Greward
Smash Lord
The "combos could be smash DI-able" isn't exactly a flaw until we see that being done. Still it's justthe upB that could be affected by that.Given the nature of Bayonetta's combos, it's not completely infeasible to imagine good (S)DI from the opponent making her miss the followup hit and then get smacked offstage without one or more of her Twists, Kicks, or double jump. (And heaven help you if you already burned both Twists.) Although this probably falls under the vague umbrella of "human error" aka "don't play stupid".
But seriously, Witch Twist by itself is Little Mac tier recovery.
Her recovery is super good, she might be lacking a bit if she has no double jump but still can side b to upb which is not bad. With jump she can side b + x2 upB + jump which means a lot of options. Besides both moves are very hard to intercept, specially upB.
If she gets hit she regains the sideB if I'm not wrong so... yeah.
She doesn't really have any glaring weakness, besides being light I guess (and she's not that light). It's a well rounded character with some overpowered stuff.
Witch time is a stupid move because it makes any kind of move that is not a grab be potentially deadly at any %.
You are getting juggled and land with any aerial? If she witch times, you're done for. There's no real counterplay besides grabbing and you can only go for that in some situations. It's also the least punishable of the counters, and the opponent can only pray to god that you won't use it when they attack. Because no character can resort to only grabbing.
Her side b is as stupid as bouncing fish or more in terms of being safe and reward off of it. UpB is the best escape move probably, frame 4 with good range and hitting both sides + being completely safe (unless read and punished with an aerial).
The thing about bayonetta is that she doesn't need the early kill combos to be a successful character. If she gets one, all the better, but she can work without them.