On the topic of
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Yeah, Corrin isn't really a CP to Bayonetta. Bayonetta in general has the advantage, but it's certainly not a shut out for Corrin in the slightest. Corrin's combo game is rather effective on Bayonetta; the combination of Bayonetta being a fast faller and on the heavier scale of lightweights mean Fair and Nair set up combos very well, and Fair -> Uair works for quite a long time. Bayonetta is in general too slow to reliably punish Pin's kicks if her shield is pinned, so that's a good safe option.
Though one thing I want to see more people do in this MU from the Bayonetta side of things is Witch Time on Dragon Ascent. The hitboxes on that thing are huge, and it's relatively easy to Witch Time, so if you can force Corrin to recover low, that should be a free Witch Time into potential death, be it from a simple reverse Twist 1 (grab ledge) into Dsmash. I do this a fair bit vs Corrin (it got me both stocks in game 1 of a tournament set I won recently).
And while I think Lima was overexaggerating about
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outright beating Bayonetta, he was right in the fact that if they play reactionary, they have more than enough to beat Bayonetta. Maybe a slight advantage for the pair perhaps. The ability to use Counter on ABK when she's attempting to recover is a huge boon too; can KO as early as 70% if done correctly.
And on
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While Lucina's raw ability off stage can be more reliable against a recovering Duck Hunt, if you use Dolphin Slash to attempt to stage spike the Duck Hunt player, Duck Hunt's wall tech is unique in the fact that it puts him out in the perfect range for tipper Bair, moreso that almost any other character. It's relatively easy to get it vs this tech than most others, especially due to his overall hurtbox being small too, which means there's less room to screw up landing that tipper (bigger hurtbox in that situation could mean a sourspot hits by mistake).
Also having the ability to decide how far back you want to knock the can back with Ftilt (not far with sourspot, further with tipper) can help reversing the mindgames.
He's also strangely one of the few characters that isn't a fastfaller where landing tipper side B 4 is relatively easy (as opposed to stupid easy) to kill near the ledge. I think it's a combination of his weight and fall speed, meaning he falls into it easy enough while his weight isn't enough to let him survive it too long.