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'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros. 4|previous game]]. She is the second fighter from [[Sega]] after {{SSBU|Sonic}}. She was confirmed alongside the rest of the returning roster on June 12th, 2018 during E3 2018. Bayonetta is classified as [[Fighter number|Fighter #63]], the last fighter number of the ''[[Super Smash Bros. 4]]'' [[veteran]]s and returning veterans overall. | '''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros. 4|previous game]]. She is the second fighter from [[Sega]] after {{SSBU|Sonic}}. She was confirmed alongside the rest of the returning roster on June 12th, 2018 during E3 2018. Bayonetta is classified as [[Fighter number|Fighter #63]], the last fighter number of the ''[[Super Smash Bros. 4]]'' [[veteran]]s and returning veterans overall. | ||
[https://bayonetta.fandom.com/wiki/Hellena_Taylor Hellena Taylor] and {{iw|wikipedia|Atsuko Tanaka|voice actress}}'s portrayals of Bayonetta from ''Smash 4'' were repurposed for the English and Japanese versions of ''Ultimate'' respectively. ''Ultimate'' is the last game where Hellena Taylor voices Bayonetta in English, as Jennifer Hale is her current English voice actress in ''Bayonetta 3'' | [https://bayonetta.fandom.com/wiki/Hellena_Taylor Hellena Taylor] and {{iw|wikipedia|Atsuko Tanaka|voice actress}}'s portrayals of Bayonetta from ''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''. | ||
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'' | 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 | 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 is below-average, with almost all of her attacks coming out on frame 9 or later, and most of them also have high ending lag and deal minimal shield damage, making them unsafe on shield. As such, her ground game is rather poor, which in turn affects her combo game, as she often relies on [[Heel Slide]], up tilt, or down tilt in order to start combos. Finally, her combos have their own drawbacks: not only are they susceptible to [[SDI]], but the more special moves she uses during an aerial combo, the more landing lag she receives, 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 | Overall, Bayonetta is a combo-oriented character that can rack up damage quickly and KO at early percents, however she tends to struggle at higher percents due to her poor approach and limited KO options outside of her combos. Early results from Bayonetta were lackluster, leading to a negative initial perception, however numerous buffs from balance patches helped improve her viability over time, particularly in the post-online metagame, and she has since garnered a large playerbase and a plethora of strong results from players such as {{Sm|Bloom4Eva}}, {{Sm|Lima}}, and {{Sm|TamaPDaifuku}}. | ||
==How to unlock== | ==How to unlock== | ||
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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 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 | 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 [[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 | 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. | ||
Bayonetta is subject to several other weaknesses: unlike most other fighters, her | Bayonetta is subject to several other weaknesses: unlike most other fighters, her Smash attacks can only be held for 60 frames instead of 120 ([[Mega Man (SSBU)|Mega Man]], [[Ness (SSBU)|Ness]], [[Olimar (SSBU)|Olimar]], and [[Villager (SSBU)|Villager]] also share this weakness); her Witch Time becomes less effective with every use, even when it isn't triggered by an attack; and Bayonetta's combos themselves, while arguably her strongest asset, are still ineffective against good [[Smash directional influence|SDI]]. Additionally, Bayonetta suffers from having potentially some of the highest landing lag in the game, as her landing lag increases based on how many specials she has used in the air. As a result, she can be immobile upon landing for up to 50 frames. Though she has ways to get around this - for example, using Witch Time or Bullet Climax to cancel her landing lag, landing with an aerial to force the opponent away, or retreating to a ledge – these are ultimately situational, and a whiffed combo can lead to a big punish. | ||
Overall, Bayonetta is seen as a character with a high skill cap because of her extensive and complex combo game, her high-risk playstyle, and her unique abilities and techniques. She is a flexible, air-based, combo-oriented character who is good at quickly racking up damage and applying pressure to opponents, but her lack of reliable KO options means she can struggle in securing the stock (an issue which is exacerbated by her being prone to combos and kill setups herself). | Overall, Bayonetta is seen as a character with a high skill cap because of her extensive and complex combo game, her high-risk playstyle, and her unique abilities and techniques. She is a flexible, 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). | ||
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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 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. | ||
[[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 | [[Bayonetta recovery frames|Bayonetta's special recovery frames]] have also been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her [[down aerial]] was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder [[punish]] option on her more easily. | ||
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 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. | ||
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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. | 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 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 | Update 12.0.0 buffed Bayonetta one last time with a few small but helpful changes. The final hit of rapid jab was buffed once more to deal more knockback and launch opponents at a more horizontal angle, becoming one of the strongest jabs in the game in terms of knockback and giving Bayonetta a new KO option at higher percentages, down smash was made 3 frames faster and is now slightly easier to spike offstage opponents with the move, and Witch Time received less slowdown duration penalty when used against projectiles, making her less susceptible to being zoned by them. | ||
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. | 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. | ||
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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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*'''Up:''' Performs the Break Dance move then strikes a pose, saying "Dreadful." (gun-type weapons or Rodin; "{{ja|退屈だわ|Taikutsu da wa}}", ''Boring.'') or "Don't make me beg." (Takemikazuchi; "{{ja|遠慮しないで|Enryo shinaide}}", ''Don't be shy.''). The ending pose is similar to her crouch. | *'''Up:''' Performs the Break Dance move then strikes a pose, saying "Dreadful." (gun-type weapons or Rodin; "{{ja|退屈だわ|Taikutsu da wa}}", ''Boring.'') or "Don't make me beg." (Takemikazuchi; "{{ja|遠慮しないで|Enryo shinaide}}", ''Don't be shy.''). The ending pose is similar to her crouch. | ||
*'''Right:''' Faces her back to the screen while holding her guns up beside her face. Afterwards, she pirouettes like a ballerina, then aims her guns to the right with a pose, saying "That all you got?" (Alruna; "{{ja|全力を見せてよ|Zenryoku wo misete yo}}", ''Show me your full power.'') or "You're making it easy." (Rakshasa; "{{ja|楽勝ね|Rakushou ne}}", ''Too easy.''). | *'''Right:''' Faces her back to the screen while holding her guns up beside her face. Afterwards, she pirouettes like a ballerina, then aims her guns to the right with a pose, saying "That all you got?" (Alruna; "{{ja|全力を見せてよ|Zenryoku wo misete yo}}", ''Show me your full power.'') or "You're making it easy." (Rakshasa; "{{ja|楽勝ね|Rakushou ne}}", ''Too easy.''). | ||
[[File:Victory! (Bayonetta).ogg|thumb|The first few notes of "{{ | [[File:Victory! (Bayonetta).ogg|thumb|The first few notes of "{{SSB4MusicLink|Bayonetta|Time For The Climax!}}", followed by the jingle that plays upon completing a verse in ''Bayonetta''.]] | ||
<gallery> | <gallery> | ||
BayonettaVictoryPose1SSBU.gif | BayonettaVictoryPose1SSBU.gif | ||
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''See also: [[:Category:Bayonetta players (SSBU)]]'' | ''See also: [[:Category:Bayonetta players (SSBU)]]'' | ||
*{{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 | *{{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 who is a frequent bracket demon for Europe's other two best players, {{Sm|Glutonny}} and {{Sm|Sisqui}}. Aside from winning many British events, he is best known for winning {{Trn|VCA 2022}}, the first national-level victory from a Bayonetta player. | ||
*{{Sm|Geist|USA}} - The second-best Bayonetta player | *{{Sm|Geist|USA}} - The second-best Bayonetta player in the United States. His best placement to date is 7th at the major {{Trn|Rise 'N Grind 2023}}, and he has also regularly placed top 64 at majors including 33rd at {{Trn|Port Priority 8}} and 49th at {{Trn|Super Smash Con 2023}}, the latter in which he upset {{Sm|Kurama}}. | ||
*{{Sm|Lima|USA}} - | *{{Sm|Lima|USA}} - The best Bayonetta player in North America. Although he has been playing Bayonetta since the early metagame, his best results came about in the post-online metagame, notably placing 3rd at the majors {{Trn|Rise 'N Grind 2023}} and {{Trn|The Coinbox IRL}}, 4th at {{Trn|Litvitational 2}} and 5th at the supermajor {{Trn|Collision 2023}}. | ||
*{{Sm|TamaPDaifuku|Japan}} - One of the best Bayonetta players of all-time who broke out onto the scene after placing 4th at {{Trn|Maesuma TOP 13.5 "U-22"}}, and has since regularly placed top 8 at majors, most notably winning {{Trn|Seibugeki 17}}, the first major win from a Bayonetta player. He is the highest ranked Bayonetta player in ''Ultimate'' history, ranking 8th on the [[LumiRank 2024.1]]. | |||
*{{Sm|TamaPDaifuku|Japan}} - One of the best Bayonetta players of all-time | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Due to the drastic nerfs she received in her transition to ''Ultimate'', Bayonetta saw minimal tournament results during the early metagame; she was considered to be a "high-effort, low-reward" character, as she had to work significantly harder to win neutral, rack up damage, and close out stocks than | Due to the drastic nerfs she received in her transition to ''Ultimate'', Bayonetta saw minimal tournament results during the early metagame; she was considered to be a "high-effort, low-reward" character, as she had to work significantly harder to win neutral, rack up damage, and close out stocks than a vast majority of the cast. Bayonetta performing drastically worse than her ''Smash 4'' iteration led many to think of her as by far the most nerfed veteran in the transition to ''Ultimate''. Although {{Sm|CaptainZack}} was able to see some good results while using Bayonetta as a co-main, they were mostly eclipsed by his results with {{SSBU|Peach}} and {{SSBU|Daisy}}, and most top players considered her to be a lower mid-tier or low-tier character at best, some players even 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 | However, Bayonetta would go on to receive many buffs that made her strongest options more consistent in updates {{SSBU|3.1.0}} and {{SSBU|8.0.0}}, which would eventually lead to a positive shift in players' perceptions of Bayonetta. With Bayonetta players adapting remarkably to the changing meta and with balance patches having lended Bayonetta significant buffs, a slow but 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, {{Sm|Lima}} and {{Sm|TamaPDaifuku}}, with Bloom4Eva even winning {{Trn|VCA 2022}}. This led to an exceptional shift in her perception, and most players re-evaluated 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 | Following the first tier list, Bayonetta's representation grew even more, and she continues to see consistently strong results in tournaments. Thanks to her improved representation and results, she is now widely ranked as a high-tier, with some players even ranking her as a top-tier. Bayonetta would see a massive boost on the second and current tier list, where she rose 19 spots and is now ranked 26th 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 has placed very highly at several major tournaments, most notably winning {{Trn|Seibugeki 17}}, the very first major victory for a Bayonetta player. 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. | |||
=={{SSBU|Classic Mode}}: The Requiem of Fallen Wings== | =={{SSBU|Classic Mode}}: The Requiem of Fallen Wings== | ||
[[File:SSBU Congratulations Bayonetta.png|thumb|Bayonetta's congratulations screen.]] | [[File:SSBU Congratulations Bayonetta.png|thumb|Bayonetta's congratulations screen.]] | ||
All of Bayonetta's opponents have wings, in reference to her battles against angels and specific fights from ''Bayonetta | All of Bayonetta's opponents have wings, in reference to her battles against angels and specific fights from ''Bayonetta''. The final battle is against a giant {{SSBU|Palutena}}. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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|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 | |6||{{head|Pit|g=SSBU|s=20px}}{{head|Pit|cl=Yellow|g=SSBU|s=20px}}{{head|Pit|cl=Red|g=SSBU|s=20px}}{{head|Pit|cl=Green|g=SSBU|s=20px}}{{head|Pit|cl=Blue|g=SSBU|s=20px}}{{head|Pit|cl=Black|g=SSBU|s=20px}} {{SSBU|Pit}} (x6)||Skyworld||''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''||Horde Battle.<br>A reference to the [[:File:SSBU spirit Affinity.png|Affinity]] Angels, which usually attack in groups. | ||
|- | |- | ||
|Final||Giant {{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Bayonetta|The Legend of Aesir}}''||A reference to [https://bayonetta.fandom.com/wiki/Jubileus%2C_The_Creator Jubileus, The Creator] from ''Bayonetta''. | |Final||Giant {{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Bayonetta|The Legend of Aesir}}''||A reference to [https://bayonetta.fandom.com/wiki/Jubileus%2C_The_Creator Jubileus, The Creator] from ''Bayonetta''. | ||
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==[[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. | ||
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*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 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>. | ||
*Prior to version {{SSBU|10.1.0}}, the animation for Bayonetta's left-inputted victory pose was | *Prior to version {{SSBU|10.1.0}}, the animation for Bayonetta's left-inputted victory pose was a bit different in the Japanese version of the game, as she did not turn her head at the end of the animation. This seems to have been a glitch and was fixed in the 10.1.0 update. | ||
*There is an inconsistency in Bayonetta's smash attack animations, where the Wicked Weaves retain the blue and silver pendants, even if she is wearing her ''Bayonetta'' costume, where the Wicked Weaves should have red and gold pendants. | *There is an inconsistency in Bayonetta's smash attack animations, where the 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. | **Despite this, her Bat Within ability actually uses two different models, with its corresponding colors and pendants depending on the costume used. | ||
*The red and white alternate color scheme for the ''Bayonetta 2'' costume has a strange visual glitch, where the hair tendrils hanging from the suit do not disappear when Bayonetta uses her Wicked Weaves or Infernal Climax. | *The red and white alternate color scheme for the ''Bayonetta 2'' costume has a strange visual glitch, where the hair tendrils hanging from the suit do not disappear when Bayonetta uses her Wicked Weaves or Infernal Climax. | ||
* | *The textures around the red gem for Sage, the Scarborough Fair gun in Bayonetta's left hand, appear to be unfinished on the right side of the gun since they only surround half of the gem and the other half is simply colored red, unlike the other three guns that are fully textured. | ||
**Strangely, this oversight | **Strangely, this oversight appears 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. | *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. | ||