Bayonetta (SSBU): Difference between revisions

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Bayonetta's biggest strengths are her strong aerial combo game – with her [[tilt attack]]s, forward [[Aerial attack|aerial]], up aerial, neutral aerial and [[Special attack|special]] moves being capable of starting or extending combos – and her excellent recovery, which allows her to reach the stage from the bottom blast zone while being difficult to edgeguard due to her recovery's flexibility. Her damage output per hit is somewhat low, but her extensive combo game makes up for this, as her combos can quickly and easily rack up damage.  
Bayonetta's biggest strengths are her strong aerial combo game – with her [[tilt attack]]s, forward [[Aerial attack|aerial]], up aerial, neutral aerial and [[Special attack|special]] moves being capable of starting or extending combos – and her excellent recovery, which allows her to reach the stage from the bottom blast zone while being difficult to edgeguard due to her recovery's flexibility. Her damage output per hit is somewhat low, but her extensive combo game makes up for this, as her combos can quickly and easily rack up damage.  


She has a number of unique attributes, such as her [[Bullet Arts]], which allows her to shoot from the guns on her hands and heels by keeping the attack button pressed down after most of her attacks. Because they are programmed as disjointed hitboxes, they are not classified as [[projectile]]s and thus cannot be reflected, making them a solid pressuring and peppering tool. She also possesses a special [[Fighter ability]] in [[Bat Within]], which activates if struck during the earliest frames of her dodges or in the latest frames of her down special; this causes her to morph into a flock of bats, receive half damage without taking any knockback, and move in the direction inputted to initiate the dodge (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.
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 has arguably the best recovery in the game and is nearly impossible to contest when returning to stage. Additionally, she can also [[wall cling]] and [[wall jump]], giving her 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 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.
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