I've said this before, but good projectiles in general give Bayonetta trouble.
See: WaDi vs CaptainZack - Shadow Ball always proves to be useful there. I know aura sphere is threatening to most characters in the game, and Bayo doesn't really have an answer to it. Sheik needles are still useful in the MU - would be godlike pre-patch...
Her own Bullet Climax is also useful...
Actually, it's one of the reasons I've always secretly wondered how Samus does against Bayo. Nothing strikes me as awful off the top of my head (with the exception of a large frame), and I can see quite a bit Bayonetta would find obnoxious.
That said, I'm nowhere near an expert on Samus, so if you guys have any thoughts...?
It's an absolute trash match-up for
.
Having a large frame against
is a lot more important than you seem to think. Even if we don't take the combo factor into account, if you have a large frame,
you're giving her the neutral game she lacks because of Bullet Climax.
If she doesn't have to approach to be threatening, she's godlike. And by being threatening, I mean dealing more than 0-5% with bullet arts and giving up stage control for that.
Bullet Climax deals a
ton of damage. At mid to high %, it can even win you the neutral game by pushing the opponent to the ledge/offstage. If your character have an awful crouch, it's even worse (
).
On the other hand, Samus' projectiles really aren't scary, because they can be reacted to (although if she has a full CS ready, it can be scary at close range). Shooting a missile/baby CS can even allow
to approach with Heel Slide to avoid it and deal a
massive amount of damage. DownB? That's a free WTi.
The other zoning tool that
has is Z-air, but similarly to bullet arts, all Z-airs in the game can be WTimed from a distance.
A zoning character that can't effectively zone people and is even forced to approach doesn't work very well (see Smash 4 laserless
).
is weak to grabs because of her terrible spotdodge/rolls (bat within doesn't work on grabs) and the lack of safe, fast options (if you think WTw is safe then I have nothing to say to you), and her dash animation is terrible to retreat with a dash (because of her leg).
has a poor grab, with a below average grab game [although tether grabs are good to punish her aerials on block in spite of the shieldpush if she used a special before], so she can't exploit that either.
Her disadvantage state is also subpar against disjoints, since her mix-ups really aren't effective, so she's prone to juggles against
. Her recovery is pretty decent, though.
also can deal well with dash attack cross-ups (WTw OoS).
And
can't even really shine spark to steal a game.
She still has a good appoach thanks to dash attack, having a full CS ready can hard punish
from a distance if she lands with landing lag, and
is one of the characters that can pressure
when she's recovering.
That's +2 for
in my book.