Zoramine Fae
Smash Journeyman
I am leaning towards banning Bayo due to her sheer toxicity, but she definitely is beatable. Just, she forces you to do things in a way that no other character can.
Let's compare her to Pre-patch Diddy and pre-patch Sheik.
Diddy was complete cancer, with bananas setting up into KOs at 100% or earlier of Up Throw or Down Throw into Up Air, three smashes that could KO, Back Air, mixups, good-distanced recovery that could be intercepted, Side B that could meteor and assist recovery, and a neutral special in a projectile that wasn't a Banana. He was definitely annoying, and could very well be one of the most broken incarnations of a character outside of Brawl Meta Knight. However, if you played really campy or managed to grab his banana, you could turn the tables on him. Back then, there were also several other characters that weren't nerfed yet that were pretty powerful, so you could use other characters as a sort of counterplay of sorts. You could also give tons of pressure against Diddy and force him into making one unsafe decision then make him eat a punsih in return. People could pick Diddy up and start Hoo-Hah-ing opponents to their dooms in tournaments, but he still required skill to read DI, predict where opponents would move around, and to even get the grab in the first place and deal with pressure. Forgive me on this since I wasn't around during those days, only heard about it.
Pre-patch Sheik was immensely good, with amazing spacing, combos, damage output, a 50/50 kill confirm against airdodge, jump away, and doing nothing. She had (and possibly still has) the best projectile in the game, Needles, a Down Speical used for recovery and killing, an Up Special for killing, recovery, and had invincibility and was a teleport, Up, Down, and Forward Tilts for comboing, Jab into Grab for a confirmed setup into her 50/50. Up Smash could KO on the sweetspot, but Forward/Down Smash weren't exactly the moves you'd expect to see every day. Up Air, Forward Air, Back Air could kill, and Down Air was a meteor smash. She was most definitely beatable, and even the best player in the world, ZeRo, was contested several times, lost a few games, and many players that also mained Sheik would drop games or sets to players using lower tiered characters. Less of an extent than Diddy Kong in terms of sheer broken abilities, but was a very powerful cast member. She could be beaten by patient, aggressive, or any type of play in general; It didn't matter how you played since you could always do some method of winning via your own killing methods since she had a hard time killing without a grab setup then a read on the 50/50 which you may have been able to DI up and away from, low weight, got comboed very easily, and was a very high skill character with moderately low reward. People didn't just pick her up and start winning tournaments easily.
Now we look at Bayonetta, in comparison.
Bayonetta is a very high reward, low risk character that relies on 0-deathing opponents within seconds at any percent, relying on players having good muscle memory and reading DI as well as airdodges to bring opponents to the top or side blastzones before KOing them easily. She has Back Air, Up Smash, Forward Smash, Forward Throw at higher percents, Down Air, and Up Air (in a combo) as finishing moves, as well as having Forward Tilt with an incredible hitbox, Jab being her fastest option and a mixup into Grab, Forward Air with a chance to KO at the sides if at ledge or closer to the blastzone and linking 1-2 into another 1-2, and a meteor in the sweetspot of Down Air as well as Down Smash. All 3 of her Smash Attacks are extremely powerful and have massive range, a ton of disjointed hitboxes, and a three-part recovery that improves with a double jump, is extremely hard to intercept, and her recovery moves set up into her zero-to-deaths. She has very little problem killing with an almost safe Back Air that can KO, Heel Slide being difficult to intercept due to mixups with the second kick of Heel Slide or not having it, being forced to shield, and making you generally have to play in ways that are incredibly boring and stressful. You can't play aggressive against her at the fear of Witch Time, Bat Within being amazing on rolls and spotdodges as well as an Airdodge, ways to 0-death off one read no matter the percent (when labbing for Bayo vs Little Mac I found she has at least 20 different variations past 60% that work, and three ways at 0%). She also has an amazing recovery intercepter in her Neutral Special, every move in her arsenal being good, and a general lack of real problems barring SOME problems getting past shield - which even then aren't too much. People also have begun to pick up Bayonetta and win tournaments with her quite quickly, but with some of these being already respected players some are just randoms that shouldn't be able to do a thing. Even pre-patch Sheik and Diddy weren't that problematic.
If you actually read through that, congrats. Bayonetta's really toxic due to her gameplan forcing people to play incredibly boring and stressful, which can cause some players to snap (I myself snap several times against Bayonettas due to how dumb she can be, alongside several friends over the internet). She needs more nerfs than what she got, since while she was made to be an amazing fighter, she was built too powerful and is too much of a threat with too much reward for too little risk. If she was high risk very high reward I'd love the character, but her current design is flawed in its strength. All I hope for is another balance patch.
Let's compare her to Pre-patch Diddy and pre-patch Sheik.
Diddy was complete cancer, with bananas setting up into KOs at 100% or earlier of Up Throw or Down Throw into Up Air, three smashes that could KO, Back Air, mixups, good-distanced recovery that could be intercepted, Side B that could meteor and assist recovery, and a neutral special in a projectile that wasn't a Banana. He was definitely annoying, and could very well be one of the most broken incarnations of a character outside of Brawl Meta Knight. However, if you played really campy or managed to grab his banana, you could turn the tables on him. Back then, there were also several other characters that weren't nerfed yet that were pretty powerful, so you could use other characters as a sort of counterplay of sorts. You could also give tons of pressure against Diddy and force him into making one unsafe decision then make him eat a punsih in return. People could pick Diddy up and start Hoo-Hah-ing opponents to their dooms in tournaments, but he still required skill to read DI, predict where opponents would move around, and to even get the grab in the first place and deal with pressure. Forgive me on this since I wasn't around during those days, only heard about it.
Pre-patch Sheik was immensely good, with amazing spacing, combos, damage output, a 50/50 kill confirm against airdodge, jump away, and doing nothing. She had (and possibly still has) the best projectile in the game, Needles, a Down Speical used for recovery and killing, an Up Special for killing, recovery, and had invincibility and was a teleport, Up, Down, and Forward Tilts for comboing, Jab into Grab for a confirmed setup into her 50/50. Up Smash could KO on the sweetspot, but Forward/Down Smash weren't exactly the moves you'd expect to see every day. Up Air, Forward Air, Back Air could kill, and Down Air was a meteor smash. She was most definitely beatable, and even the best player in the world, ZeRo, was contested several times, lost a few games, and many players that also mained Sheik would drop games or sets to players using lower tiered characters. Less of an extent than Diddy Kong in terms of sheer broken abilities, but was a very powerful cast member. She could be beaten by patient, aggressive, or any type of play in general; It didn't matter how you played since you could always do some method of winning via your own killing methods since she had a hard time killing without a grab setup then a read on the 50/50 which you may have been able to DI up and away from, low weight, got comboed very easily, and was a very high skill character with moderately low reward. People didn't just pick her up and start winning tournaments easily.
Now we look at Bayonetta, in comparison.
Bayonetta is a very high reward, low risk character that relies on 0-deathing opponents within seconds at any percent, relying on players having good muscle memory and reading DI as well as airdodges to bring opponents to the top or side blastzones before KOing them easily. She has Back Air, Up Smash, Forward Smash, Forward Throw at higher percents, Down Air, and Up Air (in a combo) as finishing moves, as well as having Forward Tilt with an incredible hitbox, Jab being her fastest option and a mixup into Grab, Forward Air with a chance to KO at the sides if at ledge or closer to the blastzone and linking 1-2 into another 1-2, and a meteor in the sweetspot of Down Air as well as Down Smash. All 3 of her Smash Attacks are extremely powerful and have massive range, a ton of disjointed hitboxes, and a three-part recovery that improves with a double jump, is extremely hard to intercept, and her recovery moves set up into her zero-to-deaths. She has very little problem killing with an almost safe Back Air that can KO, Heel Slide being difficult to intercept due to mixups with the second kick of Heel Slide or not having it, being forced to shield, and making you generally have to play in ways that are incredibly boring and stressful. You can't play aggressive against her at the fear of Witch Time, Bat Within being amazing on rolls and spotdodges as well as an Airdodge, ways to 0-death off one read no matter the percent (when labbing for Bayo vs Little Mac I found she has at least 20 different variations past 60% that work, and three ways at 0%). She also has an amazing recovery intercepter in her Neutral Special, every move in her arsenal being good, and a general lack of real problems barring SOME problems getting past shield - which even then aren't too much. People also have begun to pick up Bayonetta and win tournaments with her quite quickly, but with some of these being already respected players some are just randoms that shouldn't be able to do a thing. Even pre-patch Sheik and Diddy weren't that problematic.
If you actually read through that, congrats. Bayonetta's really toxic due to her gameplan forcing people to play incredibly boring and stressful, which can cause some players to snap (I myself snap several times against Bayonettas due to how dumb she can be, alongside several friends over the internet). She needs more nerfs than what she got, since while she was made to be an amazing fighter, she was built too powerful and is too much of a threat with too much reward for too little risk. If she was high risk very high reward I'd love the character, but her current design is flawed in its strength. All I hope for is another balance patch.