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Chike
Chike
I've said before on here that I don't hate Bayonetta players. I just hate facing them. I've learned more about the MU since then but it's still very tedious at times.
Chike
Chike
It can be very annoying playing a Bayonetta who has good reaction time. Witch Time becomes something you have to watch out for 24/7.
Chike
Chike
It forces you to take less risks, play more reserved and generally go for more grabs. Right from the start your options are already limited, or at least made less effective.
Chike
Chike
Sometimes it can be hard to land a grab without at least using your tilts and aerials to condition shielding. A good Bayonetta player will already know you mostly want a grab so they'll know to avoid it, and if they call your bluff on mixing up with an attack… That's 50%-Death.
Chike
Chike
Of course Witch Time has scaling with each use to discourage spamming it but even so, it can almost always lead to a guaranteed Witch Twist which is all Bayonetta really needs to start a high damage or death combo.
Chike
Chike
Her hitboxes are so huge and disjointed for a character that doesn't wield a sword. They also linger for ages when she holds down attack and so it's increasingly difficult to challenge or avoid them, especially when she is edge guarding you.
Chike
Chike
She has many approaching tools that are relatively safe and feel overwhelming to do anything against (unless you have a quick Counter like Marth). As if it wasn't enough that you have to show her defensive options a ton of respect, but you also have to respect her offense as well.
Chike
Chike
A lot of the time, it's just waiting for the Bayo player to make a mistake then getting guaranteed damage from the punish without overextending. You get in, you get what you can from the punish then get out.
Chike
Chike
And you have to punish those mistakes with the utmost precision. One wrong call on a whiff punish can spell death.
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