Bayonetta (SSBU): Difference between revisions

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(→‎Changes from Super Smash Bros. 4: The last "change summary" I'm updating, GLORIOUS. Unless the meta changes drastically, I think every summary now reflects the current state of the meta, so this will be it for me.)
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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''.
[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'' 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, which can lead to early KOs with aerial follow-ups such as up aerial, forward aerial, or neutral aerial. Bayonetta especially excels at quickly chipping damage away from her opponents and sneakily KOing them with her powerful special attacks. All of her tilt attacks confirm into multiple follow-ups at early percentages, giving her one of the best damage racking games of any character. Furthermore, despite her combos being susceptible to SDI, the large hitboxes on most of her aerials or special attacks, as well as their effective hitstun make it easy for her to overcome it. She also possesses [[Bullet Arts]], an extension on any of her attacks which enable her to shoot from her hand or foot guns. [[Bullet Climax]] is a solid neutral special, as its high damage output and hitstun make it easy for her to rack-up damage offstage and edgeguard. With its fast charge and cancellation, Bayonetta can perform several mixups and even KO her opponents via a combo extension into fully charged Bullet Climax, on-stage or offstage. 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, with all of her smash attacks having very high knockback. Bat Within, a frame 1 airdodge, allows her to burst into a flock of bats and move away into the direction that her player chooses, sometimes allowing her to reverse disadvantage and punish her opponent. It is often used to escape semi-true combos, juggles, and even kill confirms. Her special attacks also give her a long, flexible, and mostly safe recovery, further enhanced by her ability to wall jump and cling. Her edgeguarding abilities are phenomenal as well, with a powerful meteor-attack in down smash being able to KO opponents at the ledge, as well as her flexible aerial game providing her with an aggressive offstage game.
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 airdodge, 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 many notable weaknesses. Her 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. On top of that, her attacks deal rather low shield damage or pressure, making them unsafe on shield. She also has a rather poor ground game, which is essential for her to start her combos. She often has to rely on [[Heel Slide]], up tilt, or down tilt, all of which are unsafe on shield and mostly require precision and carelessness from the opponent during neutral to be able to land. Her special attacks being the centerpiece of her combo game, they would sometimes give her a self-inflicted disadvantage state. They plague her with more landing lag the more she uses them while in the air during a single combo and can render her immobile for up to 50 frames. This makes her vulnerable to a heavy punish if she is carelessly utilizing her special attacks. Witch Time, despite being useful to confirm into combos or KOs, is burdened with 8 frames of startup and 67 frames of ending lag, the most of any counter. This makes it rather difficult to activate and riskier to use out of disadvantage. Players need to utilize the counter wisely, because on top of having awful frame data, it starts to decay after consecutive use, making it unreliable for an extended period of time, and also rather useless when it is needed most. Furthermore, despite having powerful combo confirms and KO options, Bayonetta sometimes struggles taking stocks at higher percents, as her best KO options, particularly back-air, jab, and her smash attacks, are difficult to land clean hits with due to their poor frame data. Bayonetta has to rely on mixups, reads and edgeguards most of the time to take stocks. Finally, despite her amazing defensive options, Bayonetta is a lightweight with a tall frame and hurtbox, and coupled with her risky ground and special attacks, it makes her relatively easier to punish, combo and KO than most other characters.  
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, particularly sweetspot 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, up to 50 frames, making them punishable if whiffed.  


The general consensus on Bayonetta was negative during the early metagame, with most players lamenting the overwhelming amount of nerfs she received in the transition to ''Ultimate''. However, Bayonetta would go on to receive significant buffs from game updates that would help her tournament results improve, particularly during the pandemic and post-pandemic metagame. In turn, these results would also greatly improve her perception in the community. Thanks to the efforts of players such as {{Sm|Lima}}, {{Sm|Bloom4Eva}} and {{Sm|TamaPDaifuku}}, she continues to see success in the current metagame, and continues to have a large playerbase.
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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Her grab and throw game has some utility, though to a lesser extent than the rest of her moveset. While up throw and down throw lack true follow-up potential outside of reads and mix-ups, the latter serves as a KO option at very high percentages. Additionally, while forward throw and back throw are purely positional throws, the former is her strongest kill throw, though its kill potential can easily be mitigated with proper DI.
Her grab and throw game has some utility, though to a lesser extent than the rest of her moveset. While up throw and down throw lack true follow-up potential outside of reads and mix-ups, the latter serves as a KO option at very high percentages. Additionally, while forward throw and back throw are purely positional throws, the former is her strongest kill throw, though its kill potential can easily be mitigated with proper DI.


To counter her many unique strengths, Bayonetta has very noticeable flaws. Most notably, while she can quickly rack up damage with her combos, she has very few reliable KO options until around 150%, with her only real kill options before this being her smash attacks, back air, and down air. Even then, these options are relatively mediocre; Bayonetta's 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; and her down air is a laggy move that only KOs if it hits the opponent with certain hitboxes or while they're grounded. 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, many players aim to earn stocks through successful edgeguards using her fearsome aerial prowess, or more situationally through the use of hard reads using Witch Time.
To counter her many unique strengths, Bayonetta has very noticeable flaws. Most notably, while she can quickly rack up damage with her combos, she has very few reliable KO options until around 150%, with her only real kill options before this being her smash attacks, back air, down air, and jab. Even then, these options are relatively mediocre; her smash attacks are slow, often get cancelled out by other moves and have spots with no hitbox; her back air has slow start-up and a relatively small sweetspot hitbox; her down air is a laggy move that only KOs if it hits the opponent with certain hitboxes or while they're grounded; and her jab has very high start-up and ending lag, making it an incredibly risky kill option and very easy to punish if shielded. Even at percentages higher than 150%, her KO options are unreliable, extremely punishable if whiffed or only KO at very high percentages, for example her forward throw and dash attack. Thus to mitigate her raw kill potential, many players aim to earn stocks through successful edgeguards using her fearsome aerial prowess, or more situationally through the use of hard reads using Witch Time.


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


==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 2 ladder KOs in front of [[Masahiro Sakurai]] using Bayonetta. Due to these factors, Bayonetta was initially nerfed drastically 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 ''SSB4''.
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 nerfed drastically 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's already poor frame data, her major weakness in ''SSB4'', has been worsened 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 was affected the most significantly, with the first hit no longer allowing for follow-ups other than the next hits of the move and forcing her to lands with the second hit. [[Witch Twist]] has more startup and grants less 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 is slower and can no longer 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 much more in-line with the rest of the cast.
Bayonetta's already poor frame data, her major weakness in ''SSB4'', has been worsened 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 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 grants less 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 is slower and can no longer 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''.


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 back air, down air, and her 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 further. Conversely, her own survivability has been worsened, as her already low [[weight]] has reduced further, 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 back air, down air, and her 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 further. Conversely, her own survivability has been worsened, as her already low [[weight]] has reduced further, and her recovery is less effective due to Witch Twist's shorter distance, slower ledge grab, and smaller hitboxes.
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[[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.
[[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 have both 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.   


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 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 one per airtime (unless hitstun is sustained) has further improved her edgeguarding ability, despite her worse aerial game
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.


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, 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, this fails 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. Many of Bayonetta's improvements have been given to her through game updates, improving on her most underwhelming aspects or alleviating the severity of her nerfs. These changes now give Bayonetta a higher learning curve, and render her much less effective than her previous ''SSB4'' counterpart; 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 ''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. Many of Bayonetta's improvements were given to her through game updates, improving on her most underwhelming aspects or alleviating 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.


{{SSB4 to SSBU changelist|char=Bayonetta}}
{{SSB4 to SSBU changelist|char=Bayonetta}}
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''See also: [[:Category:Bayonetta players (SSBU)]]''
''See also: [[:Category:Bayonetta players (SSBU)]]''


*{{Sm|Bloom4Eva|UK}} - The best Bayonetta player of all-time and one of the best players in Europe in the post-online metagame. He has won several large European events, most notably {{Trn|VCA 2022}}, {{Trn|GLORY 3}}, and {{Trn|Invasion: April 2023}}.
*{{Sm|Bloom4Eva|UK}} - The best Bayonetta player of all-time, one of the three best since 2024, and one of the best players in Europe in the post-online metagame. He has won several large European events, most notably {{Trn|VCA 2022}}, {{Trn|GLORY 3}}, and {{Trn|Invasion: April 2023}}.
*{{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|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}} - The second-best Bayonetta player in the world. 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 major {{Trn|Rise 'N Grind 2023}} and 5th at the supermajor {{Trn|Collision 2023}}.
*{{Sm|Lima|USA}} - One of the best Bayonetta players in the world. 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 major {{Trn|Rise 'N Grind 2023}} and 5th at the supermajor {{Trn|Collision 2023}}.
*{{Sm|TamaPDaifuku|Japan}} - The best Bayonetta player in Japan. He has wins over several of Japan's best players, including {{Sm|acola}}, {{Sm|Miya|p=Honshu}}, and {{Sm|Tea}}. He has also placed highly at several events, including 2nd at {{Trn|DELTA 7}} and 17th at both the major {{Trn|UltCore}} and the supermajor {{Trn|DELTA 5}}.
*{{Sm|TamaPDaifuku|Japan}} - One of the best Bayonetta players in the world. He has wins over several of Japan's best players, including {{Sm|acola}}, {{Sm|Miya|p=Honshu}}, and {{Sm|Tea}}. He has also placed highly at several major Japanese events, including 2nd at {{Trn|DELTA 7}}, 4th at {{Trn|DELTA 8}}, 5th at {{Trn|Kagaribi 12}} and 17th at both {{Trn|UltCore}} and {{Trn|DELTA 5}}.


===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 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 considered her to be one of the worst characters in the game. Her results continued to struggle, especially following CaptainZack's ban.  
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 considered her to be 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 meta and with balance patches having lended Bayonetta significant buffs, a slow but notable increase 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 tournaments, Bayonetta continued to see impressive results thanks to players such as Bloom4Eva, {{Sm|Lima}} and {{Sm|TamaPDaifuku}}. 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 as an upper-mid tier. Following the first tier list, Bayonetta's popularity and success grew even more and her players continue to achieve 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 is ranked 26th as a high-tier, the greatest improvement of any character from the first to second tier list. Overall, while Bayonetta is still widely considered to be a shell of her ''Smash 4'' self, she is also considered to be substantially stronger than she was in the early metagame.
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 notable increase 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}}. 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 as an upper-mid tier. Following the first tier list, Bayonetta's popularity and success grew even more and her players continue 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 as a high-tier, the largest rise of any character from the first to second tier list. 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==
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*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 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.
*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.
*In English, Bayonetta is the only character in the game that can speak 3 languages in a match. That being English, Japanese when using forward throw, and Enochian when performing her final smash.
*In English, Bayonetta is the only character in the game that can speak 3 languages in a match. That being English, Japanese when using forward throw, and Enochian when performing her final smash.