Super Smash Bros. Ultimate

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{{Infobox Character
{{Infobox Character
|name = Bayonetta
|name = Bayonetta
|image = {{tabber|title1=Bayonetta 2|tab1=[[File:Bayonetta SSBU.png|x235px]]|title2=Bayonetta|tab2=[[File:Bayonetta-Alt1 SSBU.png|x235px]]}}
|image = {{tabber|title1=Bayonetta 2|content1=[[File:Bayonetta SSBU.png|x235px]]|title2=Bayonetta|content2=[[File:Bayonetta-Alt1 SSBU.png|x235px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A-
|ranking = 26
}}
}}
{{cquote|''An Umbra Witch who equips guns on her arms and legs, Bayonetta has mastered the beautiful but brutal Bullet Arts fighting style. She can even slow down her opponents with Witch Time!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros. 4|previous game]]. She is the second fighter from [[Sega]] after {{SSBU|Sonic}}. She was confirmed alongside the rest of the returning roster on June 12th, 2018 during E3 2018. Bayonetta is classified as [[Fighter number|Fighter #63]], the last fighter number of the ''[[Super Smash Bros. 4]]'' [[veteran]]s and returning veterans overall.
'''Bayonetta''' ({{ja|ベヨネッタ|Beyonetta}}, ''Bayonetta'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', making her return from the [[Super Smash Bros 4|previous game]]. She was confirmed as a playable character on June 12th, 2018. Bayonetta is classified as fighter #63.


Hellena Taylor and Atsuko Tanaka reprise their roles in English and Japanese, albeit via recycled voice clips from ''[[Super Smash Bros. 4]]''.
[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 and leading to an early KO. Bayonetta can also rack up damage rather quickly, as all of her tilt attacks confirm into multiple follow-ups at early percentages. Furthermore, Bayonetta possesses a plethora of defensive options, the most effective being [[Witch Time]] and [[Bat Within]]. A successful activation of Witch Time at low percents can open an opportunity for a combo, while an activation at high percents can often confirm into a KO. Bat Within, a frame 1 air dodge, allows her to move away in the direction that her player chooses, allowing her to escape semi-true combos, juggles, and even kill confirms, while in turn allowing her to reverse disadvantage and punish her opponent. Finally, Bayonetta has an oppressive offstage game thanks to her flexible aerial game, while Witch Twist and After Burner Kick give her a long, flexible, and mostly safe recovery.
 
However, Bayonetta has several weaknesses that hold her back, the most notable being her raw kill power. She tends to have a harder time KOing at higher percents, as her best KO options, back air, down air, jab, and her smash attacks, are difficult to land or combo into at high percents. This is compounded by her light weight and tall frame, which means opponents could KO her first if she is unable to take their stock. In addition, Bayonetta's frame data when on the ground is quite slow, with almost all of her attacks coming out on frame 7 or later, and most of them also have high ending lag and deal minimal shield damage, making them unsafe on shield. As such, her ground game is rather poor, which in turn affects her combo game, as she often relies on [[Heel Slide]], up tilt, or down tilt in order to start combos. Finally, her combos have their own drawbacks: not only are they susceptible to [[SDI]], but the more special moves she uses during an aerial combo, the more landing lag she receives, potentially lasting for up to 50 frames, making them very punishable if whiffed.
 
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 sizeable playerbase and a plethora of strong results from players such as {{Sm|Bloom4Eva}}, {{Sm|Lima}}, and {{Sm|TamaPDaifuku}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Bayonetta being the 43rd character to be unlocked.
*Play [[VS. match]]es, with Bayonetta being the 43rd character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or anyone in his unlock tree, being the 2nd character unlocked after {{SSBU|Sonic}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the 2nd character unlocked after {{SSBU|Sonic}}.
*Have Bayonetta join the player's party in [[World of Light]].
*Have Bayonetta join the player's party in [[World of Light]].
With the exception of the third method, Bayonetta must then be defeated on the [[Umbra Clock Tower]].
Bayonetta must then be defeated on the [[Umbra Clock Tower]] (the [[Ω form]] is used in World of Light).
 
==Attributes==
Bayonetta is a tall yet [[Weight|light]] character. She has a below average [[walking]] speed and [[air speed]], average [[traction]] and [[dash]]ing speed (with a decently fast initial dash), very fast [[air acceleration]] and [[fall speed]], high [[gravity]], and very high [[jump]]s – she has the 8th highest air jump, is tied with [[Sheik (SSBU)|Sheik]] for the 7th highest ground jump, and tied with [[Zero Suit Samus (SSBU)|Zero Suit Samus]] for the 2nd highest short hop. These attributes give her somewhat poor endurance (especially vertically) and average mobility, but they also grant her a considerable degree of agility in the air when combined with her movement-based aerial special moves.
 
Bayonetta's biggest strengths are her strong aerial combo game – with her [[tilt attack]]s, forward [[Aerial attack|aerial]], up aerial, neutral aerial and [[Special attack|special]] moves being capable of starting or extending combos – and her excellent recovery, which allows her to reach the stage from the bottom blast zone while being difficult to edgeguard due to her recovery's flexibility. Her damage output per hit is somewhat low, but her extensive combo game makes up for this, as her combos can quickly and easily rack up damage.
 
She has a number of unique attributes, such as her [[Bullet Arts]], which allows her to shoot from the guns on her hands and heels by keeping the attack button pressed down after most of her attacks. Because they are programmed as disjointed hitboxes, they are not classified as [[projectile]]s and thus cannot be reflected, making them a solid pressuring and peppering tool. She also possesses a special [[Fighter ability]] in [[Bat Within]], which activates if struck during the earliest frames of her dodges or in the latest frames of her down special; this causes her to morph into a flock of bats, receive half damage without taking any knockback, and move in the direction inputted to initiate the dodge (for spot dodges she remains in place, and for neutral air dodges she moves downward). Because the ability can activate on frame 1 of her air dodge, Bayonetta effectively posesses the fastest combo-breaking defensive option out of the entire roster, allowing her to evade combos that would otherwise be unavoidable for nearly all others in the cast. Her up special has a large hitbox above and around her, is one of few in the game that don't cause helplessness upon use, can be used a second time following a double jump, and can be used to cancel her double jump and preserve it, granting 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.


==Attributes==                     
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 is a tall [[Weight|lightweight]]. She has a below average [[Walking|walking]] and [[Air speed|air speed]], average [[Traction|traction]] and [[Dash|dashing]] speed with a decently fast initial dash, very fast [[Air acceleration|air acceleration]] and [[Fall speed|fall speed]], high [[Gravity|gravity]] and very high [[Jump|jumps]]. This gives her a poor endurance, especially vertically, and an overall average mobility.  


Bayonetta's biggest strength is her strong combo game, with her [[Tilt attack|tilt attacks]], forward [[Aerial attack|aerial]] and [[Special attack|special]] moves being capable of starting or extending combos. Her damage output is somewhat low, though her extensive combo game makes up for this, as her combos can quickly and easily rack up damage. She has a number of unique attributes - with her [[Bullet Arts]], she can shoot from the guns on her hands and heels by keeping the button pressed. They are a solid pressure tool and as they are big disjointed hitboxes, they are not classified as [[Projectile|projectiles]]. She can also [[Wall cling|wall cling]] and [[Wall jump|wall jump]].
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 ground game is reliant on her tilt attacks to help perform intricate combos. Her [[Jab|jab]] is slow, but by repeatedly button-pressing it forms a combo into itself, which can KO at very high percents. Her dash attack is also slow as it has a lot of startup lag, but can also be a situational KO move. While both her up tilt and her down tilt have small hitboxes in front of her, they are very good combo tools - up tilt is useful for getting her opponents into the air and also combos from her [[Heel Slide]] into itself or [[Witch Twist]], while her down tilt is a good out of shield option and also has combo potential. Her forward tilt is her least useful tilt as it lacks follow-up options, though it too has combo potential, as it forms a three hit combo if repeatedly pressed.
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: [[Bullet Climax]] allows to fire projectiles and is useful for KOing higher percentage opponents at left and right [[Blast line|blast lines]]. Heel Slide is a reliable combo starter and shoot from her gun if the button is pressed, while [[After Burner Kick]] is a good combo extender and horizontal recovery option. Witch Twist is a great tool for extending combos and dragging the opponent to the upper blast line. Though it has little vertical distance, it can be performed twice with Bayonetta's double jump, and she can also jump cancel her second jump to grant extra vertical distance, giving her good horizontal recovery. Her [[Witch Time]] has a short duration and high ending lag, but it can slow down time for a brief period of time. If Bayonetta gets hit in a specific time when [[Dodging|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.


Bayonetta's air game is similarly potent for combos, with her flexible recovery meaning she can use aerial combos far offstage. Her neutral air has great range (especially with the Bullet Arts, which covers a huge area around her) and can be a KO option at very high percents. Back aerial is one of her strongest KO options because of its sweetspot and is a good combo finisher. Her forward aerial can edgeguard and, like her forward tilt, combos into itself if button pressed repeatedly. Her up aerial is fast and a useful juggling tool, though it lacks knockback. Her down aerial is a stall-then-fall aerial which is a risky landing option due to its high lag, though it has a strong landing hit which can be a useful KO option.
Bayonetta's aerial prowess, set of special moves, and fighter abilities grant her a strong disadvantage state, as she can avoid pressure by using her dizzyingly fast air acceleration to weave back and forth, use her very high double jump to escape fighters who can't chase her, punish approaches with After Burrner Kick or Witch Twist, create strong reversals with Witch Time, or dodge otherwise fatal attacks with Bat Within. Her very fast aerial attacks complement her ability to keep opponents guessing where she will travel and whether she will pick an offensive or defensive option.


Her grab and throw game has some utility, though to a lesser extent than the rest of her moveset. Her down throw and up throw are her best combo throws into her aerials, with down throw also acting as a KO option at very high percents. Her forward throw can KO at very high percents and her back throw - while not as useful - can be used for getting her opponent offstage.
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.


Bayonetta's [[Smash attack|smash attacks]] allow her to summon Madama Butterfly's limbs. They each have good knockback and range, but they also have low priority and noticeable lag. Her forward smash is her earliest KO option and one of her earliest attacks that can reliably kill before 100%. Her up smash covers the area directly in front of Bayonetta and can KO from the top blast line. Her down smash covers the same range as her up smash and is useful for meteor smashing her opponents from the ledge, though it can also kill from the top blast line at higher percents.
To counter her many unique strengths, Bayonetta has very noticeable weaknesses. Most notably, while she can quickly rack up damage with her combos, she has very few reliable KO options until around 150%, with her only real kill options before this being her smash attacks, back air, down air, and jab. Even then, these options are relatively mediocre; her smash attacks are slow, often get cancelled out by other moves and have spots with no hitbox; her back air has slow start-up and a relatively small sweetspot hitbox; her down air is a laggy move that only KOs if it hits the opponent with certain hitboxes or while they're grounded; and her jab has very high start-up and ending lag, making it an incredibly risky kill option and very easy to punish if shielded. Even at percentages higher than 150%, her KO options are unreliable, extremely punishable if whiffed or only KO at very high percentages, for example her forward throw and dash attack. Thus to mitigate her raw kill potential, Bayonetta needs to earn stocks through successful edgeguards using her fearsome air game, or more situationally through the use of hard reads using Witch Time.


Bayonetta has very noticeable flaws, however. Most notably, while she can quickly rack up damage with her combo game, she has very few reliable KO options until around 150%, with her only real kill options before this being her aforementioned punishable smash attacks, difficult to perform back air or risky down air. Even at percents higher than 150%, her KO options outside of back aerial are unreliable or only  KO at very high percentages, for example her forward throw and dash attack. Furthermore, she has a poor frame data on the ground, with her jab coming out on frame 9; this combined with the fact that Bayonetta is tall, has a high gravity and a light weight, means she has a very poor disadvantage state, being highly susceptible to being comboed and KO’d earlier than most characters without many options to escape. Finally, while Bayonetta has a recovery that grants good distance and her special moves don't leave her helpless, her recovery is very slow and prone to being exploited because of the somewhat limited distance of Witch Twist.
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.


Overall, Bayonetta is seen as a character with a high skill cap because of her extensive, difficult to use combo game. She is a flexible combo-heavy character good at quickly racking up damage and applying pressure to opponents, though her lack of reliable KO options means she can struggle in securing the stock while also being prone to combos and kill setups herself. Due to her significantly steeper learning curve for - what most players consider - a relatively low reward, her playerbase is much weaker than it was in ''Smash 4'', though players like [[Smasher:CaptainZack|CaptainZack]] have achieved some noteworthy results with her.
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.


==Changes from ''[[Super Smash Bros. 4]]''==
Bayonetta is subject to several other weaknesses: unlike most other fighters, her smash attacks can only be held for 60 frames instead of 120 ([[Mega Man (SSBU)|Mega Man]], [[Ness (SSBU)|Ness]], [[Olimar (SSBU)|Olimar]], and [[Villager (SSBU)|Villager]] also share this weakness); her Witch Time becomes less effective with every use, even when it isn't triggered by an attack; and Bayonetta's combos themselves, while arguably her strongest asset, are still ineffective against good [[Smash directional influence|SDI]]. Additionally, Bayonetta suffers from having potentially the highest amount of landing lag among the entire cast, as her landing lag increases based on how many specials she has used in the air. As a result, she can be immobile upon landing for up to 50 frames. Though she has ways to get around this - for example, using Witch Time or Bullet Climax to cancel her landing lag, landing with an aerial to force the opponent away, or retreating to a ledge – these are ultimately situational, and a whiffed combo can lead to a big punish.
Bayonetta was unanimously considered to be the best character in ''Smash 4'' due to her many extreme advantages, most infamously her ability to KO opponents at virtually any percentage with successful [[ladder combo]]s, the best disadvantage-breaking move (and arguably the best move overall) in the game with [[Witch Time]], great KO potential outside of her ladder combos, and an excellent recovery. Even after having received drastic [[nerf]]s in game updates, her advantages remained intact. This often caused players to label her as "[[broken]]", and many matches involving her became controversial. This includes the Smash Ultimate tournament [[Super Smash Bros. Invitational 2018]], where the top professional Bayonetta player {{Sm|MkLeo}} pulled off a ladder KO in front of [[Masahiro Sakurai]] and almost took the tournament by partly using her. Possibly as a result of all of these events, Bayonetta has been drastically nerfed in the transition to ''Ultimate''.


Bayonetta's already poor frame data, her major weakness in ''Smash 4,'' has been nerfed further from the previous game. Her most reliable combo starters have been weakened, with her up tilt, down tilt and forward aerial all having more ending lag; the latter in particular has been affected the most significantly, no longer allowing for any followups other than the next hits of the move unless Bayonetta lands with them. [[Witch Twist]] also has more startup and grants less distance, reducing its effectiveness as a combo starter, [[out of shield]] option, followup from other moves and recovery option. Adding to this, all of Bayonetta's special moves have received drastic nerfs that make them more risky and punishable: [[Bullet Climax]]'s charge takes longer to cancel and can no longer be held indefinitely, [[Heel Slide]] and [[After Burner Kick]]'s followup hits can no longer be used if they hit a shield, Witch Twist is slower and can no longer grab ledges, and Witch Time slows down opponents for much shorter except at very high percentages, alongside having noticeably more startup and ending lag, going from the uncontested best counter in ''Smash 4'', to the hardest to land as well as arguably one of the least useful counters until high percentages.
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).


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 and have increased ending lag if they hit a shielding opponent. This is exacerbated by Witch Time's decreased slowdown duration, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top [[blast line]], and even then very high percents are often needed to reliably earn a KO. As a result, Bayonetta now has a significantly more defined main weakness, which is her lack of KO ability at higher percentages due to a lack of reliable options for KOing outside of back air. Although some of her moves have received more knockback in return, such as her [[neutral attack]]'s finisher and [[dash attack]], they still have below average knockback, and fail to compensate for her much more severely hindered finishers. Conversely, her own endurance has been worsened, as her already low [[weight]] has been decreased further, and her recovery is less effective due to Witch Twist's shorter distance, slower ledge grab, and smaller hitboxes. All of these nerfs are also pronounced further by the decreased damage some of her moves deal, which slightly hinders her combo game further.
==Changes from ''[[Super Smash Bros. 4]]''==
Bayonetta was unanimously considered to be the best character in ''SSB4'' due to her many extreme advantages, including her ability to KO opponents at virtually any percentage with successful [[ladder combo]]s, the best disadvantage-breaking move in the game with [[Witch Time]], great KO potential outside of her ladder combos thanks to Witch Time and her smash attacks, and an excellent recovery. Even after having received significant [[nerf]]s in game updates, her advantages remained intact, causing players to label her as "[[broken]]", and many matches involving her became controversial. This included the ''Ultimate'' tournament [[Super Smash Bros. Invitational 2018]], where top professional player {{Sm|MkLeo}} pulled off two ladder KOs in front of [[Masahiro Sakurai]] using Bayonetta. Due to these factors, Bayonetta was initially drastically nerfed in her transition to ''Ultimate'', though game updates have provided her with substantial buffs to compensate, and the shifts to the metagame have proven benefitial for her to some degree. Despite this, Bayonetta has still been noticeably nerfed overall from her ''SSB4'' iteration.


Finally, [[Bayonetta recovery frames|Bayonetta's special recovery frames]] have been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her [[down aerial]] was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder [[punish]] option on her more easily.
Bayonetta's already poor frame data, her main weakness in ''SSB4'', has been made even slower in ''Ultimate''. Her most reliable combo starters have been weakened, with her up tilt, down tilt, and forward aerial all having more ending lag; the latter was affected the most significantly, with the first hit no longer allowing for any follow-ups other than the second and third hits of the move. [[Witch Twist]] has more startup and covers less vertical distance, reducing its effectiveness as a combo starter, [[out of shield]] option, follow-up from other moves, and recovery option. Adding to this, all of Bayonetta's special moves have received nerfs that make them more risky and punishable: [[Bullet Climax]]'s charge takes longer to cancel and can no longer be held indefinitely, [[Heel Slide]] and [[After Burner Kick]]'s followup hits can no longer be used if they hit a shield, Witch Twist takes much longer to grab ledges, and Witch Time slows down opponents for much shorter amounts of time except at very high percentages, alongside having noticeably more startup and ending lag; the lattermost move's changes, in particular, have made Witch Time go from the uncontested best counter in ''SSB4'' to being much more in-line with the rest of the cast in ''Ultimate''.


In spite of this, Bayonetta has also received a few noteworthy buffs. All of her dodges have been sped up relative to the rest of the cast, no longer being among the slowest in the game, while still having the ability to trigger Bat Within during their startup. Downwards After Burner Kick is a reliable combo starter due to launching grounded opponents at a higher, more suitable angle for followups, and Witch Twist is harder to [[SDI]] out of due to the lower [[hitlag]] on each hit. Witch Time can slow down opponents from much farther distances upon a successful counterattack, and has a longer counter window. Although [[grab]]s have been overall nerfed across the cast, all of Bayonetta's grabs have slightly increased range, which combined with her throws not losing their utility, improves her grab game despite their higher ending lag. Lastly, her dash attack has increased knockback and range, and reduced landing lag, improving the move as a burst or KO option.
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.


The universal changes to game mechanics are overall mixed for Bayonetta. The ability to [[dash cancel]] into any move improves her grounded game, though this is somewhat counterbalanced by their somewhat slow startup and her notable grounded moves losing some of their combo utility. The streamlined [[jump#jump timing|jumpsquats]] and reductions to landing lag are mostly detrimental to her; they slightly benefit Bayonetta's combo game as long as her aerials are not extended with Bullet Arts, but unlike most other characters, Bayonetta suffers higher landing lag when she lands with aerials extended with Bullet Arts. This, combined with other characters gaining either safer aerials, improved combo routes from them, or lower landing lag, has allowed them to more easily keep up with Bayonetta. On the other hand, the changes to [[air dodge]] mechanics have benefitted her overall; although Bayonetta has the second shortest distance of any directional air dodge, this nevertheless allows her to slightly extend her recovery provided she isn't able to reach the edge on time, and the increased lag on all kinds of air dodges has further improved her edgeguarding ability, despite her worse aerial game. However, none of the universal changes or her direct buffs are able to properly compensate for the comparatively much larger impact her abundance of nerfs has brought up.
[[Bayonetta recovery frames|Bayonetta's special recovery frames]] have also been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her [[down aerial]] was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the entire cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder [[punish]] option on her more easily.


Overall, Bayonetta's biggest strengths from ''Smash 4'' that were deemed "overpowered" by some have all been severely toned down or even removed altogether; her forward air strings were removed, Witch Time is a worse disadvantage-breaking option, her recovery is worse (albeit still outstanding compared to the rest of the cast), her KO potential is much lower, her combos (especially her ladder combos) are potentially less damaging and harder to pull off, and her weaknesses from the previous game have been further defined. Furthermore, most of the rest of the cast has received comparatively larger buffs, allowing them to either keep up with or overwhelm Bayonetta due to her substantial nerfs. This gives Bayonetta a considerably higher learning curve, to the point she is widely viewed as a high-effort, low-reward character. As a result, Bayonetta performs significantly worse than her ''Smash 4'' iteration, and is by far the most nerfed character in the transition to ''Ultimate''. Though Bayonetta had a moderate amount of success during the beginning of ''Ultimate''{{'}}s metagame, her current representation has quickly dwindled, as many of her players, including {{sm|Salem}}, have either dropped her or have quit competitive play altogether. This has earned her negative opinions from many players, who generally claim that she is a low-mid or low-tier character at best, with some opinions considering her a bottom five character. Despite this, players such as {{Sm|CaptainZack}}, {{Sm|Lima}} and {{Sm|tamim}} still use her at multiple tournaments, and the former has particularly been able to obtain decent results within the first six months of the game. This, along with a few buffs Bayonetta has received in update {{SSBU|3.1.0}}, makes her position in the eyes of many players highly debatable.
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.


===Aesthetics===
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.
*{{change|As with all [[veteran]]s returning from ''SSB4'', Bayonetta's model features a more subdued color scheme.}}
*{{change|While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possessed in the previous installment, notably in her [[Screen KO]], a wink in one of her victory animations, and during certain moves such as up tilt.}}
*{{change|The excess hair tendrils hanging from her outfits now have more individual physics.}}
*{{change|Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.}}
*{{change|Bayonetta's taunts are sped up.}}
*{{change|When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in ''Smash 4'', it only showed for a brief moment.}}


===Attributes===
Overall, Bayonetta's biggest strengths from ''SSB4'' that were deemed "overpowered" have all been severely toned down or even removed altogether, as her combos require slightly more precision to pull off, have less KO potential and leave her more vulnerable, and Witch Time is a less powerful option to place the opponent at a disadvantage. She is also plagued with further defined weaknesses, possessing much more significant KOing issues, a worse disadvantage state and overall survivability (both from her weaker recovery and endurance) and a slightly slower moveset. Although some of her moves have received various improvements and/or quality of life changes, none of her buffs are able to properly compensate for the comparatively much larger impact her abundance of nerfs have brought up. The universal changes pronounce both the good and bad aspects of her attributes, but much like her direct buffs, they fail to address her severe direct nerfs. However, she still retains several of her main strengths from the previous game, most notably her strong combo game and edgeguarding ability. Bayonetta also received many buffs through game updates, which improved on her most underwhelming aspects or alleviated the severity of her nerfs. These changes now give Bayonetta a higher learning curve, and render her far less powerful than she was in ''SSB4''; however, optimizations to her metagame and the retention of her strengths have allowed Bayonetta to remain an effective character.
*{{buff|Like all characters, Bayonetta's [[jumpsquat]] animation now takes 3 frames to complete (down from 4).}}
*{{nerf|Bayonetta is [[Weight|lighter]] (84 → 81).}}
*{{buff|Bayonetta's initial [[dash]] speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.}}
*{{buff|Bayonetta [[walk]]s slightly faster (0.9 → 0.945).}}
*{{buff|Bayonetta's [[air speed]] is faster (0.97 → 1.019).}}
*{{buff|Bayonetta's [[traction]] is much higher (0.055 → 0.11).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 6-19 → 6-15).}}
*{{buff|Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).}}
*{{nerf|Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 30 → 26).}}
*{{nerf|Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 5-27 → 5-31).}}
*{{nerf|Air dodge has more ending lag (FAF 37 → 46).}}
*{{buff|With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing [[helplessness]] by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.}}
**{{nerf|Bat Within cannot have its direction altered, instead always going straight down. If Bayonetta is hit offstage and attempts to recover with a directional air dodge, and Bat Within activates, this could cause her to self-destruct.}}
*{{nerf|Much like other characters, Bayonetta's [[wall jump]] covers significantly less distance, making her more frail while offstage.}}
*{{nerf|Bullet Arts' range has been significantly reduced on all of her moves.}}
*{{bugfix|Bullet Arts are no longer susceptible to Stun Jacket.}}


===Ground attacks===
{{SSB4 to SSBU changelist|char=Bayonetta}}
*[[Neutral attack]]:
**{{buff|The first three hits have altered angles (hit 1: 55°/55°/85° → 361°/180°; hit 2: 48°/68°/82°/70° → 361°; hit 3: 68°/85°/68°/90° → 361°) and knockback (hit 1: 45/30/42 base, 25 scaling → 36/32, 8; hit 2: 45/40/38/40, 25 → 42/38, 8; hit 3: 47/47/28/28, 20 → 40, 8) to keep opponents close to Bayonetta, akin to other neutral attacks, and inflict additional frames of [[hitstun]] (0 → 8 (hits 1-2), 10 (hit 3)). This allows them to connect better and [[jab lock]].}}
**{{buff|The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).}}
**{{buff|The rapid jab has a lower [[hitlag]] multiplier (1× → 0.6×) and [[SDI]] multiplier (0.6× → 0.4×), and inflicts 2 additional frames of hitstun per hit, making it harder to escape.}}
**{{buff|The rapid jab's finisher deals more knockback (70 base/90 scaling → 67/117).}}
**{{nerf|All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).}}
**{{nerf|The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).}}
*[[Forward tilt]]:
**{{buff|The first and second hit have altered angles (hit 1: 60°/45°/75°/80°/45° → 58°/45°/70°/70°/50°, hit 2: 43°/75° → 48°/62°) and knockback (hit 1: 62/50/45/60/56 base, 25/15/25/15/25 scaling → 55/45/50/35/60, 15; hit 2: 60/58 base → 42/46), allowing them to connect more reliably.}}
**{{nerf|The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback scaling mostly compensated (60 → 68).}}
*[[Up tilt]]:
**{{buff|The first hit's grounded hitbox launches opponents into the second hit rather than away from Bayonetta (68° → 123°), and has altered knockback (80 base/40 scaling → 100/10) allowing it to connect more consistently.}}
**{{nerf|The move has more startup (frame 7 → 9 (hit 1), 11 → 15 (hit 2)) and more ending lag (FAF 27 → 32), and the second hit has a shorter hitbox duration (frames 11-12 → frame 15), hindering the move's combo potential despite the second hit having decreased base knockback (60 → 55).}}
**{{nerf|The first hit deals less damage when clean (5% → 1.5%), being less than the late hit's damage.}}
**{{nerf|The first hit's aerial hitbox connects worse into the second hit due to its lower angle (110° → 123°), despite having altered knockback (80 base/40 scaling → 90/10).}}
*[[Down tilt]]:
**{{nerf|The move has more ending lag (FAF 27 → 29), hindering its combo potential.}}
**{{nerf|The move deals less damage (6%/7% → 5%/6%). While its knockback scaling was not fully compensated (50 → 55), its combo potential remains worse due to its increased ending lag.}}
*[[Dash attack]]:
**{{buff|The move has less ending lag (FAF 47 → 43).}}
**{{buff|It deals more knockback (85 base/55 scaling → 78/71 (clean), 80/65 (late)).}}
**{{buff|It has a larger hitbox (4.2u → 5u (clean), 4.5u (late)).}}
*[[Smash attack]]s:
**{{nerf|They have a lower maximum damage multiplier (1.4× → 1.2×).}}
**{{nerf|They have 8 additional frames of ending lag if they hit a shield.}}
*[[Forward smash]]:
**{{buff|The move has less startup (frame 19 → 17).}}
***{{nerf|However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.}}
**{{buff|Forward smash can now be [[Angling|angled]]. Despite this, all angles still have a blindspot directly in front of her.}}
*[[Down smash]]:
**{{buff|The second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
**{{nerf|The second hit's meteor smash hitbox has less knockback scaling (90 → 80).}}


===Aerial attacks===
==Update history==
*{{buff|Forward, back and up aerial have less landing lag (14 frames → 12 (forward), 12 → 10 (back), 12 → 8 (up)).}}
Bayonetta received a mix of buffs and nerfs in game updates, but was significantly buffed overall. Before update 3.1.0, she received few and relatively minor changes to her moveset, making Bullet Climax less effective on shield much like most other projectiles, but allowing Bayonetta to grab ledges easier after using neutral aerial, while also removing [[Stun Jacket]], which used to affect her Bullet Arts more notably than most other characters.
*{{nerf|All aerials except down aerial have more landing lag if their Bullet Arts extensions are used (10 frames → 18 (neutral), 12 → 18 (forward), 12 → 16 (back, up)). This worsens Bayonetta's pressure ability with her neutral and up aerials.}}
*[[Neutral aerial]]:
**{{nerf|The move deals drastically less knockback (40 base/100 scaling → 65/60 (clean), 40/90 → 65/50 (late)), no longer KOing under 300% from the center of most stages. While this allows it to combo for longer, it most significantly hinders Bayonetta's KO ability at high percents.}}
**{{nerf|The Bullet Arts extension deals less damage (4.5% → 3%) and knockback (50 base/100 scaling → 60/85).}}
*[[Forward aerial]]:
**{{buff|All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)).}}
**{{nerf|All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into [[After Burner Kick]] or [[Witch Twist]], or being used repeatedly to drag opponents offstage, significantly weakening its utility.}}
**{{nerf|The first hit has noticeably smaller hitboxes (4u/8u → 2.8u/5.8u) and less vertical range (Y offset: 8u/16u/12u → 9.2u/14.8u/12u).}}
**{{nerf|The first hit [[auto-cancel]]s later (frame 28 → 30).}}
**{{change|The third hit's angle has been altered (44° → 54°). This worsens its KO ability near the horizontal blast lines, but combined with its knockback not being compensated for its increased damage, this allows it to KO more reliably at the end of a [[ladder combo]].}}
*[[Back aerial]]:
**{{nerf|The move has more ending lag (FAF 30 → 35).}}
**{{nerf|Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u), with the sweetspot no longer being disjointed and extending over Bayonetta's foot.}}
*[[Up aerial]]:
**{{nerf|The move deals less damage (9% → 7.5%), its knockback scaling has been reduced (90 → 80), and it launches at a more horizontal angle (75° → 55°). While this allows it to combo into back aerial and [[After Burner Kick]], it hinders its combo potential into most other moves at higher percents, and renders it vulnerable to [[LSI]]. These nerfs significantly hinder its KO ability, no longer KOing vertically from a ladder combo until much higher percents, unless it is initiated very close to the top blast line.}}
**{{nerf|The Bullet Arts extension deals less damage (4% → 3%).}}
*[[Down aerial]]:
**{{buff|The move now deals [[set knockback]] to grounded opponents (30/80 base/120/50 scaling → 50/90 set/100 scaling) to lead more effectively into the landing hit, allowing it to deal more damage and KO them more effectively.}}
***{{nerf|However, this gives the meteor smash hitboxes a random chance to [[trip]] opponents of {{SSBU|Samus}}'s weight and above, as they do not cause them to [[tumble]], making it unable to lead into the landing hit.}}<ref>https://twitter.com/rei_ssb/status/1150138138259410944</ref>
**{{nerf|It deals less knockback to aerial opponents (80 base/50 scaling → 50/65 (clean), 30/50 (late)), no longer being able to KO off a [[meteor smash]] at very low percents, and the landing hit has less knockback scaling (135 → 127), KOing later onstage.}}
**{{nerf|It has more ending lag (FAF 48 → 53), making it harder to use offstage without [[self-destruct]]ing.}}
**{{nerf|It has more landing lag (28 frames → 30).}}
**{{nerf|As aerial [[footstool]]s are now techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.}}
**{{change|It no longer deals [[weight-independent]] knockback, making it weaker against heavier opponents, but stronger against lighter ones.}}


===Throws and other attacks===
Update 3.1.0 gave her a much larger amount of buffs, particularly Witch Time having more counter frames and intangibility frames alongside faster regeneration, which makes it more reliable even through multiple uses. This greatly improved Witch Time's usability as a counter, with its incarnation in the base game having arguably the worst frame data for a counter and no guarantee for a reward when landing it. Witch Twist and After Burner Kick both have less landing lag, making Bayonetta less punishable after performing combos and opening new opportunities for applying pressure. Her dash attack's clean hit deals more knockback, making it a semi-reliable kill option on lighter characters. Neutral attack gained a slightly longer lasting hitbox on the first hit and also received greater knockback for the final hit of the rapid jab. Her down smash also received a longer lasting hitbox on the second hit. Her up tilt was also improved by allowing it to connect more reliably even at very high percents, which was previously notorious for being inconsistent. Most notably, Witch Time was buffed even further by making Bat Within activate later during the counter without changing the move's total duration, reducing its ending lag.
*[[Grab]]s:
**{{buff|All grabs have increased range (Z2 offset: 8.7u → 9.2u (standing), 10.6u → 10.9u (dash), -14.7u → -15.5u (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).}}
**{{nerf|Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}}
**{{change|Bayonetta's hand grabs characters using a form of Umbran magic, as seen via a slightly updated animation where she swings her hand around, which is sparkling with a noticeable Umbran purple.}}
*[[Pummel]]:
**{{nerf|It deals much less damage (1.6% (hits 1-2) → 0.6% (hit 1), 0.7% (hit 2); 3.2% → 1.3% total).}}
**{{buff|It deals more [[hitlag]] per hit (4 frames → 10), but has significantly less startup (frame 7, 14 → 1, 4) and ending lag (FAF 22 → 7). This overall shortens its duration and increases the amount of times Bayonetta can pummel the opponent before throwing them or before they break out.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


===Special moves===
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.
*[[Bullet Climax]]:
**{{buff|The move's bullets have more range.}}
**{{buff|Fully charged bullets deal more knockback (20 base/150 scaling → 15/190).}}
**{{nerf|The move has more ending lag (FAF 71 → 76).}}
**{{nerf|The move needs to be fully charged before it can be [[charge-cancel]]ed.}}
**{{nerf|It can only be held for up to one second upon reaching full charge.}}
**{{nerf|The bullets have received negative [[shield damage]] (0 → -0.3 (uncharged), -0.6 (charged)).}}
*{{change|Heel Slide and After Burner Kick have lower hitlag multipliers (Heel Slide: 1.2× → 0.9× (hit 1), 1× (hit 2); After Burner Kick: 2× → 1.4× (up), 1.5× → 1.2× (down)), although this is offset by the universal increase to [[hitlag]], except in battles with more than two players.}}
*[[Heel Slide]]:
**{{buff|The second hit comes out faster (frame 54 → 51).}}
**{{buff|It has less ending lag (FAF 78 → 73).}}
**{{nerf|All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).}}
**{{nerf|It has an increased SDI multiplier (1× → 1.3×).}}
**{{nerf|The second hit cannot be performed if the first hit is [[shield]]ed. Combined with the changes to [[jostle]] mechanics preventing the move from [[cross-up|crossing up]] shields, this makes it much easier to punish.}}
**{{nerf|The second hit has a shorter hitbox duration (frames 54-59 → 51-55).}}
*[[After Burner Kick]]:
**{{nerf|The normal version travels on a more horizontal angle and gains less vertical height, worsening her recovery.}}
**{{nerf|Both variations bounce farther away when hitting a wall, sometimes not snapping the ledge afterwards, requiring the use of a directional air dodge to grab the ledge.}}
**{{nerf|Upon hitting an opponent with After Burner Kick, the second one can only be used within a one-second window afterwards, hindering its mixup potential.}}
***{{nerf|Additionally, it cannot be used altogether if the first one is shielded.}}
**{{change|The downwards version can be inputted by pressing down during the first five frames of After Burner Kick.}}
**{{buff|The downwards version launches grounded opponents at a higher angle (60° → 80°), much like in ''Smash 4'' before update [[1.1.6]], allowing it to be a reliable combo starter once again.}}
**{{nerf|The downwards version can no longer be auto-canceled.}}
**{{nerf|The downwards version has a higher SDI multiplier (2× → 2.5×).}}
*[[Witch Twist]]:
**{{buff|The move's looping hits have a lower hitlag multiplier (1.3× → 0.8×), and the first hit can no longer be SDIed, making it harder to escape.}}
**{{buff|One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).}}
**{{nerf|The move has increased startup (frame 4 → 6) and ending lag (FAF 29 → 32), slightly weakening it as an [[out of shield]] option and followup.}}
**{{nerf|It gains less vertical height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.}}
**{{nerf|It takes much longer to [[edge sweetspot|sweetspot edges]] from the front (frame 11 → 27), and can no longer sweetspot them from behind.}}
**{{nerf|The first hit's body hitbox is much smaller (4u (grounded)/5u (aerial) → 2.5u/3u), no longer extending behind Bayonetta, preventing it from hitting opponents behind her into the multi-hits. The subsequent hits' hitboxes are also smaller (7u → 5u/4.5u/2u (looping hits), 8.5u → 6.5u (last hit)) and placed higher, meaning they cannot hit some crouching or shorter opponents such as {{SSBU|Pichu}}.}}
***{{buff|However, since {{SSBU|3.1.0}}, it received a new smaller hitbox on Bayonetta's body to help it connect into the rest of the multi-hits more consistently.}}
*[[Witch Time]]:
**{{nerf|The move has increased startup (frame 5 → 8).}}
***{{buff|However, its counter window is slightly longer (frames 5-21 → 8-27), no longer being the shortest, with Bat Within's window taking place later (frames 18-29 → 24-35). It also grants more [[intangibility]] (frames 5-16 → 8-23).}}
**{{nerf|It has significantly more ending lag (FAF 50 → 67).}}
***{{nerf|It also takes significantly longer for Bayonetta to act out of the move after its activation (frame 15 → 40 (normal), 50 (Bat Within)).}}
**{{nerf|The minimum duration has been lowered (30 → 22).}}
**{{nerf|Bat Within's minimum duration has been lowered to 12 frames.}}
**{{buff|Its duration scaling is higher (10 → 30), meaning its duration increases by 30 frames for every 100% the opponent takes, rather than by 10 frames. This allows it to reach its maximum duration faster (600% → 500% fresh).}}
***{{nerf|However, its base duration has been halved (180 frames → 90). This causes a 300% Witch Time to be equivalent to a 0% Witch Time in ''Smash 4'', and drastically reduces its utility, no longer being effective at any percent range even against uncharged smash attacks.}}<ref>https://twitter.com/KuroganeHammer/status/1070184131655434240</ref>
**{{buff|It has less penalty frames per use (75 → 60).}}
**{{nerf|Its regeneration per frame is slower (0.06 → 0.04).}}
**{{buff|The slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.}}<ref>https://twitter.com/Meshima_/status/1079106885830074368</ref>
**{{change|The screen turns dark whenever someone is affected by Witch Time.}}
**{{change|The Bat Within portion always takes away 30 frames from the duration, as opposed to reducing the length to 2/3 in ''Smash 4''. This makes the Bat Within portion longer if Witch Time would be above 30 frames, but less if at or below 30.}}
*[[Infernal Climax]]:
**{{change|When Witch Time is activated, opponents move a little faster. This makes it easier to dodge her attacks but effectively reduces intangibility for every consecutive dodges during the Final Smash.}}
**{{nerf|Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).}}
***{{buff|However, when the Final Smash ends, opponents take an additional 10% damage.}}
**{{nerf|The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.}}
**{{change|Each succesful input to fill the Climax Gauge now uses a distinct sound effect from the ''Bayonetta'' games.}}


===[[Bayonetta recovery frames|Recovery frames]]===
Update 12.0.0 buffed Bayonetta one last time with a few small but helpful changes. The final hit of rapid jab was buffed once more to deal more knockback and launch opponents at a more horizontal angle, becoming one of the strongest jabs in the game in terms of knockback and giving Bayonetta a new KO option at higher percentages, down smash was made 3 frames faster, which makes it slightly easier to spike offstage opponents with the move, and Witch Time received less slowdown duration penalty when used against projectiles, making her less susceptible to being zoned by them.
*{{buff|Witch Twist has less landing lag (19 → 18).}}
*{{buff|After Burner Kick has less landing lag (20 → 18).}}
*{{buff|Witch Twist to After Burner Kick has less landing lag (25 → 22).}}
*{{nerf|Downwards After Burner Kick has much more landing lag if it connects (20 → 30).}}
*{{nerf|After Burner Kick to Downwards After Burner Kick, and DABK to DABK has much more landing lag (30 → 40). ABK to DABK still has 30 frames of landing lag.}}
*{{nerf|Whiffed Downwards After Burner Kick can no longer autocancel, and it has 20 frames of landing lag.}}
*{{nerf|Bayonetta gains recovery frames for air dodging after Witch Twist (18 → 22) and combinations that would give her 28 frames of landing lag (28 → 38).}}
*{{buff|Several combinations of moves give her less landing lag (30 → 28, 43 → 38).}}
*{{nerf|Down aerial adds ten frames of landing lag to combinations that give Bayonetta 28 (32 in ''Smash 4'') frames of landing lag (32 → 38). This removes her ability to bypass landing lag with this move.}}
*{{nerf|Using an upwards directional air dodge after using Witch Twist increases the landing lag she would receive (19 → 25).}}
*{{nerf|Downwards After Burner Kick's landing hitbox has 50 recovery frames after any combo minus Witch Twist to DABK and DABK alone. This increases the maximum landing lag Bayonetta can receive (43 → 50).}}


==Update history==
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.
Bayonetta received a mix of nerfs and buffs in game updates, but has been buffed overall. Before 3.1.0, she received few and relatively minor changes to her moveset, weakening Witch Time's duration scaling, and making Bullet Climax less effective on shield much like most other projectiles, but allowing Bayonetta to grab ledges easier after neutral aerial, while leaving her Bullet Arts unaffected by [[Stun Jacket]]. However, update 3.1.0 gave Bayonetta a much larger amount of buffs, particularly Witch Time having more counter frames and intangibility frames alongside swifter regeneration, which makes it more reliable even through multiple uses. This greatly increased Witch Time's usability as a counter, with its incarnation in the base game having arguably the worst frame data for a counter and no guarantee for a reward when landing it. Witch Twist and After Burner Kick both have less landing lag, making Bayonetta less punishable after performing combos and opening new opportunities for applying pressure. Her dash attack's clean hit deals more knockback, making it a semi-reliable kill option on lighter characters. Neutral attack gained a slightly longer-lasting hitbox on the first hit, which down smash also received for its meteor smash, and also greater knockback for its final blow after the rapid jab. 3.1.0's buffs allow Bayonetta to KO with a couple more moves at higher percents, along with giving her a more reliable counter. The update also improved her up tilt by allowing it to connect reliably even at very high percents, all of which helps turn Bayonetta into a more fluid and functional character compared to the base game. Her most significant changes are Witch Time being able to trigger more reliably and Bat Within retaining the same duration but occurring later in the move, which helps alleviate the move's high ending lag.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Bayonetta}}
{{UpdateList (SSBU)/4.0.0|char=Bayonetta}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Bayonetta}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Bayonetta}}
<!--Bayonetta's rapid jab was not changed in 9.0.0 and was erroneously reported in official patch notes. There are no changes for Bayonetta in this patch.-->
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
{{UpdateList (SSBU)/10.1.0|char=Bayonetta}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Bayonetta}}


==Moveset==
==Moveset==
*Bayonetta can extend and/or alter all standing normals, aerials, Side Special and Up Special by holding the button, resulting in thin, no-knockback hitboxes outstretching from wherever her pistols are pointing. See [[Bullet Arts]].
*Bayonetta can extend and/or alter all standing normals, aerials, Side Special and Up Special by holding the button, resulting in thin, no-knockback hitboxes outstretching from wherever her pistols are pointing. See [[Bullet Arts]].
*When a sidestep, roll, or airdodge (neutral or directional) is inputed, if Bayonetta is hit by an attack before her intangibility window, she will transform into a flock of bats and negate all knockback from said attack, while taking a fraction of the damage. See [[Bat Within]].
*When a sidestep, roll, or airdodge (neutral or directional) is inputed, if Bayonetta is hit by an attack before her intangibility window, she will transform into a flock of bats and negate all knockback from said attack, while taking a fraction of the damage. See [[Bat Within]].
**If Bat Within is activated from a roll or directional airdodge, the bats will travel to whatever direction the dodge was initially inputed to go. Neutral airdodges travel downward and spot dodges don’t cause any positional influence.
**If Bat Within is activated from a roll or directional airdodge, the bats will travel to whatever direction the dodge was initially inputed to go. Neutral airdodges travel downward and spot dodges do not cause any positional influence.
*Bayonetta receives various amounts of landing lag depending on the amount of aerials and special moves she performs in midair before landing. For more info, see [[Bayonetta Recovery Frames]].
*[[Bayonetta Recovery Frames]]
 
*Bayonetta can [[wall jump]] and [[wall cling]].
*Bayonetta can [[wall jump]] and [[wall cling]].
''For a gallery of Bayonetta's hitboxes, see [[Bayonetta (SSBU)/Hitboxes|here]].''
''For a gallery of Bayonetta's hitboxes, see [[Bayonetta (SSBU)/Hitboxes|here]].''
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{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralname=&nbsp;
|neutralname=Bullet Punch ({{ja|バレットパンチ|Baretto Panchi}}) / Combo Sweep ({{ja|コンボスイープ|Konbo Suīpu}}) / Swing Up ({{ja|スイングアップ|Suingu Appu}}) / Phantom Rush ({{ja|ファントムラッシュ|Fantomu Rasshu}}) / Phantom Finish ({{ja|ファントムフィニッシュ|Fantomu Finisshu}})
|neutralinf=y
|neutralinf=y
|neutralcount=3
|neutralcount=3
Line 262: Line 129:
|neutral3dmg=2.2%
|neutral3dmg=2.2%
|neutralinfdmg=0.2% (loop), 0.5% (penultimate hit), 5% (last)
|neutralinfdmg=0.2% (loop), 0.5% (penultimate hit), 5% (last)
|neutraldesc=Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding [http://bayonetta.wikia.com/wiki/Love_Is_Blue Love is Blue].
|neutraldesc=Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding [http://bayonetta.wikia.com/wiki/Love_Is_Blue Love is Blue]. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. If the button is held while Bayonetta performs the barrage, it will do additional damage due to her firing her guns at the same time, though this does not actually extend the attack's range like her other Bullet Arts. Its utility as a get-off-me option is very poor, as its first hit comes out at frame 9, making it the second slowest neutral attack in the game after {{SSBU|King Dedede}}'s. However, it deals high damage to compensate, with the full combo being capable of dealing ~18%. After update [[List of updates (SSBU)/12.0.0 changelog|12.0.0]], its launch angle was modified so that it became a viable kill option at around 105% on middleweights at the ledge of Final Destination, making it one of the strongest jabs in the game and repurposing it into Bayonetta's fastest grounded KO option. The first three hits can also [[lock]].
|ftiltname=Consecutive Kicks
|ftiltname=Bullet Heel ({{ja|バレットヒール|Baretto Hīru}}) / Combo Twist ({{ja|コンボツイスト|Konbo Tsuisuto}}) / Rising Kick ({{ja|ライジングキック|Raijingu Kikku}})
|ftiltdmg=3% (hits 1 and 2), 7% (hit 3)
|ftiltcount=3
|ftiltdesc=Bayonetta performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. If up close, the subsequent hits may fail to connect. Based on Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue.
|ftiltdmg=3%
|utiltname=&nbsp;
|ftilt2dmg=3%
|ftilt3dmg=7%
|ftiltdesc=Bayonetta performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Based on Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. If up close, the subsequent hits may fail to connect. Due to its slow speed (frame 12) and low shield safety, it is of niche use compared to Bayonetta's other moves, though it can set up aerial combos at low to mid percents or set up mindgames by canceling the move halfway.
|utiltname=Chain Upper ({{ja|チェーンアッパー|Chēn Appā}})
|utiltdmg=1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2)
|utiltdmg=1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2)
|utiltdesc=An upwards pistol whip. Hits twice. At low percents, can combo into up air. The first hit has a hitbox slightly above and in front Bayonetta's head that does slightly more damage than on the ground, but it can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. Useful as an anti air or combo tool, although the second hit sometimes won't connect due to positioning and very high percents. It is based on the delayed punch launcher.
|utiltdesc=An upwards pistol whip. It is based on the delayed punch launcher. Hits twice, with the first hit having [[set knockback]] and a hitbox slightly above and in front of Bayonetta's head that does slightly more damage than on the ground, but can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. The second hit will sometimes not connect due to positioning. It is an effective combo starter in general, as it can anti air and initiate combos, and can even set up a KO into back aerial at high percents. However, it cannot KO outright due to its low power, and becomes ineffective for combos past high percents.
|dtiltname=Kick Attack
|dtiltname=Trip Circle ({{ja|トリップサークル|Torippu Sākuru}})
|dtiltdmg=6% (foot), 5% (leg)
|dtiltdmg=6% (foot), 5% (leg)
|dtiltdesc=A sweep kick to launch opponents airborne. Its combo reliability is somewhat inconsistent. The Bullet Arts version of this move fires two guns in front of herself and one behind herself. Based on the final hit of Bayonetta's Punch + Punch + Kick (PPK) combo while wielding Love is Blue.
|dtiltdesc=A sweep kick to launch opponents airborne. Based on the final hit of Bayonetta's Punch + Punch + Kick (PPK) combo while wielding Love is Blue. The Bullet Arts version of this move fires two guns in front of herself and one behind herself; the front version can effectively pepper opponents at a distance due to this feature. It is Bayonetta's safest grounded combo starter due to its speed and relatively low commitment, though it has short range. It can initiate aerial combos from low to high percents, though it cannot KO outright.
|dashname=Stiletto
|dashname=Stiletto ({{ja|スティレット|Sutiretto}})
|dashdmg=10% (early), 8% (late)
|dashdmg=10% (early), 8% (late)
|dashdesc=The [http://bayonetta.wikia.com/wiki/Stiletto Stiletto]: a forward rushing pistol whip. It has noticeable start-up, but travels far and can kill at higher percents. The Bullet Arts version of this move fires her gun in front of herself.
|dashdesc=The [http://bayonetta.wikia.com/wiki/Stiletto Stiletto]: a forward rushing pistol whip. The Bullet Arts version of this move fires her gun in front of herself. It has noticeable start-up, but travels far and acts as one of Bayonetta's few direct KO options.
|fsmashname=&nbsp;
|fsmashname=Umbran Straight ({{ja|アンブランストレート|Anburan Sutorēto}})
|fsmashdmg={{ChargedSmashDmgSSBU|14|1.2}} (wrist), {{ChargedSmashDmgSSBU|16|1.2}} (fist)
|fsmashdmg={{ChargedSmashDmgSSBU|14|1.2}} (wrist), {{ChargedSmashDmgSSBU|16|1.2}} (fist)
|fsmashdesc=Uses [http://bayonetta.wikia.com/wiki/Wicked_Weaves Wicked Weaves] to summon [[Madama Butterfly]]'s arm, which is used to throw a punch. It has great horizontal range and Madama Butterfly's hitbox cannot be [[reverse]]d. However, it has high ending lag and low [[priority]], making it fairly easy to cancel out. It can be angled slightly upward and downward. A blindspot will always be present directly in front of Bayonetta, regardless of angle. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. Based on the final hit of Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue.
|fsmashdesc=Uses [http://bayonetta.wikia.com/wiki/Wicked_Weaves Wicked Weaves] to summon [[Madama Butterfly]]'s arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Kick + Punch (PKP) combo while wielding Love is Blue. Can be angled. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal range, and Madama Butterfly's hitbox cannot be [[reverse]]d. However, it has high ending lag and low [[priority]], making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches).
|usmashname=&nbsp;
|usmashname=Wicked Upper ({{ja|ウィケッドアッパー|Uikeddo Appā}})
|usmashdmg={{ChargedSmashDmgSSBU|17|1.2}} (clean), {{ChargedSmashDmgSSBU|16|1.2}} (mid), {{ChargedSmashDmgSSBU|15|1.2}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|17|1.2}} (clean), {{ChargedSmashDmgSSBU|16|1.2}} (mid), {{ChargedSmashDmgSSBU|15|1.2}} (late)
|usmashdesc=Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It hits directly in front of Bayonetta, and thus leaves her vulnerable from behind and directly above. It has rather noticeable start-up, high ending lag and low [[priority]], but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Madama Butterfly's hitbox cannot be reversed. The Bullet Arts version of this move fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher.
|usmashdesc=Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The Bullet Arts version of this move fires one gun forward and one upward. It has noticeable start-up, high ending lag and low [[priority]], but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Its range also allows it to pierce through the platforms of [[Battlefield]]. Madama Butterfly's hitbox cannot be reversed.
|dsmashname=Heel Stomp
|dsmashname=Heel Stomp ({{ja|ヒールストンプ|Hīru Sutonpu}})
|dsmashdmg={{ChargedSmashDmgSSBU|5|1.2}} (Bayonetta), {{ChargedSmashDmgSSBU|16|1.2}} (Madama Butterfly, clean), {{ChargedSmashDmgSSBU|15|1.2}} (Madama Butterfly, late)
|dsmashdmg={{ChargedSmashDmgSSBU|5|1.2}} (Bayonetta), {{ChargedSmashDmgSSBU|16|1.2}} (Madama Butterfly, clean), {{ChargedSmashDmgSSBU|15|1.2}} (Madama Butterfly, late)
|dsmashdesc=The [http://bayonetta.wikia.com/wiki/Heel_Stomp Heel Stomp]; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can [[meteor smash]] opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed. The Bullet Arts version of this move fires the guns on her feet downward into the ground, ricocheting off the ground and traveling upwards at an angle behind Bayonetta.
|dsmashdesc=The [http://bayonetta.wikia.com/wiki/Heel_Stomp Heel Stomp]; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. The Bullet Arts version of this move fires the guns on her feet downward into the ground, ricocheting off the ground and traveling upwards at an angle behind Bayonetta. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can [[meteor smash]] opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed. Uniquely, the hitbox for Bayonetta stamping the ground is set to never activate Witch Time.
|nairname=&nbsp;
|nairname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|6}} (late), {{ShortHopDmgSSBU|3}} (Bullet Arts extension)
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|6}} (late), {{ShortHopDmgSSBU|3}} (Bullet Arts extension)
|nairdesc=A spinning roundhouse kick. It hits around Bayonetta and continuing the input for the Bullet Arts version has her [[Sex kick|continue to spin]] for a few seconds. It has very good coverage, as it can hit opponents adjacent and/or below her. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding as it can last quite long. It is based on the aerial Bullet Climax in ''Bayonetta''.
|nairdesc=A spinning roundhouse kick.  It is based on the aerial Bullet Climax in ''Bayonetta''. It hits around Bayonetta and continuing the input for the Bullet Arts version has her [[Sex kick|continue to spin]] for a few seconds. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding due to its long duration and very good coverage. If canceled early, it can lead into aerial combos with her special moves, and the clean hit can act as a combo finisher offstage.
|fairname=&nbsp;
|fairname=Aerial Bullet Punch ({{ja|エアリアルバレットパンチ|Eariaru Baretto Panchi}}) / Aerial Combo Sweep ({{ja|エアリアルコンボスイープ|Eariaru Konbo Suīpu}}) / Swing Down ({{ja|スイングダウン|Suingu Daun}})
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3.3}} (hit 2), {{ShortHopDmgSSBU|7}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3.3}} (hit 2), {{ShortHopDmgSSBU|7}} (hit 3)
|fairdesc=Bayonetta performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Is best used as a combo finisher, or edgeguard tool due to the multiple hits.  Based on Bayonetta's aerial Punch + Punch + Kick (PPK) combo while wielding Love is Blue.
|fairdesc=Bayonetta performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Based on Bayonetta's aerial Punch + Punch + Kick (PPK) combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Successfully landing each hit will cause Bayonetta to pop upwards slightly, allowing her to complete the rest of the combo. Unlike in ''Smash 4'', it is no longer possible to cancel any hits into special moves, but fast falling on the ground immediately after landing the third hit grants her enough frame advantage to follow up with even more combos, usually into After Burner Kick or another forward aerial. It is also effective for KOing when near the blast lines, and is usually used to end combos after a second Witch Twist. The first hit can be used while landing to combo into forward smash, or canceled into After Burner Kick at extremely high percents while edgeguarding, where it can actually KO.
|bairname=&nbsp;
|bairname=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|bairdmg={{ShortHopDmgSSBU|10}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdmg={{ShortHopDmgSSBU|10}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdesc=A high-angle back kick. The Bullet Arts version of this move fires one gun behind her at an upward angle, and is useful for killing. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue.  
|bairdesc=A high-angle back kick. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue.  The Bullet Arts version of this move fires one gun behind her at an upward angle. It is slow for a back aerial (frame 11), but acts as Bayonetta's strongest aerial KO option outside of combos. Some aerial combos can lead into back aerial for additional damage, or act as KO combos (including from up tilt). Its hitbox is rather misleading due to her attack's motion trails, as its hitboxes do not appear until Bayonetta's leg fully extends.
|uairname=&nbsp;
|uairname=Full Moon Edge ({{ja|フルムーンエッジ|Furu Mūn Ejji}})
|uairdmg={{ShortHopDmgSSBU|7.5}} (kick), {{ShortHopDmgSSBU|3}} (Bullet Arts extension)
|uairdmg={{ShortHopDmgSSBU|7.5}} (kick), {{ShortHopDmgSSBU|3}} (Bullet Arts extension)
|uairdesc=A bicycle kick. Very fast. Can combo from Witch Twist at low percents. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]]{{ref|d}}, one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. It is based on the kick launcher in ''Bayonetta''.
|uairdesc=A bicycle kick. It is based on the kick launcher in ''Bayonetta''. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]]{{ref|d}}, one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. While it is decently fast for an up aerial (frame 9), its hitbox starts behind her, which can make it slower than it seems. However, one can perform a [[reverse aerial rush]] to take advantage of this, allowing multiple up aerials to combo into each other, potentially ending with a back aerial. Overall, up aerial has high utility, as it can initiate combos into specials if canceled early, and can also KO when close to the top blast line, although Bayonetta has to perform extremely high ladder combos for it to KO.
|dairname=&nbsp;
|dairname=Heel Guillotine ({{ja|ヒールギロチン|Hīru Girochin}})
|dairdmg={{ShortHopDmgSSBU|7}} (body), {{ShortHopDmgSSBU|8}} (leg), {{ShortHopDmgSSBU|9}} (heel), 5% (landing)
|dairdmg={{ShortHopDmgSSBU|7}} (body), {{ShortHopDmgSSBU|8}} (leg), {{ShortHopDmgSSBU|9}} (heel), 5% (landing)
|dairdesc=A split-legged axe kick. A [[stall-then-fall]] with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing. It is based on Bayonetta's standard aerial kick in ''Bayonetta''.
|dairdesc=A split-legged axe kick.  It is based on Bayonetta's standard aerial kick in ''Bayonetta''. A [[stall-then-fall]] with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has very high knockback, both of which make it a viable, but punishable KO option overall. It can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out, with her hand emanating purple Umbran Magic.
|grabdesc=Reaches out, with her hand emanating purple Umbran Magic.
|pummelname=Slap Punish Attack
|pummelname=Grab Witch Slap ({{ja|つかみウィッチスラップ|Tsukami Uicchi Surappu}})
|pummeldmg= 0.6% (hit 1), 0.7% (hit 2)
|pummeldmg= 0.6% (hit 1), 0.7% (hit 2)
|pummeldesc=The [http://bayonetta.wikia.com/wiki/Punish_Attacks Slap Punish Attack]. It has average speed, but is unique in that it consists of two hits per input. As a result, it is possible for the opponent to break free in the middle of the pummel, and thus miss the second hit entirely.
|pummeldesc=The [http://bayonetta.wikia.com/wiki/Punish_Attacks Slap Punish Attack]. It is unique compared to other pummels in that it consists of two hits per input, so it is possible for the opponent to break free in the middle of the pummel, potentially missing the second hit entirely. In addition, it is slower but weaker compared to pummels such as {{SSBU|Bowser}}. As a result, it is rather underwhelming as a pummel.
|fthrowname=Tetsuzanko{{ref|e}}
|fthrowname=Tetsuzanko{{ref|e}} ({{ja|鉄山靠|Tetsuzankō}})
|fthrowdmg=7% (hit), 3% (throw)
|fthrowdmg=7% (hit), 3% (throw)
|fthrowdesc=The [http://bayonetta.wikia.com/wiki/Tetsuzanko Tetsuzanko], a technique based on the tie shan kao{{ref|f}} used in {{s|wikipedia|Bajiquan}}. It is her strongest throw in knockback and damage. She occasionally says "{{ja|十年早いんだよ!|Juunen hayain da yo!}} (''Ten years too early!'')", even in the English version of the game. The quote is a reference to [[Akira Yuki]]'s famous quote in the {{uvm|Virtua Fighter}} series, and is said occasionally by Bayonetta herself in ''Bayonetta''.
|fthrowdesc=The [http://bayonetta.wikia.com/wiki/Tetsuzanko Tetsuzanko], a technique based on the tie shan kao{{ref|f}} used in {{s|wikipedia|Bajiquan}}. She occasionally says "{{ja|十年早いんだよ!|Juunen hayain da yo!}} (''Ten years too early!'')", even in the English version of the game. The quote is a reference to [[Akira Yuki]]'s famous quote in the {{uv|Virtua Fighter}} series, and is said by Bayonetta herself as a special easter egg line in ''Bayonetta''. It is her strongest throw in knockback and damage, KOing Mario at the edge of Final Destination at 140%. However, it is easily DI'd due to its diagonal angle.
|bthrowname=&nbsp;
|bthrowname=Crescent Sweep ({{ja|クレセントスイープ|Kuresento Suīpu}})
|bthrowdmg=3% (kick), 6% (throw)
|bthrowdmg=3% (kick), 6% (throw)
|bthrowdesc=A jumping roundhouse kick. Particularly weak for a back throw. Possibly based on the final hit of her Punch + Punch + Punch + Kick (PPPK) combo while wielding Love is Blue.
|bthrowdesc=A jumping roundhouse kick. Possibly based on the final hit of her Punch + Punch + Punch + Kick (PPPK) combo while wielding Love is Blue. Particularly weak for a back throw, and is mostly used to gain stage control or initiate edgeguards.
|uthrowname=&nbsp;
|uthrowname=Arc Wiper ({{ja|アークワイパー|Āku Waipā}})
|uthrowdmg=3% (kick), 4.5% (throw)
|uthrowdmg=3% (kick), 4.5% (throw)
|uthrowdesc=An outside crescent kick. A good combo starter that can lead into Witch Twist or up aerial until medium to high percents. The pose Bayonetta assumes afterward is based on the final hit of her Punch + Punch + Kick (PPK) combo while wielding [http://bayonetta.wikia.com/wiki/Scarborough_Fair Scarborough Fair].
|uthrowdesc=An outside crescent kick. The pose Bayonetta assumes afterward is based on the final hit of her Punch + Punch + Kick (PPK) combo while wielding [http://bayonetta.wikia.com/wiki/Scarborough_Fair Scarborough Fair]. Does not have true combo potential; however, due to Bayonetta's aerial presence, up throw is usually used to initiate aerial combos, as Bayonetta can capitalize on the opponent's reaction.
|dthrowname=&nbsp;
|dthrowname=Full Stomp ({{ja|フルストンプ|Furu Sutonpu}})
|dthrowdmg=3% (stomp), 5% (throw)
|dthrowdmg=3% (stomp), 5% (throw)
|dthrowdesc=Stomps the opponent into the ground. Can be used as a combo starter, although unreliable. Also has unusually high knockback growth, enabling it to kill off the top when not in position for forward throw to do so. Based on the final hit of Bayonetta's Punch + Punch + Punch + Kick + Kick + Kick (PPPKKK) combo while wielding Love is Blue.  
|dthrowdesc=Stomps the opponent into the ground. Due to its high ending lag, it is unreliable as a combo starter, unlike most other down throws. It does have unusually high knockback growth, however, enabling it to kill off the top when not in position for forward throw to do so, though it is also ineffective for this regard unless Bayonetta is on an elevated platform. Based on the final hit of Bayonetta's Punch + Punch + Punch + Kick + Kick + Kick (PPPKKK) combo while wielding Love is Blue.
|floorfname=Break Dance&nbsp;
|floorfname=Break Dance&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=A low-angle kick performed from a [[wikipedia:Windmill (b-boy move)|windmill]], an acrobatic technique used in breakdancing.
|floorfdesc= The [http://bayonetta.wikia.com/wiki/Break_Dance Break Dance]. A low-angle kick performed from a {{iw|wikipedia|windmill|b-boy move}}, an acrobatic technique used in breakdancing.
|floorbname=Break Dance&nbsp;
|floorbname=Break Dance&nbsp;
|floorbdmg=7%
|floorbdmg=7%
Line 330: Line 200:
|nsname=Bullet Climax
|nsname=Bullet Climax
|nsdmg=1.35% (uncharged), 2.7% (charged)
|nsdmg=1.35% (uncharged), 2.7% (charged)
|nsdesc=[http://bayonetta.wikia.com/wiki/Bullet_Climax Fires bullets] at a slight angle. When held, Bayonetta instead fires [http://bayonetta.wikia.com/wiki/Charge_Bullet '''Charge Bullets'''], which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. Due to its angle, it is useful for edge-guarding and hindering aerial approaches. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically, although Kirby's [[Copy Ability]] fires from noticeably different heights. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from ''Bayonetta'' and ''Bayonetta 2'', respectively.
|nsdesc=[http://bayonetta.wikia.com/wiki/Bullet_Climax Fires bullets] at a slight angle. When held, Bayonetta instead fires [http://bayonetta.wikia.com/wiki/Charge_Bullet '''Charge Bullets'''], which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from ''Bayonetta'' and ''Bayonetta 2'', respectively. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically, although Kirby's [[Copy Ability]] fires from noticeably different heights. Due to its angle, it is useful for edge-guarding and hindering aerial approaches, with the charged version being an extremely powerful KO option against recovering opponents. The uncharged version can also lock opponents on platforms.
|ssname=Heel Slide/After Burner Kick
|ssname=Heel Slide / After Burner Kick
|ssdmg=8% (Heel Slide, hit 1, clean), 7.5% (Heel Slide, hit 1, mid), 7% (Heel Slide, hit 1, late), 5% (Heel Slide, hit 2), 6% (After Burner Kick, standard, early/late), 7% (After Burner Kick, standard, clean), 6.5% (After Burner Kick, downward, kick), 5% (After Burner Kick, downward, landing)
|ssdmg=8% (Heel Slide, hit 1, clean), 7.5% (Heel Slide, hit 1, mid), 7% (Heel Slide, hit 1, late), 5% (Heel Slide, hit 2), 6% (After Burner Kick, standard, early/late), 7% (After Burner Kick, standard, clean), 6.5% (After Burner Kick, downward, kick), 5% (After Burner Kick, downward, landing)
|ssdesc=A kick that functions differently when used on the ground or in midair.<br/>
|ssdesc=A kick that functions differently when used on the ground or in midair. All versions are based on the individual techniques from the ''Bayonetta'' games, with minor differences.<br/>
''Heel Slide'': On the ground, she performs the [http://bayonetta.wikia.com/wiki/Heel_Slide '''Heel Slide''']. If the button is held, Bayonetta will then follow it up with an [[wikipedia:List of capoeira techniques#Aú|aú aberto]]. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.<br/>
'''Heel Slide''': On the ground, she performs the [http://bayonetta.wikia.com/wiki/Heel_Slide '''Heel Slide''']. If the button is held, Bayonetta will then follow it up with an [[wikipedia:List of capoeira techniques#Aú|aú aberto]]. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.<br/>
''After Burner Kick'': In the air, she alternately performs the [http://bayonetta.wikia.com/wiki/After_Burner_Kick  '''After Burner Kick'''], which can be performed twice in a row as long as the first kick connects. If shielded, it can't transition into another After Burner Kick. It can be angled downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward). Both versions of After Burner Kick are her primary aerial follow-ups.<br/>
'''After Burner Kick''': In the air, she alternately performs the [http://bayonetta.wikia.com/wiki/After_Burner_Kick  '''After Burner Kick'''], a flying kick with a slightly diagonal trajectory which can be performed twice in a row as long as the first kick connects. If shielded, it cannot transition into another After Burner Kick. It can be angled diagonally downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not performed correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward).
All based on the individual techniques from the ''Bayonetta'' games, with minor differences.
 
Like Witch Twist, both versions of After Burner Kick are her primary aerial combo initiators and followups, with each angled version having different launch angles and allowing for creative combos.<br/>
|usname=Witch Twist
|usname=Witch Twist
|usdmg=3% (ground, hits 1 and 7), 0.2% (hits 2 - 5), 2% (air, hit 1)
|usdmg=3% (ground, hits 1 and 7), 0.2% (hits 2 - 5), 2% (air, hit 1)
|usdesc=[http://bayonetta.wikia.com/wiki/Witch_Twist An ascending, corkscrew pistol-whip]. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to [[Rising Uppercut]]. Despite this, Witch Twist is still a very useful recovery option, as using it after a jump allows Bayonetta to use her [[double jump]], and then use another Witch Twist. Holding the button has Bayonetta fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. Based on the technique of the same name from ''Bayonetta'', as well as a variation from ''Bayonetta 2'' known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. Otherwise performs identically to the latter, including the ability to use a second one after a double jump. With precise timing (a 3 frame window to be exact), a Double Jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to Smash 4. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch.  
|usdesc=[http://bayonetta.wikia.com/wiki/Witch_Twist An ascending, corkscrew pistol-whip]. Based on the technique of the same name from ''Bayonetta'', as well as a variation from ''Bayonetta 2'' known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to [[Rising Uppercut]]. Despite this, Witch Twist is still a very useful recovery option, as she is allowed to use one Witch Twist after each jump, including after a [[double jump]] (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low endlag and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top blast line. Each Witch Twist's final hit has different knockback trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial).
 
With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to ''Smash 4''. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arc.
|dsname=Witch Time
|dsname=Witch Time
|dsdmg=—
|dsdmg=—
|dsdesc=[http://bayonetta.wikia.com/wiki/Witch_Time Uses her magic to slow down time around an opponent who attacks her]. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), whether the attack was direct or indirect (indirect attacks such as projectiles result in a shorter duration), and frequency (using Witch Time too often will decrease the duration). However, if Witch Time is activated too late, then [http://bayonetta.wikia.com/wiki/Bat_Within '''Bat Within'''] is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the ''Bayonetta'' series, it halves the damage received, rather than negating it. Based on the same ability from the ''Bayonetta'' games, albeit only slowing down the attacking opponent as opposed to all opponents.
|dsdesc=[http://bayonetta.wikia.com/wiki/Witch_Time Uses her magic to slow down time around an opponent who attacks her]. Based on the same ability from the ''Bayonetta'' games, albeit only slowing down the attacking opponent as opposed to all opponents. Functions as a [[counterattack]]. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), whether the attack was direct or indirect (indirect attacks such as projectiles result in a shorter duration), and frequency (using Witch Time too often will decrease the duration). However, if Witch Time is activated too late, then [http://bayonetta.wikia.com/wiki/Bat_Within '''Bat Within'''] is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the ''Bayonetta'' series, it halves the damage received, rather than negating it.
|fsname=Infernal Climax
|fsname=Infernal Climax
|fsdmg=28% (Gomorrah), 13% (bonus spell), 10% (end)
|fsdmg=7% (Gomorrah), 13% (bonus spell), 10% (end)
|fsdesc=Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon [http://bayonetta.wikia.com/wiki/Gomorrah Gomorrah], who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 15% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
|fsdesc=Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon [http://bayonetta.wikia.com/wiki/Gomorrah Gomorrah], who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 13% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=81 | rweight=76
| dash=1.936 | rdash=38-43
| run=1.76 | rrun=37-41
| walk=0.945 | rwalk=61-62
| trac=0.11 | rtrac=39-47
| airfric=0.008 | rairfric=57-66
| air=1.019 | rair=53-55
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.085 | raddaccel=12-15
| gravity=0.12 | rgravity=15-20
| fall=1.77 | rfall=20-21
| ff=2.832 | rff=20-21
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=39 | rjumpheight=7-8
| shorthop=21.35 | rshorthop=2-3
| djump=42 | rdjump=9
}}
}}


===[[Bayonetta Recovery Frames|Recovery Frames]]===
===[[Announcer]] call===
After using Witch Twist, Afterburner Kick, or Downwards Afterburner Kick, upon landing, Bayonetta will be unable to move for a set amount of frames depending on the combination of moves used. Recovery Frames are in [https://docs.google.com/spreadsheets/d/10XNTMy5xAPS2MvYeNGtD--Uq7SRyaqZVu5-uK8l53AM/edit?usp=sharing|seven tiers], with each tier having more recovery frames than the previous. The tiers are: 18 frames, 20 frames, 22 frames, 26 frames, 28 frames, 30 frames, 38 frames, 40 frames, and 50 frames. In addition, air dodges and aerial end lag may add to her recovery frames.
<gallery>
Bayonetta English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Bayonetta French Announcer SSBU.wav|French
Bayonetta German Announcer SSBU.wav|German
Bayonetta Italian Announcer SSBU.wav|Italian
Bayonetta Russian Announcer SSBU.wav|Russian
Bayonetta Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Emerges from her Bat Within form while surrounded by the Umbra Witches' symbol, then proceeds to wield her guns.
*Emerges from her Bat Within form while surrounded by the Umbra Witches' symbol, then proceeds to wield her guns.
<gallery>
BayonettaOnScreenAppearanceSSBU.gif|Bayonetta's on-screen appearance
</gallery>


===[[Taunts]]===
===[[Taunt]]s===
*'''Up taunt''': Twirls around, moves both arms around her in a graceful manner, then strikes a pose with both arms over her head, saying, "If you need to learn how to talk to a lady, ask your mum." ({{ja|レディの扱い方、ママに教えて貰いなさい|Redi no atsukai-kata, mama ni oshiete morai nasai.}}, ''If you can't handle a lady, ask your mum.'') This taunt has been significantly shortened from the [[Super Smash Bros. 4|last game]], although it can still be cancelled. It is based on her long taunt from ''Bayonetta 2''.
*'''Up taunt''': Twirls around, then strikes a pose with both arms over her head, saying, "If you need to learn how to talk to a lady, ask your mum." ({{ja|レディの扱い方、ママに教えてもらいなさい|Redi no atsukai-kata, mama ni oshiete morai nasai.}}, ''If you can't handle a lady, ask your mum.'') This taunt has been significantly shortened from the [[Super Smash Bros. 4|last game]], although it can still be canceled. It is based on her long taunt from ''Bayonetta 2''.
*'''Side taunt''': Gracefully spins around, then points both guns directly in front of herself, saying, "New 'do, dead you." ({{ja|動くと死ぬわよ|Ugoku to shinu wa yo}}, ''You move, you die.'') The quote comes from her short taunt while wielding [http://bayonetta.wikia.com/wiki/Salamandra Salamandra] in ''Bayonetta 2''.
*'''Side taunt''': Gracefully spins around, then points both guns directly in front of herself, saying, "New 'do, dead you." ({{ja|動くと死ぬわよ|Ugoku to shinu wa yo}}, ''You move, you die.'') The quote comes from her short taunt while wielding [http://bayonetta.wikia.com/wiki/Salamandra Salamandra] in ''Bayonetta 2''.
*'''Down taunt''': Strikes a pose while flourishing her guns before looking away and then looking forward, while her glasses briefly emit a light purple glint upon concluding. Significantly shortened from the [[Super Smash Bros. 4|last game]], although it can still be cancelled. Based on the dances she performs prior to fighting the first [http://bayonetta.wikia.com/wiki/Joy Joy] she encounters in ''Bayonetta''.
*'''Down taunt''': Strikes a pose while flourishing her guns before looking away and then looking forward, while her glasses briefly emit a light purple glint upon concluding. Significantly shortened from the [[Super Smash Bros. 4|last game]], although it can still be canceled. Based on the dance she performs prior to fighting the first [http://bayonetta.wikia.com/wiki/Joy Joy] she encounters in ''Bayonetta''.
<gallery>
<gallery>
SSBUBayonettaTaunt1.gif|Bayonetta's up taunt.
SSBUBayonettaTaunt1.gif|Bayonetta's up taunt.
Line 366: Line 270:
===[[Idle pose]]s===
===[[Idle pose]]s===
*Waves one of her guns in an inviting motion, while resting the other on her hip.
*Waves one of her guns in an inviting motion, while resting the other on her hip.
*Holds her left gun in front of herself, and her right gun upward beside her head. This idle pose only occurs once she ends any ground attack, and reverts to her standard idle animation after a few seconds.
*Holds her left gun in front of herself, and her right gun upward beside her head. This idle pose only occurs once she ends any ground attack, and reverts to her standard idle animation after a few seconds. Based on her "in combat" pose in both ''Bayonetta'' games.
<gallery>
<gallery>
SSBUBayonettaIdle1.gif|Bayonetta's first idle pose
SSBUBayonettaIdle1.gif|Bayonetta's first idle pose.
SSBUBayonettaIdle2.gif|Bayonetta's second idle pose, assumed only after a ground attack
SSBUBayonettaIdle2.gif|Bayonetta's second idle pose, assumed only after a ground attack.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Bayonetta Cheer English SSBU.ogg|center]]||[[File:Bayonetta Cheer Japanese SSBU.ogg|center]]||[[File:Bayonetta Cheer Italian SSBU.ogg|center]]||[[File:Bayonetta Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Bayonetta Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Bayonetta Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Bay - o! || Bayo - nett - a! || Ba - yo - ne - tta! || Baaaaayo - ne - tta! || Bay - o!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Bayonetta Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Bayonetta Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Bayonetta Cheer Spanish PAL SSBU.ogg|center]]||[[File:Bayonetta Cheer Russian SSBU.ogg|center]]||[[File:Bayonetta Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Baaaaayo - ne - tta! *claps 6 times* || Baaaaayo - ne - tta! *claps 5 times* || Bayo - netta! *claps 3 times* || Ba - yo - ne - tta!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
All of Bayonetta's victory quotes are based on taunts from ''Bayonetta 2'' while wielding various weapons; the associated weapon for each is listed in parentheses.
All of Bayonetta's victory quotes are based on taunts from ''Bayonetta 2'' while wielding various weapons; the associated weapon for each is listed in parentheses. Each pose also features a brief light purple glint emitted from her glasses at the end of the pose.


*'''Left:''' Dances and says "Miss me, baby?" (Chernobog; "{{ja|私はここよ|Watashi wa koko yo}}", ''I'm right here.''). The dance is similar to her down taunt, with a slightly different ending pose.
*'''Left:''' Dances and says "Miss me, baby?" (Chernobog; "{{ja|私はここよ|Watashi wa koko yo}}", ''I'm right here.''). The dance is similar to her down taunt, with a slightly different ending pose.
**In the Japanese version, Bayonetta does not turn her head.
*'''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:''' Bayonetta steps back and sticks up her guns, 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 "{{SSB4MusicLink|Bayonetta|Time For The Climax!}}", followed by the jingle that plays upon completing a verse in ''Bayonetta''.]]
[[File:Victory! (Bayonetta).ogg|thumb|The first few notes of "{{SSBUMusicLink|Bayonetta|Time For The Climax!}}", followed by the jingle that plays upon completing a verse in ''Bayonetta'' and ''Bayonetta 2''.]]
<gallery>
<gallery>
BayonettaVictoryPose1SSBU.gif
BayonettaVictoryPose1SSBU.gif
Line 386: Line 326:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
Ever since the beginning of ''Ultimate''{{'}}s metagame, Bayonetta has had hardly any success in tournaments. This is largely due to many of her playerbase and top players dropping her in favor of other characters as a result of her nerfs. Bayonetta has widely been considered to be a "high effort low-reward" character as she has to work significantly harder to win neutral, rack up damage, and close out stocks than a vast majority of the cast. The changes to her have caused top players to have very negative opinions on her with many players regarding her as an unviable character that isn't worth the effort.  
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
''See also: [[:Category:Bayonetta players (SSBU)]]''
 
*{{Sm|Bloom4Eva|UK}} - One of the best Bayonetta players of all-time and one of the best players in Europe in the post-online metagame, being a frequent bracket demon for Europe's other two best players, {{Sm|Glutonny}} and {{Sm|Sisqui}}. Aside from winning many large European events, he is best known for winning {{Trn|VCA 2022}}, the first national-level victory from a Bayonetta player, and several top 8 finishes at European majors such as placing 4th at {{Trn|COLOSSEL 2022}}, {{Trn|Ultimate Fighting Arena 2022}}, and {{Trn|King Con}}.
*{{Sm|Geist|USA}} - The second-best Bayonetta player in North America in the post-pandemic metagame. He is best known for placing 7th at {{Trn|Rise 'N Grind 2023}} as well as placing 5th at {{Trn|Low Tide City 2024}} defeating {{Sm|SHADIC}}. In addition, he has placed 17th at {{Trn|Supernova 2024}}, 25th at {{Trn|Riptide 2024}}, and 33rd at {{Trn|Port Priority 8}}, and had also defeated {{Sm|Kurama}} at {{Trn|Super Smash Con 2023}}.
*{{Sm|Lima|USA}} - One of the best Bayonetta players of all-time, with his best performances taking place in the post-pandemic metagame. He has regularly ranked in the top 50 since [[UltRank 2022]] and saw a plethora of top 8 finishes at majors, including 2nd at {{Trn|Litvitational 3}} and {{Trn|Cirque 4}}, 3rd at {{Trn|Rise 'N Grind 2023}} and {{Trn|The Coinbox IRL}}, and 5th at {{Trn|Collision 2023}}.
*{{Sm|Nizemamo|Japan}} - The second-best Bayonetta player in Japan, first known for placing 13th at {{Trn|Maesuma TOP 14.5 "in Hyogo"}} after defeating {{Sm|Jogibu}}. Nizemamo is best known for placing 5th at {{Trn|Maesuma'GRAND WARS}} with a win over {{Sm|Raru}}, as well as consistent strong performances at {{Trn|Sumabato}} during the [[LumiRank 2024.1]] season, placing between 9th or 17th at most Sumabato events during this time; as such, Nizemamo was eventually ranked 100th during that season.
*{{Sm|TamaPDaifuku|Japan}} - One of the best Bayonetta players of all-time, first breaking out onto the scene after placing 4th at {{Trn|Maesuma TOP 13.5 "U-22"}}. He is especially known for his performance in the [[LumiRank 2024.1]] season, beginning with a 2nd-place finish at {{Trn|DELTA 7}} and culminating in his victory at {{Trn|Seibugeki 17}}, becoming the first Bayonetta player to win a major. During this time, he also placed top 8 at every major he attended aside from {{Trn|Umebura SP 10}}, and as such was eventually ranked 8th for that season, making him the highest-ranking Bayonetta player in ''Ultimate'' history.  Although his results took a downturn in the following season, he still remains Japan's best Bayonetta player.


In subsequent patches, Bayonetta received many buffs that made her strongest options more consistent. On top of this, players like {{Sm|CaptainZack}}, {{Sm|Lima}}, and {{Sm|Geist}} continue to use her to moderate success. Both of these have allowed her perception to be better than before, however she is still considered to be a shell of her former self and continues to have low representation in the current metagame.
===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 the vast majority of the cast. Bayonetta performing drastically worse than her ''Smash 4'' iteration led many to think of her as by far the most nerfed veteran in the transition to ''Ultimate''. Although {{Sm|CaptainZack}} was able to see some good results while using Bayonetta as a co-main, they were mostly eclipsed by his results with {{SSBU|Peach}} and {{SSBU|Daisy}}, and most top players considered her to be a lower mid-tier or low-tier character at best, some players even ranked her as one of the worst characters in the game. Her results continued to struggle, especially following CaptainZack's ban.  


===Notable players===
However, Bayonetta would go on to receive many buffs that made her strongest options more consistent in updates {{SSBU|3.1.0}} and {{SSBU|8.0.0}}, which would eventually lead to a positive shift in players' perceptions of Bayonetta. With Bayonetta players adapting remarkably to the changing metagame and with balance patches having lended Bayonetta significant buffs, a slow but noticeable growth in her representation would emerge: during the [[COVID-19|COVID-19 pandemic]], {{Sm|Bloom4Eva}} used her to place highly at major online tournaments. Following the return of offline competitive play, Bayonetta continued to see impressive results thanks to players such as Bloom4Eva and {{Sm|Lima}}, with the former even winning {{Trn|VCA 2022}}. This led to an exceptional shift in her perception, and most players reevaluated the character and ranked her as a mid-tier at least, and as such, she was ranked 45th on the first tier list in B+ tier.  
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
Following the first tier list, Bayonetta's representation grew even more, and she continues to see consistently strong results in tournaments, with Lima getting better results and {{Sm|TamaPDaifuku}} causing upsets at Japanese supermajors. Thanks to her improved representation and results, she is now widely ranked as a high-tier, with some players even ranking her as a top-tier. Bayonetta would see a massive boost on the second and current tier list, where she rose 19 spots and is now ranked 26th in A- tier, the largest rise of any character from the first to second list. After the release of the second tier list, TamaPDaifuku saw a meteoric rise and gained more recognition in 2024, as he placed very highly at several major tournaments, most notably winning {{Trn|Seibugeki 17}}, the very first major victory for a Bayonetta player.  Although TamaPDaifuku's results were significantly worse heading into the second half of 2024, Lima's results on the other hand saw a notable resurgence, especially after he placed 2nd at both {{Trn|Litvitational 3}} and {{Trn|Cirque 4}} and defeated players such as {{Sm|Miya|p=Honshu}}, {{Sm|Sparg0}}, {{Sm|Light|p=Connecticut}}, {{Sm|Doramigi}}, and {{Sm|Tea}} along the way.
*{{Sm|Geist|USA}} - Placed 33rd at both {{Trn|Frostbite 2019}} and {{Trn|Pound 2019}}.
*{{Sm|Lima|USA}} - Co-mains Bayonetta with Peach and is considered one of the best Bayonetta players in the world prior to his initial retirement. Placed 9th at {{Trn|Ultimate Gamer Miami}} and 33rd {{Trn|GENESIS 6}}.
*{{Sm|Salem|USA}} (#30) - Has a strong Bayonetta secondary. Placed 13th at {{Trn|Glitch 7 - Minus World}} with a win over {{Sm|8BitMan}}.
*{{Sm|Shadow_PR|USA}} - The best Bayonetta player in the Carribbean and in Texas. Placed 2nd at {{Trn|First Attack 2019}} beating both Dominican and Puerto Rican top players, among them {{Sm|Sharpyzard}}, {{Sm|Excel_Zero}}, and {{Sm|LingLing}}. Also has wins over {{Sm|Suarez}}, {{Sm|Ismon}}, {{Sm|Lima}}, and {{Sm|Pandarian}}.
*{{Sm|Rage|Sweden}} - Placed 4th at {{Trn|DreamHack Winter 2019}} and 13th at {{Trn|Valhalla III}}, with wins over {{Sm|Armada}}, {{Sm|Oryon}}, and {{Sm|VinS}}.
*{{Sm|tamim|Canada}} - One of the best Bayonetta players in the world prior to his initial retirement. Placed 5th at {{Trn|Glitch 6}}, 7th at {{Trn|LAN ETS 2019}}, 13th at {{Trn|Ultimate Gamer Miami}}, and 17th at {{Trn|Let's Make Moves}}.


===Inactive===
Overall, while Bayonetta is still widely agreed to be a shell of her ''Smash 4'' self, she is also considered to be substantially stronger than she was in the early metagame.
*{{Sm|CaptainZack|USA}} - The best Bayonetta player in the world before his hiatus. Widely known for his {{SSBU|Daisy}} and {{SSBU|Peach}} secondaries as well. Placed 3rd at {{Trn|Battle of BC 3}}, 9th at {{Trn|GENESIS 6}}, 13th at {{Trn|MomoCon 2019}}, and 17th at {{Trn|Let's Make Moves}}. Has wins over {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Wishes}}.


=={{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''. The final battle is against a giant {{SSBU|Palutena}}.
All of Bayonetta's opponents have wings, in reference to her battles against angels and specific fights from ''Bayonetta'' and ''Bayonetta 2''. The final battle is against a giant {{SSBU|Palutena}}.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Dark Pit}} {{head|Dark Pit|g=SSBU|s=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|One Of A Kind}}''|| A reference to the [https://bayonetta.fandom.com/wiki/File:LoptrChildNew.png Loptr] boss fight from ''Bayonetta 2''. Takes place in same location.
|1||{{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|One Of A Kind}}''|| A reference to the [https://bayonetta.fandom.com/wiki/File:LoptrChildNew.png Loptr] boss fight from ''Bayonetta 2''. Takes place in same location.
|-
|-
|2||{{SSBU|Falco}} {{head|Falco|g=SSBU|s=20px|cl=Black}}||[[Castle Siege]]||''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}''||A reference to the [https://bayonetta.fandom.com/wiki/File:AffinityEGallery.png Flaming Affinity] from ''Bayonetta''.
|2||{{CharHead|Falco|SSBU|hsize=20px|color=Black}}||[[Castle Siege]]||''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}''||A reference to the [https://bayonetta.fandom.com/wiki/File:AffinityEGallery.png Flaming Affinity] from ''Bayonetta''.
|-
|-
|3||{{SSBU|Ridley}} {{head|Ridley|g=SSBU|s=20px|cl=Grey}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Bayonetta|Riders Of The Light}}''||A reference to the [[:File:Inspired.png|Inspired]] Angels from ''Bayonetta'' & ''Bayonetta 2''.
|3||{{CharHead|Ridley|SSBU|hsize=20px|color=Grey}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Bayonetta|Riders Of The Light}}''||A reference to the [[:File:SSBU spirit Inspired.png|Inspired]] Angels from ''Bayonetta'' & ''Bayonetta 2''.
|-
|-
|4||Giant {{SSBU|Charizard}} {{head|Charizard|g=SSBU|s=20px|cl=White}}||[[Skyloft]]||''{{SSBUMusicLink|Bayonetta|Time For The Climax!}}''||A reference to [[:File:Fortitudo.png|Fortitudo]] from ''Bayonetta'' & ''Bayonetta 2''.
|4||Giant {{CharHead|Charizard|SSBU|hsize=20px|color=White}}||[[Skyloft]]||''{{SSBUMusicLink|Bayonetta|Time For The Climax!}}''||A reference to [[:File:SSBU spirit Fortitudo.png|Fortitudo]] from ''Bayonetta'' & ''Bayonetta 2''.
|-
|-
|5||{{SSBU|Meta Knight}} {{head|Meta Knight|g=SSBU|s=20px|cl=White}}||[[Skyworld]]||''{{SSBUMusicLink|Bayonetta|Theme Of Bayonetta - Mysterious Destiny (Instrumental)}}''||A reference to the [[:File:Maskedlumen.png|Masked Lumen]] from ''Bayonetta 2''.
|5||{{CharHead|Meta Knight|SSBU|hsize=20px|color=White}}||[[Skyworld]]||''{{SSBUMusicLink|Bayonetta|Theme Of Bayonetta - Mysterious Destiny (Instrumental)}}''||A reference to the [[:File:SSBU spirit Masked Lumen.png|Masked Lumen]] from ''Bayonetta 2''.
|-
|-
|colspan="5"|Bonus Stage
|colspan="5"|[[Bonus Stage]]
|-
|-
|6||{{SSBU|Pit}} (x6) {{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}}||Skyworld||''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''||Horde Battle. A reference to the [[:File:Affinity.png|Affinity]] Angels, which usually attack in groups.
|6||{{head|Pit|g=SSBU|s=20px}}{{head|Pit|cl=Yellow|g=SSBU|s=20px}}{{head|Pit|cl=Red|g=SSBU|s=20px}}{{head|Pit|cl=Green|g=SSBU|s=20px}}{{head|Pit|cl=Blue|g=SSBU|s=20px}}{{head|Pit|cl=Black|g=SSBU|s=20px}} {{SSBU|Pit}} (x6)||Skyworld||''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''||Horde Battle (3 at a time).<br>A reference to the [[:File:SSBU spirit Affinity.png|Affinity]] Angels, which usually attack in groups.
|-
|-
|Final||Giant {{SSBU|Palutena}} {{head|Palutena|g=SSBU|s=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''.
|}
|}


Line 438: Line 380:
Bayonetta was among the fighters summoned to the cliffside to fight against the army of [[Master Hand]]s.
Bayonetta was among the fighters summoned to the cliffside to fight against the army of [[Master Hand]]s.


During the opening cutscene, Bayonetta was present when [[Galeem]] unleashed his beams of light. Bayonetta dodged a beam of light, activating her [[Bat Within]], but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.
During the opening cutscene, Bayonetta was present on the cliffside when [[Galeem]] unleashed his beams of light. Bayonetta dodged a beam of light, activating her [[Bat Within]], but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.


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


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 63
|63
| [[File:Bayonetta SSBU.png|center|108x108px]]
|[[File:Bayonetta SSBU.png|center|108x108px]]
| {{SSBU|Bayonetta}}
|Bayonetta
| {{color|#18aef5|Shield}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| 12,500
|12,500
| [[Umbra Clock Tower]] ([[Ω form]])
|[[Umbra Clock Tower]] ([[Ω form]])
| ''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}''
|''{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Bayonetta's Fighter Spirits can be obtained by completing [[Classic Mode]]. They are also available periodically for purchase in the shop for 500 coins. Unlocking Bayonetta in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
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.


<center>
<center>
<gallery>
<gallery>
Spirits bayonetta.png|1,006. '''''Bayonetta (Bayonetta 2)'''''
SSBU spirit Bayonetta (Bayonetta 2).png|1,006. '''''Bayonetta (Bayonetta 2)'''''
Spirits bayonetta first.png|1,007. '''Bayonetta (Bayonetta)'''
SSBU spirit Bayonetta (Bayonetta).png|1,007. '''Bayonetta (Bayonetta)'''
Cereza Spirit.png|1,015. Cereza
SSBU spirit Cereza.png|1,015. Cereza
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 495: Line 437:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|97
|97
|[[File:Kammy Koopa.png|center|64x64px]]
|{{SpiritTableName|Kammy Koopa|iw=mariowiki|size=64}}
|{{anchor|Kammy Koopa}}{{s|mariowiki|Kammy Koopa}}
|''Paper Mario'' Series
|''Paper Mario series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|2,000
|2,000
|[[Paper Mario]]
|[[Paper Mario]]
Line 507: Line 449:
|•All fighters are invisible after a little while<br>•The enemy starts the battle with a [[Star Rod]]
|•All fighters are invisible after a little while<br>•The enemy starts the battle with a [[Star Rod]]
|{{SSBUMusicLink|Super Mario Bros.|Airship Theme - Super Mario Bros. 3}}
|{{SSBUMusicLink|Super Mario Bros.|Airship Theme - Super Mario Bros. 3}}
|
|-
|-
|142
|142
|[[File:Candy Kong Spirit.png|center|64x64px]]
|{{SpiritTableName|Candy Kong|iw=mariowiki|size=64}}
|{{anchor|Candy Kong}}{{s|mariowiki|Candy Kong}}
|''Donkey Kong'' Series
|''Donkey Kong series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,800
|3,800
|[[Kongo Falls]]
|[[Kongo Falls]]
Line 519: Line 461:
|•The enemy starts the battle with a [[Banana Gun]]<br>•The enemy has increased move speed
|•The enemy starts the battle with a [[Banana Gun]]<br>•The enemy has increased move speed
|{{SSBUMusicLink|Donkey Kong|Mangrove Cove}}
|{{SSBUMusicLink|Donkey Kong|Mangrove Cove}}
|
|-
|-
|202
|202
|[[File:Koume and kotake.png|center|64x64px]]
|{{SpiritTableName|Koume & Kotake|link=y|size=64}}
|{{anchor|Koume & Kotake}}[[Koume & Kotake]]
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}{{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Bayonetta}} (×2) ({{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}{{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}})
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,700
|3,700
|[[Gerudo Valley]]
|[[Gerudo Valley]]
Line 531: Line 473:
|•The enemy starts the battle with a [[Fire Flower]]<br>•The enemy starts the battle with a [[Freezie]]
|•The enemy starts the battle with a [[Fire Flower]]<br>•The enemy starts the battle with a [[Freezie]]
|{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}
|{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}
|Koume (pink costume)<br>Kotake (blue costume)
|-
|-
|222
|222
|[[File:Midna.png|center|64x64px]]
|{{SpiritTableName|Midna|link=y|size=64}}
|{{anchor|Midna}}[[Midna]]
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|9,200
|9,200
|[[Bridge of Eldin]] (hazards off)
|[[Bridge of Eldin]] (hazards off)
|•Assist Trophy Enemies ([[Midna]])<br>•Item: Transforming Types
|•Assist Trophy Enemies (Midna)<br>•Item: Transforming Types
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|The Legend of Zelda|Midna's Lament}}
|{{SSBUMusicLink|The Legend of Zelda|Midna's Lament}}
|
|-
|-
|745
|745
|[[File:Captain Syrup.png|center|64x64px]]
|{{SpiritTableName|Captain Syrup|iw=mariowiki|size=64}}
|{{s|mariowiki|Captain Syrup}}
|''Wario Land'' Series
|''Wario Land series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,500
|3,500
|[[Pirate Ship]]
|[[Pirate Ship]]
Line 555: Line 497:
|•Items will be pulled toward the enemy<br>•The enemy is giant<br>•The enemy is easily distracted by items
|•Items will be pulled toward the enemy<br>•The enemy is giant<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}}
|{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}}
|
|-
|-
|768
|768
|[[File:Strangelove.PNG|center|64x64px]]
|{{SpiritTableName|Strangelove|customname=[https://metalgear.fandom.com/wiki/Strangelove Strangelove]|size=64}}
|[https://metalgear.fandom.com/wiki/Strangelove Strangelove]
|''Metal Gear Solid'' Series
|''Metal Gear Solid series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}<br>•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}<br>•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,600
|1,600
|[[Midgar]] ([[Battlefield form]])
|[[Midgar]] ([[Battlefield form]])
Line 567: Line 509:
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle<br>•The enemy is metal
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle<br>•The enemy is metal
|{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}
|{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}
|
|-
|-
|961
|961
|[[File:Elma Spirit.png|center|64x64px]]
|{{SpiritTableName|Elma|customname=[https://xenoblade.fandom.com/wiki/Elma Elma]|size=64}}
|[https://xenoblade.fandom.com/wiki/Elma Elma]
|''Xenoblade Chronicles'' Series
|''Xenoblade Chronicles series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|9,400
|9,400
|[[Gaur Plain]]
|[[Gaur Plain]] ([[Ω form]])
|•Temporary Invincibility
|•Temporary Invincibility
|•Sometimes the opponent will be invincible after a while<br>•Weapons (swords, etc.) deal more damage<br>•The opponent will be equipped with a [[Killing Edge]]
|•The enemy will occasionally be invincible after a little while<br>•The enemy's melee weapons have increased power<br>•The enemy starts the battle with a [[Killing Edge]]
|{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}
|{{SSBUMusicLink|Xenoblade Chronicles|Xenoblade Chronicles Medley}}
|
|-
|-
|1,003
|1,003
|[[File:Juri Han.png|center|64x64px]]
|{{SpiritTableName|Juri|customname=[https://streetfighter.fandom.com/wiki/Juri Juri]|size=64}}
|[https://streetfighter.fandom.com/wiki/Juri Juri]
|''Street Fighter'' Series
|''Street Fighter series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}} (140 HP)
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,800
|3,800
|[[New Pork City]] ([[Ω form]])
|[[New Pork City]] ([[Ω form]])
Line 591: Line 533:
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage<br>•The enemy favors side specials
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage<br>•The enemy favors side specials
|{{SSBUMusicLink|Street Fighter|Vega Stage}}
|{{SSBUMusicLink|Street Fighter|Vega Stage}}
|
|-
|-
|1,008
|1,008
|[[File:Gommorah Spirit.png|center|64x64px]]
|{{SpiritTableName|Gomorrah|size=64}}
|[[Gomorrah]]
|''Bayonetta'' Series
|''Bayonetta series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,200
|3,200
|[[Umbra Clock Tower]]
|[[Umbra Clock Tower]]
Line 603: Line 545:
|•You take serious damage after a little while<br>•The enemy will suddenly have a Final Smash after a little while
|•You take serious damage after a little while<br>•The enemy will suddenly have a Final Smash after a little while
|{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}
|{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}
|Bayonetta
|-
|-
|1,009
|1,009
|[[File:SSBU - Madama Butterfly Spirit.png|center|64x64px]]
|{{SpiritTableName|Madama Butterfly|link=y|size=64}}
|[[Madama Butterfly]]
|''Bayonetta'' Series
|''Bayonetta series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}} (180 HP)
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,900
|13,900
|[[Umbra Clock Tower]]
|[[Umbra Clock Tower]]
Line 615: Line 557:
|•The stage is covered in a poisonous cloud<br>•[[Stamina battle]]<br>•The enemy favors smash attacks
|•The stage is covered in a poisonous cloud<br>•[[Stamina battle]]<br>•The enemy favors smash attacks
|{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}
|{{SSBUMusicLink|Bayonetta|Let's Hit The Climax!}}
|Bayonetta
|-
|-
|1,010
|1,010
|[[File:Jeanne.png|center|64x64px]]
|{{SpiritTableName|Jeanne|customname=[https://bayonetta.fandom.com/wiki/Jeanne Jeanne]|size=64}}
|[https://bayonetta.fandom.com/wiki/Jeanne Jeanne]
|''Bayonetta'' Series
|''Bayonetta series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Red}} (160 HP)
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,400
|9,400
|[[Umbra Clock Tower]]
|[[Umbra Clock Tower]]
Line 627: Line 569:
|•The enemy's ranged weapons have increased power<br>•[[Stamina battle]]
|•The enemy's ranged weapons have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Bayonetta|Red & Black}}
|{{SSBUMusicLink|Bayonetta|Red & Black}}
|
|-
|-
|1,020
|1,020
|[[File:Prophet Artwork.png|center|64x64px]]
|{{SpiritTableName|Prophet|customname=[https://bayonetta.fandom.com/wiki/Prophet Prophet]|size=64}}
|[https://bayonetta.fandom.com/wiki/Prophet Prophet]
|''Bayonetta'' Series
|''Bayonetta series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}} (100 HP)
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Umbra Clock Tower]]
|[[Umbra Clock Tower]]
Line 639: Line 581:
|•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]
|•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}
|{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}
|
|-
|-
|1,024
|1,024
|[[File:Alruane.png|center|64x64px]]
|{{SpiritTableName|Alraune|customname=[https://bayonetta.fandom.com/wiki/Alraune Alraune]|size=64}}
|[https://bayonetta.fandom.com/wiki/Alraune Alraune]
|''Bayonetta'' Series
|''Bayonetta series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}} (120 HP)
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,900
|1,900
|[[Garden of Hope]] ([[Ω form]])
|[[Garden of Hope]] ([[Ω form]])
Line 651: Line 593:
|•[[Stamina battle]]<br>•The enemy's battering items have increased power<br>•The enemy starts the battle with a [[Lip's Stick]]
|•[[Stamina battle]]<br>•The enemy's battering items have increased power<br>•The enemy starts the battle with a [[Lip's Stick]]
|{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}
|{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}
|
|-
|-
|1,066
|1,066
|[[File:Shanoa.png|center|64x64px]]
|{{SpiritTableName|Shanoa|customname=[https://castlevania.fandom.com/wiki/Shanoa Shanoa]|size=64}}
|[https://castlevania.fandom.com/wiki/Shanoa Shanoa]
|''Castlevania'' Series
|''Castlevania series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|9,900
|9,900
|[[Brinstar Depths]] ([[Ω form]])
|[[Brinstar Depths]] ([[Ω form]])
Line 663: Line 605:
|•The enemy will suddenly have a Final Smash after a little while<br>•Dangerously high winds are in effect<br>•The enemy's special moves have increased power
|•The enemy will suddenly have a Final Smash after a little while<br>•Dangerously high winds are in effect<br>•The enemy's special moves have increased power
|{{SSBUMusicLink|Castlevania|Twilight Stigmata}}
|{{SSBUMusicLink|Castlevania|Twilight Stigmata}}
|
|-
|-
|1,100
|1,100
|[[File:Tabuu Spirit.png|center|64x64px]]
|{{SpiritTableName|Tabuu|link=y|size=64}}
|{{anchor|Tabuu}}[[Tabuu]]
|''Super Smash Bros.'' Series
|''Super Smash Bros. Series''
|•Metal {{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}} (150 HP)
|•Metal {{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|13,900
|13,900
|{{SSBU|Final Destination}}
|{{SSBU|Final Destination}}
Line 675: Line 617:
|•[[Stamina battle]]<br>•You'll occasionally take sudden damage after a little while<br>•The enemy is metal
|•[[Stamina battle]]<br>•You'll occasionally take sudden damage after a little while<br>•The enemy is metal
|{{SSBUMusicLink|Super Smash Bros.|Boss Battle Song 2}}
|{{SSBUMusicLink|Super Smash Bros.|Boss Battle Song 2}}
|
|-
|-
|1,290
|1,290
|{{anchor|Twintelle}}[[File:Twintelle.png|center|64x64px]]
|{{SpiritTableName|Twintelle|link=y|size=64}}
|{{s|armsinstitute|Twintelle}}
|''ARMS''
|''ARMS''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,700
|3,700
|[[New Donk City Hall]]
|[[New Donk City Hall]]
|N/A
|N/A
|•The enemy's smash attacks have increased power<br>•The enemy favors smash attacks<br>•The enemy starts the battle with a {{b|Drill|item}}
|•The enemy's smash attacks have increased power<br>•The enemy favors smash attacks<br>•The enemy starts the battle with a [[Drill]]
|{{SSBUMusicLink|Super Mario Bros.|New Donk City}}
|{{SSBUMusicLink|Super Mario Bros.|New Donk City}}
|
|-
|1,402
|{{SpiritTableName|Lotus|size=64}}
|''Warframe''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Neutral}}
|3,600
|[[Frigate Orpheon]] ([[Battlefield form]])
|•Assist Trophy Enemies ([[Gray Fox]])
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Pikmin|The Keeper of the Lake}}
|
|-
|1,424
|{{SpiritTableName|Olberic & Primrose|size=64}}
|''OCTOPATH TRAVELER''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Shield}}
|9,500
|[[Coliseum]]
|•Assist Trophy Enemies ([[Black Knight]])
|•Hostile assist trophies will appear<br>•The enemy favors air attacks
|{{SSBUMusicLink|Other|Worthy Rival Battle}}
|Primrose
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 710: Line 676:
|-
|-
|225
|225
|[[File:Agitha.png|center|64x64px]]
|{{SpiritTableName|Agitha|iw=zeldawiki|size=64}}
|{{anchor|Agitha}}{{s|zeldawiki|Agitha}}
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,900
|1,900
|[[Kongo Falls]]
|[[Kongo Falls]]
Line 720: Line 685:
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|The Legend of Zelda|The Hidden Village}}
|{{SSBUMusicLink|The Legend of Zelda|The Hidden Village}}
|{{s|zeldawiki|Golden Bug}}
|{{s|zeldawiki|Butterfly}}
|-
|-
|672
|672
|[[File:GangrelSpirit.png|center|64x64px]]
|{{SpiritTableName|Gangrel|iw=fireemblem|size=64}}
|{{s|fireemblem|Gangrel}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,700
|3,700
|[[Find Mii]] ([[Ω form]])
|[[Find Mii]] ([[Ω form]])
Line 735: Line 699:
|{{s|fireemblem|Aversa}}
|{{s|fireemblem|Aversa}}
|-
|-
|973
|rowspan="2"|973
|[[File:Zeke.png|center|64x64px]]
|{{SpiritTableName|Zeke|customname=[https://xenoblade.fandom.com/wiki/Zeke Zeke]|size=64|dlcalt=y}}
|[https://xenoblade.fandom.com/wiki/Zeke Zeke]
|rowspan="2"|''Xenoblade Chronicles'' Series
|''Xenoblade Chronicles series''
|rowspan="2"|•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px|cl=AdventBlue}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px|cl=AdventBlue}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|rowspan="2"|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|rowspan="2"| 2,500
|2,500
|rowspan="2"|[[Kongo Falls]] ([[Battlefield form]])
|[[Kongo Falls]] ([[Battlefield form]])
|rowspan="2"|•Sudden Final Smash<br>•Hazard: Zap Floor
|•Sudden Final Smash<br>•Hazard: Zap Floor
|rowspan="2"|•Survive until the timer runs out<br>•The floor is electrified<br>•The enemy will suddenly have a Final Smash after a little while
|•Survive until the timer runs out<br>•The floor is electrified<br>•The enemy will suddenly have a Final Smash after a little while
|{{SSBUMusicLink|Xenoblade Chronicles|Those Who Stand Against Our Path - Xenoblade Chronicles 2}}
|{{SSBUMusicLink|Xenoblade|Those Who Stand Against Our Path - Xenoblade Chronicles 2}}
|rowspan="2"|[https://xenoblade.fandom.com/wiki/Pandoria Pandoria]
|[https://xenoblade.fandom.com/wiki/Pandoria Pandoria]
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Xenoblade Chronicles|Bringer of Chaos! Ultimate}}<ref group="SB" name="DLC"/>
|-
|-
|1,015
|1,015
|[[File:Cereza Spirit.png|center|64x64px]]
|{{SpiritTableName|Cereza|customname=[https://bayonetta.fandom.com/wiki/Cereza_(Time_Displacement) Cereza]|size=64}}
|[https://bayonetta.fandom.com/wiki/Cereza_(Time_Displacement) Cereza]
|''Bayonetta'' Series
|''Bayonetta series''
|•Tiny {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Green}}
|•Tiny {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,900
|1,900
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
Line 762: Line 726:
|-
|-
|1,319
|1,319
|[[File:Professor Riggs Spirit.png|center|64x64px]]
|{{SpiritTableName|Professor Riggs & Plaise & Lerna|size=64}} {{Flag|North America}}<br>Professor Gerry, Plaise, & Lerna {{Flag|PAL}}
| Professor Riggs & Plaise & Lerna
|''Nintendo Labo'' Series
|''Nintendo Labo series''
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>{{SSBU|Young Link}} {{Head|YoungLink|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|2,500
|2,500
|[[Paper Mario]]
|[[Paper Mario]]
Line 773: Line 736:
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Super Mario Maker}}
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Super Mario Maker}}
|Lerna Lotte
|Lerna Lotte
|-
|1,406
|{{SpiritTableName|Ring|size=64}}
|''Ring Fit Adventure''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}<br>•Clear {{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px}}
|{{SpiritType|Neutral}}
|3,800
|[[Garden of Hope]] (hazards off)
|N/A
|•Defeat the main fighter to win<br>•The enemy starts the battle with a [[Gust Bellows]]<br>•The enemy is invisible
|{{SSBUMusicLink|Other|Boss Battle}}
|Ring's Fitness Attacks
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Bayonetta|Alternate costumes]]==
==[[Alternate costume (SSBU)#Bayonetta|Alternate costumes]]==
Just as in ''Smash 4'', Bayonetta's voice is dependent on her costume when the language is set to Japanese: her ''Bayonetta 2'' outfit has her speaking in Japanese, while her original ''Bayonetta'' outfit retains her English voice. This is a reference to how the first ''Bayonetta'' game originally only had English audio even in Japan, not receiving a Japanese dub until the [[Wii U]] port.
Just like ''Smash 4'', Bayonetta's voice is dependent on her costume when the language is set to Japanese, Chinese, or Korean: her ''Bayonetta 2'' costume has her speaking Japanese, while her ''Bayonetta'' costume has her speaking English. This is a reference to how the first ''Bayonetta'' game originally only had English audio, not receiving a Japanese dub until the [[Wii U]] port. Many of Bayonetta's visual effects will be one of two colors depending on the costume used, blue for ''Bayonetta 2'' and red for ''Bayonetta''. Both costumes have unique firing sound effects for each set of guns. Her Bat Within ability also uses two separate bat models for both costumes. Her alternate red color scheme for the ''Bayonetta 2'' costume is based on Jeanne and the hair surrounding Madama Butterfly's limbs and Gomorrah will be colored white instead of black when using this color scheme.


{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
Line 796: Line 774:
Bayonetta Ultimate artwork.png|Artwork of Bayonetta, Rodin, and Madama Butterfly as posted on the official Japanese PlatinumGames Twitter account.
Bayonetta Ultimate artwork.png|Artwork of Bayonetta, Rodin, and Madama Butterfly as posted on the official Japanese PlatinumGames Twitter account.
SSBU Bayonetta Number.png|Bayonetta's fighter card.
SSBU Bayonetta Number.png|Bayonetta's fighter card.
Bayonetta unlock notice SSBU.jpg|Bayonetta's unlock notice.
SSBUWebsiteBayonetta1.jpg|[[Taunting]] on [[Umbra Clock Tower]].
SSBUWebsiteBayonetta1.jpg|[[Taunting]] on [[Umbra Clock Tower]].
SSBUWebsiteBayonetta2.jpg|Performing [[Bullet Climax]] on [[Skyworld]].
SSBUWebsiteBayonetta2.jpg|Performing [[Bullet Climax]] on [[Skyworld]].
Line 802: Line 781:
SSBUWebsiteBayonetta5.jpg|Attacking {{SSBU|Samus}} with her [[forward smash]] on [[Spirit Train]].
SSBUWebsiteBayonetta5.jpg|Attacking {{SSBU|Samus}} with her [[forward smash]] on [[Spirit Train]].
SSBUWebsiteBayonetta6.jpg|[[Crouch]]ing near [[Mr. Saturn]] on [[Yoshi's Story]].
SSBUWebsiteBayonetta6.jpg|[[Crouch]]ing near [[Mr. Saturn]] on [[Yoshi's Story]].
SSBUWebsite23.jpg|Performing [[Heel Slide#After-Burner Kick|After-Burner Kick]] on [[Castle Siege]].
SSBUWebsite23.jpg|Performing {{h2|Heel Slide|After-Burner Kick}} on [[Castle Siege]].
SSBUWebsiteDarkPit5.jpg|Taunting near {{SSBU|Dark Pit}} on [[Great Plateau Tower]].
SSBUWebsiteDarkPit5.jpg|Taunting near {{SSBU|Dark Pit}} on [[Great Plateau Tower]].
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] with {{SSBU|Diddy Kong}} on [[Alolan Exeggutor]].
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] with {{SSBU|Diddy Kong}} on [[Alolan Exeggutor]].
Line 808: Line 787:
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=oYe8HpzYebg}}
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==Trivia==
==Trivia==
{{ImageCaption|File:Bayonetta and Ganondorf Size Comparision 1 (Normal Gameplay).jpg|File:Bayonetta and Ganondorf Size Comparision 2 (No Contest).jpg|width1=160x160px|width2=160x160px|align  = right|caption=A comparison of Bayonetta's contrasting size<br>to {{SSBU|Ganondorf}} during normal gameplay (left) vs. the<br>"No Contest" screen (right).}}
{{ImageCaption|File:Bayonetta and Ganondorf Size Comparision 1 (Normal Gameplay).jpg|File:Bayonetta and Ganondorf Size Comparision 2 (No Contest).jpg|width1=160x160px|width2=160x160px|align  = right|caption=A comparison of Bayonetta's contrasting size<br>to {{SSBU|Ganondorf}} during normal gameplay (left) vs. the<br>"No Contest" screen (right).}}
*On the "No Contest" screen, Bayonetta's model is significantly taller than it is during normal gameplay. No other character model seems to grow on this screen; however, bigger characters like {{SSBU|Bowser}} shrink.
*On the "No Contest" screen, Bayonetta's model is much taller than it is during normal gameplay. No other character model seems to grow on this screen; however, bigger characters like {{SSBU|Bowser}} shrink.
*Bayonetta's official artwork strongly resembles her [[:File:Spirits bayonetta.png|official artwork for ''Bayonetta 2'']], albeit with her arms pointed outwards rather than inwards.
*Bayonetta's official artwork strongly resembles her [[:File:SSBU spirit Bayonetta (Bayonetta 2).png|official artwork for ''Bayonetta 2'']], albeit with her arms pointed outwards rather than inwards.
**Likewise, Bayonetta's official artwork based on the first game resembles her official artwork for ''Bayonetta'', only mirrored.
**Likewise, Bayonetta's official artwork based on the first game resembles her official artwork for ''Bayonetta'', only mirrored.
*The [[Umbra Clock Tower]] being the stage in the first round of Bayonetta's Classic Mode may be a reference to it being the setting of "The Witch Hunts", the opening scene of the first ''Bayonetta'' game.
*An interview with [[Masahiro Sakurai]] revealed that Bayonetta and {{SSBU|Palutena}} were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of {{SSBU|Kirby}}, due to both fighters being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Bayonetta could not escape to Purgatorio as Galeem's attack reached there and her enemies were turned into spirits.
**Similarly, the fight with Mecha Ridley in the [[Reset Bomb Forest]] may be a reference to the fight against Fortitudo in the Colisseum Ruins.
**Both Palutena and Bayonetta are on the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
*An interview with [[Masahiro Sakurai]] revealed that Bayonetta and {{SSBU|Palutena}} were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of {{SSBU|Kirby}}, due to both women being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Bayonetta couldn't escape to Purgatorio as Galeem's attack reached there and her enemies were turned into spirits.
**While Palutena is designed to always be one of the final characters unlocked, outside of World of Light, Bayonetta can be unlocked very early, potentially as the second character to be unlocked (by clearing Classic Mode with Mario, Sonic, and/or any DLC character twice).
**Both Palutena and Bayonetta are in the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess, and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
*Bayonetta is the only third-party character and the only sole fighter from a universe to be unlocked in the Final Battle realm in World of Light.
**While Palutena is designed to always be one of the final characters unlocked, outside of World of Light, Bayonetta can be unlocked very early, potentially as the second character to be unlocked (by clearing Classic Mode with Mario, Sonic and/or any DLC character twice).
*Unlike in ''Smash 4'', Bayonetta has two separate menus for her [[Sound Test]] voice clips in all versions of the game, one for her ''Bayonetta 2'' design and one for her ''Bayonetta'' design, despite both versions of Bayonetta using the same voice clips in western versions. This is because the Japanese version has separate voice clips for her in Japanese and English.
*Bayonetta is the only third-party character and the only sole franchise representative unlocked in the Final Battle realm in World of Light.
**The ''Bayonetta 2'' design is missing four voice clips in total when the language is not set to Japanese, three being Japanese (when the language is set to Chinese or Korean), and one being English. All of the missing voice clips are those without a corresponding voice clip in the other language.
*In all versions of the game, Bayonetta has two separate menus for her [[Sound Test]] voice clips, one for her ''Bayonetta 2'' design and one for her ''Bayonetta'' design, despite both versions of Bayonetta using the same voice clips in western versions. This is because the Japanese version has separate voice clips for her in Japanese and English.
*Bayonetta's Fighter Spirit for her default costume reuses her artwork from ''Bayonetta 2'', where it depicts the back of her legs uncovered rather than wearing silver leggings. This is most likely an oversight, as the Spirits for Camilla from ''Fire Emblem Fates'' and {{SSBU|Mythra}} from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative.
**Oddly, the ''Bayonetta'' design has an extra clip in the sound test where she says "Boom!", despite her ''Bayonetta 2'' design also saying this line in-game.
**This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}}, female {{SSBU|Corrin}}, and {{SSBU|Pyra}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
*Bayonetta's Classic Mode is one of three that feature the bonus stage before Round 6, the other two being {{SSBU|Mega Man}} and {{SSBU|Ryu}}.
**Oddly enough, Bayonetta's CGI model in the World of Light opening cutscene also shows the back of her legs uncovered and exposing her skin.
*Bayonetta's Classic Mode is the one of the few routes which instead fighting characters who are otherwise playable in the final round (in this case, {{SSBU|Palutena}}). The other fighters with the same attribute are {{SSBU|Jigglypuff}}, {{SSBU|Bowser}}, {{SSBU|Mega Man}}, {{SSBU|Hero}}, and {{SSBU|Terry}}.
*The artwork used for Bayonetta's Fighter Spirit depicting her ''Bayonetta'' design is not originally from the ''Bayonetta'' series. Instead, it's from ''{{iw|wikipedia|Anarchy Reigns}}''.
**Additionally, it is also the one of only three whose route does not feature a designated boss at all, with the other fighters with the same attribute being Jigglypuff and Terry.
*Since Bayonetta's Bullet Arts behave as disjointed hitboxes rather than projectiles, Spirits that affect physical attack power can affect her Bullet Arts Extensions.
*Bayonetta sharing her Classic Mode unlock tree with {{SSBU|Sonic}} may reference the fact that the original release of ''Bayonetta'' being published by Sega.
*Bayonetta and the {{SSBU|Mii Fighter}}s are the only characters in ''Ultimate'' whose portraits do not extend out of their battle UI. However, in Bayonetta's case, this only applies to her ''Bayonetta'' design.
*Bayonetta's Fighter Spirit for her default costume reuses her artwork from ''Bayonetta 2'', where it depicts the back of her legs uncovered rather then the wearing silver leggings. This is probably an oversight, as the Spirits for Camilla from ''Fire Emblem: Fates'' and Mythra from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative.
*When Bayonetta [[spot dodge]]s, there is a chance that she will say "Dreadful", with the pose and phrase referencing her short taunt while having Love is Blue equipped in ''Bayonetta 2''.
**This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}} and female {{SSBU|Corrin}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
**This makes her one of two characters, the other being Terry, to play a voice sound clip during any type of ground dodge.
*Since Bayonetta's Bullet Arts behave as disjointed hitboxes rather than projectiles, Spirits that effect physical attack power can affect her Bullet Arts Extensions.
*Bayonetta is the third-party character with the most encounters in Classic Mode, appearing in ten routes.
*Bayonetta and {{SSBU|Mii Fighter}}s are the only characters in ''Ultimate'' who portraits don't extend out of the frame of meter. However, in Bayonetta's case, this only applies to when using her costume based on original game.
*Technically speaking, Bayonetta is the only character in ''Ultimate'' with a Final Smash that is activated without a unique damage-dealing hitbox, as the cutscene instantly triggers after a requisite is met during a damageless screen-wide slowdown.
*When Bayonetta [[spot dodge]]s, there is a chance that she will say, "Dreadful."
*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>.
*Prior to version {{SSBU|10.1.0}}, the animation for Bayonetta's left-inputted victory pose was slightly different in the Japanese version of the game, as she did not turn her head at the end of the animation. This seems to have been a glitch, and was fixed in the 10.1.0 update.
*There is an inconsistency in Bayonetta's smash attack animations, where the Wicked Weaves retain the blue and silver pendants, even if she is wearing her ''Bayonetta'' costume, where the Wicked Weaves should have red and gold pendants.
**Despite this, her Bat Within ability actually uses two different models, with its corresponding colors and pendants depending on the costume used.
*The red and white alternate color scheme for the ''Bayonetta 2'' costume has a strange visual glitch, where the hair tendrils hanging from the suit do not disappear when Bayonetta uses her Wicked Weaves or Infernal Climax.
*When wearing her ''Bayonetta'' costume, the textures around the red gem for Sage, the Scarborough Fair gun in Bayonetta's left hand, appear to be unfinished on the right side of the gun since they only surround half of the gem and the other half is simply colored red, unlike the other three guns that are fully textured.
**Strangely, this oversight seems to only apply in gameplay, as Bayonetta's right-inputted victory pose shows Sage to be fully textured like the other three guns.
*In English versions, Bayonetta speaks the most languages across all her voice clips, those being English, Japanese when using forward throw, and Enochian when performing her Final Smash.


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

Latest revision as of 10:37, November 23, 2024

This article is about Bayonetta's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Bayonetta.
Bayonetta
in Super Smash Bros. Ultimate
Bayonetta SSBU.png
Bayonetta-Alt1 SSBU.png

BayonettaSymbol.svg
Universe Bayonetta
Other playable appearance in SSB4


Availability Unlockable
Final Smash Infernal Climax
Tier A- (26)
Bayonetta (SSBU)

Bayonetta (ベヨネッタ, Bayonetta) is a playable character in Super Smash Bros. Ultimate, making her return from the previous game. She is the second fighter from Sega after Sonic. She was confirmed alongside the rest of the returning roster on June 12th, 2018 during E3 2018. Bayonetta is classified as Fighter #63, the last fighter number of the Super Smash Bros. 4 veterans and returning veterans overall.

Hellena Taylor and Atsuko Tanaka'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 and leading to an early KO. Bayonetta can also rack up damage rather quickly, as all of her tilt attacks confirm into multiple follow-ups at early percentages. Furthermore, Bayonetta possesses a plethora of defensive options, the most effective being Witch Time and Bat Within. A successful activation of Witch Time at low percents can open an opportunity for a combo, while an activation at high percents can often confirm into a KO. Bat Within, a frame 1 air dodge, allows her to move away in the direction that her player chooses, allowing her to escape semi-true combos, juggles, and even kill confirms, while in turn allowing her to reverse disadvantage and punish her opponent. Finally, Bayonetta has an oppressive offstage game thanks to her flexible aerial game, while Witch Twist and After Burner Kick give her a long, flexible, and mostly safe recovery.

However, Bayonetta has several weaknesses that hold her back, the most notable being her raw kill power. She tends to have a harder time KOing at higher percents, as her best KO options, back air, down air, jab, and her smash attacks, are difficult to land or combo into at high percents. This is compounded by her light weight and tall frame, which means opponents could KO her first if she is unable to take their stock. In addition, Bayonetta's frame data when on the ground is quite slow, with almost all of her attacks coming out on frame 7 or later, and most of them also have high ending lag and deal minimal shield damage, making them unsafe on shield. As such, her ground game is rather poor, which in turn affects her combo game, as she often relies on Heel Slide, up tilt, or down tilt in order to start combos. Finally, her combos have their own drawbacks: not only are they susceptible to SDI, but the more special moves she uses during an aerial combo, the more landing lag she receives, potentially lasting for up to 50 frames, making them very punishable if whiffed.

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 sizeable playerbase and a plethora of strong results from players such as Bloom4Eva, Lima, and TamaPDaifuku.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Bayonetta being the 43rd character to be unlocked.
  • Clear Classic Mode with Mario or any character in his unlock tree, being the 2nd character unlocked after Sonic.
  • Have Bayonetta join the player's party in World of Light.

Bayonetta must then be defeated on the Umbra Clock Tower (the Ω form is used in World of Light).

Attributes[edit]

Bayonetta is a tall yet light character. She has a below average walking speed and air speed, average traction and dashing speed (with a decently fast initial dash), very fast air acceleration and fall speed, high gravity, and very high jumps – she has the 8th highest air jump, is tied with Sheik for the 7th highest ground jump, and tied with Zero Suit Samus for the 2nd highest short hop. These attributes give her somewhat poor endurance (especially vertically) and average mobility, but they also grant her a considerable degree of agility in the air when combined with her movement-based aerial special moves.

Bayonetta's biggest strengths are her strong aerial combo game – with her tilt attacks, forward aerial, up aerial, neutral aerial and 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 projectiles 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, granting her a vertical recovery that surpasses many other fighters; combined with her side special, Bayonetta is nearly impossible to contest when returning to stage. Additionally, she can also wall cling and wall jump, giving her further movement options on certain stages.

Bayonetta's ground game is lackluster and reliant on her tilt attacks to help set up intricate combos. Her jab is slow, but the final hit of the rapid jab can KO at high percentages. Her dash attack has considerable startup for an attack of its kind (15 frames), but moves very quickly once initiated and can also serve as a situational KO move. Both her up tilt and her down tilt have small hitboxes, but they are very good combo tools: up tilt is useful for getting her opponents into the air and also combos from her Heel Slide or into her Witch Twist, up aerial, or back aerial depending on the percentage, with up tilt into back air being a semi-reliable kill confirm while her down tilt is a good out-of-shield option and has similar combo potential. Her forward tilt is her least useful tilt as it lacks follow-up options beyond very low percents, but it can provide mix-up options on shield depending on whether one, two or all three hits of the move and optional Bullets Arts timing stalls are used.

Bayonetta's smash attacks 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 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 Bullet Climax fires projectiles at a slightly upward angle and is useful for KOing higher-percentage opponents at the left and right blast lines when fully charged. Both variations of her 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 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 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.

Bayonetta's aerial prowess, set of special moves, and fighter abilities grant her a strong disadvantage state, as she can avoid pressure by using her dizzyingly fast air acceleration to weave back and forth, use her very high double jump to escape fighters who can't chase her, punish approaches with After Burrner Kick or Witch Twist, create strong reversals with Witch Time, or dodge otherwise fatal attacks with Bat Within. Her very fast aerial attacks complement her ability to keep opponents guessing where she will travel and whether she will pick an offensive or defensive option.

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

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 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, Ness, Olimar, and 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 SDI. Additionally, Bayonetta suffers from having potentially the highest amount of landing lag among the entire cast, as her landing lag increases based on how many specials she has used in the air. As a result, she can be immobile upon landing for up to 50 frames. Though she has ways to get around this - for example, using Witch Time or Bullet Climax to cancel her landing lag, landing with an aerial to force the opponent away, or retreating to a ledge – these are ultimately situational, and a whiffed combo can lead to a big punish.

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[edit]

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 combos, 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 nerfs 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 MkLeo pulled off two ladder KOs in front of Masahiro Sakurai using Bayonetta. Due to these factors, Bayonetta was initially drastically nerfed in her transition to Ultimate, though game updates have provided her with substantial buffs to compensate, and the shifts to the metagame have proven benefitial for her to some degree. Despite this, Bayonetta has still been noticeably nerfed overall from her SSB4 iteration.

Bayonetta's already poor frame data, her main weakness in SSB4, has been made even slower in Ultimate. Her most reliable combo starters have been weakened, with her up tilt, down tilt, and forward aerial all having more ending lag; the latter was affected the most significantly, with the first hit no longer allowing for any follow-ups other than the second and third hits of the move. Witch Twist has more startup and covers less vertical distance, reducing its effectiveness as a combo starter, out of shield option, follow-up from other moves, and recovery option. Adding to this, all of Bayonetta's special moves have received nerfs that make them more risky and punishable: Bullet Climax's charge takes longer to cancel and can no longer be held indefinitely, Heel Slide and After Burner Kick's followup hits can no longer be used if they hit a shield, Witch Twist takes much longer to grab ledges, and Witch Time slows down opponents for much shorter amounts of time except at very high percentages, alongside having noticeably more startup and ending lag; the lattermost move's changes, in particular, have made Witch Time go from the uncontested best counter in SSB4 to being much more in-line with the rest of the cast in Ultimate.

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's special recovery frames have also been significantly extended. While previously varied configurations of her special moves gave Bayonetta determinate amounts of landing lag regardless of how they were performed, the landing lag suffered by each combination is more varied and, in most cases, increased. Furthermore, Bayonetta's infamous ability to cancel higher amounts of landing lag with her down aerial was also removed, and landing with the move can instead cause, on most combinations, to further increase the landing lag she receives from performing certain combinations (interestingly enough, her ability to bypass landing lag with Witch Time remains, though this is largely irrelevant due to the move's increased duration). As a result of these changes, Bayonetta now suffers the highest amount of landing lag among the entire cast, and this also increases her vulnerability if opponents are able to fall out of her combos, allowing them to land a harder punish option on her more easily.

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 grabs 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 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 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 changes, none of her buffs are able to properly compensate for the comparatively much larger impact her abundance of nerfs have brought up. The universal changes pronounce both the good and bad aspects of her attributes, but much like her direct buffs, they fail to address her severe direct nerfs. However, she still retains several of her main strengths from the previous game, most notably her strong combo game and edgeguarding ability. Bayonetta also received many buffs through game updates, which improved on her most underwhelming aspects or alleviated the severity of her nerfs. These changes now give Bayonetta a higher learning curve, and render her far less powerful than she was in SSB4; however, optimizations to her metagame and the retention of her strengths have allowed Bayonetta to remain an effective character.

Aesthetics[edit]

  • Change Bayonetta's appearance is largely the same as it was in SSB4, though her model features a more subdued color scheme. Her hair and clothes feature greater detailing and appear less glossy.
  • Change Bayonetta's alternate costumes have been re-ordered; her original outfit now occupies her even-numbered costumes instead of the second half, similar to Cloud.
  • Change Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.
  • Change While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possessed in the previous installment, notably in her Screen KO, a wink in one of her victory animations, and during certain moves such as up tilt.
  • Change The excess hair tendrils hanging from her outfits have more individual physics.
  • Change Bayonetta's taunts are sped up.
  • Change When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in Smash 4, it only showed for a brief moment.
  • Change As with all previous downloadable fighters in SSB4, Bayonetta now has a unique Palutena's Guidance conversation.

Attributes[edit]

  • Buff Like all characters, Bayonetta's jumpsquat animation takes 3 frames to complete (down from 4).
  • Nerf Bayonetta is lighter (84 → 81), further hindering her endurance.
  • Buff Bayonetta's initial dash speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.
  • Buff Bayonetta walks slightly faster (0.9 → 0.945).
  • Buff Bayonetta's air speed is faster (0.97 → 1.019).
  • Buff Bayonetta's traction is much higher (0.055 → 0.11).
  • Buff Forward roll has less ending lag (FAF 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).
  • Nerf Forward roll grants less intangibility (frames 6-19 → 6-15).
  • Buff Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).
  • Nerf Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).
  • Buff Spot dodge has less ending lag (FAF 30 → 26).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).
  • Buff Air dodge grants more intangibility (frames 5-27 → 5-31).
  • Nerf Air dodge has more ending lag (FAF 37 → 46).
  • Buff With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing helplessness by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.
    • Nerf Bat Within cannot have its direction altered, instead always going straight down. If Bayonetta is hit offstage and attempts to recover with a directional air dodge, and Bat Within activates, this could cause her to self-destruct.
  • Nerf Much like other characters, Bayonetta's wall jump covers significantly less distance, making her more frail while offstage.
  • Nerf Bullet Arts' range has been significantly reduced on all of her moves.
  • Bug fix Bullet Arts are no longer susceptible to Stun Jacket.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first three hits have altered angles (hit 1: 55°/55°/85° → 361°/180°; hit 2: 48°/68°/82°/70° → 361°; hit 3: 68°/85°/68°/90° → 361°) and knockback (hit 1: 45/30/42 base, 25 scaling → 36/32, 8; hit 2: 45/40/38/40, 25 → 42/38, 8; hit 3: 47/47/28/28, 20 → 40, 8) to keep opponents close to Bayonetta, akin to other neutral attacks, and have gained hitstun modifiers (0 → 8 (hits 1-2), 10 (hit 3)). This allows them to connect better and jab lock.
    • Buff The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).
    • Buff The rapid jab has a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.6× → 0.4×), and has gained a hitstun modifier of 2 for each hit, making it harder to escape.
    • Buff The rapid jab's finisher deals more knockback (70 base/90 scaling → 67/117).
    • Nerf All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).
    • Nerf The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).
    • Buff Rapid jab finisher has transcendent priority, preventing it from being canceled out by weak attacks.
    • Change The rapid jab has gained a shieldstun multiplier of 15×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Bayonetta more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff The third hit has less ending lag (FAF 43 → 40), allowing it to combo into a forward aerial from low to mid percents..
    • Buff The first and second hit have altered angles (hit 1: 60°/45°/75°/80°/45° → 58°/45°/70°/70°/50°, hit 2: 43°/75° → 48°/62°) and knockback (hit 1: 62/50/45/60/56 base, 25/15/25/15/25 scaling → 55/45/50/35/60, 15; hit 2: 60/58 base → 42/46), allowing them to connect more reliably.
    • Nerf The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback scaling mostly compensated (60 → 68).
  • Up tilt:
    • Buff The first hit's grounded hitbox launches opponents into the second hit rather than away from Bayonetta (68° → 123°), and has altered knockback (80 base/40 scaling → 100/10) allowing it to connect more consistently.
    • Nerf The second hit has more startup (11 frames → 13) and more ending lag (FAF 27 → 30), hindering the move's combo potential despite the second hit having decreased base knockback (60 → 55).
      • Buff The second hit has more active hitbox frames (frames 11-12 → frame 13-15).
    • Nerf The first hit deals less damage when clean (5% → 1.5%), being less than the late hit's damage.
    • Nerf The first hit's aerial hitbox connects worse into the second hit due to its lower angle (110° → 123°), despite having altered knockback (80 base/40 scaling → 90/10).
  • Down tilt:
    • Nerf The move has more ending lag (FAF 27 → 29), hindering its combo potential.
    • Nerf The move deals less damage (6%/7% → 5%/6%). While its knockback scaling was not fully compensated (50 → 55), its combo potential remains worse due to its increased ending lag.
  • Dash attack:
    • Buff The move has less ending lag (FAF 47 → 43).
    • Buff It deals more knockback (85 base/55 scaling → 78/71 (clean), 80/65 (late)).
    • Buff It has a larger hitbox (4.2u → 5u (clean), 4.5u (late)).
  • Smash attacks:
    • Buff All Wicked Weave hitboxes have been split into ground-only and aerial-only hitboxes, with the latter possessing transcendent priority. This prevents them from getting canceled out by aerial attacks.
    • Nerf They have a lower maximum damage multiplier (1.4× → 1.2×).
    • Nerf Due to the universally increased hitlag, and shields using a 0.67× hitlag multiplier that isn't propagated to the Wicked Weaves' hitboxes (effectively giving Bayonetta more hitlag relative to the opponent), they are all less safe on shield.
  • Forward smash:
    • Buff The move has less startup (frame 19 → 17).
      • Nerf However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.
    • Buff It has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).
    • Buff It can be angled, though all angles still have a blindspot directly in front of her.
  • Down smash:
    • Buff The move has less startup (frame 20 → 17) and its total duration was reduced (FAF 69 → 66).
    • Buff The second hitbox has a longer duration (frames 25-27 → 22-25).
    • Nerf The second hit's meteor smash hitbox has less knockback scaling (90 → 80).

Aerial attacks[edit]

  • Buff Forward, back and up aerial have less landing lag (14 frames → 12 (forward), 12 → 10 (back), 12 → 8 (up)).
  • Nerf All aerials except down aerial have more landing lag if their Bullet Arts extensions are used (10 frames → 18 (neutral), 12 → 18 (forward), 12 → 16 (back, up)). This worsens Bayonetta's pressure ability with her neutral and up aerials.
  • Neutral aerial:
    • Nerf The move deals drastically less knockback (40 base/100 scaling → 65/60 (clean), 40/90 → 65/50 (late)), no longer KOing under 300% from the center of most stages. While this allows it to combo for longer, it most significantly hinders Bayonetta's KO ability at high percents.
    • Nerf The Bullet Arts extension deals less damage (4.5% → 3%) and knockback (50 base/100 scaling → 60/85).
  • Forward aerial:
    • Buff All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)).
    • Nerf All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into After Burner Kick or Witch Twist, or being used repeatedly to drag opponents offstage, significantly weakening its utility.
    • Nerf The first hit has noticeably smaller hitboxes (4u/8u → 2.8u/5.8u) and less vertical range (Y offset: 8u/16u/12u → 9.2u/14.8u/12u).
    • Nerf The first hit auto-cancels later (frame 28 → 30).
    • Change The third hit's angle has been altered (44° → 54°). This worsens its KO ability near the horizontal blast lines, but combined with its knockback not being compensated for its increased damage, this allows it to KO more reliably at the end of a ladder combo.
  • Back aerial:
    • Nerf The move has more ending lag (FAF 30 → 35).
    • Nerf Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u), with the sweetspot no longer being disjointed and extending over Bayonetta's foot.
  • Up aerial:
    • Nerf The move deals less damage (9% → 7.5%), its knockback scaling has been reduced (90 → 80), and it launches at a more horizontal angle (75° → 55°). While this allows it to combo into back aerial and After Burner Kick, it hinders its combo potential into most other moves at higher percents, and renders it vulnerable to LSI. These nerfs significantly hinder its KO ability, no longer KOing vertically from a ladder combo until much higher percents, unless it is initiated very close to the top blast line.
    • Nerf The Bullet Arts extension deals less damage (4% → 3%).
  • Down aerial:
    • Buff The move deals set knockback to grounded opponents (30/80 base/120/50 scaling → 50/90 set/100 scaling) to lead more effectively into the landing hit, allowing it to deal more damage and KO them more effectively.
      • Nerf However, this gives the meteor smash hitboxes a random chance to trip opponents of Samus's weight and above, as they do not cause them to tumble, making it unable to lead into the landing hit.[1]
    • Nerf It deals less knockback to aerial opponents (80 base/50 scaling → 50/65 (clean), 30/50 (late)), no longer being able to KO off a meteor smash at very low percents, and the landing hit has less knockback scaling (135 → 127), KOing later onstage.
    • Nerf It has more ending lag (FAF 48 → 53), making it harder to use offstage without self-destructing.
    • Nerf It has more landing lag (28 frames → 30).
    • Nerf As aerial footstools are techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.
    • Change It no longer deals weight-independent knockback, making it weaker against heavier opponents, but stronger against lighter ones.

Throws and other attacks[edit]

  • Grabs:
    • Buff All grabs have more range (Z2 offset: 8.7u → 9.2u (standing), 10.6u → 10.9u (dash), -14.7u → -15.5u (pivot)).
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    • Change Bayonetta's hand grabs characters using a form of Umbran magic, as seen via a slightly updated animation where she swings her hand around, which is sparkling with a noticeable Umbran purple.
  • Pummel:
    • Nerf It deals much less damage (1.6% (hits 1-2) → 0.6% (hit 1), 0.7% (hit 2); 3.2% → 1.3% total).
    • Buff It deals more hitlag per hit (4 frames → 10), but has significantly less startup (frame 7, 14 → 1, 4) and ending lag (FAF 22 → 7). This overall shortens its duration and increases the amount of times Bayonetta can pummel the opponent before throwing them or before they break out.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Bullet Climax:
    • Buff The move's bullets have more range.
    • Buff Fully charged bullets deal more knockback (20 base/150 scaling → 15/190).
    • Nerf The move has more ending lag (FAF 71 → 76).
    • Nerf It needs to be fully charged before it can be charge-canceled.
    • Nerf It is unleashed automatically if held for more than 80 frames after its charge starts, preventing it from being held indefinitely.
    • Nerf The bullets have received negative shield damage (0 → -0.3 (uncharged), -0.6 (charged)).
  • Change Heel Slide and After Burner Kick have lower hitlag multipliers (Heel Slide: 1.2× → 0.9× (hit 1), 1× (hit 2); After Burner Kick: 2× → 1.4× (up), 1.5× → 1.2× (down)), although this is offset by the universal increase to hitlag, except in battles with more than two players.
  • Heel Slide:
    • Buff The second hit comes out faster (frame 54 → 51).
    • Buff Both hits have less ending lag (FAF 78/73 → 67/68).
    • Nerf All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).
    • Nerf It has an increased SDI multiplier (1× → 1.3×).
    • Nerf The second hit cannot be performed if the first hit is shielded. Combined with the changes to jostle mechanics preventing the move from crossing up shields, this makes it much easier to punish.
    • Nerf The second hit has a shorter hitbox duration (frames 54-59 → 51-55).
  • After Burner Kick:
    • Nerf The normal version travels on a more horizontal angle and gains less vertical height, worsening her recovery.
    • Nerf Both variations bounce farther away when hitting a wall, sometimes not snapping the ledge afterwards, requiring the use of a directional air dodge to grab the ledge.
    • Nerf The second After Burner Kick can no longer be used if the first one is shielded, hindering its mixup and pressure abilities.
    • Change The downwards version can be inputted by pressing down during the first five frames of After Burner Kick.
    • Buff The downwards version launches grounded opponents at a higher angle (60° → 80°), much like in Smash 4 before update 1.1.6, allowing it to be a reliable combo starter once again.
    • Nerf The downwards version can no longer be auto-canceled.
    • Nerf The downwards version has a higher SDI multiplier (2× → 2.5×).
  • Witch Twist:
    • Buff The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).
    • Buff The move's looping hits have a lower hitlag multiplier (1.3× → 0.8×), and the first hit can no longer be SDIed, making it harder to escape.
    • Buff One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).
    • Nerf The move has more startup (frame 4 → 6) and ending lag (FAF 29 → 32), slightly weakening it as an out of shield option and followup.
    • Nerf It gains less height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.
    • Nerf It takes much longer to sweetspot edges from the front (frame 11 → 27), and can no longer sweetspot them from behind.
    • Nerf The first hit's body hitbox is much smaller (4u (grounded)/5u (aerial) → 2.5u/3u), no longer extending behind Bayonetta, preventing it from hitting opponents behind her into the multi-hits. The subsequent hits' hitboxes are also smaller (7u → 5u/4.5u/2u (looping hits), 8.5u → 6.5u (last hit)) and placed higher, meaning they cannot hit some crouching or shorter opponents such as Pichu.
      • Buff However, since 3.1.0, it received a new smaller hitbox on Bayonetta's body to help it connect into the rest of the multi-hits more consistently.
  • Witch Time:
    • Buff Witch Time's counter window is slightly longer (frames 5-21 → 8-27), no longer being the shortest, with Bat Within's window taking place later (frames 18-29 → 24-35). It also grants more intangibility (frames 5-16 → 8-23).
    • Buff The slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.
    • Buff Its slowdown duration has a lower penalty per use (75 frames → 60), and its minimum duration via penalty is slightly longer (20 frames → 22).
    • Nerf It has more startup (frame 5 → 8) with significantly more ending lag if missed (FAF 50 → 67), and slightly more ending lag upon activation (FAF 35 → 40). This makes the move harder to activate, riskier to use out of disadvantage, and much more punishable if unsuccessful, now having among the slowest startup and ending lag of all counterattacks, rather than among the fastest.
    • Nerf Its base slowdown duration has been halved (180 frames → 90). This causes a 300% Witch Time to be equivalent to a 0% Witch Time in Smash 4, and drastically reduces its utility in combination with its higher ending lag, no longer being effective at any percent range even against uncharged smash attacks.
      • Buff However, its duration scaling with the target's percent is higher (0.1 → 0.3), causing it to increase by one frame for every 3.3334% the opponent takes, rather than every 10%. This allows it to reach its maximum slowdown duration faster (600% → 500% fresh).
    • Nerf Its slowdown duration is reduced by 30 frames if used against a projectile, weakening its ability to punish opponents from a distance.
    • Nerf Its regeneration per frame is slower (0.06 → 0.04).
    • Buff Countered projectiles change ownership to Bayonetta's.
    • Change The screen turns dark whenever a character is affected by Witch Time.
  • Infernal Climax:
    • Change When Witch Time is activated, opponents move a little faster. This makes it easier to dodge her attacks but effectively reduces intangibility for every consecutive dodges during the Final Smash.
    • Nerf Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).
      • Buff However, when the Final Smash ends, opponents take an additional 10% damage.
    • Nerf The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.
    • Change Each successful input to fill the Climax Gauge uses a distinct sound effect from the Bayonetta games.
    • Change The black fade transition into the cinematic was removed, now immediately cutting in instead.

Recovery frames[edit]

  • Buff Witch Twist has less landing lag (19 → 18).
  • Buff After Burner Kick has less landing lag (20 → 18).
  • Buff Witch Twist to After Burner Kick has less landing lag (26 → 22).
  • Nerf Downwards After Burner Kick has much more landing lag if it connects (20 → 30).
  • Nerf Whiffed downwards After Burner Kick can no longer auto-cancel, and it has 20 frames of landing lag.
  • Nerf Whiffed downwards After Burner Kick is treated as an After Burner Kick instead of nothing, causing overall more landing lag on missed combos.
  • Buff Landing lag from air dodging or using an aerial after Witch Twist is reduced (26 (one WT)/43 (two WT) → 22/38).
  • Buff Several combinations of moves give her less landing lag (30 → 28, 43 → 38).
  • Nerf Downwards After Burner Kick's landing hitbox has 40 recovery frames after any combo, causing more landing lag on average (31 (minimum)/43 (maximum) → 40).

Update history[edit]

Bayonetta received a mix of buffs and nerfs in game updates, but was significantly buffed overall. Before update 3.1.0, she received few and relatively minor changes to her moveset, making Bullet Climax less effective on shield much like most other projectiles, but allowing Bayonetta to grab ledges easier after using neutral aerial, while also removing Stun Jacket, which used to affect her Bullet Arts more notably than most other characters.

Update 3.1.0 gave her a much larger amount of buffs, particularly Witch Time having more counter frames and intangibility frames alongside faster regeneration, which makes it more reliable even through multiple uses. This greatly improved Witch Time's usability as a counter, with its incarnation in the base game having arguably the worst frame data for a counter and no guarantee for a reward when landing it. Witch Twist and After Burner Kick both have less landing lag, making Bayonetta less punishable after performing combos and opening new opportunities for applying pressure. Her dash attack's clean hit deals more knockback, making it a semi-reliable kill option on lighter characters. Neutral attack gained a slightly longer lasting hitbox on the first hit and also received greater knockback for the final hit of the rapid jab. Her down smash also received a longer lasting hitbox on the second hit. Her up tilt was also improved by allowing it to connect more reliably even at very high percents, which was previously notorious for being inconsistent. Most notably, Witch Time was buffed even further by making Bat Within activate later during the counter without changing the move's total duration, reducing its ending lag.

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

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

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.

Super Smash Bros. Ultimate 1.1.0

  • Buff Witch Time's minimum duration after the penalty for repeated uses is increased (5 frames → 22).
  • Nerf Witch Time's duration scaling is lower (40 → 30).
  • Nerf Witch Time's regeneration per frame is slower (0.04 → 0.03).
  • Bug introduced A glitch with Witch Time has been created, with its slowdown duration now being capable of underflowing and becoming extremely long under certain circumstances.

Super Smash Bros. Ultimate 2.0.0

  • Buff Bayonetta can grab edges earlier after using neutral aerial (59 frames → 57).
  • Bug fix Fixed the Witch Time slowdown glitch.

Super Smash Bros. Ultimate 3.0.0

Super Smash Bros. Ultimate 3.1.0

  • Neutral attack:
    • Buff Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).
    • Buff Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).
  • Buff Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).
  • Buff Up tilt's first hit connects more reliably into the second (Knockback scaling: 20 → 10; hitbox 0 angle: 113° → 123°).
  • Buff Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).
  • After Burner Kick:
    • Buff After Burner Kick has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).
      • Change This does not affect Downwards After Burner Kick and most combos that start with or land on the ground with the move, but most combos that finish with the move and land normally have reduced landing lag.
  • Witch Twist:
    • Buff Witch Twist has less landing lag when used twice (32 frames → 28).
    • Buff Witch Twist has an additional hitbox, making its hits connect more reliably.
  • Witch Time:
    • Buff Witch Time has a longer counter window (frames 8-21 → 8-27) and grants more intangibility (frames 8-17 → 8-23). The Bat Within window takes place later (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.
    • Buff Witch Time regenerates faster (0.03 → 0.04).

Super Smash Bros. Ultimate 4.0.0

  • Bug fix Bayonetta's up and side taunts no longer cause her voice clips to delay or cut off after finishing her taunting animation.
  • Change Down aerial descends immediately when using the move after being launched.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased by 1.05x.
  • Bug introduced Created a visual glitch where Bayonetta's clothes do not disappear during her smash attacks after being hit within their first few frames.[2]

Super Smash Bros. Ultimate 8.0.0

  • Bug fix The visual glitch from 7.0.0 involving her clothing has been fixed.
  • Forward tilt:
    • Buff The third hit has less ending lag (FAF 43 → 40), allowing it to combo into a forward aerial from low to mid percents.
    • Change The second hit has a slightly wider jostle area.
  • Up tilt:
    • Buff The move has less startup (frame 9 → 7), and the second hit has a longer duration (frame 15 → frames 13-15). The move's interruptibility has been compensated as well (FAF 32 → 30), reducing its ending lag.
    • Buff The first hit uses set knockback (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.
    • Buff The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.
  • Buff Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 → 17-21).
  • Buff Heel Slide has less ending lag (FAF 72 → 67 (non-extended), 73 → 68 (extended)), improving its combo potential.
  • Witch Twist:
    • Buff The move has a lower SDI multiplier (2× → 1.5×).
    • Buff The window for Bayonetta to regain her double jump if the move is used after it has been increased (3 frames → 4).
  • Nerf Infernal Climax has considerably less base knockback (120 → 90) at a higher angle against opponents not instantly KO'd by it, making it less likely to KO off the blast lines if they are caught near them.

Super Smash Bros. Ultimate 10.1.0

  • Change Bayonetta now turns her head during her left-inputted victory pose in the Japanese version of the game, matching the animation on the Global version.

Super Smash Bros. Ultimate 12.0.0

  • Buff Rapid jab's finisher has more knockback scaling (117 → 121) and launches at a lower angle (55° → 43°), improving its KO potential.
  • Buff Down smash is faster (frame 20 → 17), with its total duration reduced as well (FAF 69 → 66).
  • Buff Witch Time's slowdown duration is reduced less when activated by a projectile (40 frames → 30).

Moveset[edit]

  • Bayonetta can extend and/or alter all standing normals, aerials, Side Special and Up Special by holding the button, resulting in thin, no-knockback hitboxes outstretching from wherever her pistols are pointing. See Bullet Arts.
  • When a sidestep, roll, or airdodge (neutral or directional) is inputed, if Bayonetta is hit by an attack before her intangibility window, she will transform into a flock of bats and negate all knockback from said attack, while taking a fraction of the damage. See Bat Within.
    • If Bat Within is activated from a roll or directional airdodge, the bats will travel to whatever direction the dodge was initially inputed to go. Neutral airdodges travel downward and spot dodges do not cause any positional influence.
  • Bayonetta receives various amounts of landing lag depending on the amount of aerials and special moves she performs in midair before landing. For more info, see Bayonetta Recovery Frames.
  • Bayonetta can wall jump and wall cling.

For a gallery of Bayonetta's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Bullet Punch (バレットパンチ) / Combo Sweep (コンボスイープ) / Swing Up (スイングアップ) / Phantom Rush (ファントムラッシュ) / Phantom Finish (ファントムフィニッシュ) 1.4% Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo while wielding Love is Blue. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. If the button is held while Bayonetta performs the barrage, it will do additional damage due to her firing her guns at the same time, though this does not actually extend the attack's range like her other Bullet Arts. Its utility as a get-off-me option is very poor, as its first hit comes out at frame 9, making it the second slowest neutral attack in the game after King Dedede's. However, it deals high damage to compensate, with the full combo being capable of dealing ~18%. After update 12.0.0, its launch angle was modified so that it became a viable kill option at around 105% on middleweights at the ledge of Final Destination, making it one of the strongest jabs in the game and repurposing it into Bayonetta's fastest grounded KO option. The first three hits can also lock.
1.4%
2.2%
0.2% (loop), 0.5% (penultimate hit), 5% (last)
Forward tilt Bullet Heel (バレットヒール) / Combo Twist (コンボツイスト) / Rising Kick (ライジングキック) 3% Bayonetta performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Based on Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. If up close, the subsequent hits may fail to connect. Due to its slow speed (frame 12) and low shield safety, it is of niche use compared to Bayonetta's other moves, though it can set up aerial combos at low to mid percents or set up mindgames by canceling the move halfway.
3%
7%
Up tilt Chain Upper (チェーンアッパー) 1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2) An upwards pistol whip. It is based on the delayed punch launcher. Hits twice, with the first hit having set knockback and a hitbox slightly above and in front of Bayonetta's head that does slightly more damage than on the ground, but can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. The second hit will sometimes not connect due to positioning. It is an effective combo starter in general, as it can anti air and initiate combos, and can even set up a KO into back aerial at high percents. However, it cannot KO outright due to its low power, and becomes ineffective for combos past high percents.
Down tilt Trip Circle (トリップサークル) 6% (foot), 5% (leg) A sweep kick to launch opponents airborne. Based on the final hit of Bayonetta's Punch + Punch + Kick (PPK) combo while wielding Love is Blue. The Bullet Arts version of this move fires two guns in front of herself and one behind herself; the front version can effectively pepper opponents at a distance due to this feature. It is Bayonetta's safest grounded combo starter due to its speed and relatively low commitment, though it has short range. It can initiate aerial combos from low to high percents, though it cannot KO outright.
Dash attack Stiletto (スティレット) 10% (early), 8% (late) The Stiletto: a forward rushing pistol whip. The Bullet Arts version of this move fires her gun in front of herself. It has noticeable start-up, but travels far and acts as one of Bayonetta's few direct KO options.
Forward smash Umbran Straight (アンブランストレート) 14% (wrist), 16% (fist) Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. Based on the final hit of Bayonetta's Punch + Kick + Punch (PKP) combo while wielding Love is Blue. Can be angled. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. It has great power and horizontal range, and Madama Butterfly's hitbox cannot be reversed. However, it has high ending lag and low priority, making it fairly easy to cancel out. A blindspot will always be present directly in front of Bayonetta, regardless of angle, and its animation renders it unable to hit prone opponents (or those with very low crouches).
Up smash Wicked Upper (ウィケッドアッパー) 17% (clean), 16% (mid), 15% (late) Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It is based on the delayed punch Wicked Weave launcher. The Bullet Arts version of this move fires one gun forward and one upward. It has noticeable start-up, high ending lag and low priority, but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Its range also allows it to pierce through the platforms of Battlefield. Madama Butterfly's hitbox cannot be reversed.
Down smash Heel Stomp (ヒールストンプ) 5% (Bayonetta), 16% (Madama Butterfly, clean), 15% (Madama Butterfly, late) The Heel Stomp; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. The Bullet Arts version of this move fires the guns on her feet downward into the ground, ricocheting off the ground and traveling upwards at an angle behind Bayonetta. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can meteor smash opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed. Uniquely, the hitbox for Bayonetta stamping the ground is set to never activate Witch Time.
Neutral aerial Spinning Kick (スピニングキック) 8% (clean), 6% (late), 3% (Bullet Arts extension) A spinning roundhouse kick. It is based on the aerial Bullet Climax in Bayonetta. It hits around Bayonetta and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her, and is useful for edgeguarding due to its long duration and very good coverage. If canceled early, it can lead into aerial combos with her special moves, and the clean hit can act as a combo finisher offstage.
Forward aerial Aerial Bullet Punch (エアリアルバレットパンチ) / Aerial Combo Sweep (エアリアルコンボスイープ) / Swing Down (スイングダウン) 4% (hit 1), 3.3% (hit 2), 7% (hit 3) Bayonetta performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Based on Bayonetta's aerial Punch + Punch + Kick (PPK) combo while wielding Love is Blue. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Successfully landing each hit will cause Bayonetta to pop upwards slightly, allowing her to complete the rest of the combo. Unlike in Smash 4, it is no longer possible to cancel any hits into special moves, but fast falling on the ground immediately after landing the third hit grants her enough frame advantage to follow up with even more combos, usually into After Burner Kick or another forward aerial. It is also effective for KOing when near the blast lines, and is usually used to end combos after a second Witch Twist. The first hit can be used while landing to combo into forward smash, or canceled into After Burner Kick at extremely high percents while edgeguarding, where it can actually KO.
Back aerial Shooting Kick (シューティングキック) 10% (leg), 13% (foot) A high-angle back kick. Based on the second hit of Bayonetta's aerial Punch + Kick (PK) combo while wielding Love is Blue. The Bullet Arts version of this move fires one gun behind her at an upward angle. It is slow for a back aerial (frame 11), but acts as Bayonetta's strongest aerial KO option outside of combos. Some aerial combos can lead into back aerial for additional damage, or act as KO combos (including from up tilt). Its hitbox is rather misleading due to her attack's motion trails, as its hitboxes do not appear until Bayonetta's leg fully extends.
Up aerial Full Moon Edge (フルムーンエッジ) 7.5% (kick), 3% (Bullet Arts extension) A bicycle kick. It is based on the kick launcher in Bayonetta. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the aú aberto[1], one of many cartwheeling kicks in capoeira. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. While it is decently fast for an up aerial (frame 9), its hitbox starts behind her, which can make it slower than it seems. However, one can perform a reverse aerial rush to take advantage of this, allowing multiple up aerials to combo into each other, potentially ending with a back aerial. Overall, up aerial has high utility, as it can initiate combos into specials if canceled early, and can also KO when close to the top blast line, although Bayonetta has to perform extremely high ladder combos for it to KO.
Down aerial Heel Guillotine (ヒールギロチン) 7% (body), 8% (leg), 9% (heel), 5% (landing) A split-legged axe kick. It is based on Bayonetta's standard aerial kick in Bayonetta. A stall-then-fall with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has very high knockback, both of which make it a viable, but punishable KO option overall. It can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing.
Grab Grab (つかみ) Reaches out, with her hand emanating purple Umbran Magic.
Pummel Grab Witch Slap (つかみウィッチスラップ) 0.6% (hit 1), 0.7% (hit 2) The Slap Punish Attack. It is unique compared to other pummels in that it consists of two hits per input, so it is possible for the opponent to break free in the middle of the pummel, potentially missing the second hit entirely. In addition, it is slower but weaker compared to pummels such as Bowser. As a result, it is rather underwhelming as a pummel.
Forward throw Tetsuzanko[2] (鉄山靠) 7% (hit), 3% (throw) The Tetsuzanko, a technique based on the tie shan kao[3] used in Bajiquan. She occasionally says "十年早いんだよ! (Ten years too early!)", even in the English version of the game. The quote is a reference to Akira Yuki's famous quote in the Virtua Fighter series, and is said by Bayonetta herself as a special easter egg line in Bayonetta. It is her strongest throw in knockback and damage, KOing Mario at the edge of Final Destination at 140%. However, it is easily DI'd due to its diagonal angle.
Back throw Crescent Sweep (クレセントスイープ) 3% (kick), 6% (throw) A jumping roundhouse kick. Possibly based on the final hit of her Punch + Punch + Punch + Kick (PPPK) combo while wielding Love is Blue. Particularly weak for a back throw, and is mostly used to gain stage control or initiate edgeguards.
Up throw Arc Wiper (アークワイパー) 3% (kick), 4.5% (throw) An outside crescent kick. The pose Bayonetta assumes afterward is based on the final hit of her Punch + Punch + Kick (PPK) combo while wielding Scarborough Fair. Does not have true combo potential; however, due to Bayonetta's aerial presence, up throw is usually used to initiate aerial combos, as Bayonetta can capitalize on the opponent's reaction.
Down throw Full Stomp (フルストンプ) 3% (stomp), 5% (throw) Stomps the opponent into the ground. Due to its high ending lag, it is unreliable as a combo starter, unlike most other down throws. It does have unusually high knockback growth, however, enabling it to kill off the top when not in position for forward throw to do so, though it is also ineffective for this regard unless Bayonetta is on an elevated platform. Based on the final hit of Bayonetta's Punch + Punch + Punch + Kick + Kick + Kick (PPPKKK) combo while wielding Love is Blue.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
Break Dance  7% The Break Dance. A low-angle kick performed from a windmill, an acrobatic technique used in breakdancing.
Floor attack (back)
Floor getups (back)
Break Dance  7% A low-angle kick performed from a windmill.
Floor attack (trip)
Floor getups (trip)
  5% A low-angle kick performed from a windmill.
Edge attack
Edge getups
  9% Performs a hook kick while climbing up.
Neutral special Bullet Climax 1.35% (uncharged), 2.7% (charged) Fires bullets at a slight angle. When held, Bayonetta instead fires Charge Bullets, which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from Bayonetta and Bayonetta 2, respectively. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically, although Kirby's Copy Ability fires from noticeably different heights. Due to its angle, it is useful for edge-guarding and hindering aerial approaches, with the charged version being an extremely powerful KO option against recovering opponents. The uncharged version can also lock opponents on platforms.
Side special Heel Slide / After Burner Kick 8% (Heel Slide, hit 1, clean), 7.5% (Heel Slide, hit 1, mid), 7% (Heel Slide, hit 1, late), 5% (Heel Slide, hit 2), 6% (After Burner Kick, standard, early/late), 7% (After Burner Kick, standard, clean), 6.5% (After Burner Kick, downward, kick), 5% (After Burner Kick, downward, landing) A kick that functions differently when used on the ground or in midair. All versions are based on the individual techniques from the Bayonetta games, with minor differences.

Heel Slide: On the ground, she performs the Heel Slide. If the button is held, Bayonetta will then follow it up with an aú aberto. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.
After Burner Kick: In the air, she alternately performs the After Burner Kick, a flying kick with a slightly diagonal trajectory which can be performed twice in a row as long as the first kick connects. If shielded, it cannot transition into another After Burner Kick. It can be angled diagonally downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not performed correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward).

Like Witch Twist, both versions of After Burner Kick are her primary aerial combo initiators and followups, with each angled version having different launch angles and allowing for creative combos.

Up special Witch Twist 3% (ground, hits 1 and 7), 0.2% (hits 2 - 5), 2% (air, hit 1) An ascending, corkscrew pistol-whip. Based on the technique of the same name from Bayonetta, as well as a variation from Bayonetta 2 known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to Rising Uppercut. Despite this, Witch Twist is still a very useful recovery option, as she is allowed to use one Witch Twist after each jump, including after a double jump (allowing for a maximum of two Witch Twists before landing). Holding the button causes Bayonetta to additionally fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. It is overall her primary combo initiator and extender along with Witch Twist/After Burner Kick, as its low endlag and multiple uses allow her to perform an impressive variety of aerial strings. Witch Twist is also essential for Bayonetta's ladder combos, as she can immediately perform another Witch Twist after the first one ends with precise timing, which can drag opponents close to the top blast line. Each Witch Twist's final hit has different knockback trajectories, with the first sending diagonally upwards and the second sending at a horizontal angle with low knockback; the latter allows Bayonetta to consistently combo into aerials (the most common being forward aerial).

With precise timing (a 4 frame window), a double jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to Smash 4. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arc.

Down special Witch Time Uses her magic to slow down time around an opponent who attacks her. Based on the same ability from the Bayonetta games, albeit only slowing down the attacking opponent as opposed to all opponents. Functions as a counterattack. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), whether the attack was direct or indirect (indirect attacks such as projectiles result in a shorter duration), and frequency (using Witch Time too often will decrease the duration). However, if Witch Time is activated too late, then Bat Within is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the Bayonetta series, it halves the damage received, rather than negating it.
Final Smash Infernal Climax 7% (Gomorrah), 13% (bonus spell), 10% (end) Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon Gomorrah, who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 13% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 81 1.936 – Initial dash
1.76 – Run
0.945 0.11 0.008 1.019 0.01 – Base
0.085 – Additional
0.12 1.77 – Base
2.832Fast-fall
3 39 - Base
21.35 - Short hop
42

Announcer call[edit]

On-screen appearance[edit]

  • Emerges from her Bat Within form while surrounded by the Umbra Witches' symbol, then proceeds to wield her guns.

Taunts[edit]

  • Up taunt: Twirls around, then strikes a pose with both arms over her head, saying, "If you need to learn how to talk to a lady, ask your mum." (レディの扱い方、ママに教えてもらいなさい, If you can't handle a lady, ask your mum.) This taunt has been significantly shortened from the last game, although it can still be canceled. It is based on her long taunt from Bayonetta 2.
  • Side taunt: Gracefully spins around, then points both guns directly in front of herself, saying, "New 'do, dead you." (動くと死ぬわよ, You move, you die.) The quote comes from her short taunt while wielding Salamandra in Bayonetta 2.
  • Down taunt: Strikes a pose while flourishing her guns before looking away and then looking forward, while her glasses briefly emit a light purple glint upon concluding. Significantly shortened from the last game, although it can still be canceled. Based on the dance she performs prior to fighting the first Joy she encounters in Bayonetta.

Idle poses[edit]

  • Waves one of her guns in an inviting motion, while resting the other on her hip.
  • Holds her left gun in front of herself, and her right gun upward beside her head. This idle pose only occurs once she ends any ground attack, and reverts to her standard idle animation after a few seconds. Based on her "in combat" pose in both Bayonetta games.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Bay - o! Bayo - nett - a! Ba - yo - ne - tta! Baaaaayo - ne - tta! Bay - o!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Baaaaayo - ne - tta! *claps 6 times* Baaaaayo - ne - tta! *claps 5 times* Bayo - netta! *claps 3 times* Ba - yo - ne - tta!

Victory poses[edit]

All of Bayonetta's victory quotes are based on taunts from Bayonetta 2 while wielding various weapons; the associated weapon for each is listed in parentheses. Each pose also features a brief light purple glint emitted from her glasses at the end of the pose.

  • Left: Dances and says "Miss me, baby?" (Chernobog; "私はここよ", I'm right here.). The dance is similar to her down taunt, with a slightly different ending pose.
  • Up: Performs the Break Dance move then strikes a pose, saying "Dreadful." (gun-type weapons or Rodin; "退屈だわ", Boring.) or "Don't make me beg." (Takemikazuchi; "遠慮しないで", 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; "全力を見せてよ", Show me your full power.) or "You're making it easy." (Rakshasa; "楽勝ね", Too easy.).
The first few notes of "Time For The Climax!", followed by the jingle that plays upon completing a verse in Bayonetta and Bayonetta 2.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Bayonetta players (SSBU)

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

Tier placement and history[edit]

Due to the drastic nerfs she received in her transition to Ultimate, Bayonetta saw minimal tournament results during the early metagame; she was considered to be a "high-effort, low-reward" character, as she had to work significantly harder to win neutral, rack up damage, and close out stocks than the vast majority of the cast. Bayonetta performing drastically worse than her Smash 4 iteration led many to think of her as by far the most nerfed veteran in the transition to Ultimate. Although CaptainZack was able to see some good results while using Bayonetta as a co-main, they were mostly eclipsed by his results with Peach and 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 3.1.0 and 8.0.0, which would eventually lead to a positive shift in players' perceptions of Bayonetta. With Bayonetta players adapting remarkably to the changing metagame and with balance patches having lended Bayonetta significant buffs, a slow but noticeable growth in her representation would emerge: during the COVID-19 pandemic, Bloom4Eva used her to place highly at major online tournaments. Following the return of offline competitive play, Bayonetta continued to see impressive results thanks to players such as Bloom4Eva and Lima, with the former even winning VCA 2022. This led to an exceptional shift in her perception, and most players reevaluated the character and ranked her as a mid-tier at least, and as such, she was ranked 45th on the first tier list in B+ tier.

Following the first tier list, Bayonetta's representation grew even more, and she continues to see consistently strong results in tournaments, with Lima getting better results and TamaPDaifuku causing upsets at Japanese supermajors. Thanks to her improved representation and results, she is now widely ranked as a high-tier, with some players even ranking her as a top-tier. Bayonetta would see a massive boost on the second and current tier list, where she rose 19 spots and is now ranked 26th in A- tier, the largest rise of any character from the first to second list. After the release of the second tier list, TamaPDaifuku saw a meteoric rise and gained more recognition in 2024, as he placed very highly at several major tournaments, most notably winning Seibugeki 17, the very first major victory for a Bayonetta player. Although TamaPDaifuku's results were significantly worse heading into the second half of 2024, Lima's results on the other hand saw a notable resurgence, especially after he placed 2nd at both Litvitational 3 and Cirque 4 and defeated players such as Miya, Sparg0, Light, Doramigi, and Tea along the way.

Overall, while Bayonetta is still widely agreed to be a shell of her Smash 4 self, she is also considered to be substantially stronger than she was in the early metagame.

Classic Mode: The Requiem of Fallen Wings[edit]

Bayonetta's congratulations screen.

All of Bayonetta's opponents have wings, in reference to her battles against angels and specific fights from Bayonetta and Bayonetta 2. The final battle is against a giant Palutena.

Round Opponent Stage Music Notes
1 Dark Pit (SSBU) Dark Pit Umbra Clock Tower One Of A Kind A reference to the Loptr boss fight from Bayonetta 2. Takes place in same location.
2 Falco (SSBU) Falco Castle Siege Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental) A reference to the Flaming Affinity from Bayonetta.
3 Ridley (SSBU) Ridley Reset Bomb Forest Riders Of The Light A reference to the Inspired Angels from Bayonetta & Bayonetta 2.
4 Giant Charizard (SSBU) Charizard Skyloft Time For The Climax! A reference to Fortitudo from Bayonetta & Bayonetta 2.
5 Meta Knight (SSBU) Meta Knight Skyworld Theme Of Bayonetta - Mysterious Destiny (Instrumental) A reference to the Masked Lumen from Bayonetta 2.
Bonus Stage
6 Pit (SSBU)Pit (SSBU)Pit (SSBU)Pit (SSBU)Pit (SSBU)Pit (SSBU) Pit (x6) Skyworld Let's Hit The Climax! Horde Battle (3 at a time).
A reference to the Affinity Angels, which usually attack in groups.
Final Giant Palutena (SSBU) Palutena Palutena's Temple (Ω form) The Legend of Aesir A reference to Jubileus, The Creator from Bayonetta.

Note: When fighting Charizard, its Pokémon Trainer is absent. Additionally, every stage plays a track from the Bayonetta universe, no matter what universe the stage originates from.

Credits roll after completing Classic Mode. Completing it as Bayonetta has Let's Dance, Boys! accompany the credits.

Role in World of Light[edit]

Finding Bayonetta in World of Light

Bayonetta was among the fighters summoned to the cliffside to fight against the army of Master Hands.

During the opening cutscene, Bayonetta was present on the cliffside when Galeem unleashed his beams of light. Bayonetta dodged a beam of light, activating her Bat Within, but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding Kirby.

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

Fighter Battle[edit]

No. Image Name Type Power Stage Music
63
Bayonetta SSBU.png
Bayonetta
Shield
Shield
12,500 Umbra Clock Tower (Ω form) Let's Hit The Climax!

Spirits[edit]

Bayonetta's Bayonetta 2 fighter spirit can be obtained by completing 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.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
97
SSBU spirit Kammy Koopa.png
Kammy Koopa Paper Mario Series Bayonetta Bayonetta (SSBU)
Attack
2,000 Paper Mario •Invisibility •All fighters are invisible after a little while
•The enemy starts the battle with a Star Rod
Airship Theme - Super Mario Bros. 3
142
SSBU spirit Candy Kong.png
Candy Kong Donkey Kong Series Bayonetta Bayonetta (SSBU)
Shield
3,800 Kongo Falls •Item: Bananas •The enemy starts the battle with a Banana Gun
•The enemy has increased move speed
Mangrove Cove
202
SSBU spirit Koume & Kotake.png
Koume & Kotake The Legend of Zelda Series Bayonetta Bayonetta (SSBU)Bayonetta (SSBU)
Neutral
3,700 Gerudo Valley N/A •The enemy starts the battle with a Fire Flower
•The enemy starts the battle with a Freezie
Gerudo Valley Koume (pink costume)
Kotake (blue costume)
222
SSBU spirit Midna.png
Midna The Legend of Zelda Series Bayonetta Bayonetta (SSBU)
Grab
9,200 Bridge of Eldin (hazards off) •Assist Trophy Enemies (Midna)
•Item: Transforming Types
•Hostile assist trophies will appear Midna's Lament
745
SSBU spirit Captain Syrup.png
Captain Syrup Wario Land Series Bayonetta Bayonetta (SSBU)
•Giant King Dedede King Dedede (SSBU)
Grab
3,500 Pirate Ship N/A •Items will be pulled toward the enemy
•The enemy is giant
•The enemy is easily distracted by items
The Great Sea / Menu Select
768
SSBU spirit Strangelove.png
Strangelove Metal Gear Solid Series Bayonetta Bayonetta (SSBU)
•Metal R.O.B. R.O.B. (SSBU)
Grab
1,600 Midgar (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
•The enemy is metal
Main Theme - METAL GEAR SOLID PEACE WALKER
961
SSBU spirit Elma.png
Elma Xenoblade Chronicles Series Bayonetta Bayonetta (SSBU)
Attack
9,400 Gaur Plain (Ω form) •Temporary Invincibility •The enemy will occasionally be invincible after a little while
•The enemy's melee weapons have increased power
•The enemy starts the battle with a Killing Edge
Xenoblade Chronicles Medley
1,003
SSBU spirit Juri.png
Juri Street Fighter Series Bayonetta Bayonetta (SSBU) (140 HP)
Attack
3,800 New Pork City (Ω form) •Attack Power ↑
•Jump Power ↓
Stamina battle
•The enemy has increased attack power when the enemy's at high damage
•The enemy favors side specials
Vega Stage
1,008
SSBU spirit Gomorrah.png
Gomorrah Bayonetta Series Bayonetta Bayonetta (SSBU)
Attack
3,200 Umbra Clock Tower •Sudden Final Smash
•Sudden Damage
•You take serious damage after a little while
•The enemy will suddenly have a Final Smash after a little while
Let's Hit The Climax! Bayonetta
1,009
SSBU spirit Madama Butterfly.png
Madama Butterfly Bayonetta Series Bayonetta Bayonetta (SSBU) (180 HP)
Neutral
13,900 Umbra Clock Tower •Hazard: Poison Cloud •The stage is covered in a poisonous cloud
Stamina battle
•The enemy favors smash attacks
Let's Hit The Climax! Bayonetta
1,010
SSBU spirit Jeanne.png
Jeanne Bayonetta Series Bayonetta Bayonetta (SSBU) (160 HP)
Attack
9,400 Umbra Clock Tower N/A •The enemy's ranged weapons have increased power
Stamina battle
Red & Black
1,020
SSBU spirit Prophet.png
Prophet Bayonetta Series Bayonetta Bayonetta (SSBU) (100 HP)
Shield
3,800 Umbra Clock Tower •Item: Timer •The enemy's punches and elbow strikes have increased power
Stamina battle
The Legend Of Aesir
1,024
SSBU spirit Alraune.png
Alraune Bayonetta Series Bayonetta Bayonetta (SSBU) (120 HP)
Attack
1,900 Garden of Hope (Ω form) N/A Stamina battle
•The enemy's battering items have increased power
•The enemy starts the battle with a Lip's Stick
Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)
1,066
SSBU spirit Shanoa.png
Shanoa Castlevania Series Bayonetta Bayonetta (SSBU)
Grab
9,900 Brinstar Depths (Ω form) •Sudden Final Smash
•Hazard: Heavy Wind
•The enemy will suddenly have a Final Smash after a little while
•Dangerously high winds are in effect
•The enemy's special moves have increased power
Twilight Stigmata
1,100
SSBU spirit Tabuu.png
Tabuu Super Smash Bros. Series •Metal Bayonetta Bayonetta (SSBU) (150 HP)
Neutral
13,900 Final Destination •Sudden Damage Stamina battle
•You'll occasionally take sudden damage after a little while
•The enemy is metal
Boss Battle Song 2
1,290
Twintelle
Twintelle ARMS Bayonetta Bayonetta (SSBU)
Grab
3,700 New Donk City Hall N/A •The enemy's smash attacks have increased power
•The enemy favors smash attacks
•The enemy starts the battle with a Drill
New Donk City
1,402
SSBU spirit Lotus.png
Lotus Warframe Bayonetta Bayonetta (SSBU)
Neutral
3,600 Frigate Orpheon (Battlefield form) •Assist Trophy Enemies (Gray Fox) •Hostile assist trophies will appear The Keeper of the Lake
1,424
SSBU spirit Olberic & Primrose.png
Olberic & Primrose OCTOPATH TRAVELER Bayonetta Bayonetta (SSBU)
Shield
9,500 Coliseum •Assist Trophy Enemies (Black Knight) •Hostile assist trophies will appear
•The enemy favors air attacks
Worthy Rival Battle Primrose

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
225
SSBU spirit Agitha.png
Agitha The Legend of Zelda Series Peach Peach (SSBU)
Bayonetta Bayonetta (SSBU)
Grab
1,900 Kongo Falls •Item: Beehive •Take your strongest team into this no-frills battle The Hidden Village Butterfly
672
SSBU spirit Gangrel.png
Gangrel Fire Emblem Series Wolf Wolf (SSBU)
Bayonetta Bayonetta (SSBU)
Attack
3,700 Find Mii (Ω form) N/A •Defeat the main fighter to win
•The enemy has increased attack power
Id (Purpose) (Remix) Aversa
973
SSBU spirit Zeke.png
Zeke Xenoblade Chronicles Series Cloud Cloud (SSBU)
Bayonetta Bayonetta (SSBU)
Attack
2,500 Kongo Falls (Battlefield form) •Sudden Final Smash
•Hazard: Zap Floor
•Survive until the timer runs out
•The floor is electrified
•The enemy will suddenly have a Final Smash after a little while
Those Who Stand Against Our Path - Xenoblade Chronicles 2 Pandoria
Bringer of Chaos! Ultimate[SB 1]
1,015
SSBU spirit Cereza.png
Cereza Bayonetta Series •Tiny Isabelle Isabelle (SSBU)
Bayonetta Bayonetta (SSBU)
Shield
1,900 Luigi's Mansion N/A •Defeat the main fighter to win Let's Dance, Boys! Bayonetta
1,319
from the game's files
Professor Riggs & Plaise & Lerna North America
Professor Gerry, Plaise, & Lerna PAL
Nintendo Labo Series Dr. Mario Dr. Mario (SSBU)
Bayonetta Bayonetta (SSBU)
•Tiny Young Link Young Link (SSBU)
Neutral
2,500 Paper Mario •Attack Power ↑
•Defense ↑
•The enemy has increased defense after a little while
•The enemy has increased attack power after a little while
Title Theme - Super Mario Maker Lerna Lotte
1,406
SSBU spirit Ring.png
Ring Ring Fit Adventure Wii Fit Trainer Wii Fit Trainer (SSBU)
•Clear Bayonetta Bayonetta (SSBU)
Neutral
3,800 Garden of Hope (hazards off) N/A •Defeat the main fighter to win
•The enemy starts the battle with a Gust Bellows
•The enemy is invisible
Boss Battle Ring's Fitness Attacks
  1. ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Just like Smash 4, Bayonetta's voice is dependent on her costume when the language is set to Japanese, Chinese, or Korean: her Bayonetta 2 costume has her speaking Japanese, while her Bayonetta costume has her speaking English. This is a reference to how the first Bayonetta game originally only had English audio, not receiving a Japanese dub until the Wii U port. Many of Bayonetta's visual effects will be one of two colors depending on the costume used, blue for Bayonetta 2 and red for Bayonetta. Both costumes have unique firing sound effects for each set of guns. Her Bat Within ability also uses two separate bat models for both costumes. Her alternate red color scheme for the Bayonetta 2 costume is based on Jeanne and the hair surrounding Madama Butterfly's limbs and Gomorrah will be colored white instead of black when using this color scheme.

Palette swap (SSBU)
Bayonetta (SSBU) Bayonetta (SSBU) Bayonetta (SSBU) Bayonetta (SSBU) Bayonetta (SSBU) Bayonetta (SSBU) Bayonetta (SSBU) Bayonetta (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

Bayonetta and Ganondorf Size Comparision 1 (Normal Gameplay).jpgBayonetta and Ganondorf Size Comparision 2 (No Contest).jpg
Magnify-clip.pngMagnify-clip.png
A comparison of Bayonetta's contrasting size
to Ganondorf during normal gameplay (left) vs. the
"No Contest" screen (right).
  • On the "No Contest" screen, Bayonetta's model is much taller than it is during normal gameplay. No other character model seems to grow on this screen; however, bigger characters like Bowser shrink.
  • Bayonetta's official artwork strongly resembles her official artwork for Bayonetta 2, albeit with her arms pointed outwards rather than inwards.
    • Likewise, Bayonetta's official artwork based on the first game resembles her official artwork for Bayonetta, only mirrored.
  • An interview with Masahiro Sakurai revealed that Bayonetta and Palutena were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of Kirby, due to both fighters being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Bayonetta could not escape to Purgatorio as Galeem's attack reached there and her enemies were turned into spirits.
    • Both Palutena and Bayonetta are on the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
    • While Palutena is designed to always be one of the final characters unlocked, outside of World of Light, Bayonetta can be unlocked very early, potentially as the second character to be unlocked (by clearing Classic Mode with Mario, Sonic, and/or any DLC character twice).
  • Bayonetta is the only third-party character and the only sole fighter from a universe to be unlocked in the Final Battle realm in World of Light.
  • Unlike in Smash 4, Bayonetta has two separate menus for her Sound Test voice clips in all versions of the game, one for her Bayonetta 2 design and one for her Bayonetta design, despite both versions of Bayonetta using the same voice clips in western versions. This is because the Japanese version has separate voice clips for her in Japanese and English.
    • The Bayonetta 2 design is missing four voice clips in total when the language is not set to Japanese, three being Japanese (when the language is set to Chinese or Korean), and one being English. All of the missing voice clips are those without a corresponding voice clip in the other language.
  • Bayonetta's Fighter Spirit for her default costume reuses her artwork from Bayonetta 2, where it depicts the back of her legs uncovered rather than wearing silver leggings. This is most likely an oversight, as the Spirits for Camilla from Fire Emblem Fates and Mythra from Xenoblade Chronicles 2 had modified artwork to be less provocative.
    • This oversight appears to be shared with the Fighter Spirits for Palutena, female Corrin, and Pyra, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
    • Oddly enough, Bayonetta's CGI model in the World of Light opening cutscene also shows the back of her legs uncovered and exposing her skin.
  • The artwork used for Bayonetta's Fighter Spirit depicting her Bayonetta design is not originally from the Bayonetta series. Instead, it's from Anarchy Reigns.
  • Since Bayonetta's Bullet Arts behave as disjointed hitboxes rather than projectiles, Spirits that affect physical attack power can affect her Bullet Arts Extensions.
  • Bayonetta and the Mii Fighters are the only characters in Ultimate whose portraits do not extend out of their battle UI. However, in Bayonetta's case, this only applies to her Bayonetta design.
  • When Bayonetta spot dodges, there is a chance that she will say "Dreadful", with the pose and phrase referencing her short taunt while having Love is Blue equipped in Bayonetta 2.
    • This makes her one of two characters, the other being Terry, to play a voice sound clip during any type of ground dodge.
  • Bayonetta is the third-party character with the most encounters in Classic Mode, appearing in ten routes.
  • Technically speaking, Bayonetta is the only character in Ultimate with a Final Smash that is activated without a unique damage-dealing hitbox, as the cutscene instantly triggers after a requisite is met during a damageless screen-wide slowdown.
  • Bayonetta can be unlocked by clearing Classic Mode with Sonic, likely referencing the original release of Bayonetta being published by Sega. Additionally, as Joker has no assigned character unlock column, he uses Mario's unlock column, technically making all three Sega characters share the same unlock column.
  • The patch notes for version 9.0.0 indicates Bayonetta's rapid jab finisher gained transcendent priority; however, this is false, as the script as early as version 3.0.0 was coded as such[3].
  • Prior to version 10.1.0, the animation for Bayonetta's left-inputted victory pose was slightly different in the Japanese version of the game, as she did not turn her head at the end of the animation. This seems to have been a glitch, and was fixed in the 10.1.0 update.
  • There is an inconsistency in Bayonetta's smash attack animations, where the Wicked Weaves retain the blue and silver pendants, even if she is wearing her Bayonetta costume, where the Wicked Weaves should have red and gold pendants.
    • Despite this, her Bat Within ability actually uses two different models, with its corresponding colors and pendants depending on the costume used.
  • The red and white alternate color scheme for the Bayonetta 2 costume has a strange visual glitch, where the hair tendrils hanging from the suit do not disappear when Bayonetta uses her Wicked Weaves or Infernal Climax.
  • When wearing her Bayonetta costume, the textures around the red gem for Sage, the Scarborough Fair gun in Bayonetta's left hand, appear to be unfinished on the right side of the gun since they only surround half of the gem and the other half is simply colored red, unlike the other three guns that are fully textured.
    • Strangely, this oversight seems to only apply in gameplay, as Bayonetta's right-inputted victory pose shows Sage to be fully textured like the other three guns.
  • In English versions, Bayonetta speaks the most languages across all her voice clips, those being English, Japanese when using forward throw, and Enochian when performing her Final Smash.

Notes[edit]

1.^ translates to "Open Cartwheel"
2.^ translates to "Iron Mountain Lean"
3.^ translates to "By Iron Mountain"

References[edit]

  1. ^ https://twitter.com/rei_ssb/status/1150138138259410944
  2. ^ https://www.youtube.com/watch?v=BF3nwJFQ4VE
  3. ^ 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)