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[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'' and is also one of the last games where Atsuko Tanaka voices her before passing away on August 20, 2024. | [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'' and is also one of the last games where Atsuko Tanaka voices her before passing away on August 20, 2024. | ||
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 | 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 7 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 very punishable if whiffed. | 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 7 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 very punishable if whiffed. | ||
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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. | 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 (she remains in place | 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 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, granting her a vertical recovery that surpasses many other fighters; combined with her side special, Bayonetta has arguably the best recovery in the game and is nearly impossible to contest when returning to stage. Additionally, she can also [[wall cling]] and [[wall jump]], giving her more 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 Bullet Arts timing stalls are used. | 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 Bullet Arts timing stalls are used. | ||
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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 [[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 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 | 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. | ||
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 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. | ||
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Furthermore, Bayonetta has very poor frame data on the ground, with all of her standard grounded moves coming out at frame 7 or slower while also being unsafe on shield. This makes Bayonetta's approach among the worst in the entire cast, effectively forcing her to play a very defensive, bait-and-punish style which the opponent can counter by simply shielding or not approaching her. In addition, the fact that Bayonetta is a tall character with a fast fall speed and light weight means she is more easily comboed and more susceptible to being KO'd – especially when stuffed out by sufficiently strong anti-airs. Though Bat Within can somewhat alleviate the former problem, the issues compound to give her poor survivability. | Furthermore, Bayonetta has very poor frame data on the ground, with all of her standard grounded moves coming out at frame 7 or slower while also being unsafe on shield. This makes Bayonetta's approach among the worst in the entire cast, effectively forcing her to play a very defensive, bait-and-punish style which the opponent can counter by simply shielding or not approaching her. In addition, the fact that Bayonetta is a tall character with a fast fall speed and light weight means she is more easily comboed and more susceptible to being KO'd – especially when stuffed out by sufficiently strong anti-airs. Though Bat Within can somewhat alleviate the former problem, the issues compound to give her poor survivability. | ||
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 self-destructs while she is | 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 self-destructs 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. | ||
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. | 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. | ||
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| shorthop=21.35 | rshorthop=2-3 | | shorthop=21.35 | rshorthop=2-3 | ||
| djump=42 | rdjump=9 | | djump=42 | rdjump=9 | ||
}} | }} | ||
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|- | |- | ||
!{{{name|}}} | !{{{name|}}} | ||
!Cheer (English | !Cheer (English) | ||
!Cheer (Japanese/Chinese) | !Cheer (Japanese/Chinese) | ||
!Cheer (Italian) | !Cheer (Italian) | ||
!Cheer (Dutch) | !Cheer (Dutch) | ||
!Cheer (French) | |||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Bayonetta Cheer English | |[[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]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Bay - o! || Bayo - nett - a! || Ba - yo - ne - tta! || Baaaaayo - ne - tta! | |Bay - o! || Bayo - nett - a! || 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 | |[[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]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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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. | 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. | ||
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 | 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. | ||
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. | 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. | ||
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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Bayonetta's ''Bayonetta 2'' fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | 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''. | ||
Additionally, her younger form, Cereza, appears as a support spirit. | Additionally, her younger form, Cereza, appears as a support spirit. |