


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


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


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


==Update history==
==Update history==
Bayonetta received a mix of buffs and nerfs in game updates, but was significantly buffed overall. Before update 3.1.0, she received few and relatively minor changes to her moveset, making Bullet Climax less effective on shield much like most other projectiles, but allowing Bayonetta to grab ledges easier after using neutral aerial, while also removing [[Stun Jacket]], which used to affect her Bullet Arts more notably than most other characters.
Bayonetta received a mix of 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 her a much larger amount of buffs, particularly Witch Time having more counter frames and intangibility frames alongside faster regeneration, which makes it more reliable even through multiple uses. This greatly improved Witch Time's usability as a counter, with its incarnation in the base game having arguably the worst frame data for a counter and no guarantee for a reward when landing it. Witch Twist and After Burner Kick both have less landing lag, making Bayonetta less punishable after performing combos and opening new opportunities for applying pressure. Her dash attack's clean hit deals more knockback, making it a semi-reliable kill option on lighter characters. Neutral attack gained a slightly longer lasting hitbox on the first hit and also received greater knockback for the final hit of the rapid jab. Her down smash also received a longer lasting hitbox on the second hit. Her up tilt was also improved by allowing it to connect more reliably even at very high percents, which was previously notorious for being inconsistent. Most notably, Witch Time was buffed even further by making Bat Within activate later during the counter without changing the move's total duration, reducing its ending lag.


After a year of receiving very few and rather negligible changes in balance patches, update 8.0.0 granted Bayonetta her most substantial buffs; forward smash has more base knockback and received a longer lasting hitbox, making the move a more reliable KO option. Her forward tilt's third hit had its endlag reduced, which allows the move to start true combos at very low percents, and up tilt's hitboxes were further improved, now using set knockback on the first hit to make sure it always connects reliably on grounded opponents at higher percentages. Witch Twist now has a lower SDI multiplier, making her combos harder to fall out of, and Heel Slide has less endlag, which improves its combo potential.
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.


Update 12.0.0 buffed Bayonetta one last time with a few small but helpful changes. The final hit of rapid jab was buffed once more to deal more knockback and launch opponents at a more horizontal angle, becoming one of the strongest jabs in the game in terms of knockback and giving Bayonetta a new KO option at higher percentages, down smash was made 3 frames faster, which makes it slightly easier to spike offstage opponents with the move, and Witch Time received less slowdown duration penalty when used against projectiles, making her less susceptible to being zoned by them.
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.


Overall, Bayonetta fares much better than she did when ''Ultimate'' launched and is now widely considered to be a solid high-tier character. However, she is still significantly weaker than her ''Smash 4'' iteration.
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}}


'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
==Moveset==
{{UpdateList (SSBU)/12.0.0|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 do not cause any positional influence.
**If Bat Within is activated from a roll or directional airdodge, the bats will travel to whatever direction the dodge was initially inputed to go. Neutral airdodges travel downward and spot dodges don’t cause any positional influence.
*Bayonetta receives various amounts of landing lag depending on the amount of aerials and special moves she performs in midair before landing. For more info, see [[Bayonetta Recovery Frames]].
*Bayonetta receives various amounts of landing lag depending on the amount of aerials and special moves she performs in midair before landing. For more info, see [[Bayonetta Recovery Frames]].
*Bayonetta can [[wall jump]] and [[wall cling]].
*Bayonetta can [[wall jump]] and [[wall cling]].
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{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralname=Bullet Punch ({{ja|バレットパンチ|Baretto Panchi}}) / Combo Sweep ({{ja|コンボスイープ|Konbo Suīpu}}) / Swing Up ({{ja|スイングアップ|Suingu Appu}}) / Phantom Rush ({{ja|ファントムラッシュ|Fantomu Rasshu}}) / Phantom Finish ({{ja|ファントムフィニッシュ|Fantomu Finisshu}})
|neutralname= 
|neutralinf=y
|neutralinf=y
|neutralcount=3
|neutralcount=3
Line 129: Line 111:
|neutral3dmg=2.2%
|neutral3dmg=2.2%
|neutralinfdmg=0.2% (loop), 0.5% (penultimate hit), 5% (last)
|neutralinfdmg=0.2% (loop), 0.5% (penultimate hit), 5% (last)
|neutraldesc=Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding [http://bayonetta.wikia.com/wiki/Love_Is_Blue Love is Blue]. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. If the button is held while Bayonetta performs the barrage, it will do additional damage due to her firing her guns at the same time, though this does not actually extend the attack's range like her other Bullet Arts. Its utility as a get-off-me option is very poor, as its first hit comes out at frame 9, making it the second slowest neutral attack in the game after {{SSBU|King Dedede}}'s. However, it deals high damage to compensate, with the full combo being capable of dealing ~18%. After update [[List of updates (SSBU)/12.0.0 changelog|12.0.0]], its launch angle was modified so that it became a viable kill option at around 105% on middleweights at the ledge of Final Destination, making it one of the strongest jabs in the game and repurposing it into Bayonetta's fastest grounded KO option. The first three hits can also [[lock]].
|neutraldesc=Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding [http://bayonetta.wikia.com/wiki/Love_Is_Blue Love is Blue]. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. If the button is held while Bayonetta performs the barrage, it will do additional damage due to her firing her guns at the same time, though this does not actually extend the attack's range like her other Bullet Arts. Its utility as a get-off-me option is very poor, as its first hit comes out at frame 9, making it the second slowest neutral attack in the game after {{SSBU|King Dedede}}'s. However, it deals high damage to compensate, with the full combo being capable of dealing ~18%. The first three hits can [[lock]].
|ftiltname=Bullet Heel ({{ja|バレットヒール|Baretto Hīru}}) / Combo Twist ({{ja|コンボツイスト|Konbo Tsuisuto}}) / Rising Kick ({{ja|ライジングキック|Raijingu Kikku}})
|ftiltname=Consecutive Kicks
|ftiltcount=3
|ftiltcount=3
|ftiltdmg=3%
|ftiltdmg=3%
Line 136: Line 118:
|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=Chain Upper ({{ja|チェーンアッパー|Chēn Appā}})
|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 will sometimes not connect due to positioning. It is an effective combo starter in general, as it can anti air and initiate combos, and can even set up a KO into back aerial at high percents. However, it cannot KO outright due to its low power, and becomes ineffective for combos past high percents.
|utiltdesc=An upwards pistol whip. It is based on the delayed punch launcher. Hits twice, with the first hit having [[set knockback]] and a hitbox slightly above and in front of Bayonetta's head that does slightly more damage than on the ground, but can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. The second hit sometimes won't connect due to positioning. It is an effective combo starter in general, as it can anti air and initiate combos, and can even set up a KO into back aerial at high percents. However, it cannot KO outright due to its low power, and becomes ineffective for combos past high percents.
|dtiltname=Trip Circle ({{ja|トリップサークル|Torippu Sākuru}})
|dtiltname=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 ({{ja|スティレット|Sutiretto}})
|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=Umbran Straight ({{ja|アンブランストレート|Anburan Sutorēto}})
|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 + Kick + Punch (PKP) 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).
|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=Wicked Upper ({{ja|ウィケッドアッパー|Uikeddo Appā}})
|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 ({{ja|ヒールストンプ|Hīru Sutonpu}})
|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. Uniquely, the hitbox for Bayonetta stamping the ground is set to never activate Witch Time.
|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=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|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=Aerial Bullet Punch ({{ja|エアリアルバレットパンチ|Eariaru Baretto Panchi}}) / Aerial Combo Sweep ({{ja|エアリアルコンボスイープ|Eariaru Konbo Suīpu}}) / Swing Down ({{ja|スイングダウン|Suingu Daun}})
|fairname= 
|fairdmg={{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=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|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, as its hitboxes do not appear until Bayonetta's leg fully extends.
|bairdesc=A high-angle back kick. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue.  The Bullet Arts version of this move fires one gun behind her at an upward angle. It is slow for a back aerial (frame 11), but acts as Bayonetta's strongest aerial KO option outside of combos. Some aerial combos can lead into back aerial for additional damage, or act as KO combos (including from up tilt). Its hitbox is rather misleading due to her attack's motion trails.
|uairname=Full Moon Edge ({{ja|フルムーンエッジ|Furu Mūn Ejji}})
|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=Heel Guillotine ({{ja|ヒールギロチン|Hīru Girochin}})
|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 very high knockback, both of which make it a viable, but punishable KO option overall. It can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing.
|dairdesc=A split-legged axe kick.  It is based on Bayonetta's standard aerial kick in ''Bayonetta''. A [[stall-then-fall]] with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out, with her hand emanating purple Umbran Magic.
|grabdesc=Reaches out, with her hand emanating purple Umbran Magic.
|pummelname=Grab Witch Slap ({{ja|つかみウィッチスラップ|Tsukami Uicchi Surappu}})
|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 compared to other pummels in that it consists of two hits per input, so it is possible for the opponent to break free in the middle of the pummel, potentially missing the second hit entirely. In addition, it is slower but weaker compared to pummels such as {{SSBU|Bowser}}. As a result, it is rather underwhelming as a pummel.
|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}} ({{ja|鉄山靠|Tetsuzankō}})
|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=Crescent Sweep ({{ja|クレセントスイープ|Kuresento Suīpu}})
|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=Arc Wiper ({{ja|アークワイパー|Āku Waipā}})
|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=Full Stomp ({{ja|フルストンプ|Furu Sutonpu}})
|dthrowname= 
|dthrowdmg=3% (stomp), 5% (throw)
|dthrowdmg=3% (stomp), 5% (throw)
|dthrowdesc=Stomps the opponent into the ground. Due to its high ending lag, it is unreliable as a combo starter, unlike most other down throws. It does have unusually high knockback growth, however, 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.
|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= The [http://bayonetta.wikia.com/wiki/Break_Dance Break Dance]. A low-angle kick performed from a {{iw|wikipedia|windmill|b-boy move}}, an acrobatic technique used in breakdancing.
|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%
Line 205: Line 187:
|ssdesc=A kick that functions differently when used on the ground or in midair. All versions are based on the individual techniques from the ''Bayonetta'' games, with minor differences.<br/>
|ssdesc=A kick that functions differently when used on the ground or in midair. All versions are based on the individual techniques from the ''Bayonetta'' games, with minor differences.<br/>
'''Heel Slide''': On the ground, she performs the [http://bayonetta.wikia.com/wiki/Heel_Slide '''Heel Slide''']. If the button is held, Bayonetta will then follow it up with an [[wikipedia:List of capoeira techniques#Aú|aú aberto]]. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.<br/>
'''Heel Slide''': On the ground, she performs the [http://bayonetta.wikia.com/wiki/Heel_Slide '''Heel Slide''']. If the button is held, Bayonetta will then follow it up with an [[wikipedia:List of capoeira techniques#Aú|aú aberto]]. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.<br/>
'''After Burner Kick''': In the air, she alternately performs the [http://bayonetta.wikia.com/wiki/After_Burner_Kick  '''After Burner Kick'''], a flying kick with a slightly diagonal trajectory which can be performed twice in a row as long as the first kick connects. If shielded, it cannot transition into another After Burner Kick. It can be angled diagonally downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not performed correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward).
'''After Burner Kick''': In the air, she alternately performs the [http://bayonetta.wikia.com/wiki/After_Burner_Kick  '''After Burner Kick'''], a flying kick with a slightly diagonal trajectory which can be performed twice in a row as long as the first kick connects. If shielded, it can't transition into another After Burner Kick. It can be angled diagonally downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not performed correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward).


Like Witch Twist, both versions of After Burner Kick are her primary aerial combo initiators and followups, with each angled version having different launch angles and allowing for creative combos.<br/>
Like Witch Twist, both versions of After Burner Kick are her primary aerial combo initiators and followups, with each angled version having different launch angles and allowing for creative combos.<br/>
Line 212: Line 194:
|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 arc.
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=7% (Gomorrah), 13% (bonus spell), 10% (end)
|fsdmg=28% (Gomorrah), 13% (bonus spell), 10% (end)
|fsdesc=Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon [http://bayonetta.wikia.com/wiki/Gomorrah Gomorrah], who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 13% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
|fsdesc=Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon [http://bayonetta.wikia.com/wiki/Gomorrah Gomorrah], who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 15% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
}}
}}


===Stats===
===[[Bayonetta Recovery Frames|Recovery Frames]]===
{{Attributes
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.
| cast=89
| weight=81 | rweight=76
| dash=1.936 | rdash=38-43
| run=1.76 | rrun=37-41
| walk=0.945 | rwalk=61-62
| trac=0.11 | rtrac=39-47
| airfric=0.008 | rairfric=57-66
| air=1.019 | rair=53-55
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.085 | raddaccel=12-15
| gravity=0.12 | rgravity=15-20
| fall=1.77 | rfall=20-21
| ff=2.832 | rff=20-21
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=39 | rjumpheight=7-8
| shorthop=21.35 | rshorthop=2-3
| djump=42 | rdjump=9
}}
 
===[[Announcer]] call===
<gallery>
Bayonetta English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Bayonetta French Announcer SSBU.wav|French
Bayonetta German Announcer SSBU.wav|German
Bayonetta Italian Announcer SSBU.wav|Italian
Bayonetta Russian Announcer SSBU.wav|Russian
Bayonetta Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[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|レディの扱い方、ママに教えてもらいなさい|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 canceled. It is based on her long taunt from ''Bayonetta 2''.
*'''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 canceled. Based on the dance she performs prior to fighting the first [http://bayonetta.wikia.com/wiki/Joy Joy] she encounters in ''Bayonetta''.
*'''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]]||{{NTSC}} [[File:Bayonetta Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Bayonetta Cheer French PAL 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 - nett - a! || Ba - yo - ne - tta! || Baaaaayo - ne - tta! || Bay - o!  
|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]]||{{NTSC}} [[File:Bayonetta Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Bayonetta Cheer Spanish PAL SSBU.ogg|center]]||[[File:Bayonetta Cheer Russian SSBU.ogg|center]]||[[File:Bayonetta Cheer Korean 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 "{{SSBUMusicLink|Bayonetta|Time For The Climax!}}", followed by the jingle that plays upon completing a verse in ''Bayonetta'' and ''Bayonetta 2''.]]
[[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 [[competitive play]]==
==In competitive play==
===Most historically significant players===
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.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Bayonetta players (SSBU)]]''
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.


*{{Sm|Bloom4Eva|UK}} - One of the best Bayonetta players of all-time and one of the best players in Europe in the post-online metagame, being a frequent bracket demon for Europe's other two best players, {{Sm|Glutonny}} and {{Sm|Sisqui}}. Aside from winning many large European events, he is best known for winning {{Trn|VCA 2022}}, the first national-level victory from a Bayonetta player, and several top 8 finishes at European majors such as placing 4th at {{Trn|COLOSSEL 2022}}, {{Trn|Ultimate Fighting Arena 2022}}, and {{Trn|King Con}}.
===Notable players===
*{{Sm|Geist|USA}} - The second-best Bayonetta player in North America in the post-pandemic metagame. He is best known for placing 7th at {{Trn|Rise 'N Grind 2023}} as well as placing 5th at {{Trn|Low Tide City 2024}} defeating {{Sm|SHADIC}}. In addition, he has placed 17th at {{Trn|Supernova 2024}}, 25th at {{Trn|Riptide 2024}}, and 33rd at {{Trn|Port Priority 8}}, and had also defeated {{Sm|Kurama}} at {{Trn|Super Smash Con 2023}}.
<!--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.-->
*{{Sm|Lima|USA}} - One of the best Bayonetta players of all-time, with his best performances taking place in the post-pandemic metagame. He has regularly ranked in the top 50 since [[UltRank 2022]] and saw a plethora of top 8 finishes at majors, including 2nd at {{Trn|Litvitational 3}} and {{Trn|Cirque 4}}, 3rd at {{Trn|Rise 'N Grind 2023}} and {{Trn|The Coinbox IRL}}, and 5th at {{Trn|Collision 2023}}.
*{{Sm|Nizemamo|Japan}} - The second-best Bayonetta player in Japan, first known for placing 13th at {{Trn|Maesuma TOP 14.5 "in Hyogo"}} after defeating {{Sm|Jogibu}}. Nizemamo is best known for placing 5th at {{Trn|Maesuma'GRAND WARS}} with a win over {{Sm|Raru}}, as well as consistent strong performances at {{Trn|Sumabato}} during the [[LumiRank 2024.1]] season, placing between 9th or 17th at most Sumabato events during this time; as such, Nizemamo was eventually ranked 100th during that season.
*{{Sm|TamaPDaifuku|Japan}} - One of the best Bayonetta players of all-time, first breaking out onto the scene after placing 4th at {{Trn|Maesuma TOP 13.5 "U-22"}}. He is especially known for his performance in the [[LumiRank 2024.1]] season, beginning with a 2nd-place finish at {{Trn|DELTA 7}} and culminating in his victory at {{Trn|Seibugeki 17}}, becoming the first Bayonetta player to win a major. During this time, he also placed top 8 at every major he attended aside from {{Trn|Umebura SP 10}}, and as such was eventually ranked 8th for that season, making him the highest-ranking Bayonetta player in ''Ultimate'' history.  Although his results took a downturn in the following season, he still remains Japan's best Bayonetta player.


===Tier placement and history===
''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.''
Due to the drastic nerfs she received in her transition to ''Ultimate'', Bayonetta saw minimal tournament results during the early metagame; she was considered to be a "high-effort, low-reward" character, as she had to work significantly harder to win neutral, rack up damage, and close out stocks than the vast majority of the cast. Bayonetta performing drastically worse than her ''Smash 4'' iteration led many to think of her as by far the most nerfed veteran in the transition to ''Ultimate''. Although {{Sm|CaptainZack}} was able to see some good results while using Bayonetta as a co-main, they were mostly eclipsed by his results with {{SSBU|Peach}} and {{SSBU|Daisy}}, and most top players considered her to be a lower mid-tier or low-tier character at best, some players even ranked her as one of the worst characters in the game. Her results continued to struggle, especially following CaptainZack's ban.


However, Bayonetta would go on to receive many buffs that made her strongest options more consistent in updates {{SSBU|3.1.0}} and {{SSBU|8.0.0}}, which would eventually lead to a positive shift in players' perceptions of Bayonetta. With Bayonetta players adapting remarkably to the changing metagame and with balance patches having lended Bayonetta significant buffs, a slow but noticeable growth in her representation would emerge: during the [[COVID-19|COVID-19 pandemic]], {{Sm|Bloom4Eva}} used her to place highly at major online tournaments. Following the return of offline competitive play, Bayonetta continued to see impressive results thanks to players such as Bloom4Eva and {{Sm|Lima}}, with the former even winning {{Trn|VCA 2022}}. This led to an exceptional shift in her perception, and most players reevaluated the character and ranked her as a mid-tier at least, and as such, she was ranked 45th on the first tier list in B+ tier.  
''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}}.


Following the first tier list, Bayonetta's representation grew even more, and she continues to see consistently strong results in tournaments, with Lima getting better results and {{Sm|TamaPDaifuku}} causing upsets at Japanese supermajors. Thanks to her improved representation and results, she is now widely ranked as a high-tier, with some players even ranking her as a top-tier. Bayonetta would see a massive boost on the second and current tier list, where she rose 19 spots and is now ranked 26th in A- tier, the largest rise of any character from the first to second list. After the release of the second tier list, TamaPDaifuku saw a meteoric rise and gained more recognition in 2024, as he placed very highly at several major tournaments, most notably winning {{Trn|Seibugeki 17}}, the very first major victory for a Bayonetta player.  Although TamaPDaifuku's results were significantly worse heading into the second half of 2024, Lima's results on the other hand saw a notable resurgence, especially after he placed 2nd at both {{Trn|Litvitational 3}} and {{Trn|Cirque 4}} and defeated players such as {{Sm|Miya|p=Honshu}}, {{Sm|Sparg0}}, {{Sm|Light|p=Connecticut}}, {{Sm|Doramigi}}, and {{Sm|Tea}} along the way.
====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}}.
Overall, while Bayonetta is still widely agreed to be a shell of her ''Smash 4'' self, she is also considered to be substantially stronger than she was in the early metagame.
*{{Sm|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'' and ''Bayonetta 2''. The final battle is against a giant {{SSBU|Palutena}}.
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"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|6||{{head|Pit|g=SSBU|s=20px}}{{head|Pit|cl=Yellow|g=SSBU|s=20px}}{{head|Pit|cl=Red|g=SSBU|s=20px}}{{head|Pit|cl=Green|g=SSBU|s=20px}}{{head|Pit|cl=Blue|g=SSBU|s=20px}}{{head|Pit|cl=Black|g=SSBU|s=20px}} {{SSBU|Pit}} (x6)||Skyworld||''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''||Horde Battle.<br>A reference to the [[:File:SSBU spirit Affinity.png|Affinity]] Angels, which usually attack in groups.
|6||{{head|Pit|g=SSBU|s=20px}}{{head|Pit|cl=Yellow|g=SSBU|s=20px}}{{head|Pit|cl=Red|g=SSBU|s=20px}}{{head|Pit|cl=Green|g=SSBU|s=20px}}{{head|Pit|cl=Blue|g=SSBU|s=20px}}{{head|Pit|cl=Black|g=SSBU|s=20px}} {{SSBU|Pit}} (x6)||Skyworld||''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''||Horde Battle. A reference to the [[:File:SSBU spirit Affinity.png|Affinity]] Angels, which usually attack in groups.
|-
|-
|Final||Giant {{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Bayonetta|The Legend of Aesir}}''||A reference to [https://bayonetta.fandom.com/wiki/Jubileus%2C_The_Creator Jubileus, The Creator] from ''Bayonetta''.
|Final||Giant {{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Bayonetta|The Legend of Aesir}}''||A reference to [https://bayonetta.fandom.com/wiki/Jubileus%2C_The_Creator Jubileus, The Creator] from ''Bayonetta''.
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During the opening cutscene, Bayonetta was present on the cliffside when [[Galeem]] unleashed his beams of light. Bayonetta dodged a beam of light, activating her [[Bat Within]], but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.
During the opening cutscene, Bayonetta was present on the cliffside when [[Galeem]] unleashed his beams of light. Bayonetta dodged a beam of light, activating her [[Bat Within]], but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.


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


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


==[[Spirit]]s==
==[[Spirit]]s==
Bayonetta's ''Bayonetta 2'' fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Bayonetta has been unlocked. 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''.
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 Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|•The enemy starts the battle with a [[Fire Flower]]<br>•The enemy starts the battle with a [[Freezie]]
|•The enemy starts the battle with a [[Fire Flower]]<br>•The enemy starts the battle with a [[Freezie]]
|{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}
|{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}
|Koume (pink costume)<br>Kotake (blue costume)
|Pink costume: Koume<br>Blue costume: Kotake
|-
|-
|222
|222
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|[[New Donk City Hall]]
|[[New Donk City Hall]]
|N/A
|N/A
|•The enemy's smash attacks have increased power<br>•The enemy favors smash attacks<br>•The enemy starts the battle with a [[Drill]]
|•The enemy's smash attacks have increased power<br>•The enemy favors smash attacks<br>•The enemy starts the battle with a {{b|Drill|item}}
|{{SSBUMusicLink|Super Mario Bros.|New Donk City}}
|{{SSBUMusicLink|Super Mario Bros.|New Donk City}}
|
|
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==[[Alternate costume (SSBU)#Bayonetta|Alternate costumes]]==
==[[Alternate costume (SSBU)#Bayonetta|Alternate costumes]]==
Just like ''Smash 4'', Bayonetta's voice is dependent on her costume when the language is set to Japanese, Chinese, or Korean: her ''Bayonetta 2'' costume has her speaking Japanese, while her ''Bayonetta'' costume has her speaking English. This is a reference to how the first ''Bayonetta'' game originally only had English audio, not receiving a Japanese dub until the [[Wii U]] port. Many of Bayonetta's visual effects will be one of two colors depending on the costume used, blue for ''Bayonetta 2'' and red for ''Bayonetta''. Both costumes have unique firing sound effects for each set of guns. Her Bat Within ability also uses two separate bat models for both costumes. Her alternate red color scheme for the ''Bayonetta 2'' costume is based on Jeanne and the hair surrounding Madama Butterfly's limbs and Gomorrah will be colored white instead of black when using this color scheme.
Just as in ''Smash 4'', Bayonetta's voice is dependent on her costume when the language is set to Japanese, Chinese, or Korean: her ''Bayonetta 2'' outfit has her speaking in Japanese, while her original ''Bayonetta'' outfit retains her English voice. This is a reference to how the first ''Bayonetta'' game originally only had English audio even in Japan, not receiving a Japanese dub until the [[Wii U]] port.


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


==Notes==
==Notes==
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{{Bayonetta universe}}
{{Bayonetta universe}}
[[Category:Bayonetta (SSBU)| ]]
[[Category:Bayonetta (SSBU)| ]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Sega]]
[[Category:Sega]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Bayonetta (SSBU)]]
[[es:Bayonetta (SSBU)]]

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