you know, the more time goes on the less impressed I get with Bayonetta. Having Link-level frame data is terrible for her and quite a few of mer moves are
completely unusable, such as all her tilts, her grabs and throws, forward smash [at least up and down smash have some uses.], and dash attack are particularly useless. On top of that, her smashes are further limited by the fact that it isn't a continuous hitbox as long as the arm is out, from what I can tell. Usually, I'm just able to shield it and then attack her while she's still in the smash animation. A lot of her grounded up-close options are awful except Jab and
maybe Up B out of shield which can start your combos which will eventually lead into your kill m- oh wait, they don't.
Bayonetta's main Witch Twist/Heel Slide/After Burner Kick combos don't kill off the top until very late [not even at 140 or higher], which forces you to fish for Dairs or try to Witch Time, which, may I add, doesn't get rid of Hitboxes and you can still move/put up a shield to beat it,
especially if they try to go for a smash.
Bayo's combos are great, sure, but she can't really kill out of them [unless I'm missing something] which leaves her at a disadvantage because she doesn't have a quick kill option outside of landing Hit of Dair. Because her grab is around Robin levels and
her throws are also some of the worst set of throws in the game [no combo or kill throw], she also has issues beating shields, and because of her high startup she doesn't have very many reliable options out of her own shield except for
Up-B, which doesn't come out super quickly, and because she has without a doubt the worst set of rolls in the game, she can't escape up-close pressure as easily as other characters, thus giving her a
poor disadvantage except for witch time or bat within.
Bayonetta is a bad character with a few good moves, and her great combo potential is hindered by how difficult or impossible it is to kill out of said combos. She can't reliably fight the opponent up close because of her frame data, if it weren't for Heel Slide she'd have difficulty approaching and also can't reliably force approaches because Bullet Climax aims upwards and is pretty much saying "Hey, I'mma fire my guns, just don't go to a point where you can stand under them and throw a projectile at me" and bullet arts don't have knock back, so they therefore don't have hitstun, and therefore can't force approaches. She lacks a reliable way to get characters off of her when they do get up close due to her slow-to-start moveset and awful rolls, forcing her to rely on approximately 3 moves to actually do anything in those situations, which, even then, have their faults. A decent portion of her move set is completely useless in almost any situation, and whatever moves she can use at a given time will eventually get predictable.
Tl;dr: Combos are cool, but everything else is very iffy. are her 0-to-almost-never-death combos enough? Probably not.
Polite comments back on this, please, we don't need a flame war. I'm sure we'e all mature enough to act civil.
Also, here's a clip where Mewtwo's up smash clanks with the giant arm and the hitbox is just gone while Mewtwo is in the arm:
https://www.youtube.com/watch?v=pBguJYxd2e8
So yeah, you need to clank/shield the initial arm and Bayonetta's free to be attacked while the arm is still out and she's still in the animation. Great.