Pretty much anything disjointed, intangible or with super armour can beat, or at least challenge Bayonetta's planking with ease.
This includes things like
's Rock Smash; it's risky in a sense because of how it can be punished, but the hitboxes and spewing rocks put out hitboxes in lots of places so it's quite easy to hit her.
Know what else work fine?
and
tilts, namely Ftilt and Dtilt; particularly the latter in Bowser's case. I myself have been KO'd by a rage Bowser at 60% from his Dtilt while attempting to plank him on the ledge.
Bowser and Charizard also have Fire Breath and Flamethrower respectively too.
Relatively strong projectiles are also good at it; Charge Shot, Aura Sphere, Shadow Ball etc.
Also, remember whenever Bayonetta grabs the ledge (any character for that matter), unless she buffers a getup option, there are a few frames she cannot act before releasing it again to repeat. If you simply shield and have a move that hits below the ledge, you can hit her for trying to rinse and repeat. Most characters at least have a move that hits on/below the ledge. If you time her regrab right, just think of those sweet Falcon Dair punishes.
Even if Bayonetta attempts to land straight on stage after using all of those special moves to refresh her ledge invincibility, she's going to be eating 40+ frames of landing lag. Why are people not attempting to punish that? Look at this almost directly at the start;
https://clips.twitch.tv/EmpathicGracefulEggOSfrog. Why did Manny not punish her for landing on stage with all that lag (arguably easiest with Sonic too thanks to his speed)?
Counter moves are also quite good at hitting her.
for example can Counter near the ledge. This is good because you don't even need to hit Bayonetta to trigger the move; if she's using held Nair or Uair, the bullets can trigger the counter move and because she extends her hurtbox while using both of those moves, you can hit her quite easily. Even if the attack doesn't hit her, that's a free stun jacket for you to utilise to help you edgeguard her; hit her with a stun jacket powered Dtilt on her ledge regrab and follow up with an easier move off stage (Counter her recovery, potential Fair etc).
Honestly with all this combined, I am starting to see the Marth (and Lucina) becoming more and more appealing as ways of dealing with her. Their MU's have never been very bad with her, and what they bring to the table is only becoming more and more relevant as time passes.
Remember that
's legs during his Dtilt are also intangible; another potentially strong move to counter this (Cloud also possessing disjointed hitboxes thanks to the Buster Sword is also a huge boon, as explained above).
's needles are also enough to hit Bayonetta as she comes above the ledge, for example... I could go on for most characters but I'll leave it here. Point is if you look hard enough at your character, there's usually something they have that can help combat this (even characters like
, whose Mechakoopa can clash with Witch Twist as she goes past or to the ledge; this is notable because when she hits it, it explodes).
And in regards to Salem's "Invincible" Tech, I think he was merely trying to hype it up to get it viewed (which, lets be fair, is a good idea); there were many points in little showcase that you could DI or SDI; simply SDI'ing the first Witch Twist upwards would force Bayonetta to use her jump if she wants to catch you with her ABK, making it almost impossible to get that first hit of the 2nd Twist. It's one of those things we've known about for a very long while now, but it hardly ever gets utilised due to how inconsistent it is and how many variables there are that can prevent it (DI, SDI, rage, weights etc).
I simply say chalk it up with all the other inconsistent and dumb jank in the game, such as
's 0-to-death,
's 0-death
s, and Luma's Uair KO'ing off the top at 10%,
in general, etc etc etc.
If anything, things like
's Fair to footstool death combo are both more reliable and threatening due to lack of variables to prevent it as well as overall simplicity; this is
much easier to do and perform, only backed up by the amount of times we've seen this performed in game situations. Bayonetta's have known about the first hit of Witch Twist for ages now and the fact we've rarely seen this (in fact, never this specific combo) only shows to me that it's not something that will be overly utilised.
At least not yet - things could well develop in time I suppose.
In it's current form however, nah, I'm not sold yet. There are far too many times you could still DI or SDI during it.