Depends on your definition of very good. Top 5? Probably not. Lower than top 20, or even top 15? HIGHLY doubt it.
I doubt she is even high tier now.
Uair can't combo?
I beg to differ. Nair is mainly a spacing tool, Bair is a good killing move. All of her aerials have super little lag.. Nair hits from 9-17 and 18-25 with the FAF being on frame 33. Only 7 frames of lag!! Uair has only 11 frames of lag, Bair only 16. All of them have low landing, super good range, Nair and Uair can be extended to stay out forever... If you can't see why these move are very good I really don't know that to say.
Uair doesn't combo very reliably and the backward nature of the move makes it harder to combo.
Nair is a below average spacing tool due to her slow air speed and nair is easy to counter with a utilt, usmash, or uair. Nair is also weak too.
Bair is an okay kill move, but it doesn't kill until high % and currently she can't rack up damage very well due to her combos getting destroyed.
Nair and Uair BA are weak and her airspeed + fall speed limit their potential.
It's frame 7 lol that's very decent. Range has been nerfed but a 3.5 -> 2.8 change is not gonna kill you since the hitbox was huge, and only two frames of ending lag are not gonna kill her either. Reward on the move is very high: it reliable combos at lower percent and is a kill confirm into Uair at higher ones.
The increased endlag might kill dtilt to uair and/or dtilt to fair, not to mention her combos are weaken anyways.
The rewards on dtilt is significantly reduced and the reduced range + endlag increase makes the move less safe.
but has massive range (which could sometimes let Bayo go unpunished provided it was spaced well, stays out forever and has good reward since it's a combo starter.
The move is still slow and unsafe.
True, but they allow her to espace very tight combos other characters can't. She can, for example, escape Zelda's Dthrow > Uair easier than almost any other character. And while they can backfire and frametrap her, they also allow her to immediately counterattack, depending on the situation. Bat Within may have its downsides, but it's definitely a strong tool, saving Bayo's booty more than once.
Bat Within is only one frame faster than Mewtwo's airdodge, it isn't gonna kill 50% of the true combos.
Bat Within moves Bayonetta far away and she can't counter much moves with it due to her high startup and there is some lag after Bat Within.
Bat Within is a good tool, but it isn't game changing.
It's frame 8. What did you expect it to be, frame 0? Seriously you know there's a problem with a character when people say a frame 8 move "is not very fast". Moderate landing lag lol, she lands on the other side of the stage with only 20 frames of lag, good luck punishing that. For reference, Rosalina has 30 frames of landing lag when she lands with her UpB, Peach has 40 frames of landing lag, Mario has 30. How you can call Bayo's landing lag on DownABK 'moderate' is beyond me. "It doesn't keep her safe rom enemies below her" it would be nice if a move fast that lands on the other of the stage with little lag has at least a bit of a weakness.
Frame 8 at the closest possible hitbox. It rarely hits at frame 8, most of the time it is frame 12-20.
I didn't say it had 40 frames of endlag, but downplaying 20 frames of landing lag is pretty silly.
MASSIVE exaggeration. UpB > SideB already does more than that. Now add a starter to that and a few more hits after it (which she will get, even if you escape her combos she can often get another hit with her everlasting Nair) and you easily go 20% of every hit, plus it leaves her at advantaged state.
Her combo are now easy to escape, it is unreliable to attempt to get a combo that deals over 20% because of the landing lag will put you in a bad position. Nair is weak and easy to shield, risking a big punish for 6 or 7% is not worthwhile.
It has great range. Start-up isn't anything unusual for a smash, Clouds Fsmash is frame 19 too. It should be unsafe, that's why I said it's supposed to be used for hard reads.
Cloud's FSmash is also slow.
The put in view. Mario's FSmash comes out in frame 15, and the duration is 47. Bayonetta's, Frame 19, duration is 67. Mario's FSmash is also more powerful too.
Mario's USmash, frame 9. Bayonetta is frame 18.
Hard reads are very hard to do with a move this laggy.
Which is still decent considering it's an Fthrow, which are a lot easier to get than Bthrows since those have be used in a pivot grab.
It is a weak kill throw. Plus, she now struggles to rack up damage to 150%.
...Are you messing around with me? I'm sorry but it's hard to think you're actually being serious when you literally say: "What is she gonna do when Witch Times you? Fully Charged Smashes?". Poor Bayo, only getting fully charged smashes out of a frame 5 counter that has intangibility frames and only 20 frames of ending lag during which she also moves back. Poor poor Bayo, having the best counter and one of the most scary and possibly one of the best moves in the game, on a char that is not even designed to be very defensive.
Sure I was, but being serious, her options after Witch Time now limited to just dealing around 20%. Not to mention Witch Time can't be spammed or else the move will become useless due to the decay.
We don't know her combos yet, we only know her combos cant kill anymore because you can escape them before it but it's unlikely they have been removed to the extent people have been claiming (doing 10% lol yeah sure).
We are only gonna discover less and less potential combo. If we didn't discover anymore combo in 1.1.5, we aren't going to find more in 1.1.6.
Funny how this guy only shows Down ABK at lower percents and none of her other moves. Yes, down ABK is not a good combo move anymore at lower percents (nothing has been shown about high percents though), deal with it. (It's still a good move to use in disadvantage state anyway, it's not like it has become useless). She still has a billion other combo tools, nothing has been shown of her UpB combos yet.
A billion other combo tools? Like what?
Why would Dive Kick combo at high percent?
What about "higher %" did you not understand?
At higher %, why would the move combo? What do we even get from combing with it?
Dive Kick's angle is lower than Sheik's down throw.
True, 6.5% is very useful.
it still happened. And I still don't think it's a nerf at higher%. We will see.
Why is it not a nerf at higher%? Even the SDI was doubled.
it's not! Yoshis dair does 3 to 1,5 damage per hit with an SDI Multiplier of 2.
Bayonettas upB does 0,2 damage per hit. This means Bayonetta does the absolute minimum amount of hitlag a move can do. I don't think it will kill the combos because it would be rather stupid.
There is something called hitlag modifier. Marth has a higher hitlag modifier on his tipper so getting a tipper is noticeable.
Meaning doing low damage doesn't always mean lower hitlag.
Yoshi's dair rehits every 2 frames while Bayonetta rehits every 3 frames.
if dive kick combos at higher % you will hit with the latest abk hitbox which does almost no knockback and can combo into upair or witch twist.
We only know the knockback and angle at 0%, at higher % the move could operate diferently. We have to wait until we can test it ourselves.
The knockback of late ABK is confirmed to have increased KBG, not to mention SDI can probably safe you from a Uair or Witch Twist.