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Miss Me Baby? A Bayonetta Guide (Part 2)

Miss Me Baby? A Bayonetta Guide (Part 2)

Game Versions
Smash 3DS, Smash Wii U
Miss Me Baby? A Bayonetta Guide (Part 2)

Bayonetta hails from the game Bayonetta, released in 2009. Five years later, a sequel was released, titled Bayonetta 2. Bayonetta was selected as the winner of the Smash Ballot, held to decide on the last new character in Smash 4. Finally released in February 2016, she's got both the moves and the attitude to stomp whoever dares challenge her.

Table of Contents:

1) Introduction
2) Combos
3) Movement Options
5) Playstyle and Strategy
6) Advanced Techniques
7) Stage Analysis
8) Match-Up Analysis
9) Notable Players
10) Conclusion

Introduction:
Welcome to my guide! This guide is aimed towards intermediate level Bayonetta players wishing to gain a thorough understanding of the character. Therefore, a basic degree of knowledge is necessary in order to fully comprehend this guide. It is expected you understand all of Bayonetta's moves, as well as her off-stage and KO options. If you don't, you should check out Part 1 of this guide here first, before you read this part. With that said, I hope that you learn something from this guide.

Abbreviations and Terminology:
Here is a list of abbreviations I will be using throughout the guide.

FTilt - Forward Tilt
UTilt - Up Tilt
DTilt - Down Tilt
DA - Dash Attack
FSmash - Forward Smash
USmash - Up Smash
DSmash - Down Smash
Nair - Neutral Air
Fair - Forward Air (all three hits)
Fair 1 - First hit of Fair
Fair 2 - Second hit of Fair
Bair - Back Air
Uair - Up Air
Dair - Down Air
BC - Bullet Climax
HS - Heel Slide
HSK - Heel Slide Kick
ABK - After Burner Kick
dABK - After Burner Kick (downward angled)
WT - Witch Twist
DJCWT - Double Jump Cancelled Witch Twist
WTime - Witch Time
BW - Bat Within
FThrow - Forward Throw
BThrow - Back Throw
UThrow - Up Throw
DThrow - Down Throw
BA - Bullet Arts
DJ - Double Jump
SH - Short Hop
FH - Full Hop
FF - Fast Fall
SHFF - Short Hop Fast Fall
OoS - Out of Shield
B&B - Bread and Butter

FAF - First Actionable Frame (first frame able to do a different action)
DI - Directional Input
SDI - Smash Directional Input
FT - Foxtrot
RAR - Reverse Aerial Rush
DD - Dash Dance
EDD - Extended Dash Dance

PP - Perfect Pivot
SV - Smashville
T&C - Town & City
BF - Battlefield
DL - Dreamland
FD - Final Destination
DH - Duck Hunt
LC - Lylat Cruise
CS - Castle Siege
DF - Delfino Plaza
CP - Counterpick


Here is a link to The Smash Dictionary if you need more definitions for terms used in this guide.

Attributes:
Weight: 84 (45th heaviest)
Walk Speed: 0.9 (45th fastest)
Run Speed: 1.6 (28th fastest)
Air Speed: 0.97 (36th fastest)
Fall Speed: 1.77 (9th fastest)
Fast Fall Speed: 2.832 (9th fastest)

Jumpsquat: 4 Frames
SH Air Time: 38 Frames

FH Air Time: 54 Frames

Combos:
If there's one thing Bayonetta is known for, it's her combos. She has one of the best combo games in Smash 4, with a plethora of options for use at any time. While she has a few throw combos (mostly off UThrow at low percents), the majority of her combos begin with a tilt, aerial, or special move.

Bayonetta's combos are quite extensive, and she has tons of options. Because of this, you can "customize" a combo into whatever suits you best. For example, DTilt > Fair1 is a common beginner for a combo. After the Fair1, you have several options. You can continue the Fair, do an ABK, or do a WT. If you don't feel confident you can continue the combo (lag or nervousness), the you can use Fair. If you have trouble getting good followups after WT, use ABK. If they are at too low of a percent to get much out of an ABK, you can WT. This allows for incredible complexity in her combos, and keeps your opponent on their toes.

It's interesting to note that the majority of Bayonetta's true combo strings are at mid percent, not at low percent. At low percent, moves like ABK don't give the opponent enough hitstun to perform a true combo into a finisher, such as Uair. At mid percents, those moves do give the opponent enough hitstun to true combo into a finisher. Fortunately, most everything else in a combo will be true at low percents, with only the finisher avoidable.

Once you land a combo starter, don't hesitate. Always have something in mind and know what you're going to do next. It's important to at least understand the basics of her combos to properly capitalize after landing a combo starter. It's also important to not use the same combos over and over again in a match. A smart opponent will be able to recognize that, and get out of the combo the next time you try it.

Keep in mind that her most reliable combos are the short ones. It's better to successfully land a few short (2-5) hit combos than to risk a large and often not completely true combo. Also remember that after the 1.1.6 patch, WT is much easier to SDI out of, so use it sparingly.

Combo Starters:
These are moves that are fantastic for beginning combos. Remember them well...

Jab/Forward Tilt:
These two moves do good damage on their own, but they also have the potential to start a combo. I put them together because they basically start a combo the same way; by canceling the move mid-way through. Jab is generally more reliable than FTilt, but they both work. However, neither true combo into anything, and in some situations, it might be better to just finish the attack.

Down Tilt:
DTilt is a great combo starter, with followups for all percents. It's her fastest tilt, and second fastest attack overall. When spaced properly, it is safe on shield, and is also a good option in the neutral. One of her best combo starters.

In order to get the best followups out of DTilt, it's best to hit with the base. The tip can still combo, just not as reliably. However, the tip is safe on shield. The base is best as a punish, as it is hard to land a base hit safely in the neutral.

Up Tilt:

UTilt combos into a lot of moves reliably at low percents, and it comes out as fast as DTilt. Unfortunately, it doesn't have the best horizontal range, making DTilt a better combo starter in most situations. It's good to catch opponents above you, as the second hit reliably combos into Uair and WT.

Neutral Air:
Nair can be a good combo starter because it can force the tumble animation at low percents. If they miss their tech, you can follow up with a variety of moves. Nair is also a good way to get a dash grab. Both regular and BA Nair work for starting combos, but I find regular Nair to work better.

Forward Air:
Fair is the easiest of Bayonetta's aerials to start a combo with, due to the fact that you move with the opponent. SH Fair is the best way to hit a grounded opponent. From there, you can go into a grab, ABK, or WT. DTilt, while not true, can still be used at low percents if you FF immediately after the Fair. This takes practice to get good at, but shouldn't be forgotten.

Up Air (Early):
FF Uair can be a viable combo starter, but only on tall characters. At low percents, it true combos into WT, ABK, and Bair at higher percents, but other than that, you can't get too much out of it. In order for this to work at all, you must be facing away from your opponent, as the kick begins behind her. Overall, a bit of a niche option that takes practice to use.

Up Air (Late):
A useful alternative to early Uair, as you don't need to be facing backwards to do it. It also has better combo potential, since it true combos into Fair. While the timing is easier than the early hit, it is more telegraphed since it's at the end of the move instead of the beginning.


Heel Slide/Heel Slide Kick:
HSK is a great combo starter at low percents, as it true combos into Uair and WT. At higher percents, when the kick doesn't reach, I like to do just the HS and go for an UTilt. If they airdodge, punish with a jab or DTilt. While they are good combo starters, be careful about when you use them, as they are very unsafe on shield, and you cam even get shield grabbed during the HS.

Witch Twist:

WT is Bayonetta's fastest move in terms of start up, which makes it a great OoS option. It also leads into several key combo moves, including Fair, ABK, and dABK. It hits on both sides and above her, which makes it even easier to hit opponents. However, remember not to use BA WT as a combo starter, as it has more endlag. This move is susceptible to SDI, so don't use it too much or the opponent will catch on and use SDI to escape. It's a great combo tool, but be careful about excessive use.

Witch Time:
While WTime doesn't technically have damage or knockback, I included it here because it sets up literally anything. If you land it, you can follow up with any move of your choice. Note that if you whiff it, the amount of time they are stuck in it decreases, so use it wisely.

Combos:
I will be organizing combos primarily by what move they start with. Then, they will be categorized by what percent they work at, as well as the length of the combo. They will also be color-coded based on this chart:

Green - True
Yellow - Reliable Link/Followup
Orange - Situational
Magenta - Air Dodge Read/Frame Trap

If a combo looks like this:
DTilt > Fair2 > WT > ABK > ABK > Uair

Then it means that Dtilt > Fair2 is true, but Fair2 > WT is not. However, it is still a reliable option and is difficult to escape. WT > ABK is true, but the second ABK can be airdodged out of with good DI. Finally, ABK > Uair is true.

If a combo looks like this:

HS > UTilt > Jab/FTilt

Then it means that while
HS > UTilt is reliable, it can still be escaped. However, if they opt to airdodge, then they will be hit by a Jab or FTilt.

The combos are organized into four categories that determine what percent range they work at. The four categories are Low Percent (0-30%), Mid Percent (31-70%), High Percent (71-120%) and Very High Percent (121+%).

Combos are also sorted into two categories, based on the length of the combo. Short combos contain 2-5 moves, while Long combos contain 6 or more moves.

At the end of every combo, there is a percentage marked in gray, indicating the amount of damage that combo does. Some combos also have a (Death) sign at the end. This means that this combo is usually a death combo.

Remember that this section will constantly be added to as more combos are discovered. If I forgot something, please let me know. I also won't include every single combo in here, as some combos (ex: DTilt > Fair > ABK > ABK) can still be added on to, and you will never really use that specific combo as there are easy ways to follow up after it.

-If there are two percents listed at the end of a combo, the first percent corresponds to the first slashed move. The second percent corresponds to the latter slashed move.
-If Fair is in a combo, assume it is all three hits unless otherwise specified.
-If Jab is in a combo, assume it is the first three hits unless otherwise specified.

-If (Death) is listed at the end of a combo, but there are two options for the final hit, assume only the latter move causes death.
-If there is an asterisk at the end of a move, it means to go to that move combo section for further followup information.
-All combos are tested in Training Mode against Mario. Rage, DI, and SDI may affect combo results.

Jab: If you want to combo with Jab, do the first three hits right before the rapid attack, as it does the most damage and las the least endlag. However, if following up with WT, doing just the first hit is the best, as it true combos at high percents. If they are conditioned to shield, then have a grab ready. If not, a DTilt is usually the best option.

Low Percents:
Short:

Jab > UTilt (First Hit)* - 10%
Jab > DTilt (Close)* - 11%
Jab > Grab* - 5%
Jab1 > WT* - 8%

Mid Percents:
Short:

Jab > UTilt (First Hit)* - 10%
Jab > DTilt (Close)* - 11%
Jab > Grab* - 5%
Jab1 > WT* - 8%

High Percents:
Short:

Jab > DTilt (Close)* - 11%
Jab > Grab* - 5%
Jab1 > WT* - 8%

Very High Percents:
Short:

Jab > DTilt* - 11%
Jab > Grab* - 5%
Jab1 > WT* - 8%

Forward Tilt: FTilt combos best right after the first kick, as the second kick sends them at too high of an angle. Tilt is generally less reliable for combos than Jab, but a pivot FTilt can be a good surprise option and combo starter.

Low Percents:
Short:

FTilt > DTilt (Tip)*- 10%
FTilt > Dash Grab* - 3%

Mid Percents:

Short:
FTilt > DTilt (Tip)* - 10%
FTilt > Dash Grab* - 3%

High Percents:
Short:

FTilt > Dash Grab* - 3%


Very High Percents:
Short:

FTilt > SH Fair - 14%

Up Tilt (First Hit): While most people think of the second hit of UTilt as being better for combos, the first hit is quite good as well. The first hit of UTilt has similar combos to the close hit of DTilt, but has less horizontal range than DTilt. Note that when used on large/heavy characters such as Samus or Donkey Kong at low percent, both hits will connect, and can be followed up with another UTilt.

Low Percents:
Short:
UTilt > Charged USmash - 22%

UTilt > SH Nair > Grab* - 13%
UTilt > SH Nair > ABK > ABK > Bair/Uair - 38%/34%
UTilt > SH Nair > ABK > WT > DJ Fair - 34%

UTilt > SH Fair - 16%
UTilt > SH Fair1 > ABK > ABK > Bair - 33%
UTilt > SH Fair1 > ABK > WT > DJ Fair - 29%
UTilt > SH Fair1 > WT > DJ Fair - 25%
UTilt > SH Fair1 > WT > DJ ABK > Bair/Uair - 31%/29%
UTilt > SH Fair1 > WT > DJCWT > Fair/Uair - 29%/27%

UTilt > SH ABK > ABK > Bair - 30%
UTilt > SH ABK > ABK > WT > DJ Fair - 35%
UTilt > SH ABK > WT > DJ Fair - 29%
UTilt > SH ABK > WT > DJ ABK > Uair - 32%

UTilt > SH ABK > WT > DJCWT > Fair/Uair - 35%/33%

UTilt > WT > DJ Fair - 20%
UTilt > WT > DJ Fair1 > ABK > Bair - 28%
UTilt > WT > DJ Fair2 > WT > Fair/Uair - 29%/27%
UTilt > WT > DJ ABK > ABK > Bair/Uair - 34%/30%
UTilt > WT > DJ ABK > WT > Fair/Uair - 32%/30%
UTilt > WT > DJCWT > Fair/Uair - 26%24%


Long:
UTilt > SH Nair > ABK > WT > ABK > WT > Uair - 45%
UTilt > SH Nair > ABK > ABK > Bair/Uair - 38%/34%

UTilt > SH Fair1 > ABK > WT > DJ Fair1 > WT > Fair/Uair - 40%/38%
UTIlt > SH Fair1 > ABK > WT > ABK > WT > Fair/Uair - 42%/40%
UTilt > SH Fair1 > WT > DJ Fair2 > WT > ABK > ABK > Uair - 46%
UTilt > SH Fair1 > WT > DJ ABK > ABK > Uair - 35%
UTilt > SH Fair1 > WT > DJCWT > ABK > ABK > Uair - 41%

UTilt > SH ABK > WT > ABK > WT > Fair/Uair - 40%/38%

UTIlt > WT > ABK > ABK > DJCWT > Fair/Uair - 39%/37%
UTilt > WT > DJ ABK > WT > ABK > Uair - 37%
UTilt > WT > DJCWT > ABK > ABK > Uair - 37%

Mid Percents:
Short:

UTilt > SH Nair > DJ ABK > WT > ABK - 29%
UTilt > SH Nair > DJ ABK > ABK > Uair - 35%


UTilt > SH Fair - 16%
UTilt > SH Fair1 > ABK > ABK > Bair/Uair - 33%/29%
UTilt > SH Fair1 > ABK > WT > DJ Fair - 29%
UTilt > SH Fair1 > WT > DJ Fair - 23%
UTilt > SH Fair1 > WT > DJ ABK > Uair - 29%

UTilt > SH ABK > ABK > Uair - 27%
UTilt > SH ABK > ABK > WT > DJ Fair - 35%
UTilt > SH ABK > WT > DJ Fair - 29%
UTilt > SH ABK > WT > DJ ABK > Uair - 31%

UTilt > SH WT > DJ Fair - 23%
UTilt > SH WT > DJ Fair1 > ABK > Uair - 27%
UTilt > SH WT > DJ Fair1 > WT > Fair/Uair - 29%/27%
UTilt > SH WT > DJ ABK > ABK > Uair - 31%
UTilt > SH WT > DJ ABK > WT > Fair/Uair - 32%/30%

Long:

UTilt > SH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Uair (Death) - 43%
UTilt > SH Fair1 > ABK > ABK > WT > DJ Fair - 37%
UTilt > SH Fair1 > ABK > WT > DJ ABK > Uair - 35%

UTilt > SH Fair1 > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 41%
UTilt > SH Fair1 > WT > DJ ABK > WT > ABK > Uair (Death) - 41%
UTilt > SH Fair1 > WT > DJ ABK > ABK > Uair - 35%

UTilt > SH ABK > WT > DJ ABK > WT > Uair - 37%
UTilt > SH ABK > ABK > WT > Fair1 > WT > Uair (Death) - 41%

UTIlt > SH WT > DJ Fair1 > WT > ABK > ABK > Uair - 41%
UTilt > SH WT > DJ Fair1 > DJ ABK > ABK > Uair - 36%
UTilt > SH WT > DJ ABK > WT > ABK > Uair - 38%


High Percents:
Short:

UTilt > FH Fair - 16%
UTilt > FH Fair1 > ABK > WT > DJ Fair - 29%
UTilt > FH Fair1 > WT > DJ Fair - 25%


UTilt > SH Uair - 14%

UTilt > SH ABK > ABK > DJ Nair/Uair - 26%/27%
UTilt > SH ABK > ABK WT > DJ Fair - 33%


Long:
UTilt > FH Fair1 > WT > DJ Fair1 > WT > Uair - 29%
UTilt > FH Fair1 > WT > DJ ABK > ABK > WT > Uair (Death) - 36%
UTilt > FH Fair1 > ABK > WT > DJ ABK > WT > Uair (Death) - 36%


UTilt > FH ABK > WT > DJ ABK > WT > Uair - 35%
UTilt > FH ABK > ABK > WT > DJ Fair1 > WT > Uair (Death) - 39%

UTilt > FH WT > DJ ABK > ABK > WT > Uair (Death) - 35%

Very High Percents:
Short:

UTilt > Fair - 16%

UTilt > Uair - 14%

Up Tilt (Second Hit): Rarely will you land the second hit of UTilt on a grounded opponent, unless it is a heavyweight at low percent. It is good to catch people in the air above you, as if they air dodge, you can punish with a Jab or DTilt. Note that these combos work if you get both hits of UTilt as well, as it still has the knickknack of the second hit.

Low Percents:
Short:

UTilt > USmash - 21%

UTilt > FH Nair > ABK > ABK > Bair - 39%
UTilt > FH Nair > ABK > WT > DJ Fair - 37%

UTilt > FH Fair - 17%
UTilt > FH Fair1 > ABK > ABK > Bair/Uair - 35%/31%
UTilt > FH Fair1 > ABK > WT > DJ Fair - 32%
UTilt > FH Fair1 > WT > DJ Fair - 24%
UTilt > FH Fair1 > WT > DJ ABK > Bair/Uair - 34%/30%
UTilt > FH Fair1 > WT > DJCWT > Fair - 30%

UTilt > SH Uair > Bair/Uair - 28%/24%

UTilt > SH Uair > WT > DJ Fair - 30%
UTilt > SH Uair > WT > DJ ABK > Uair - 33%
UTilt > SH Uair > WT > DJCWT > Fair/Uair - 34%/32%

UTilt > FH ABK > ABK > Bair/Uair - 31%/27%
UTilt > FH ABK > ABK > WT > DJ Fair - 35%

UTilt > FH ABK > WT > DJ Fair - 29%
UTilt > FH ABK > WT > DJ ABK > Uair - 32%
UTilt > FH ABK > WT > DJCWT > Fair/Uair - 35%/33%

UTilt > WT > DJ Fair - 21%
UTilt > WT > DJ Fair1 > ABK > Bair/Uair - 32%/28%
UTilt > WT > DJ Fair2 > WT > Fair/Uair - 32%/30%
UTilt > WT > ABK > ABK > Bair/Uair - 36%/33%
UTilt > WT > DJ ABK > WT > Fair/Uair - 33%/31%
UTilt > SH WT > DJCWT > Fair - 27%

Long:
UTilt > FH Fair1 > ABK > WT > DJ ABK > Uair - 36%
UTilt > FH Fair1 > WT > DJ Fair2
> WT > ABK > ABK > Uair - 47%
UTilt > FH Fair1 > WT > ABK > ABK > Bair/Uair - 39%/35%
UTilt > FH Fair1 > WT > DJ ABK > WT > ABK > Uair - 40%
UTilt > FH Fair1 > SH WT > DJCWT > ABK > ABK
> Uair - 40%

UTilt > SH Uair > WT > DJ ABK > ABK > Bair/Uair - 44%/40%
UTilt > SH Uair > WT > DJ ABK > ABK > WT > Fair/Uair - 47%/45%
UTilt > SH Uair > WT > DJ Fair2 > WT > ABK > ABK > Uair (Death) - 51%

UTilt > WT > DJ Fair - 21%
UTilt > WT > DJ Fair2 > WT > ABK > ABK > Uair - 44%
UTilt > SH WT > DJCWT > ABK > ABK > Uair - 37%


Mid Percents:
Short:
UTilt > DJ Nair > ABK > ABK > Uair - 35%

UTilt > FH Fair - 17%
UTilt > FH Fair1 > ABK > ABK > Uair - 30%
UTilt > FH Fair1 > ABK > WT > DJ Fair - 32%
UTilt > FH Fair1 > WT > DJ Fair - 26%
UTilt > FH Fair1 > WT > DJ ABK > Uair - 30%

UTilt > FH Uair > DJ Bair/Uair - 28%/24%
UTilt > FH Uair > DJ ABK > ABK > Uair - 36%
UTIlt > FH Uair > WT > DJ Fair - 29%


UTilt > DJ ABK > ABK > Uair - 27%

UTilt > DJ ABK > WT > ABK > Uair - 31%

UTilt > SH WT > DJ Fair - 21%
UTilt > SH WT > DJ Fair1 > ABK > Uair - 28%
UTilt > SH WT > DJ Fair1 > WT > Fair/Uair - 30%/28%
UTilt > SH WT > DJ ABK > ABK > Uair - 31%
UTilt > SH WT > DJ ABK > WT > Fair/Uair - 33%/31%

Long:
UTilt > DJ Fair1 > ABK > WT > ABK > Uair - 34%
UTllt > DJ Fair1 > WT > ABK > ABK > Uair - 37%

UTilt > FH Uair > DJ Fair1 > WT > ABK > Uair - 39%
UTilt > FH Uair > DJ Uair > WT > ABK > Uair - 45%
UTilt > FH Uair > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 48%
UTilt > FH Uair > DJ WT > ABK > ABK > Uair (Death) - 38%
UTilt > FH Uair > WT > DJ ABK > ABK > WT > Uair (Death) - 45%


UTilt > SH WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 46%
UTilt > SH WT > DJ ABK > ABK > Bair/Uair - 36%/33%
UTilt > SH WT > DJ ABK > ABK > WT > Uair - 37%

High Percents:
Short:

UTilt > DJ Uair - 15%


UTilt > FH WT > DJ Fair - 21%
UTilt > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 30%/28%
UTilt > FH WT > DJ ABK > WT > Fair/Uair (Death) - 32%/30%

Long:
UTilt > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 28%/26%
UTilt > FH WT > DJ ABK > ABK > WT > Uair (Death) - 35%

Very High Percents:
Short:

UTilt > DJ Uair (Death) - 15%

Down Tilt (Close): The close hit of DTilt is generally the better hit for combos, as it knocks the opponent a bit closer to you, making it easier to follow up with a move. However, it is best used as a punish, as it is quite hard to get close enough to your opponent for this hit in the neutral.

Low Percents:
Short:

DTilt > UTilt* (Both hits) - 14%

DTilt > Charged USmash - 23%


DTilt > SH Nair > Grab* - 9%
DTilt > SH Nair > ABK > ABK > Bair/Uair - 39%/35%
DTilt > SH Nair > ABK > WT > DJ Fair - 37%


DTilt > SH Fair - 17%
DTilt > SH Fair1 > ABK > ABK > Bair/Uair - 33%/30%
DTilt > SH Fair1 > ABK > WT > DJ Fair - 32%
DTilt > SH Fair1 > WT > DJ Fair - 26%
DTilt > SH Fair1 > WT > DJ ABK > Uair - 30%
DTilt > SH Fair1 > WT > DJCWT > Fair/Uair - 33%/31%

DTilt > SH ABK > ABK > Bair - 31%
DTilt > SH ABK > ABK > WT > DJ Fair - 35%
DTilt > SH ABK > WT > DJ Fair - 29%
DTilt > SH ABK > WT > DJ ABK > Uair - 33%
DTilt > SH ABK > WT > DJCWT > Fair/Uair - 35%/33%


DTilt > WT > DJ Fair - 21%
DTilt > WT > DJ Fair1 > ABK > Bair/Uair - 32%/28%
DTilt > WT > DJ Fair2 > WT > Fair/Uair - 32/30%
DTilt > WT > DJ ABK > ABK > Bair/Uair - 35%/31%
DTilt > WT > DJ ABK > WT > Fair/Uair - 33%/31%
DTilt > WT > DJCWT > Fair/Uair - 27%/25%

Long:
DTilt > SH Nair > ABK > WT > ABK > Uair - 43%


DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair - 38%
DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair - 49%/45%
DTilt > SH Fair1 > ABK > WT > DJ ABK/Fair1 > WT > Uair - 50%/47%
DTilt > SH Fair1 > WT > DJ Fair2 > WT > ABK > ABK > Uair - 47%
DTilt > SH Fair1 > WT > ABK > ABK > Bair/Uair - 37%/33%

DTilt > SH Fair1 > WT > DJCWT > ABK > Bair - 41%

DTilt > WT > DJ Fair2 > WT > ABK > ABK > Uair - 42%
DTIlt > WT > DJ ABK > ABK > Bair/Uair - 36%
DTilt > WT > DJ ABK > WT > ABK > Uair - 37%

DTilt > WT > DJCWT > ABK > ABK > Uair - 37%

Mid Percents:
Short:
DTilt > FH Nair > ABK > WT > DJ Fair - 36%
DTilt > FH Nair > ABK > ABK > Uair - 36%

DTilt > SH Fair - 17%

DTilt > SH Fair1 > ABK > ABK > Uair - 30%
DTilt > SH Fair1 > ABK > WT > DJ Fair - 32%
DTilt > SH Fair1 > WT > DJ Fair - 26%
DTilt > SH Fair1 > WT > DJ ABK > Uair - 30%

DTilt > SH ABK > ABK > Uair - 27%
DTilt > SH ABK > ABK > WT > DJ Fair - 35%
DTilt > SH ABK > WT > DJ Fair - 29%
DTilt > SH ABK > WT > DJ ABK > Uair - 32%


DTilt > SH WT > DJ Fair - 21%
DTilt > SH WT > DJ Fair1 > ABK > Uair - 28%
DTilt > SH WT > DJ Fair1 > WT > Fair/Uair - 30/28%
DTilt > SH WT > DJ ABK > ABK > Uair - 31%
DTilt > SH WT > DJ ABK > WT > Fair/Uair - 33%/31%


Long:
DTilt > FH Nair > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 50%/48%


DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair - 36%
DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 45%/43%
DTilt > SH Fair1 > ABK > WT > ABK > DJCWT > Uair - 43%
DTilt > SH Fair1 > ABK > WT > DJ ABK > Uair - 36%
DTilt > SH Fair1 > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 42%
DTilt > SH Fair1 > WT > DJ ABK > WT > ABK > Uair (Death) - 39%
DTilt > SH Fair1 > WT > DJ ABK > ABK > Uair - 37%

DTilt > SH ABK > ABK > WT > Fair1 > WT > Uair (Death) - 41%

DTIlt > SH WT > DJ Fair1 > WT
> ABK > ABK > Uair (Death) - 40%
DTilt > SH WT > DJ Fair1 > ABK > ABK > Bair/Uair - 38%/34%
DTilt > SH WT > DJ ABK > WT > ABK > Uair - 36%
DTilt > SH WT > ABK > ABK > DJCWT > Uair - 38%

High Percents:

Short:
DTilt > FH Fair - 17%
DTilt > FH Fair1 > ABK > ABK > DJ Nair/Uair - 28%/29%
DTilt > FH Fair1 > ABK > WT > DJ Fair - 32%
DTilt > FH Fair1 > WT > DJ Fair - 26%

DTilt > FH Uair - 15%

DTilt > FH Uair > DJ WT > ABK - 24%

DTilt > FH ABK > ABK > DJ Nair/Uair - 26%/27%

DTilt > FH ABK > ABK > WT > DJ Fair - 33%

DTilt > FH WT > DJ Fair - 21%

DTilt > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 28%/26%
DTilt > FH WT > DJ ABK > WT > Fair/Uair (Death) - 31%/29%

Long:
DTilt > FH Fair1 > WT > DJ ABK > ABK > WT > Uair (Death) - 41%
DTilt > FH Fair1 > ABK > WT > DJ ABK > WT > Uair (Death) - 41%


DTilt > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 29%/27%

Very High Percents:
Short:

DTilt > FH Uair - 15%

Down Tilt (Tip): The tip of DTilt has identical kcockback to that of the close hit. However, it isn't as good in combos because you just aren't as close to the opponent, making followups at certain percents more difficult. It is easier to hit with the tip in the neutral, though, and still has good combos. The best way to follow up with an aerial after hitting with the tip is to run on the ground a bit, then jump up. Bayonetta's run speed is faster than her air speed, so she reaches the opponent more quickly. Interestingly, the tip does 1% more than the close hit.

Low Percents:
Short:

DTilt > SH Nair > Grab* - 10%

DTilt > SH Fair - 18%
DTilt > SH Fair1 > ABK > ABK > Bair - 35%
DTilt > SH Fair1 > ABK > WT > Fair/Uair - 33%
DTilt > SH Fair1 > WT > DJ Fair - 27%
DTilt > SH Fair1 > WT > DJ ABK > Uair - 31%
DTilt > SH Fair1 > WT > DJCWT > Fair/Uair - 33%/31%


DTilt > SH ABK > ABK > Bair - 32%
DTilt > SH ABK > ABK > WT > DJ Fair - 36%
DTilt > SH ABK > WT > DJ Fair - 30%
DTilt > SH ABK > WT > DJ ABK > Uair - 34%
DTilt > SH ABK > WT > DJCWT > Fair/Uair - 36%/34%

DTilt > WT > DJ Fair
DTilt > WT > DJ Fair1 > ABK > Bair/Uair - 35%/31%
DTilt > WT > DJ Fair2 > WT > Fair/Uair - 33%/31%
DTilt > WT > DJ ABK > ABK > Bair/Uair - 36%/32%
DTilt > WT > DJ ABK > WT > Fair/Uair - 34%/32%
DTilt > WT > DJCWT > Fair/Uair - 31%/29%


Long:
DTilt > SH Nair > ABK > WT > ABK > Uair - 44%
DTilt > SH Nair > ABK > ABK > Bair/Uair - 40%/37%

DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair - 39%
DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair - 48%/46%
DTilt > SH Fair1 > ABK > WT > DJ ABK > WT > Uair - 43%
DTilt > SH Fair1 > WT > DJ Fair2 > WT > ABK > ABK > Uair - 48%
DTilt > SH Fair1 > WT > DJ ABK > ABK > Bair - 43%

DTilt > SH Fair1 > WT > DJCWT > ABK > Bair - 41%

DTIlt > WT > ABK > ABK > DJCWT > Fair/Uair - 41%/39%

Mid Percents:
Short:

DTilt > FH Nair > ABK > WT > DJ Fair - 37%
DTilt > FH Nair > ABK > ABK > Uair - 35%

DTilt > SH Fair - 18%
DTilt > SH Fair1 > ABK > ABK > Bair/Uair - 31%
DTilt > SH Fair1 > ABK > WT > DJ Fair - 32%
DTilt > SH Fair1 > WT > DJ Fair - 25%
DTilt > SH Fair1 > WT > DJ ABK > Uair - 32%

DTilt > SH ABK > ABK > Uair - 28%
DTilt > SH ABK > ABK > WT > DJ Fair - 36%
DTilt > SH ABK > WT > DJ Fair - 30%
DTilt > SH ABK > WT > DJ ABK > Uair - 35%

DTilt > SH WT > DJ Fair - 22%
DTilt > SH WT > DJ Fair1 > ABK > Uair - 29%
DTilt > SH WT > DJ Fair1 > WT > Fair/Uair - 29%/27%
DTilt > SH WT > DJ ABK > ABK > Uair - 32%
DTilt > SH WT > DJ ABK > WT > Fair/Uair - 34%/32%

Long:
DTilt > FH Nair > ABK > ABK > WT > DJ Fair1 > WT > Uair (Death) - 50%


DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair - 39%
DTilt > SH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Uair (Death) - 45%
DTilt > SH Fair1 > ABK > WT > DJ ABK > WT > Uair - 41%
DTilt > SH Fair1 > ABK > WT > DJ ABK > Uair - 35%
DTilt > SH Fair1 > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 44%
DTilt > SH Fair1 > WT > DJ ABK > WT > ABK > Uair (Death) - 42%
DTilt > SH Fair1 > WT > DJ ABK > ABK > Uair - 37%


DTilt > SH ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 44%/42%

DTilt > SH WT > DJ Fair2 > WT > ABK > ABK > Uair (Death) - 40%
DTilt > SH WT > DJ Fair1 > ABK > ABK > Uair - 35%
DTilt > SH WT > DJ ABK > WT > ABK > Uair - 39%
DTilt > SH WT > ABK > ABK > DJCWT > Fair/Uair - 40%/38%

High Percents:
Short:

DTilt > FH Fair - 18%
DTilt > FH Fair1 > ABK > ABK > DJ Nair/Uair - 30%/31%
DTilt > FH Fair1 > ABK > WT > DJ Fair - 31%
DTilt > FH Fair1 > WT > DJ Fair - 25%
DTilt > FH Fair1 > WT > ABK > DJ Bair - 34%

DTilt > FH Uair - 16%
DTilt > FH Uair > DJ WT > ABK - 25%

DTilt > FH ABK > ABK > DJ Nair/Uair - 28%/29%
DTilt > FH ABK > ABK > WT > DJ Fair - 35%

DTilt > FH WT > DJ Fair - 18%

DTilt > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 26%
DTilt > FH WT > DJ ABK > WT > Fair/Uair (Death) - 34%/32%

Long:

DTilt > FH Fair1 > WT > DJ ABK > ABK > Uair (Death) - 38%
DTilt > FH Fair1 > ABK > WT > DJ ABK > WT > Uair (Death) - 42%


DTilt > FH ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 42%

DTilt > FH WT > DJ ABK > ABK > WT > Fair/Uair (Death) - 37%

Very High Percents:
Short:

DTilt > FH Uair - 16%

Falling Neutral Air: Nair, at low-mid percents, can force the tumble animation, which can lead to several followups if the opponent misses their tech. The tumble animation begins roughly around 25%. Both the regular and BA versions work well, as there is only a slight difference in knockback. While there aren't many followups from Nair, it is still a viable combo tool.

Low Percents:
Short:

Nair > Jab* - 13%
Nair > DTilt* (Tip) - 15%
Nair > HSK* - 23%
Nair > Dash Grab* - 8%

Mid Percents:
Short:

Nair > HSK* - 23%
Nair > Dash Grab* - 8%

Falling Forward Air: Bayonetta's Fair is unique in that each hit carries Bayonetta with the opponent. This means that if you normally hit the first hit of Fair while falling, you will bounce back up along with your opponent. However, if you land Fair within the first few frames while fast falling, you will land on the ground, while the opponent pops up like normal. I will distinguish these two different types with Falling Fair (You bounce with the opponent) and FF Fair (You fast fall and land on the ground).

Low Percents:
Short:

Falling Fair1 > ABK > ABK > Bair - 29%
Falling Fair1 > ABK > ABK > WT > DJ Fair - 33%
Falling Fair1 > ABK > WT > DJ Fair - 27%
Falling Fair1 > ABK > WT > DJ ABK > Uair - 30%
Falling Fair1 > ABK > WT > DJCWT > Fair/Uair - 33%/31%

Falling Fair1 > WT > DJ Fair - 20%
Falling Fair1 > WT > DJ Fair1 > ABK > Bair/Uair - 31%/27%
Falling Fair1 > WT > DJ Fair2 > WT > Fair/Uair - 29%/27%

Falling Fair1 > WT > DJ ABK > ABK > Bair/Uair - 34%/30%
Falling Fair1 > WT > DJ ABK > WT > Fair/Uair - 32%/30%
Falling Fair1 > WT > DJCWT > Fair - 26%

FF Fair1 > Dash Grab* - 3%

FF Fair1 > HSK* - 18%


FF Fair1 > WT > DJ Fair - 21%

FF Fair1 > WT > DJ Fair1 > ABK > Bair/Uair - 31%/27%
FF Fair1 > WT > DJ Fair2 > WT > Fair/Uair - 31%/29%
FF Fair1 > WT > DJ ABK > ABK > Bair/Uair - 35%/31%

FF Fair1 > WT > DJ ABK > WT > Fair/Uair - 33%/31%
FF Fair1 > WT > DJCWT > Fair - 27%


Long:
Falling Fair1 > ABK > WT > ABK > DJCWT > Uair - 35%

Falling Fair1 > WT > DJ Fair1 > ABK > ABK > Uair - 33%
Falling Fair1 > WT > DJ Fair2 > WT > ABK > ABK > Uair - 39%
Falling Fair1 > WT > DJ ABK > WT > ABK > Uair - 36%

Falling Fair1 > WT > DJCWT > ABK > ABK > Uair - 36%

FF Fair1 > WT > DJ Fair1 > ABK > ABK > Uair - 34%
FF Fair1 > WT > DJ Fair2 > WT > ABK > ABK > Uair - 43%
FF Fair1 > WT > DJ ABK > WT > ABK > Uair - 36%

FF Fair1 > WT > DJCWT > ABK > ABK > Uair - 36%

Mid Percents:

Short:
Falling Fair1 > Uair > DJ WT > ABK - 21%

Falling Fair1 > ABK > ABK > Uair - 25%
Falling Fair1 > ABK > ABK > WT > DJ Fair - 33%
Falling Fair1 > ABK > WT > DJ Fair - 27%
Falling Fair1 > ABK > WT > DJ ABK > Uair - 30%


Falling Fair1 > WT > DJ Fair - 20%
Falling Fair1 > WT > DJ Fair1 > ABK > Bair/Uair - 31%/27%
Falling Fair1 > WT > DJ Fair1 > WT > Fair/Uair - 27%/25%

Falling Fair1 > WT > DJ ABK > ABK > Uair - 30%
Falling Fair1 > WT > DJ ABK > WT > Fair/Uair - 32%/30%

FF Fair1 > WT > DJ Fair - 21%
FF Fair1 > WT > DJ Fair1 > ABK > Uair - 31%/27%
FF Fair1 > WT > DJ Fair1 > WT > Fair/Uair - 30%
FF Fair1 > WT > DJ ABK > ABK > Uair - 35%/31%
FF Fair1 > WT > DJ ABK > WT > Fair/Uair - 33%/31%


Long:
Falling Fair1 > ABK > WT > DJ ABK > WT > Uair - 35%
Falling Fair1 > ABK > ABK > WT > DJ Fair - 31%
Falling Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Uair - 39%

Falling Fair1 > WT > DJ Fair - 20%
Falling Fair1 > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 40%
Falling Fair1 > WT > ABK > ABK > Uair - 31%
Falling Fair1 > WT > ABK > DJCWT > ABK > Uair - 35%


FF Fair1 > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 38%
FF Fair1 > WT > ABK > DJCWT > ABK > Uair - 36%

High Percents:
Short:

Falling Fair1 > Uair - 12%

Falling Fair1 > ABK > ABK > DJ Nair/Uair
- 23%24%
Falling Fair1 > ABK > ABK > WT > DJ Fair - 30%

Falling Fair1 > WT > DJ Fair - 20%
Falling Fair1 > WT > DJ Fair1 > WT > Fair/Uair (Death) - 29%/27%
Falling Fair1 > WT > ABK > ABK > DJ Nair/Uair - 30%/31%

Long:
Falling Fair1 > ABK > WT > DJ ABK > WT > Uair (Death) - 32%

Falling Fair1 > WT > DJ ABK > ABK > WT > Uair (Death) - 34%


Very High Percents:
Short:

Falling Fair1 > ABK > DJ Nair - 17%

Falling Up Air (Early): Most characters can use a falling Uair as a combo starter, and Bayonetta is no exception. However, it takes a good amount of practice to be able to use the early hit of Bayonetta's falling Uair in a standard match. Remember that the kick begins behind her, so you should be facing away from the opponent when you perform a falling Uair. Also, some characters are too short to be hit by a falling Uair, and most characters can duck beneath it.

Low Percents:
Short:

Falling Uair (Early) > FTilt* - 12%
Falling Uair (Early) > HSK* - 23%
Falling Uair (Early) > SH ABK* - 15%
Falling Uair (Early) > WT* - 14%

Mid Percents:
Short:

Falling Uair (Early) > Bair - 22%
Falling Uair (Early) > Bair > DJ ABK - 28%

Falling Uair (Early) > SH ABK* - 15%
Falling Uair (Early) > SH WT* - 13%

High Percents:
Short:

Falling Uair (Early) > Uair - 18%
Falling Uair (Ealry) > FH WT* - 12%

Falling Up Air (Late): This has more risk than the early Uair, but greater reward. It takes a bit of practice to understand when the late hitbox can hit a grounded opponent, but once you get good at it, it is a reliable combo starter when Bayonetta is in the air.

Low Percents:
Short:

Falling Uair (Late) > Jab* - 14%
Falling Uair (Late) FTilt* - 12%
Falling Uair (Late) > UTilt (Second Hit)* - 20%


Falling Uair (Late) > SH Fair - 20%
Falling Uair (Late) > SH Fair1 > ABK > ABK > Bair/Uair - 31%/27%
Falling Uair (Late) > SH Fair1 > ABK > WT > DJ Fair - 35%
Falling Uair (Late) > SH Fair1 > WT > DJ Fair - 29%
Falling Uair (Late) > SH Fair1 > WT > DJ ABK > Bair/Uair - 38%/34%
Falling Uair (Late) > SH Fair1 > WT > DJCWT > Fair/Uair - 36%/34%

Falling Uair (Late) > SH ABK > ABK > Bair - 34%
Falling Uair (Late) > SH ABK > ABK > WT > DJ Fair - 39%
Falling Uair (Late) > SH ABK > WT > DJ Fair - 31%

Falling Uair (Late) > SH ABK > WT > DJ ABK > Bair/Uair - 42%/39%
Falling Uair (Late) > SH ABK > WT > DJCWT > Fair/Uair - 37%/35%

Falling Uair (Late) > WT > DJ Fair - 24%

Falling Uair (Late) > WT > DJ Fair1 > ABK > Bair/Uair - 36%/32%
Falling Uair (Late) > WT > DJ Fair2 > WT > Fair/Uair - 35%/33%
Falling Uair (Late) > WT > DJ ABK > ABK > Bair/Uair - 39%/35%
Falling Uair (Late) > WT > DJ ABK > WT > Fair/Uair - 36%/34%
Falling Uair (Late) > WT > DJCWT > Fair/Uair - 30%/28%

Long:
Falling Uair (Late) > SH Fair1 > ABK > ABK > Bair/Uair - 36%/33%
Falling Uair (Late) > SH Fair1 > ABK > ABK > WT > DJ Fair - 41%
Falling Uair (Late) > SH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair - 52%/48%
Falling Uair (Late) > SH Fair1 > ABK > WT > DJ ABK/Fair1 > WT > Uair - 53%/50%
Falling Uair (Late) > SH Fair1 > WT > DJ Fair2 > WT > ABK > ABK > Uair - 50%
Falling Uair (Late) > SH Fair1 > WT > ABK > ABK > Bair/Uair - 42%/39%

Falling Uair (Late) > SH Fair1 > WT > DJCWT > ABK > Bair - 44%

Falling Uair (Late) > WT > DJ Fair2 > WT > ABK > ABK > Uair - 45%
Falling Uair (Late) > WT > DJ ABK > WT > ABK > Uair - 40%
Falling Uair (Late) > WT > DJCWT > ABK > ABK > Uair - 40%

Mid Percents:
Short:
Falling Uair (Late) > FH Nair > ABK > WT > DJ Fair - 39%

Falling Uair (Late) > FH Nair > ABK > ABK > Uair - 39%

Falling Uair (Late) > SH Fair - 20%
Falling Uair (Late) > SH Fair1 > ABK > ABK > Uair - 27%

Falling Uair (Late) > SH Fair1 > ABK > WT > DJ Fair - 35%
Falling Uair (Late) > SH Fair1 > WT > DJ Fair - 29%
Falling Uair (Late) > SH Fair1 > WT > DJ ABK > Uair - 34%

Falling Uair (Late) > SH Uair > DJ Bair/Uair - 31%/27%
Falling Uair (Late) > SH Uair > WT > DJ Fair - 32%

Falling Uair (Late) > SH ABK > ABK > Uair - 30%
Falling Uair (Late) > SH ABK > ABK > WT > DJ Fair - 39%
Falling Uair (Late) > SH ABK > WT > DJ Fair - 31%
Falling Uair (Late) > SH ABK > WT > DJ ABK > Uair - 39%


Falling Uair (Late) > WT > DJ Fair - 24%

Falling Uair (Late) > WT > DJ Fair1 > ABK > Uair - 32%
Falling Uair (Late) > WT > DJ Fair1 > WT > Fair/Uair - 33%/31%
Falling Uair (Late) > WT > DJ ABK > ABK > Uair - 35%
Falling Uair (Late) > WT > DJ ABK > WT > Fair/Uair - 36%/34%

Long:
Falling Uair (Late) > FH Nair > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 53%/51%


Falling Uair (Late) > SH Fair1 > ABK > ABK > WT > DJ Fair - 39%
Falling Uair (Late) > SH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 48%/46%
Falling Uair (Late) > SH Fair1 > ABK > WT > ABK > DJCWT > Uair - 46%
Falling Uair (Late) > SH Fair1 > ABK > WT > DJ ABK > Uair - 39%
Falling Uair (Late) > SH Fair1 > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 45%
Falling Uair (Late) > SH Fair1 > WT > DJ ABK > WT > ABK > Uair (Death) - 42%
Falling Uair (Late) > SH Fair1 > WT > DJ ABK > ABK > Uair - 40%

Falling Uair (Late) > FH Uair > DJ Fair1 > WT > ABK > Uair - 42%
Falling Uair (Late) > FH Uair > DJ Uair > WT > ABK > Uair - 48%
Falling Uair (Late) > FH Uair > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 51%
Falling Uair (Late) > FH Uair > DJ WT > ABK > ABK > Uair (Death) - 41%
Falling Uair (Late) > FH Uair > WT > DJ ABK > ABK > WT > Uair (Death) - 48%

Falling Uair (Late) > SH ABK > ABK > WT > Fair1 > WT > Uair (Death) - 44%

Falling Uair (Late) > SH WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 43%
Falling Uair (Late) > SH WT > DJ Fair1 > ABK > ABK > Bair/Uair - 41%/37%
Falling Uair (Late) > SH WT > DJ ABK > WT > ABK > Uair - 40%
Falling Uair (Late) > SH WT > ABK > ABK > DJCWT > Uair - 40%


High Percents:
Short:

Falling Uair (Late) > DJ Fair - 20%

Falling Uair (Late) > FH Uair - 18%

Falling Uair (Late) > FH WT > DJ Fair - 24%
Falling Uair (Late) > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 32%/30%
Falling Uair (Late) > FH WT > DJ ABK > WT > Fair/Uair (Death) - 37%/35%

Long:
Falling Uair (Late) > DJ Fair1 > WT > DJ ABK > ABK > WT > Uair (Death) - 44%
Falling Uair (Late) > DJ Fair1 > ABK > WT > DJ ABK > WT > Uair (Death) - 44%

Falling Up Air (Bullet Arts): The only one of Bayonetta's aerial BA to combo, you can use Falling Uair (BA) to land, and potentially begin a combo. Try to make sure the opponent ends up in front of you, though.

Low Percents:
Short:
Falling Uair (BA) > SH ABK > ABK > Bair - 29%

Falling Uair (BA) > SH ABK > ABK > WT > DJ Fair - 34%
Falling Uair (BA) > SH ABK > WT > DJ Fair - 26%
Falling Uair (BA) > SH ABK > WT > DJ ABK > Bair/Uair - 37%/34%
Falling Uair (BA) > SH ABK > WT > DJCWT > Fair/Uair - 32%/30%

Mid Percents:
Short:
Falling Uair (BA) > SH ABK > ABK > Uair - 25%

Falling Uair (BA) > SH ABK > ABK > WT > DJ Fair - 34%
Falling Uair (BA) > SH ABK > WT > DJ Fair - 26%
Falling Uair (BA) > SH ABK > WT > DJ ABK > Uair - 34%


Heel Slide/Heel Slide Kick: While horribly unsafe on shield, both HS and HSK are great combo starters. At low percents, HSK is more useful, as it is more reliable and does more damage. At higher percents, when the kick won't connect, you can use regular HS to bait an air dodge and punish accordingly. It's best to hit with the beginning of the slide, as it places opponents more directly above you, and also makes the kick easier to land.

Low Percents:
Short:

HS > UTilt (Second Hit)* > Jab*/FTilt* - 20% OR 14%/12%

HSK > SH WT > DJ Fair - 30%
HSK > SH WT > DJ Fair1 > ABK > Bair/Uair - 41%/37%
HSK > SH WT > DJ Fair2 > WT > Fair/Uair - 39%/37%
HSK > SH WT > DJ ABK > ABK > Bair/Uair - 44%/40%
HSK > SH WT > DJ ABK > WT > Fair/Uair - 42%/40%
HSK > SH WT > DJCWT > Fair/Uair - 36%/34%

Long:
HSK > SH WT > DJ Fair2 > WT > ABK > ABK > Uair - 51%

HSK > SH WT > DJ ABK > ABK > WT > Fair - 48%
HSK > SH WT > DJCWT > ABK > ABK > Uair - 46%

Mid Percents:
Short:

HS > UTilt (Second Hit)* > Jab*/FTilt* - 20% OR 14%/12%

HSK > FH Uair > DJ Bair/Uair - 37%/33%
HSK > FH Uair > WT > DJ Fair - 38%

HSK > SH WT > DJ Fair - 30%

HSK > SH WT > DJ Fair1 > ABK > Uair - 37%
HSK > SH WT > DJ Fair1 > WT > Fair/Uair - 37%/35%
HSK > SH WT > DJ ABK > ABK > Uair - 40%
HSK > SH WT > DJ ABK > WT > Fair/Uair - 42%/40%

Long:
HSK > SH WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 49%
HSK > SH WT > DJ ABK > ABK > WT > Fair/Uair (Death) - 47%45%


High Percents:
Short:

HS > UTilt (Second Hit)* > Jab*/FTilt* - 20% OR 14%/12%

HSK > FH WT > DJ Fair - 30%
HSK > SH WT > DJ Fair1 > WT > Fair/Uair (Death) - 37%/35%
HSK > SH WT > DJ ABK > WT > Fair/Uair (Death) - 42%/40%

Long:
HSK > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 36%/34%
HSK > FH WT > DJ ABK > ABK > WT > Fair/Uair (Death) - 47%/45%

Very High Percents:
Short:

HS > FH Fair - 20%

After Burner Kick (Grounded): For the most part, hitting a grounded opponent with ABK isn't too useful, especially since combos only begin at mid percents. You also need to hit at the very beginning of the move, which means you need to get close to the opponent. If you do end up landing an ABK on a grounded opponent, Bair is always a safe option if you don't want to go for a lengthier combo. Note that ABK > ABK only starts working around 50%.

Mid Percents:
Short:

ABK > Bair - 19%

ABK > ABK > Bair/Uair - 25%/21%
ABK > ABK > WT > DJ Fair - 30%
ABK > WT > DJ Fair1 > ABK > Uair - 30%
ABK > WT > DJ Fair1 > WT > Fair/Uair - 32%/30%
ABK > WT > DJ ABK > WT > Fair/Uair - 35%/33%

Long:
ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair - 38%/36%

High Percents:

Short:
ABK > Bair - 19%

ABK > ABK > DJ Nair/Uair
- 20%/21%
ABK > ABK > WT > DJ Fair - 30%
ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 35%/33%
ABK > WT > DJ ABK > WT > Fair/Uair (Death) - 38%/36%

Long:
ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 38%/36%

Very High Percents:
Short:

ABK > Uair - 15%

ABK > WT > DJ ABK > WT
> Uair (Death) - 31%

After Burner Kick (Aerial): Landing an ABK on an aerial opponent is usually better than on a grounded one, especially if you hit at the end. This allows you to combo ABK > WT much more reliably at low percents. However, if you've already used your double jump when it connects, it's best to just go for ABK > Bair (or ABK > ABK > Bair, depending on the percent).

Low Percents:
Short:

ABK > Bair - 19%


ABK > ABK > Bair/Uair - 25%/21%
ABK > ABK > WT > DJ Fair - 30%

ABK > WT > DJ Fair - 24%

ABK > WT > DJ Fair1 > WT > Fair/Uair - 31%/29%
ABK > WT > DJ ABK > Uair - 28%
ABK > WT > DJ ABK > WT > Fair/Uair - 34%/32%
ABK > WT > DJCWT > Fair/Uair - 28%/26%

Long:
ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair - 38%/36%


Mid Percents:
Short:

ABK > Bair - 19%

ABK > ABK > Uair - 21%
ABK > ABK > WT > DJ Fair - 30%

ABK > WT > DJ Fair - 24%

ABK > WT > DJ Fair1 > WT > Fair/Uair - 31%/29%
ABK > WT > DJ ABK > Uair - 28%
ABK > WT > DJ ABK > WT > Fair/Uair - 34%/32%

Long:
ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair - 38%/36%

High Percents:
Short:

ABK > Bair - 19%


ABK > ABK > Uair - 21%
ABK > ABK > WT > DJ Fair - 30%

ABK > WT > DJ Fair - 24%

ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 31%/29%
ABK > WT > DJ ABK > WT > Fair/Uair (Death) - 34%/32%

Long:
ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair (Death) - 38%36%


Very High Percents:
Short:

ABK > Uair - 15%

ABK > WT > DJ ABK > WT > Uair (Death) - 32%

Witch Twist: WT is a fantastic combo starter because it is her fastest move and hits on both sides of her. However, you need to be fairly close to the opponent for it to connect. Don't be afraid of whiffing it, as you can escape with a DJ or dABK. This is arguably your safest combo starter, so use it often. Note that the only real difference between a grounded WT and an aerial WT is that the aerial version does 1% less than the grounded version.

Low Percents:
Short:

WT > DJ Fair - 18%
WT > DJ Fair1 > ABK > ABK > Bair/Uair - 35%/31%
WT > DJ Fair2 > WT > Fair/Uair - 29%/27%

WT > DJ ABK > ABK > Bair/Uair - 32%/28%
WT > DJ ABK > WT > Fair/Uair - 30%/28%

WT > DJCWT > Fair/Uair - 24%/22%
WT > DJCWT > ABK > ABK > Uair - 34%

Long:
WT > DJ Fair2 > WT > ABK > ABK > Uair - 39%

Mid Percents:
Short:

WT > DJ Fair - 18%
WT > DJ Fair1 > ABK > ABK > Uair - 31%

WT > DJ Fair1 > WT > Fair/Uair - 27%/25%

WT > DJ ABK > WT > ABK > Uair - 34%

WT > DJ ABK > ABK > WT > Fair/Uair - 36%/34%

Long:
WT > DJ Fair2 > WT > ABK > ABK > Uair (Death) - 39%


High Percents:
Short:

WT > DJ Fair - 18%
WT > DJ Fair1 > ABK > WT > Fair/Uair (Death) - 31%/29%
WT > DJ Fair1 > WT > Fair/Uair (Death) - 27%/25%

WT > DJ ABK > WT > ABK > Uair (Death) - 34%

Witch Time: WTime is an amazing move because you can combo virtually anything into anything. Percent doesn't matter much here, but if they are at a high percent (90+%), then a charged Smash attack will likely kill them. Also keep in mind that before you do a Smash attack, if they are still in an attack animation, you should do a quick Jab or DTilt to make sure the Smash doesn't clank with whatever attack they were using.

Up Throw: While there is nothing guaranteed out of UThrow, it is still a decent combo option, and your best throw to use at low percents. Note that UThrow does not send the opponent directly above you, so it is often necessary to move forward a bit before executing the next move.

Low Percents:
Short:

UThrow > FH Fair - 18%
UThrow > FH Fair1 > ABK > ABK > Bair/Uair - 28%/24%
UThrow > FH Fair1 > ABK > WT > DJ Fair - 33%
UThrow > FH Fair1 > WT > DJ Fair - 27%
UThrow > FH Fair1 > WT > DJ ABK > Bair/Uair - 35%/31%
UThrow > FH Fair1 > WT > DJCWT > Fair/Uair - 32%/30%

UThrow > SH WT > DJ Fair - 22%

UThrow > SH WT > DJ Fair1 > ABK > Bair/Uair - 34%/30%
UThrow > SH WT > DJ Fair2 > WT > Fair/Uair - 31%/29%
UThrow > SH WT > DJ ABK > ABK > Bair/Uair - 36%/32%
UThrow > SH WT > DJ ABK > WT Fair/Uair - 34%/32%
UThrow > SH WT > DJCWT > Fair/Uair - 28%

Long:
UThrow > FH Fair1 > ABK > ABK > WT > DJ Fair - 39%
UThrow > FH Fair1 > ABK > ABK > WT > DJ Fair1 > WT > Fair/Uair - 47%/45%
UThrow > FH Fair1 > ABK > WT > DJ ABK > WT > Uair - 43%
UThrow > FH Fair1 > WT > DJ Fair2 > WT > ABK > ABK > Uair - 48%
UThrow > FH Fair1 > WT > DJ ABK > ABK > Bair - 39%

UThrow > FH Fair1 > WT > DJCWT > ABK > Bair - 41%

UThrow > SH WT > DJ Fair2 > WT > ABK > ABK > Uair - 41%
UThrow > SH WT > DJ ABK > WT > ABK > Uair - 38%
UThrow > SH WT > DJCWT > ABK > ABK > Uair - 38%

Mid Percents:
Short:

UThrow > FH Uair > DJ Bair/Uair - 29%/25%

UThrow > FH Uair > DJ ABK > WT > ABK - 33%
UThrow > FH Uair > WT > DJ Fair - 31%

UThrow > SH WT > DJ Fair - 22%

UThrow > SH WT > DJ Fair1 > ABK > Uair - 30%
UThrow > SH WT > DJ Fair1 > WT > Fair/Uair - 29%/27%
UThrow > SH WT > DJ ABK > ABK > Uair - 32%
UThrow > SH WT > DJ ABK > WT Fair/Uair - 34%/32%

Long:
UThrow > FH Uair > DJ Fair1 > WT > ABK > Uair - 39%

UThrow > FH Uair > WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 50%
UThrow > FH Uair > DJ WT > ABK > ABK > Uair (Death) - 42%
UThrow > FH Uair > WT > DJ ABK > ABK > WT > Uair (Death) - 48%

UThrow > SH WT > DJ Fair1 > WT > ABK > ABK > Uair (Death) - 41%
UThrow > SH WT > DJ ABK > ABK > WT > Uair - 38%

High Percents:
Short:

UThrow > DJ Uair - 16%


UThrow > FH WT > DJ Fair - 22%

Long:
UThrow > FH WT > DJ Fair1 > WT > Fair/Uair (Death) - 29%/27%
UThrow > FH WT > DJ ABK > ABK > WT > Uair (Death) - 37%

Down Throw: At low percents, this throw serves as an alternative combo throw to UThrow. However, you will generally have better throws to use starting at mid percents. At very low percents, the opponent will most likely just shield whatever attack you choose to use, so you may want to use UThrow at very low percents instead.

Low Percents:
Short:

DThrow > Jab* - 13%

DThrow > DTilt (Tip)*
- 15%

DThrow > WT*
- 15%

Movement Options:
Bayonetta has lots of useful movement options at her disposal, each with their appropriate uses. The following list compiles her movement options and their uses.

Walking: Most of the time, walking isn't very useful. While it allows you to perform an action very quickly, Bayonetta's walk is just too slow to be of much use. In addition, her standing grab range isn't very impressive. You will usually have better movement options than walking.

Running: Running is a much better ground movement option than walking simply because it is much faster. You can still do important moves such as WT and HSK whilst running. In addition, running allows for the use of pivot moves, most important of which are pivot FTilt, pivot HSK, and pivot Grab. Dash and Pivot Grabs are also normally much better than Standing Grabs. The only real downside to running is that you can't do an immediate DTilt while running. Running is especially useful when combined with...

Short Hopping:
Short hopping is a staple movement option when in the neutral. It's good to use a Nair or Bair in the neutral, and these are most effective in a short hop. Short hops are good for tomahawking as well. A tomahawk is where you short hop towards the opponent, but don't do anything. This will likely make them put up their shield. You then fast fall, run up to them and grab them. Short hops can also lead into multiple other movement options, and can lead to many mix-ups.

Rolling: Bayonetta does not have a fantastic roll. It is quite slow, and generally does not merit much use. It is the only one of her main movement options that can activate Bat Within, however.

Heel Slide Kick: HSK is primarily useful as a long-range punishing tool, as it can hit opponents roughly halfway across the stage. It almost always leads into a combo of some sort. The slide itself has the benefit of bringing Bayonetta extremely close to the ground, allowing her to duck under certain moves. In addition, it is one of Bayonetta's main approach options, though it is extremely safe on shield and can even be shield grabbed.

After Burner Kick:
This move is mostly useful when getting back to the stage. It comes out fast, travels fast, and has a hitbox. It also has good combo potential. Be cautious about overusing it, as it can get predictable and punishable. It also has limited use while an opponent is on the ground.

After Burner Kick (Downward Angled): While its combo potential may be gone, dABK is still a good burst movement option. It travels very quickly, and is hard to react to. It is safe on shield, as you can just bounce off. It is difficult to spot dodge as well, as the shockwave it creates when landing will usually still hit them. It's most useful when recovering high, though it can also be used after a whiffed WT, or when jumping back on stage from the ledge. Unfortunately, dABK can no longer be used as an approach option, as it has zero potential followups.

Advanced Movement Options: These movement options are universal options that can provide additional mix-ups or extend combos. Their usefulness may differ from character to character.

Foxtrotting: Bayonetta's foxtrot allows the quick movement of running while being able to use a quick Jab or DTilt. Her initial dash covers a good distance, and stops decently quickly. Overall, it's a good option.

Dash Dancing: Most useful as a mix-up or confusion option. Other than that, Bayonetta gets nothing special out of Dash Dancing.

Extended Dash Dancing: Not much use for this one, except maybe to confuse an opponent.

Perfect Pivoting:
On its own, Perfect Pivoting has limited used. With a foxtrot, it allows an instant Jab or DTilt after a dash. Unfortunately, it is quite difficult to perform it flawlessly every time without consistent practice. If mastered, it makes punishing with DTilt much easier.

Reverse Aerial Rush: RAR is very useful to Bayonetta, mainly because her Bair is so good. RAR Bair is a fantastic option in the neutral, as it does good damage if it hits and conditions the opponent to shield, which can lead to a tomahawk.

Playstyle and Strategy:
The most important part of playing a character is knowing how to properly use them. It's crucial to understand how to use Bayonetta's tools in order to do well with the character. Note that Bayonetta's metagame is still being developed, as she was released only a few months ago. Feel free to experiment and find what works best for you.

Playstyle:
Bayonetta is primarily a Bait and Punish and Combo character. A Bait and Punish character waits for the opponent to make a mistake, and punishes it. They also can bait an opponent to do a specific action, which they can also punish.
Examples of Bait and Punish characters are :4ganondorf:,:4metaknight:, and:4zelda:. These characters all have tools to bait the opponent into messing up, and capitalizing off of it.
Bayonetta has many ways to punish a mistake the opponent makes, and is excellent at baiting the opponent into a trap.

A C
ombo character is one that has lots of different combos, and relies on combos to deal damage and/or kill. These characters have moves that naturally lead into each other, and are medium to high speed.
Examples of Combo characters are :4falcon:,:4mario:, and :4zss:. These characters all have multiple combo options in all scenarios, and have good mobility. Bayonetta has an extensive combo game, and is decently fast to boot.


Your general goal in a match is to wait for the opponent to slip up, then come in and punish with one of your many combo starters. For example, if the opponent rolls away from your approach, you can punish with a HSK, which is a common combo starter. After a combo is finished, keep up the pressure on the opponent. You can capitalize off of mistakes such as air dodging into the ground or rolling up from the ledge and execute more combos. In addition, you can read and punish a
predictable move from your opponent with WTime. If the opponent ends up off-stage, don't let up the pressure. Bayonetta has many ways to gimp, so make sure to use them.

Strategy:
Neutral: Where it all begins. Bayonetta has a sub-par neutral, which means you must be careful about what you do. Watch for mistakes or openings in an opponent's defense, but don't leave yourself vulnerable. SHing is great for pressure, as you have many options out of it.
  • Jab is a good punish that has decent range and gets an easy 20%, though it is a bit slow. If they shield the first hit, grab them. Keep in mind that you can cancel Jab into other moves.
  • DTilt is a great poke and punisher from behind. Good for when the opponent is close to you. DTilt BA are also good chip damage on grounded opponents, as long as they aren't too close.
  • SH Nair is fantastic for chip damage and pressure, and auto cancels out of a SH. It also has some combo potential. Overall a fantastic move for spacing and controlling the stage.
  • SH Bair is great for spacing, and is safe on shield. It does a nice 13% when sweetspotted, making it one of her most powerful options in the neutral. RAR Bair is also a good approach option.
  • BC is a good anti-SH option against opponents like Jigglypuff or ZSS, and can also hit tall characters from decently far away. Even better, it can also be cancelled into an evasive option while charging. Don't use it when the opponent is close, though.
  • HSK is another approach option that can also be used as a far away punish. It has great reward, but is extremely unsafe on shield. Use it sparingly.
  • WT is an incredible OoS option with great reward. It's her fastest move in the neutral, and hits on both sides of her. It is also difficult for the opponent to punish if they shield it. It can also shut down sloppy aerial approaches. You can use this move in nearly any situation to great effect.
Stage Control: Most often you will gain stage control after landing a successful combo, or by throwing the opponent off-stage. Once you have stage control, it becomes easier to punish an opponent's mistake. Limit their options and continue to attempt to land combo starters. Here UTilt and Uair become useful as anti-air moves. Pressure the opponent while they're in the air with aerials and WT. If they become conditioned to airdodge, you can bait it out with an empty hop and punish with a move of your choosing. Make sure to use this time wisely.

If the opponent has stage control, the best course of action is to reset the neutral. Good moves for this are dABK and WT. These two moves help distance yourself from the opponent, therefore resetting the neutral. Nair can also be used as a get-off-me option, though it isn't as fast as WT. Be very careful about not exposing yourself to your opponent, but keep looking for gaps in their defense to exploit.

Advanced Techniques:
Every character has several unique techniques that can help step up their game, and Bayonetta is no exception. These techniques are specific to Bayonetta, though some may share properties of AT's that other characters have. If you practice these enough, they can help you gain the upper hand in a match.

Bullet Climax Cancel:
Input: Charge BC. While charging, press the shield button.
:GCB:+ :GCLT:

Use: You can shield, roll,
spot dodge, grab, or jump out of BC with this. This is a good fake-out option to use, and leaves your opponent guessing what you might do while charging BC.
Difficulty: Easy

B-Reversed Bullet Climax:
Input: Within a few frames of activating BC, flick the control stick the opposite direction you are facing.
:GCB:->:GCR:

Use: This can be used as a surprise option if your back is to the opponent. You can bait them to get in the air with your back towards them, then turn around and BC.
Difficulty: Moderate

Wave Bullet Climax:
Input: While dashing, B-reverse a BC.
:GCR:+:GCN:->:GCB:->:GCL:

Use: Same as regular B-reversed BC, except for when you're running from an opponent. Keep in mind that the momentum of your dash will cause you to slide a bit.
Difficulty: Medium

After Burner Kick (Downward Angled):
Input: Hadouken input
:GCD::GCDR::GCR:+:GCB:

Use: See Moveset Analysis
Difficulty: Easy

Double Jump Cancelled Witch Twist (DJCWT):
Input: WT, then jump. Immediately after the jump, WT again. If performed correctly, you should still have a double jump.
:GCY:+:GCU::GCB:+:GCY:->:GCU::GCB:

Use: DJCWT can be quite useful for mixing up your recovery. At low percents, it is good in combos as well.
Difficulty: Moderate

Lag Cancelled Heel Slide Kick/Lag Cancelled Witch Twist (LCHSK/LCWT)
Input: After using ABK and/or WT in the air, you can use HSK or WT immediately after you land, if you still have an ABK/WT saved up. If performed correctly, you should use either HSK or WT (depending on what you inputted) immediately after you land, negating all landing lag that you normally would have had.
:GCR:+ :GCB:/ :GCU:+ :GCB:

Use:
This can be used to avoid and counter punish an opponent who is trying to punish your landing lag. It can also be used to extend certain combos.
Difficulty: Extremely Advanced

Stage Analysis:
It's important to understand the different aspects of the stages, as they play a big part in determining the actions fighters take in a battle. By learning how each stage affects Bayonetta, you can be prepared for every stage.

Stage Selection Rules:
When a match first starts, players are only allowed to choose a starter stage. After the first game, the loser can choose either a starter or a counterpick stage.

The starter stages are:
- Battlefield (BF)
- Final Destination (FD)
- Smashville (SV)
- Town & City (T&C)
- Dreamland (DL)

The counterpick stages are:
- Duck Hunt (DH)
- Lylat Cruise (LC)
- Castle Siege (CS)
- Delfino Plaza (DP)


Note: Castle Siege and Delfino Plaza are not always legal, and sometimes, Dream Land is a counterpick stage.

Stages:
Battlefield:

Notes:
+ Can SH aerials through lower platforms, as well as UTIlt through
+ Platforms can extend combos
+ Good movement through and around platforms

+ Easier to avoid projectiles
+ Large blastzones
- Grounded moves less effective


Analysis: Good
Easily one of the better stages for Bayonetta. The shorter platforms are just the right height to SH an aerial (such as Nair or Bair), hit an opponent, and not land on the platform. The second hit of UTilt also reaches opponents atop the smaller platforms. In addition, the platforms can extend combos through tech chases, as well as preserving your DJ. The platforms allow for some very useful movement options, as you can WT below a platform, and land on top of it, instead of falling where your opponent is. Finally, the platforms provide a means to evade projectiles, and even to close in on the enemy. This is great against characters such as Mega Man and Toon Link, who have great zoning games.

BF also has decently big blast zones, which means you can survive longer. In addition, you can wall-jump off the side of the stage for extra vertical height. However, the same applies to the opponent, so be prepared to edge guard after they are sent flying off-stage.

The only bad thing about BF is that the platforms, combined with how much time the opponent should be in the air, make your grounded moves a bit less effective. In particular, DTilt and HSK see noticeably less usage.


Generally, you want to keep the opponent on or above the platforms. You can get them up there with UThrow or a combo, and pressure then with aerials, UTilt, and WT. If they are conditioned to airdodge, you can bait it with an empty hop, and punish hard with an aerial or WT.

Final Destination:
Notes:
+ Can utilize grounded moves well
+ Decently large blastzones
- No platforms
- Harder to deal with projectiles


Analysis: Meh
FD is a decent stage, but usually Bayonetta has better options. The large, flat space allows Bayonetta to use her important ground attacks to good effect. DTilt and HSK are great options, as the opponent no longer has platforms to escape to. The large blastzones also help Bayonetta to stay alive longer.

Unfortunately, the lack of platforms makes characters with projectiles much harder to deal with, especially since dABK isn't of much help now. Bayonetta's crouch is quite low, and can duck under several notable projectiles, such as Falco's lasers and Toon Link's fully charged arrow. However, this isn't nearly as useful as a platform is.

The absence of platforms also hinder's Bayonetta's ability to pressure an aerial opponent. While you still have UTilt and Uair, it is much easier for the opponent to land back on stage. Your movement options are also reduced, and moves such as WT become more unsafe to use OoS.

Omega Stages:
Notes:
+ Can utilize grounded moves well
+ Decently large blastzones
+ Possibility of walls
- No platforms
- Harder to deal with projectiles

Analysis: Decent

Omega stages are quite similar to FD, with there only being one major difference: the possibility of walls. Picking an Omega stage that has walls greatly benefits Bayonetta's off-stage and recovery game. This lets you go deeper during edgeguards and removes the fear of not reaching the ledge.

Apart from that, it has the same benefits and drawbacks of FD. If you do choose to do an Omega stage, make sure it has walls!

Omega Stages with Walls:
Here is a list of all Omega stages that have walls that Bayonetta can wall jump and wall cling on

  • Wooly World
  • Yoshi's Island
  • Onett
  • Gamer
  • Garden of Hope
  • Wii Fit Studio
  • Duck Hunt
  • Wrecking Crew
  • Windy Hill Zone
  • Wily's Castle
  • Luigi's Mansion
  • Jungle Hijinxs
  • Kalos Pokemon League
  • Boxing Ring
  • [DLC] Hyrule Castle 64

Smashville:
Notes:
+ Large platform
+ Mix of ground and air attack usefulness
- Platform is moving
- No wall jump

Analysis: Decent

SV is sort of in between FD and BF in terms of helpfulness. What's good about SV is that is has a very large platform, which you can easily apply pressure to. It also provides a nice blend between grounded moves and aerial moves, as both can play a role in the match.

The silver lining is that the platform moves, which makes it much more difficult to utilize as effectively. Since it extends beyond the stage, it is a great recovery tool for opponents, especially when recovering high. It also doesn't help much against heavy zoners, as it is generally too far away from you or the opponent to make a difference. While wall jumping is possible, there is a much smaller area to be touching to execute it when compared to stages like FD.

Town & City

Notes:
+ Platforms
+ Low ceiling
- Platforms are high

Analysis: Pretty Good
Similar to BF, T&C has multiple platforms that Bayonetta can use to her advantage. The low ceiling also allows Bayonetta to kill earlier off the top with moves such as Uair. The downside to this is that the platforms are placed decently high, so that moves like UTilt won't hit an opponent on the platform, leaving Uair and WT as your best options. This also means that it is quite easy for Bayonetta to die, as the high platforms combined with the low ceiling make it very dangerous for her to be there for long.

The gameplan on this stage is similar to that on BF; keep the opponent in the air. UAir combos nicely into all sorts of moves at low-mid percents, and only adds to its usefulness on this stage. T&C is overall a pretty good pick, especially against lighter characters.

Dreamland:

Notes: Good
+ Can SH aerials through lower platforms
+ Platforms can extend combos
+ Good movement through and around platforms

+ Easier to avoid projectiles
+ Large blastzones
- Windbox
- Grounded moves less effective

Analysis:
DL is quite similar to BF. The platform layout is the same, and the blastzones are similar. The platforms are slightly higher than those on Battlefield, which makes it easier to kill off the top. Unfortunately, UTilt doesn't reach an opponent standing on the lower platform. You can still SH aerials through the lower platforms, and they still help with combos and movement.

Just like BF, the presence of platforms makes your grounded moves less effective. In addition, Whispy Woods will occasionally blow wind at you, which can mess up your recovery if you aren't careful. However, you can use this to your advantage by punishing opponents who are pushed away from the ledge with, say, a DSmash.

Duck Hunt:

Notes:
+ Large Stage
+ Walls
+ Platforms
- Awkwardly spaced platforms


Analysis: Meh
As a CP stage, DH isn't generally a top pick. It does have its uses, however. It is one of the longest competitive stages, which makes surviving easier. It even has walls, which Bayonetta is able to utilize her wall cling on. The platforms, especially the shrub, are good for avoiding projectiles. Unfortunately, they can't really assist in combos, as a result of the awkward placement of the platforms.

Try not to end up on the tree, as you don't really have much to punish an opponent attacking from above. This stage is especially good for zoning characters due to its length, which can make approaching very difficult. You can afford to be a bit more ambitious while edgeguarding, as you can easily ABK back to the wall and wall cling. There are generally better CP stages for you, but DH isn't bad.

Lylat Cruise:

Notes:
+ Good platform layout
+ Tilting stage
+ Good edgeguarding
- Die earlier

Analysis: Good
As far as CP stages go, LC is one of the best. The platforms are nicely laid out, so SH aerials and UTilt will hit an opponent atop them. None of the platforms are too high either, which makes it harder for an opponent to escape platform pressure. The tilting stage, while generally harmful to other characters, can actually benefit Bayonetta. Her amazing recovery makes getting to the ledge pretty easy, even if the stage is tilting. It also makes BC more useful, as it either shoots parallel to the ground or right through a platform, which makes hitting an opponent with it much easier. LC is quite good for edgeguarding as well, as the tilting stage makes it even more difficult for an opponent to make it back to the stage.

The only notable downside to LC is that the
blast zones are on the small side. This causes Bayonetta to die earlier, which is never a good thing. Despite that, LC is a great CP stage overall and should generally be your first CP choice.

Castle Siege:

Notes:
+ Platforms (stages 1 and 2)
+ Wall (stage 1)
- Walk-offs (stage 2 and transitions)


Analysis: Meh
There isn't really a particular reason for you to pick this stage as a CP stage, unless the opponent fares worse on it than us. I'll break this up into three sections, as each transformation provides different dynamics to the match.

Transformation 1: Good
Overall the best stage for Bayonetta. It has two platforms of similar sizes, which help Bayonetta quite a bit. The wall on the side also helps when off-stage. If this was the whole stage, then it would be pretty good. Unfortunately, it's not.

Transformation 2: Meh

Stage 2 is radically different from the other two transformations, for several reasons. It has a lot of platforms to maneuver around, but the ones being held up by the statues will go away if they are broken. The statues themselves provide a nice shield against projectiles, so try not to break then too quickly. It also has a walk-off, in addition to very small blastzones. Neither benefit Bayonetta in any way, except that she can kill opponents faster.

Transformation 3: Decent
Transformation 3 is basically FD with a lava background. The only notably interesting thing about this transformation is that lava eruptions will periodically strike the end of the stage, tilting it. However, it doesn't have the same impact as it does on LC, mainly because it lasts for so short of a time.

Delfino Plaza:

Notes:
+ Low Ceiling
+ Platforms (usually)
- Transformations
- Walk-offs

Analysis: Meh

Nothing too helpful for Bayonetta is in this stage, except for a low ceiling (some of the time). DP is similar to CS, except with a central "area" (for lack of a better word) that it returns to after every transformation. The platform layout changes each time you return, but SH aerials are still good to use. Uir kills quite early here, so combos such as DTilt > Uair are great at high percents for getting the kill. The transformations themselves generally don't contain many helpful platforms, and some are walk-offs. They aren't very helpful overall, but at least they don't last a long time.

The best place to take a stock is when on the main "area", as the low ceiling benefits Bayonetta greatly. When on one of the many transformations, rack up as much damage as possible so that you can hopefully land a kill on the main "area". BA are a good way to put pressure on the opponent to approach, though the terrain may get in the way sometimes.

Match-Up Analysis:
Every character has their fair share of good and bad match-ups, and Bayonetta is no exception. Learning the match-ups against every character will go a long way towards improving how you play Bayonetta.

General Match-Up Discussion:
Generally speaking, Bayonetta does well against:
- Characters prone to being comboed (ex. large characters, fast-fallers, etc.)
- Characters who are easy to gimp off-stage
- Characters without a projectile/characters with a bad projectile (ex. Zelda, King DeDeDe, etc.)

Characters who are prone to being comboed are, well, easier to combo. This lets Bayonetta rack up damage for the kill quicker. In addition, kill setups are often easier to connect on these types of characters (ex. WT > Uair). However, remain wary of their punishes, as Bayonetta isn't invincible.

Characters who are easily gimped off-stage are generally a bit easier for Bayonetta to deal with. This is because ending a stock is something that Bayonetta struggles with a lot. Characters who can be easily gimped provide an opportunity for an early kill, which Bayonetta greatly appreciates. Gimpable characters have either:
- A very short recovery (ex. Little Mac, Cloud)
- A recovery without a hitbox (ex. Rosalina, Duck Hunt)

(See the Off-Stage and Recovery section for more info on gimping)

Characters without a projectile make it a lot easier for Bayonetta to both pressure opponents with BC in the neutral and to punish an approach. Characters without a projectile need to approach. BC harasses them if they try to SH, and Bayonetta has lots of tools to punish a careless approach.

Generally speaking, Bayonetta has a hard time against:
- Characters who force Bayonetta to approach
- Characters who are hard to combo
- Characters who have a good grab game

Characters who force Bayonetta to approach are difficult to deal with. This is because Bayonetta's approach options aren't the best, so you must watch for potential punishes. After dABK was nerved in the 1.1.6 patch, approaching from the air is much more difficult. Try to battle these types of characters on stages with platforms, as they help to evade projectiles.

Characters who are hard to combo are tough to rack up damage on, as they have an easier time escaping combos. These types of characters are usually light and floaty, which makes them fall out of combos easier. Fortunately, light and floaty characters are easier to kill than others, so take advantage of that.

Characters who have a good grab game can be a lot less wary of WTime, as it doesn't counter grabs. This also keeps you guessing as to whether they will go for an attack or a grab. Bayonetta is also a fast-faller, making her more susceptible to throw combos. Save WTime for hard reads on Smashes.


Character Discussion:
When learning the match-up against a character, the most important factor is experience. In order to truly understand a match-up, practice fighting against that character to get a feel for what works and what doesn't. With that said, these analyses should help you understand what you need to do against each character.

NOTE: I am not going to go in the order of the character roster, nor will I organize them from easiest to hardest. I will not discuss them in alphabetical order, but they will be arranged that way.


Bayonetta vs. R.O.B:
Analysis: R.O.B. is a character who requires a bit of patience to beat. Both Bayonetta and R.O.B. have the tools to beat each other, which makes it a test to see who utilizes theirs more effectively.

When in the neutral, you must respect his projectiles, as they are quite versatile and can wall out Bayonetta if not played around. Short hopping is a good way to avoid them, though he can angle his laser upwards if you are too predictable. BC is very important here, since he is quite tall, and can't punish it if spaced correctly. You can play mind games with a charged BC, making him guess as to whether or not you'll fire.

If R.O.B has a gyro in his hand, he creates a lot of pressure, so you must play very cautiously. Always be ready to avoid or catch it, since that gives you an advantage. If you need to shield the gyro anticipate a followup grab and avoid it. If it's laying on the ground, you can stop him from picking it up with BC, or approach him. Don't use HSK, since it will get beaten out by the gyro. The best way to approach him is to SH towards him, and use an aerial or tomahawk grab him depending on what he does.

Up close, R.O.B. is combo food, since he is large and heavy. Be careful about shielding too much, as he has a good grab. UTilt and Uair are great at juggling him, since he lacks good landing options. If he tries to land far away, punish him with DA or HSK. Because R.O.B. has projectiles and a good grab, WTime is not always the best option. Save it for hard reads.

R.O.B. is easy to hit off-stage because his recovery has no hitbox. Moves like Nair and Dair are good options to knock him away from the ledge. However, he can still airdodge and attack while using his Up B, so be on the lookout for a reaction. There isn't much he can do to edgeguard you, except for launching a gyro. To combat this, mix up the way you recover.

Stages with static platforms, such as Battlefield and Lylat Cruise, help to avoid his projectiles, while still allowing BC to be useful. Avoid flat stages like Final Destination and Duck Hunt, since their lack of (useful) platforms make it more difficult to avoid his projectiles.

Bayonetta vs. Zero Suit Samus:
Analysis: ZSS is arguably Bayonetta's most favorable top-tier MU. They can both rack up damage very quickly, but Bayonetta can play reactively and punish whatever ZSS does.

ZSS is often the one who needs to approach, since she lacks the tools to zone Bayonetta out. BC is a great way to punish ZSS if she tries to approach with SHs. You can easily bait her grab with a shield and punish it, since it's so slow. Her Paralyzer is her safest way to approach, since it's a projectile (can't be WTime'd) and often leads into a grab. It's also important to note that a lot of ZSS's moves can actually be ducked under, which can lead to an easy DTilt punish.

WTime is incredibly useful in this MU, since it can stop a lot of ZSS's aerial approaches and combo strings. Try to predict when ZSS will use an aerial, and WTime it. When in close quarters, ZSS can't randomly grab, since it's too slow. This means that all of her options up close can be WTime'd. It's important to know which of ZSS's combos are and aren't true, so you know exactly when the right time to WTime is.

When off-stage, there isn't much either character can do against the other. Both Bayonetta and ZSS have versatile recoveries that are difficult to gimp. Bayonetta's best option is BC to try and prevent ZSS from Flip Jumping to the edge. Both characters have a ledge trump-Bair that they can use at high percents for a kill.

Bayonetta vs. Cloud:
Analysis: This MU is

Cloud puts a lot of pressure on us in the neutral, since he forces us to act whenever he starts to charge his Limit. We can punish him from afar with BC and DTilt BA, but he can dash under BC and ignore DTilt BA if he wants to. Cloud is very susceptible to WTime, as he likes to approach with aerials. AC Dair is especially susceptible, since it has a lot of active frames.

Up close, Cloud outranges Bayonetta, so wait for him to make an unsafe move, then go in and punish. Cloud doesn't have any true followups out of his grab, so if he tries to attack out of a throw, you can WTime. Be careful to not be baited out, however.

Notable Players:
These players have shown top-level skill with Bayonetta, and should be respected. All have placed in the top 8 in a national tournament with the character. If you're looking for people to study, these are the ones!

9B
Location:
Japan
Tournaments:
Sumabato 8 (2nd)
Sumabato 9 (1st)
Shots Fired 2 (5th)
Umebura 22 (9th)
KSB 2016 (7th)
Battle Arena Melbourne (BAM) 8 (3rd)
Notable Matches:

Salem
Location:

Tournaments:
Notable Matches:
Pink Fresh
Location:
Tournaments:
Glitch (3rd)
Pound 6 (7th)
2GGT: KTAR Saga (1st)
Countless Smash@Xanadu's (1st)
Notable Matches:
ikep
Location:
Tournaments:
Sumabato 9 (7th)
Sumabato 11 (3rd)
Notable Matches:
Komorikiri (Secondary)
Location:

Tournaments:
Sumabato 7 (1st)
Sumabato 8 (1st)
Notable Matches:

Conclusion:
Thanks for taking the time to read this guide! I hope that you fully understand how to use Bayonetta, and that this guide can help you improve. If you have anything you would like me to add or change, let me know! If you would like to revisit Part 1 of the guide, you can go here to do so. Once again, thanks for reading!
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TheColorfulOrca
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  1. Update 1.0.0 - Guide Complete!

    8/01/16: Part 2 is complete! This guide was originally (along with Part 1) all one guide...

Latest reviews

Same as my review for part 1. Found 1 typo where you mispelled nerf "nerv".
Amazing set of guides! Thanks, really helpful
I put this review on both guides, they both deserve it
Good job
Is good at explaining her combos, but needs updates on the stages and notable players, as they have both changed since this was made.
D
Giving a good rating since it really goes in-depth on her extensive combo game, which I, a 56-year-old Christian woman, am starting to get into. The advanced techs of hers I can get down but practicing these 500+ combos she has I'll be having a good time with it.
Amazing depth again!
I've been playing PM for a year now, but I've been trying to break into Sm4sh for a while. Your guide shows that this game can be just as fun and exciting.
Suffficiently detailed and very well organized (especially with the color coordination)
Once again, it's great!
I love it. I'm actually a guide author myself and I really enjoyed reading this well constructed guide. I would only comment quickly that I've seen the japanese meta somehow use dABK even after the patch, so maybe adding those new mixups to your guide would keep it fresh and updated. I'll be sure to see the MUs when they're ready. Keep up the good work!
TheColorfulOrca
TheColorfulOrca
Thanks for the review! I've actually read your Ness guide, and I found it quite informative. I'll try to add the dABK mixups in soon, but I'm glad you enjoyed it!
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