"Of course, an even MU with Bayonetta has to be Ganondorf. In that battle, it's not about who strikes, it's about when does it happen and how does it happen. It's like your putting a sloth up against a sloth with better running speed, but weaker attacks."
-his post after that, which is what I'm refuting.
I agree with the dubs stuff though.
Well thanks for agreeing with the dubs, but in all seriousness, I know about Bayonetta's advantages over Ganondorf, however, you're ignoring Ganondorf's selling points against Bayonetta in the process.
Both are extremely slowly attacking characters, yeah, but even with Bayonetta's advantages, Ganondorf also has advantages in blocking her attacks, since her attacks are almost as slow as his. Not only that, but her aerials are horribly unsafe against any sort of shielding method, so if Ganondorf shields just before Bayonetta lands with an N-Air or U-Air, that one hit negates all of the rest of the attack, thus allowing Ganondorf to actually punish her.
And Ganondorf just isn't deliberately going to run into Bayonetta's Witch Time; that's one thing that's a free punish, aside from Bayonetta's rolls and Smashes.
And let's factor in Bayonetta's lag after using her Up B twice; Ganondorf, along with other opponents, is always going to be facing Bayonetta once she uses her Up B, so what should he do in this case? Air dodge into fast fall or Wizard's Foot. Bayonetta can't do much outside of normal attacks and when she lands, she'll land hard enough for Ganondorf to still punish.
Bayonetta has a good edge-guard game against Dorf, but the same can be applied as a vice versa. Simply put, D-Spec, D-Air, U-Air, B-Air, Flame Choke and F-Air all are detrimental to Bayonetta in terms of being edge-guarded. If she goes for a Side B, there's a free F-Air, Flame Choke or U-Air to Ganondorf. If she goes under the stage, there's a free D-Spec, B-Air, F-Air or D-Air for Ganondorf.
In the MU, it's like a literal game of dodge ball, because either one of the characters we have can make a horrid mistake that will cost them a stock. It's like "who will get their damage in first", sort of like that deal.
Witch time punishes are fine and dandy to theorize, but remember its 2v2, not 2v1. So the other guy, not witch timed, is gonna try and stop you from setting up. He'll pretty easily stop a reverse warlock punch.
Probably the best kill setup will be bayo double usmash -> witch twist -> zss or rosa uair ceiling kill, since they are mobile and threatening enough to do that in the midst of things. Double usmash into finishing touch might also be deadly. And Cloud isnt exactly a bad choice for doubles, ever...
Actually, there's the thing; Witch Time can be used as sort of a mind game on certain stages. If one opponent is Witch Timed and the other isn't, and Ganondorf is using a reverse Warlock Punch, if I were a player, I'd actually go for the teammate rather than the Witch Time'd opponent, just to actually scare the hell out of the opponent. Bayonetta can still, alone, be able to fight the opponent in Witch Time, and maybe the Witch Time'd opponent doesn't necessarily have to be the target either! The teammate can be the target as the Witch Time'd opponent is sitting there doing nothing to contribute.
But if both opponents have it...then congratulations, you've got combos for days.
Also, Bayonetta setting up into Ganondorf's Flame Choke on an opponent in Witch Time is possibly going to be effective in the future. Somehow, some way, it seems like a possibility.
And I'd like to say that ZSS and Rosa's setups would need to happen AFTER Witch Time is over, only due to their jumping height being a problem with the Timer physics in play. It's advised to do it after Witch Time as to avoid being punished.
And with Cloud, I've got to see that in action. But Cloud can also use his B-Air in tandem with Bayo's U-Smash on opponents. Same can be said with Falco's B-Air, Ganondorf's B-Air, Bowser's B-Air and Zelda's F or B-Airs.
Basically, Bayonetta is the all-around useful doubles partner that makes any combination viable.