Bayonetta (SSBU): Difference between revisions
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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. | 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. | ||
{{Bayonetta (SSBU) changelist}} | |||
==Update history== | ==Update history== |
Revision as of 20:07, January 3, 2020
Bayonetta in Super Smash Bros. Ultimate | |
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{{{content1}}}
{{{content2}}} | |
Universe | Bayonetta |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Infernal Climax |
“ | 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! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Bayonetta (ベヨネッタ, Bayonetta) is a playable character in Super Smash Bros. Ultimate, making her return from the 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.
How to unlock
Complete one of the following:
- Play VS. matches, with Bayonetta being the 43rd character to be unlocked.
- Clear Classic Mode with Mario or anyone in his unlock tree, being the 2nd character unlocked after Sonic.
- 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.
Attributes
Bayonetta is a tall lightweight. She has a below average walking 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. 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 attacks, forward aerial and 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 projectiles. She can also wall cling and wall jump.
Bayonetta's ground game is reliant on her tilt attacks to help perform intricate combos. Her jab is slow, but by repeatedly button-pressing it forms a combo into itself, which can KO at very high percents. Her dash attack is also slow as it has a lot of startup lag, but can also be a situational KO move. While both her up tilt and her down tilt have small hitboxes in front of her, they are very good combo tools - up tilt is useful for getting her opponents into the air and also combos from her Heel Slide into itself or Witch Twist, while her down tilt is a good out of shield option and also has combo potential. Her forward tilt is her least useful tilt as it lacks follow-up options, though it too has combo potential, as it forms a three hit combo is repeatedly pressed.
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 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 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 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.
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.
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. 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.
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.
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 CaptainZack have achieved some noteworthy results with her.
Template:Bayonetta (SSBU) changelist
Update history
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.
- Witch Time's duration scaling is lower (40 → 30).
- Witch Time's regeneration per frame is slower (0.04 → 0.03).
- Created a glitch where Witch Time's slowdown duration is capable of underflowing and becoming extremely long under certain circumstances.
- Bayonetta can grab edges earlier after using neutral aerial (59 frames → 57).
- Fixed the Witch Time slowdown glitch.
- Bullet Climax deals less shield damage (0 (both) → -0.3 (uncharged)/-0.6 (charged)).
- Bullet Arts are no longer susceptible to Stun Jacket.
- Neutral attack's first hit has a longer hitbox duration (frames 9-11 → 9-12).
- Neutral infinite's finisher has altered knockback (70 (base)/100 (scaling) → 67/117). This slightly strengthens it.
- Clean dash attack has altered knockback (80 (base)/65 (scaling) → 78/71). This slightly strengthens it.
- Up tilt's grounded hit has less knockback scaling (20 → 10) and an altered angle (113° → 123°). These changes make its hits connect more reliably.
- Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).
- After Burner Kick has less landing lag (20 frames → 18 (one ABK), 30 frames → 26 (two ABKs)). [1]
- This does not affect downward After Burner Kick and most combos that start with or land on the ground with the move. However, most combos that finish with the move and land normally have reduced landing lag.
- Witch Twist received an additional hitbox on Bayonetta's lower body. This makes its hits connect more reliably.
- Witch Twist has less landing lag when used twice (32 frames → 28).
- Witch Time has a longer counter window (frames 8-21 → 8-27) and more intangibility frames (frames 8-17 → 8-23). Bat Within's window occurs later (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.
- Witch Time regenerates faster (0.03 → 0.04).
- Fixed a glitch where Bayonetta's up and side taunts would cause her voice clips to delay or cut off after the taunts' animations finish.
- Down aerial no longer has its downward movement disabled when used out of hitstun.
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.
- 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.
- 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 | 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. 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 from Bayonetta 2. | ||
1.4% | ||||
2.2% | ||||
0.2% (loop), 0.5% (penultimate hit), 5% (last) | ||||
Forward tilt | Consecutive Kicks | 3% (hits 1 and 2), 7% (hit 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. 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. | |
Up tilt | 1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2) | 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. | ||
Down tilt | Kick Attack | 6% (foot), 5% (leg) | 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 PPK combo while wielding Love is Blue. | |
Dash attack | Stiletto | 10% (early), 8% (late) | The 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. | |
Forward smash | 14% (wrist), 16% (fist) | Uses 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 reversed. 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 PPP • P combo in Bayonetta 2. | ||
Up smash | 17% (clean), 16% (mid), 15% (late) | 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. | ||
Down smash | Heel Stomp | 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. 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. | |
Neutral aerial | 8% (clean), 6% (late), 3% (Bullet Arts extension) | A spinning roundhouse kick. It hits around Bayonetta and continuing the input for the Bullet Arts version has her 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. | ||
Forward aerial | 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. 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 PPK combo while wielding Love is Blue. | ||
Back aerial | 10% (leg), 13% (foot) | 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 PK combo while wielding Love is Blue. | ||
Up aerial | 7.5% (kick), 3% (Bullet Arts extension) | 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 aú aberto , 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. It is based on the kick launcher in Bayonetta. | ||
Down aerial | 7% (body), 8% (leg), 9% (heel), 5% (landing) | 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. | ||
Grab | — | Reaches out, with her hand emanating purple Umbran Magic. | ||
Pummel | Slap Punish Attack | 0.6% (hit 1), 0.7% (hit 2) | The 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. | |
Forward throw | Tetsuzanko | 7% (hit), 3% (throw) | The Tetsuzanko, a technique based on the tie shan kao used in Bajiquan. It is her strongest throw in knockback and damage. 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 occasionally by Bayonetta herself in Bayonetta. | |
Back throw | 3% (kick), 6% (throw) | A jumping roundhouse kick. Particularly weak for a back throw. Possibly based on the final hit of her PPPK combo while wielding Love is Blue. | ||
Up throw | 3% (kick), 4.5% (throw) | 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 PPK combo while wielding Scarborough Fair. | ||
Down throw | 3% (stomp), 5% (throw) | 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 PPPKKK combo while wielding Love is Blue. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | A low-angle kick performed from a windmill, an acrobatic technique used in breakdancing. | ||
Floor attack (back) Floor getups (back) |
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. 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. | |
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. 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. | |
Up special | Witch Twist | 3% (ground, hits 1 and 7), 0.2% (hits 2 - 5), 2% (air, hit 1) | 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. | |
Down special | 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 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. | |
Final Smash | Infernal Climax | 28% (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 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. |
Recovery Frames
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 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.
On-screen appearance
- Emerges from her Bat Within form while surrounded by the Umbra Witches' symbol, then proceeds to wield her guns.
Taunts
- 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." (レディの扱い方、ママに教えて貰いなさい, 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 cancelled. It is based on her long taunt from Bayonetta 2.
- Side taunt: Gracefully spins around, then points both guns directly in front of herself, saying, "New 'do, dead you." (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 cancelled. Based on the dances she performs prior to fighting the first Joy she encounters in Bayonetta.
Idle poses
- 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.
Victory poses
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.
- 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.
- 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; "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: 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; "全力を見せてよ", Show me your full power.) or "You're making it easy." (Rakshasa; "楽勝ね", Too easy.).
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.
In subsequent patches, Bayonetta received many buffs that made her strongest options more consistent. On top of this, players like CaptainZack, Lima, and 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.
Notable players
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
- Geist - Placed 33rd at both Frostbite 2019 and Pound 2019.
- Lima - 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 Ultimate Gamer Miami and 33rd GENESIS 6.
- Salem (#22) - Has a strong Bayonetta secondary. Placed 13th at Glitch 7 - Minus World with a win over 8BitMan.
- Shadow_PR - The best Bayonetta player in the Carribbean and in Texas. Placed 2nd at First Attack 2019 beating both Dominican and Puerto Rican top players, among them Sharpyzard, Excel_Zero, and LingLing. Also has wins over Suarez, Ismon, Lima, and Pandarian.
- Rage - Placed 4th at DreamHack Winter 2019, with wins over Armada, Oryon, and VinS.
- tamim - One of the best Bayonetta players in the world prior to his initial retirement. Placed 5th at Glitch 6, 7th at LAN ETS 2019, 13th at Ultimate Gamer Miami, and 17th at Let's Make Moves.
Inactive
- CaptainZack (#32) - The best Bayonetta player in the world before his hiatus. Widely known for his Daisy and Peach secondaries as well. Placed 3rd at Battle of BC 3, 9th at GENESIS 6, 13th at MomoCon 2019, and 17th at Let's Make Moves. Has wins over Nairo, Salem, and Wishes.
Classic Mode: The Requiem of Fallen Wings
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 Palutena.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | 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 | Castle Siege | Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental) | A reference to the Flaming Affinity from Bayonetta. |
3 | Ridley | Reset Bomb Forest | Riders Of The Light | A reference to the Inspired Angels from Bayonetta & Bayonetta 2. |
4 | Giant Charizard | Skyloft | Time For The Climax! | A reference to Fortitudo from Bayonetta & Bayonetta 2. |
5 | Meta Knight | Skyworld | Theme Of Bayonetta - Mysterious Destiny (Instrumental) | A reference to the Masked Lumen from Bayonetta 2. |
Bonus Stage | ||||
6 | Pit (x6) | Skyworld | Let's Hit The Climax! | Horde Battle. A reference to the Affinity Angels, which usually attack in groups. |
Final | Giant 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
Bayonetta was among the fighters summoned to the cliffside to fight against the army of Master Hands.
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 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 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
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
63 | Bayonetta | Shield | 12,500 | Umbra Clock Tower (Ω form) | Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental) |
Spirits
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.
Additionally, her younger form, Cereza, appears as a Support Spirit.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
97 | Kammy Koopa | Paper Mario series | •Bayonetta | 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 | Candy Kong | Donkey Kong series | •Bayonetta | 3,800 | Kongo Falls | •Item: Bananas | •The enemy starts the battle with a Banana Gun •The enemy has increased move speed |
Mangrove Cove | ||
202 | Koume & Kotake | The Legend of Zelda series | •Bayonetta (×2) () | 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 | ||
222 | Midna | The Legend of Zelda series | •Bayonetta | 9,200 | Bridge of Eldin (hazards off) | •Assist Trophy Enemies (Midna) •Item: Transforming Types |
•Hostile assist trophies will appear | Midna's Lament | ||
745 | Captain Syrup | Wario Land series | •Bayonetta •Giant King Dedede |
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 | Strangelove | Metal Gear Solid series | •Bayonetta •Metal R.O.B. |
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 | Elma | Xenoblade Chronicles series | •Bayonetta | 9,400 | Gaur Plain | •Temporary Invincibility | •Sometimes the opponent will be invincible after a while •Weapons (swords, etc.) deal more damage •The opponent will be equipped with a Killing Edge |
Xenoblade Chronicles Medley | ||
1,003 | Juri | Street Fighter series | •Bayonetta | 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 | Gomorrah | Bayonetta series | •Bayonetta | 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! | ||
1,009 | Madama Butterfly | Bayonetta series | •Bayonetta | 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! | ||
1,010 | Jeanne | Bayonetta series | •Bayonetta | 9,400 | Umbra Clock Tower | N/A | •The enemy's ranged weapons have increased power •Stamina battle |
Red & Black | ||
1,020 | Prophet | Bayonetta series | •Bayonetta | 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 | Alraune | Bayonetta series | •Bayonetta | 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 | Shanoa | Castlevania series | •Bayonetta | 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 | Tabuu | Super Smash Bros. Series | •Metal Bayonetta | 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 | ARMS | •Bayonetta | 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 |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
225 | Agitha | The Legend of Zelda series | •Peach •Bayonetta |
1,900 | Kongo Falls | •Item: Beehive | •Take your strongest team into this no-frills battle | The Hidden Village | Golden Bug | ||
672 | Gangrel | Fire Emblem series | •Wolf •Bayonetta |
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 | Zeke | Xenoblade Chronicles series | •Cloud •Bayonetta |
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 | ||
1,015 | Cereza | Bayonetta series | •Tiny Isabelle •Bayonetta |
1,900 | Luigi's Mansion | N/A | •Defeat the main fighter to win | Let's Dance, Boys! | Bayonetta | ||
1,319 | Professor Riggs & Plaise & Lerna | Nintendo Labo series | •Dr. Mario •Bayonetta •Young Link |
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 |
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.
Gallery
Performing Bullet Climax on Skyworld.
Attacking Ganondorf on Mario Galaxy.
Jumping next to Villager on Tortimer Island.
Attacking Samus with her forward smash on Spirit Train.
Crouching near Mr. Saturn on Yoshi's Story.
Performing After-Burner Kick on Castle Siege.
Taunting near Dark Pit on Great Plateau Tower.
Wall clinging with Diddy Kong on Alolan Exeggutor.
Bayonetta using a Wicked Weave against Isaac's Pound Psynergy on Kalos Pokémon League.
Character Showcase Video
Trivia
- 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 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.
- 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.
- Similarly, the fight with Mecha Ridley in the Reset Bomb Forest may be a reference to the fight against Fortitudo in the Colisseum Ruins.
- 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 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.
- Both Palutena and Bayonetta are in the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess, and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
- While Palutena is designed to always be one of the final characters unlocked, outside of World of Light, Bayonetta can be unlocked very early, potentially as the second character to be unlocked (by clearing Classic Mode with Mario, Sonic and/or any DLC character twice).
- Bayonetta is the only third-party character and the only sole franchise representative unlocked in the Final Battle realm in World of Light.
- 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.
- 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.
- Bayonetta's Classic Mode is one of three that feature the bonus stage before Round 6, the other two being Mega Man and Ryu.
- Bayonetta's Classic Mode is one of only three whose final round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, Palutena). The other fighters with the same attribute are Jigglypuff, who instead faces a giant Donkey Kong and Terry, who faces Ryu, Ken and himself.
- 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.
- 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 and Mii Fighters 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.
- Bayonetta's shadow is unique as it is in the shape of Madama Butterfly. She also emits unique butterfly visual effects when running and taking damage.
Notes
- 1.^ translates to "Open Cartwheel"
- 2.^ translates to "Iron Mountain Lean"
- 3.^ translates to "By Iron Mountain"
References
Bayonetta universe | |
---|---|
Fighter | Bayonetta (SSB4 · SSBU) |
Assist Trophy | Rodin |
Stage | Umbra Clock Tower |
Other | Madama Butterfly |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |