That kind of reminds me of my basic idea around certain MUs.
When browsing character attributes and frame data, I divided characters into sets vs Megaman. Those slower and faster in the air... Since Mega has *amazing* air acceleration, he is more maneuverable than pretty much anyone. So it kinda dawned on me, in theory, those with worse top air speed should really never be able to get out of uair juggle situations. Then, you add the fact Mega has a really high fall speed... Following with uairs, dropping down really fast to return to the ground, gets you a nice situation where you can do considerable damage and maintain advantage, while risking essentially nothing, at all, even a loss of stage position won't happen. You also have the trap M2k mentioned aeons ago in this thread, where you are falling below them and they essentially must guess when you will jump + bair since it is unreactable.
And Mega threatens both of these at once, when they are pulling towards the stage above you. FF AD to beat a non-FF'd uair can eat a nair stage spike. I won't go into all of it, but there are tons of answers and tons of counters to those answers and blah blah blah its a fighting game situation.
But, Mario.. can go low, then UpB, and it beats out dair outright. I've never had dair beat that move, I don't think it can happen outside of a 2-frame. And this usually happened when I b-threw him offstage, AND it stales my last resort kill move.
So, after looking at my throw damage... I started U-throwing with Megs. And my results got much better. Also, your traps are more vortex-y because you can grab and toss upwards from anywhere, as opposed to them getting past you at the ledge and either getting away for free or just taking a nair or something and resetting, with you in the corner!
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This brings me to my next thing, that I meant to discuss in the previous post. Going to the ledge is an actual decent option for many characters. Some, like DK, have such poor landing options that going to the ledge and trying there takes their odds from 0 to terrible. Some characters have absolutely terrifying options from the ledge; sheik's trumps are so much scarier at high percentages because she can respond to a ledgeroll with a ledgedrop BF, to reset the situation cross stage or at least add a good 11%. Some characters have mediocre recoveries and end up going to the ledge from a simple b-throw. Some are way safer from a ledge snap vs landing on the ground, etc etc etc.
So... Bayonetta is one of those with great off-ledge options. She also has the ability to quickly get to the ledge. Her burst movement to the ledge actually opens up some interesting combo situations, getting special'd when she ledgesnaps puts you in a horrific position; I haven't looked at the frame data but it sure looks like it can even true combo into bair.
Oh, and going to the ledge completely ignores the negatives she gets from repeated special usage. She already has great properties for the ledge retreat.
And now bayos are realizing her options are insane there. That she gets greater reward than in most spots, and she can limit her risk to a great deal. I don't need to tell anyone here that skewing her risk reward like that is very powerful.
TLDR main point: It isn't really about a LGL. Or the blatant way CZ was doing it. She is hittable for many characters. But for most of those characters, she is in a pretty good spot vs the rest of the cast that dislikes the corner. You know when you go to the ledge to reset disadvantage? Well that is going to be every bayo you play in the near future. Her disadvantage is getting better even more; above it is mentioned that she is worse being juggled but these ledge tactics say that clearly her best option is a double ABK to the ledge. And you'll notice that you just don't convert off wins in the neutral; when she gets a small chance shes boosting towards the ledge.
I'd guess the only real way to mitigate this is 1) SDI so her advantage isn't THAT much better than yours 2) abuse her on the ground/near ground, with Bayo specific things. Her balancing factors are terrible dodge data, combo food data, and extreme lightness. My success vs Bayo went way up when I stopped getting frustrated with her quick kills, and began implementing mine.
(But FFS, play smart still. She does have some awkward MeleeMarth situations where she just has done too much damage to efficiently set up a kill.)
OH ya, just remembered. She can also passively damage you while planking. Ooof.
Also, Bullet Climax looks absolutely infuriating vs certain characters. 8BitMan vs Child made me... idk.