Super Smash Bros. 4

Bayonetta (SSB4)

Revision as of 02:20, February 7, 2016 by Torts (talk | contribs) (→‎Moveset)
Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Bayonetta's appearance in Super Smash Bros. 4. For the character in other contexts, see Bayonetta.
Bayonetta
in Super Smash Bros. 4
Bayonetta
BayonettaSymbol.svg
Universe Bayonetta
Availability Downloadable
Final Smash Infernal Climax
Bayonetta (SSB4)
Bayonetta Gets Wicked!
—Introduction Tagline

Bayonetta (ベヨネッタ, Bayonetta) is a character and newcomer in Super Smash Bros. 4, as the seventh and final downloadable character. She was announced alongside Corrin during the Super Smash Bros. - Final Video Presentation on December 15th, 2015 and both were released on February 3rd, 2016. She is the sixth third party character to be introduced in Smash 4, following fellow SEGA character Sonic, Capcom's Mega Man and Ryu, Bandai Namco's Pac-Man and Square Enix's Cloud. Bayonetta was added to the game as the winner of the Smash Bros. Fighter Ballot, being the highest-voted character in Europe and among the top 5 in North America, making her the overall #1 worldwide among realizable characters. Her appearance is based off of her redesign for Bayonetta 2.

Bayonetta's English voice actress, Hellena Taylor, and her Japanese voice actress, Atsuko Tanaka, both reprise their roles in Super Smash Bros. 4.

Attributes

Bayonetta, much like in her home series, is a combo-heavy fighter, with many multi-hitting attacks and chainable moves. Unlike Ryu, Bayonetta specializes in aerial combos, with her special moves being a main component in many of them.

She has a special mechanic, Bullet Arts, where holding the attack/special button during many of her attacks extends the ending animation to allow her to shoot. Depending on how long the relevant button is held, Bayonetta will fire up to five (with some exceptions) invisible bullets from each used gun with no hitstun and medium range as a way to rack up damage. Most of these bullets are arced in the direction that her attack faces her, while many shoot bullets in separate directions, such as her down tilt (forward and backwards). With this in effect, Bayonetta has the potential to deal more than standard damage should her bullet arts connect. Tapping the attack button again during Bullet Arts transitions to the next move in her attack chain (if applicable), but she must do this before she twirls her guns to put them to rest (signifying the end of her combo). With this ability, she has a very good damage racking game, and because her bullet arms have moderate range (about the size of half of Final Destination), she can force approaches by dealing chip damage at a distance, or simply hold down the attack button after a whiffed aerial attack to pelt opponents with minor damage, making a missed attack more viable than other fighters. Bayonetta also has a more traditional projectile variant in her neutral special Bullet Climax, which unlike Bullet Arts, has visible bullets that cause hitstun and can be used as an edgeguarding technique.

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 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, and she benefits from her unique safety net in Bat Within, which reduces damage for attacks that would have hit her during the ending frames of either her dodges or counter.

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, her grounded attacks have notable start-up and ending lag, especially her smashes. This leaves her vulnerable to opponents than have better frame data than her while grounded, like Little Mac. Her aerials are exploitable too, as the more attacks she performs in the air, the longer landing lag she will receive at the end, leaving Bayonetta punishable if they are whiffed. Her KOing options are lacking outside of back and down aerials, zero-death combos, and smashes, with the latter being 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. Like other counterattacks, it does not work against opponent's grab. She has arguably the worst rolls, sidesteps, and air dodges 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 Samus's). Despite being a counterattack, Bat Within does not give any window to exploit her opponent's vulnerability, enforcing strict timing for Witch Time and her dodges. Her grab game is also below average outside of dash grab, pummel, and forward throw, as her other throws have poor utility and don't have guaranteed setups. Finally, as stated earlier, Witch Twist doesn't travel much vertical distance on its own, making her recovery very gimpable. Therefore, Bayonetta requires players to look for openings and read her opponents in order to deal huge bursts of damage, much like how she fights in her own games.

Moveset

 
  Name Damage Description
Neutral attack   1.5% (hits 1-2), 2% (hit 3), 0.5% (loop), 1% (penultimate hit) 6% (last) A three-hit punch combo. If the standard button is mashed, it is followed by a barrage of punches, with a big punch for her finisher. The only jab in the game that has a multi-hit attack after the initial three hits. Third slowest jab in the game, behind King Dedede and Zelda, being active on frame 9. Based off the standard punch combo in Bayonetta.
Forward tilt   3% (hit 1), 3% (hit 2), 8% (hit 3) A forward kick, which can be pressed again for up to three hits total. The second hit is a roundhouse kick. The last hit is an upwards kick that sends the opponent upwards. The standard attack button can be held down on any part of the attack to fire her guns at different angles.
Up tilt   5% (early), 6% (clean) An upward pistol whip. It can only hit opponents in front of her. The Bullet Art version fires both guns upwards. Based off of the delayed punch launcher.
Down tilt   7% (heel), 6% (leg) A sweeping kick that launches opponents upwards. The Bullet Art version fires two guns in front, and one behind her.
Dash attack   10% (clean), 8% (late) Lunges toward the enemy with an extended gun. The Bullet Art version fires both guns in front of her. Based off of the Stiletto technique.
Forward smash   14% (wrist), 16% (fist) Summons Madama Butterfly for an enormous punch. Has great horizontal range, but high ending lag and low priority, making it fairly easy to cancel out. If the button is held, Bayonetta will also fire in front of her. KOs at 104%.
Up smash   17% Summons Madama Butterfly for an enormous uppercut. It hits directly in front of her and doesn't cover her back or her head, like Palutena's up smash, but its range is amazing, being over twice her size, and it has no sourspot. Rather high ending lag and low priority, but it can KO at 102%. Based off of the delayed punch Wicked Weave launcher.
Down smash   5% (Bayonetta), 15% (Madama Butterfly) Bayonetta stomps the floor with her heel while summoning Madama Butterfly, who stomps downward as well. Has a hitbox on Bayonetta's leg that leads into the main hitbox. This move can meteor smash opponents on the ledge and in the air. It only hits in front of her, but has a large vertical range. High ending lag and low priority. KOs at 146% anywhere on the stage. Inspired by the Heel Stomp maneuver from her home series, in which Madama Butterfly's foot comes from above and stomps on the ground.
Neutral aerial   8% (clean), 5% (late) A spinning kick that hits both sides. Continuing the input for the Bullet Arts version has her continue to spin, and hitting an opponent with the kick during this time deals less damage. Very good Bullet Arts coverage, striking opponents adjacent and/or below her. Inspired by the aerial version of Bullet Climax in Bayonetta.
Forward aerial   3% (hit 1), 3% (hit 2), 6% (hit 3) A pistol thrust, that can be pressed again for another thrust and an arcing kick. Each hit will make Bayonetta float slightly, allowing all hits to connect, and making it a superb option for comboing and offstage.
Back aerial   13% (heel), 10% (leg) An extended kick behind her, similar to Zero Suit Samus' back aerial. High knockback and can KO starting at 110% near the ledge, along with low cooldown.
Up aerial   10% (kick), 5% (late) An arcing kick that starts behind her and curves forward, similar to Falco's up aerial. Very fast with little cooldown, along with decent knockback, making it a good juggling and finishing move near the upper blast line. The Bullet Climax version has her spin around while kicking, which is the moment in which the late hit takes effect. Very good Bullet Climax coverage that covers wide areas around her, making it useful for chip damage.
Down aerial   7% (leg), 8% (heel), 5% (landing) Bayonetta extends her leg and falls straight down. A stall-then-fall with surprisingly low duration, which allows her to safely recover afterwards. Hitting the opponent with the heel causes a meteor smash. For a stall-then-fall, the landing hit has very high knockback. making a viable but punishable finishing move on grounded opponents. Based on the standard aerial kick in Bayonetta.
Grab   Reaches out with her right hand. Dash grab has surprisingly high range, although the standard grab has very short range.
Pummel   1.5% each hit Slaps the grabbed opponent twice. Average speed. This pummel is unique as Bayonetta will hit twice each time the pummel is inputted. It is possible for the opponent to break free in the middle of a slap pair, avoiding the second entirely. Based off of the Slap Punishment Attack, a move that can be performed on downed opponents in Bayonetta.
Forward throw   7% (slam), 3% (throw) Performs the Tetsuzanko technique, slamming into the opponent to knock them away. She occasionally says "十年早いんだよ! (Ten years too early!)", a reference to Akira Yuki's famous quote in the Virtua Fighter series. It is her strongest and most versatile throw, as it puts opponents in a dangerous situation in which she can easily edge-guard. It otherwise KOs at 155% near the ledge.
Back throw   3% (kick), 6% (throw) Jumps behind the opponent and kicks it away.
Up throw   3% (kick), 4% (throw) Kicks the opponent upwards.
Down throw   3% (stomp), 5% (throw) Stomps on the opponent. Can lead into her Heel Slide at mid-low percents. Based off of the Stomp Punishment attack.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Does a breakdancing kick while getting up. Based off of the Break Dance move.
Floor attack (back)
Floor getups (back)
  7% Same as front floor attack.
Floor attack (trip)
Floor getups (trip)
  5% Same as other floor attacks.
Edge attack
Edge getups
  7% Climbs up and kicks forward.
Neutral special Default Bullet Climax 1.34% (uncharged), 2.5% (charged) Fires bullets forward at a slight angle. When held, the attack charges up and fires a stronger barrage of bullets during the first few shots, similar to the Charge Bullet upgrade from Bayonetta 2. While holding the charge, it can be cancelled out of with a roll.
Custom 1 N/A
Custom 2 N/A
Side special Default Heel Slide 8% (Heel Slide, kick), 6% (Heel Slide, followup), 6% (After Burner Kick, normal), 8% (After Burner Kick, angled) A move that works differently when used on the ground or midair. On the ground, she performs Heel Slide, which has her slide forward. If the button is held, Bayonetta will perform a launching kick that sends the opponent upward. This is her primary combo starter, and while it is unsafe on shield, it is difficult to punish nonetheless due to its speed and duration. In the air, she alternately performs After Burner Kick, which is a flying kick that can be performed twice in a row as long as the first kick connects, and can also be angled downwards by holding down before attacking. Both versions of After Burner Kick are her primary followups in the air.
Custom 1 N/A
Custom 2 N/A
Up special Default Witch Twist 4% (hit 1), 0.3% (hits 2-6), 3% (hit 6) Bayonetta spirals upwards through the air attacking multiple times, similar to Rising Uppercut. Though the distance traveled upwards is short, Witch Twist can be used again following a double jump. Holding the button lets her fire bullets as well.
Custom 1 N/A
Custom 2 N/A
Down special Default Witch Time 0% A counterattack that tremendously slows the opponent down when activated. Its duration increases with the damage of the opponent and decreases with how frequently it is used (the latter similarly to Vision). One of the main mechanics from her home series. However if Witch Time is activated too late, then Bat Within comes into play, which reduces damage taken and teleports Bayonetta in any direction, and is based off of the technique of the same name, but without the original's damage nullification and extended Witch Time. Bat Within can also be triggered by Bayonetta's standard dodge.
Custom 1 N/A
Custom 2 N/A
Final Smash Infernal Climax 30% (Gomorrah), 15% (spell bonus) Bayonetta announces "Smashing!" and activates a stage-wide Witch Time effect which slows down everything on the screen. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up a spell circle on the screen, and once it is filled, she has to deal knockback to any opponent before a cutscene occurs. Using her hair as a conduit, Gomorrah is summoned which damages any opponents suffering hitstun from Bayonetta's attacks, chomping onto them three times before they are sent flying with set knockback. The attack button can be mashed during the attack to fill a second spell circle that deals 15% more damage after the cutscene. If an opponent has 100% or more, they are instantly KO'd once the cutscene ends, regardless of position.

Bullet Arts

Bayonetta utilizes a unique mechanic in the form of Bullet Arts, where holding the attack button during an attack will fire bullets from her guns that deal 0.5% each.

In Super Smash Bros. 4, this can be done after the initial animation of almost every move. The maximum amount of time that Bullet Arts can be held is for a few seconds; the guns fire rapidly, and the bullets have moderate range. In stark comparison to the original Bayonetta games, the bullets themselves are very difficult to see, similarly to Sheik's Needles. The bullets appear to deal minor flinching at point-blank range, but deal no hitstun like Fox's Blaster (thus they can be used to steal KOs in Time matches).

Interestingly, the bullets appear to function more like disjointed hitboxes rather than standard projectiles. Link's shield when in his idle animation, and reflector abilities like the Franklin Badge or Zelda's Nayru's Love are completely ineffective against them. They can be slowed down by another Bayonetta using Witch Time, a property that does not apply to projectiles at all. Bullet Arts are also capable of traveling through multiple characters at once, and so will affect anyone or anything in the path of the bullets, not just those closest to Bayonetta.

On-screen appearance

  • Emerges from Bat Within form and produces a purple symbol that represents Umbra magic.
File:Battle Entrance (Bayonetta).jpg

Taunts

 
  • Up taunt: Twirls around like a ballet dancer, 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." Based on her long taunt from Bayonetta 2.
  • Side taunt: Gracefully spins around, then points both guns directly in front of her, saying, "New 'do, dead you." The quote comes from her short taunt while wielding Salamandra in Bayonetta 2.
  • Down taunt: Poses with her guns around her head in multiple ways, framing her head and torso with her guns, performs a broad back step, looking away from her opponent one moment, then looking back. Based off of the dances she performs prior to fighting Joy for the first time.
Up taunt Side taunt Down taunt
     

*Due to the length of her taunts, players are capable of canceling out of them.

Idle poses

  • Waves one of her guns in a "let's get going" motion.
  • Holds her left gun in front of her, and her right gun upwards beside her head. This idle pose only occurs once she ends any ground attack, and returns to her standard idle animation after a few seconds.
   

Crowd cheer

English Japanese
Cheer
Description Bay-o!
Pitch Group chant

Victory poses

Bayonetta's victory theme: the first few notes of "Let's Hit the Climax", followed by the jingle that plays upon completing a verse in 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?" or "You're making it easy."
  • Performs the Break Dance move then poses similar to her crouch while winking, saying, "Dreadful," or "Don't make me beg."
  • Dances similar to her down taunt, with a slightly altered end pose, and says, "Miss me, baby?"
     

Reveal trailer

<youtube>3Tv3w1V5_Mg</youtube>

Trophies

In addition to the normal three fighter trophies, Bayonetta has an additional trophy of her design from the original Bayonetta game.

Bayonetta
  Bayonetta is one of the last of the near-extinct Umbra Witches clan. She's a master of the Bullet Arts and can use her hair as a conduit to bring forth Infernal Demons. She brings all these skills and more to Smash, where she'll unleash additional damage if you hold the attack button. Damage and distract your foes with this move!
  Bayonetta is one of the last of the long-extinct Umbra Witches clan. She's a master of the Bullet Arts, and can use her hair as a conduit to bring forth Infernal Demons. She brings all these skills and more to Smash, where if you hold down the attack button, she'll fire bullets at the enemy. They don't just do damage; they even work as a feint!
Bayonetta (01/2010)
 : Bayonetta 2 (10/2014)
Bayonetta (Alt.)
If you use Bayonetta's side special in midair, she'll do a diagonal kick upward that goes through platforms. If you press down just before doing the move, it'll turn into a downward attack! Plus, if you hit an enemy in midair, you can use the attack again before you hit the ground–great for combos and recoveries!
Bayonetta (01/2010)
 : Bayonetta 2 (10/2014)
Infernal Climax
Before her Final Smash, Bayonetta enters Witch Time, during which she can attack the enemy to fill her magic gauge. If it fills up, she summons the demon Gomorrah, who chomps down on the unfortunate foe! Keep pressing the button during during Gomorrah's attack to increase damage. If it hits 100%, the enemy will be instantly KO'd!
Bayonetta (Original)
  This Umbra Witch awakens after hundreds of years without any memories of her past life. Usually Bayonetta spends her days pretending to be a nun to lure out angels, until a witch with the same powers as her starts to slowly bring her memories back. She ends up embroiled in a battle to save the world.
  This Umbra Witch awakens after hundreds of years without any memories of her past life. She spends her days with shenanigans like dressing as a nun to lure out angels to fight, until a witch with the same powers as her starts to slowly bring her memories back. As her memories return, she ends up embroiled in a battle to save the world!
Bayonetta (01/2010)


Alternate costumes

Bayonetta's default outfit is based on her appearance in Bayonetta 2 and is equipped with Love is Blue. She has an alternate outfit based off of her appearance in the original Bayonetta, known as "A Witch With No Memories", and is equipped with Scarborough Fair. One of Bayonetta's alternate outfit color schemes is based on Jeanne, her childhood friend and friendly rival.

Her appearance while doing Wicked Weaves (summoning Madama Butterfly in her smash attacks and summoning Gomorrah in Infernal Climax) is less revealing than in the Bayonetta games, as she retains most of her clothing while performing them.

In the Japanese version of the game, Bayonetta is voiced in Japanese by Atsuko Tanaka while wearing her Bayonetta 2 outfit and in English by Hellena Taylor while wearing her original outfit, making her the the only character who speaks a different language depending on the costume. This references the fact that Bayonetta did not have Japanese voice acting in its initial release; Japanese dubbing was introduced for the Wii U version after Hideki Kamiya was impressed with the Japanese voice-acting done for the animated movie: Bayonetta: Bloody Fate.

 
               

Gallery

Trivia

  This trivia section is excessively long.
Relevant facts should be integrated into the body of the article and unnecessary ones should be removed.
You can discuss this issue on the talk page or edit this page to improve it.
 
Bayonetta, Mario, and Luigi re-creating the opening scene of Bayonetta 2.
  • The screenshot of Bayonetta walking with Mario and Luigi, the latter of who are carrying gift boxes for Bayonetta (with the image itself derived from the Super Smash Bros. 4 Official Site), references the opening cutscene in Bayonetta 2 which features her and Enzo Christmas shopping, with Enzo being forced to carry the multitude of Christmas gifts she had bought.
  • Bayonetta's appearance in Super Smash Bros. 4 marks her first appearance in a game with an "Everyone 10+ (E10+)" rating from the Entertainment Software Rating Board (ESRB).
  • Prior to her unveiling, Masahiro Sakurai referred to the final fighter as the "climax", in reference to Bayonetta's climax abilities. He also wore a pair of glasses similar to hers during his next on-screen appearance.
  • Bayonetta and Cloud are the only characters with alternate costumes that change their weapon in those alternate costumes as well - in Bayonetta's case, she goes from wielding Love is Blue in her default Bayonetta 2 outfit to Scarborough Fair in her original Bayonetta costume. They are also the only characters in SSB4 who pose differently in their artwork when wearing an alternate costume that only changes their outfit, being the second and third character in the series to have this distinction, following Wario in Brawl.
  • If Bayonetta grabs a Hammer (or Golden Hammer) with her forward aerial and stops the attack in midair without performing all three hits, the hammer music will not play.
  • Bayonetta has several unique aesthetics that reference her origin game:
    • Whenever she jumps or lands, a unique particle effect resembling a spell circle appears, and butterflies appear around her legs whenever she lands. She additionally sprouts butterfly wings, reminiscent of Madama Butterfly.
    • Her crouch is a reference to the Break Dance technique, where she strikes a similar pose at the end of the attack.
    • Her spot-dodge animation and quote are based off of one of her taunts in Bayonetta 2.
    • Her wall cling has her simply stand on the wall, referencing the Witch Walk ability usable by Umbra Witches on a full moon.
    • When damaged, roses appear around her body where damage sparks would normally appear. This references how, in the Bayonetta universe, those who are damaged and have blood drawn will have it turn into something different before being blown away. In Bayonetta's case, rose petals fly off.
  • Bayonetta additionally possesses technical data unique to her:
    • She has a special idle pose once she stops any ground attack, which returns to her standard idle pose after a few seconds pass.
    • She is the first character in the Super Smash Bros. series to have a smash attack with a true meteor effect, not counting unconventional meteor smashes.
    • She is the only fighter that can affect opponents that have a Super Star or during the invincibility frames after dismounting a revival platform due to Witch Time.
    • She is the only DLC character (as well as the only third-party character) who can wall cling in SSB4, and along with Greninja are also the only newcomers who can wall cling. Unlike other characters who can wall cling, Bayonetta is unable to crawl.
    • While she uses wings for her double jump, Bayonetta gets no extra jumps like most winged fighters and can only jump twice.
    • She is the only character in Smash 4 whose pummel hits twice.
  • Bayonetta uses five different voice clips when performing her forward smash.
    • Additionally, Roy, Ryu, Cloud, Corrin, and Bayonetta are the only five characters to use different sound clips when using battering items.
  • Bayonetta is the only newcomer in Smash 4 that has one voice clip when getting KO'd past the blast line.