Bayonetta (SSB4): Difference between revisions

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As aforementioned, Bayonetta's strengths are in her combos, with forward tilt, down tilt, down throw, and [[Heel Slide]] being good starters, all of which launch the opponent into the air and Heel Slide allowing her to move under projectiles while advancing. She can then mix and match her aerials, such as multiple forward airs, [[Witch Twist]], and [[Heel Slide|After-Burner Kick]], resulting in massive damage and can potentially [[wall of pain]] or even [[zero-death]] opponents. This also gives her a good [[edge-guarding]] game, especially with a powerful back air and a [[meteor smash]] in down air that is surprisingly powerful and recoverable for a [[stall-then-fall]]. Her recovery is also flexible, with After-Burner Kick traveling a fair horizontal distance and while Witch Twist comes up vertically short, she can re-use it after a midair jump. Using her [[Witch Time]] counterattack wisely is also crucial to victory, as the slowdown renders targets open to her combo-starting attacks. She also benefits from her unique safety net in [[Bat Within]], which reduces damage for attacks that would have hit her if her counter activates too late or during the starting frames of any of her dodging methods, as well as being able to teleport in a given direction.
As aforementioned, Bayonetta's strengths are in her combos, with forward tilt, down tilt, down throw, and [[Heel Slide]] being good starters, all of which launch the opponent into the air and Heel Slide allowing her to move under projectiles while advancing. She can then mix and match her aerials, such as multiple forward airs, [[Witch Twist]], and [[Heel Slide|After-Burner Kick]], resulting in massive damage and can potentially [[wall of pain]] or even [[zero-death]] opponents. This also gives her a good [[edge-guarding]] game, especially with a powerful back air and a [[meteor smash]] in down air that is surprisingly powerful and recoverable for a [[stall-then-fall]]. Her recovery is also flexible, with After-Burner Kick traveling a fair horizontal distance and while Witch Twist comes up vertically short, she can re-use it after a midair jump. Using her [[Witch Time]] counterattack wisely is also crucial to victory, as the slowdown renders targets open to her combo-starting attacks. She also benefits from her unique safety net in [[Bat Within]], which reduces damage for attacks that would have hit her if her counter activates too late or during the starting frames of any of her dodging methods, as well as being able to teleport in a given direction.


However, Bayonetta has weaknesses that are quite exploitable. Being tall and light weight makes her rather easy to combo and KO. She is also quite polarized: while her aerial attacks are impressively fast, a majority of her grounded attacks have notable start-up and ending lag, especially her smash attacks, making them relatively unsafe on shield (sans up and down tilt, which have low range) and leaves her vulnerable to opponents than have better frame data than her while grounded, like {{SSB4|Little Mac}}. Her position after performing aerials can be exploitable too, as the more attacks she performs in the air, the longer [[landing lag]] she will receive at the end, leaving Bayonetta [[punish]]able if they are whiffed and if she is forced to land on the ground. Her KOing options are lacking outside of back and down aerials, zero-death combos, and smashes, with her zero-deaths usually getting [[stale]]d and escapable if the opponent uses [[DI]] minimally while her smashes are too slow to land reliably and being fairly easy to cancel out due to their low [[priority]] and massive size, enforcing the use of Witch Time to score KOs. However, Witch Time can also be a double-edged sword, as the slowdown may cause Bayonetta to slide past opponents and whiff, and it also does not negate lingering hitboxes that can interrupt her attempt to counterattack. She has among the worst [[roll]]s, [[sidestep]]s, and [[air dodge]]s in the game, each having the slowest start-up and the highest ending lag out of all characters (though her rolls end one frame earlier than {{SSB4|Samus}}'s). Despite functioning like a counterattack, Bat Within almost always moves Bayonetta too far to exploit her opponent's vulnerability, enforcing strict timing for Witch Time and her dodges or to use the move for other purposes. Finally, as stated earlier, Witch Twist doesn't travel much vertical distance on its own, making her recovery very [[gimp]]able if After-Burner Kick isn't utilized.
However, Bayonetta has weaknesses that are quite exploitable. Being tall and light weight makes her rather easy to combo and KO. She is also quite polarized: while her aerial attacks are impressively fast, a majority of her grounded attacks have notable start-up and ending lag, especially her smash attacks, making them relatively unsafe on shield (sans up and down tilt, which have low range) and leaves her vulnerable to opponents that have better frame data than her while grounded, like {{SSB4|Little Mac}}. Her position after performing aerials can be exploitable too, as the more attacks she performs in the air, the longer [[landing lag]] she will receive at the end, leaving Bayonetta [[punish]]able if they are whiffed and if she is forced to land on the ground. Her KOing options are lacking outside of back and down aerials, zero-death combos, and smashes, with her zero-deaths usually getting [[stale]]d and escapable if the opponent uses [[DI]] minimally while her smashes are too slow to land reliably and being fairly easy to cancel out due to their low [[priority]] and massive size, enforcing the use of Witch Time to score KOs. However, Witch Time can also be a double-edged sword, as the slowdown may cause Bayonetta to slide past opponents and whiff, and it also does not negate lingering hitboxes that can interrupt her attempt to counterattack. She has among the worst [[roll]]s, [[sidestep]]s, and [[air dodge]]s in the game, each having the slowest start-up and the highest ending lag out of all characters (though her rolls end one frame earlier than {{SSB4|Samus}}'s). Despite functioning like a counterattack, Bat Within almost always moves Bayonetta too far to exploit her opponent's vulnerability, enforcing strict timing for Witch Time and her dodges or to use the move for other purposes. Finally, as stated earlier, Witch Twist doesn't travel much vertical distance on its own, making her recovery very [[gimp]]able if After-Burner Kick isn't utilized.


Overall, Bayonetta can dish out huge amounts of punishing damage in her combos once she reads her opponents and exploits their vulnerabilities, but must also be careful not to let her foe take advantage of her own weaknesses, much like how she fights in her own games.
Overall, Bayonetta can dish out huge amounts of punishing damage in her combos once she reads her opponents and exploits their vulnerabilities, but must also be careful not to let her foe take advantage of her own weaknesses, much like how she fights in her own games.
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