Forgot about this thread. Odyssey has taken over my life (omfg this game is so good!).
I mean... possibly? Most likely not. People just seem to get shocked at players beating Bayonetta IMO.
I know I don't need to state old hat, but quite simply, she is just beatable. All you need is the right mindset and, yes, "halfway decent" knowledge on what way to DI (yes, this is as important as SDI; people gloss over this too much. It's not all about SDI) and SDI her stuff and you're set. Just not many top players do all of this at once. We'll see people like Zinoto play the correct way vs Bayonetta (no overcomitting, controlling the neutral, applying safe pressure) the whole set and then go for one strange option that gets him killed or punished hard. Or we will see aggressive type players not knowing when their combos become strings, and overcommit, only to get Witch Time'd. Leo very rarely lets one of the essentials slip in this MU. That's just the general makings of a player being good at a MU.
Dabuz is another example of a player who does well vs Bayonetta in general. I think it's mostly due to his playstyle of being a patient wall, baiting you with safe neutral options and then striking. But even then he has the general idea. He knows what ways to DI and SDI, and doesn't overcommit when it's not ideal. He puts Bayonetta into situations where he's the one in control; safe control. While she's in the air, if he knows his next Up Air won't be true, he'll wait, and punish the Bayonetta's defensive option. He also rarely just runs up and grabs Bayonetta after she lands with heavy landing lag (though in some cases, it's wise to anyway with Rosalina so he gets let off with this simply due to the nature of his character). People in general also do this way too much. If you see Bayonetta has landed, if you don't get much off of a grab, then don't actually go for one. Doesn't matter if it's just a simple Smash attack; get that stage control with more damage instead - every % counts vs her. This is why Dabuz lets his Up Smash fly in this MU.
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As an aside, to be honest, I think the idea of Bayonetta beating Rosalina is an outdated one; I'd personally call it
at least even these days. As a player of both characters, I personally struggle vs Rosalina as Bayonetta, and less so the other way around. The more aggro the Rosalina, the easier it becomes for the Bayonetta from my experience. A solid walling/defensive Rosalina is extremely hard for Bayonetta to approach safely without being punished for it. Bayonetta needs to outplay Rosalina more than the other way around in this MU for her to win; that or just get some jank KO when the Rosalina incorrectly DI's, but that's just Bayonetta in general.
But even then the latter point is actually, strangely hard to do on Rosalina in normal circumstances. Luma being there makes it very hard to reliably combo Rosalina. If Bayonetta hits Luma as well as Rosalina, Bayonetta will most times hit Luma before Rosalina, extending her moves hitlag and giving Rosalina more time to escape things. This is especially notable when Bayonetta tries to do Twist 1 into ABK. The ABK will almost always hit Luma first after the Twist 1, and this gives Rosalina more time to get away; she is often time simply too far out for Bayonetta to hit her after hitting Luma, but even then if she isn't she can then airdodge.
That said, that is more referring to top level play. At lower levels of play the general ease of playing Bayonetta over Rosalina will often give the Bayonetta player the advantage, but in theory, Rosalina has still enough in her kit to stop the MU spiralling out of control. The only outright bad area of the MU can be offstage, but that's Rosalina in general. At least she's blessed with good distance and angles on her Up B so she can often times still attempt to make it back if she doesn't get gimped.