Not as much sarcasm, but some random conclusion that my competitive gaming experience is shallow for some reason.
Look man, I'ma try to put this out as plainly as I can:
For starters,
even if she can be defined by your definition of a "bait and punish character" (which I honestly never heard of that term before from any dang game ever, so why on Earth would you make that up for this one character now), given the environment she's in, her payout per combo is blatantly high and getting that payout even on a beginner level is pretty simple. Sure, not 60%, cause that's exaggerated, but it's extremely noticeable in comparison to the rest of the roster. Sheik has combos, but all her hits do like 5% give or take 2% per move, so even if you're getting run around the stage on repeat, a good hit or two can get relatively close to the 3-5 hits she landed before-hand. Even with this design, Sheik is still strong because she's got good, safe, data...but at least her damage isn't stupidly high. Basically, where as Sheik is designed around repeatedly using low risk/low reward to eventually add up to something, Bayo has relatively low risk/extremely high reward and just cashes it all in as soon as she can...the better the Bayo player, the sooner.
So another thing people are telling me is that some of her damage is justified because her moves have bad frames, so just use a fast, safe move to beat her and start my own combos/pressure through those. But at the same time, since her counter
will always be on the table, even fishing for hits with weaker moves is extremely dangerous because it confirms into very high damage punishes even off of countering jabs, tilts, dash attacks, quick, weak aerials, or whatever else someone resorts to when there's a counter threat looming. So how does someone stay solid on offense, trying to beat out her possible bad frames while dancing around her relatively large hit-boxes, while still being careful of pretty much the most dangerous counter in the game by a long shot?
So now we get to the point where I asked around and I was told "Make her have to deal with your shield" and "play passive", and I tried it, and it worked on the less initiated. Then they get smart and throw me out of my shield to open me up to more options and pressure. Sure, it doesn't KO until she does a few combos and racks up damage (which, let's be honest, isn't going to be a hard errand given Bayo's damage output which you've gleefully skirted around this whole conversation outside of 'it's her niche'), but now she's got pressure to possibly gain access to her other options. If I'm camping on one side of the stage, running speeds are overall pretty quick, and she can just use her brain to minimize damage and get in range to, once again, possibly throw me if I'm blocking.
So now we're HERE and I'm told "mix it up", but with what? The main game plan for fighting her is already passive play because Bayo's more than fine going into a faster pace match. Like, without playing yourself, if it was that simple, would "camp" be the main solution given to me the last time I posted here? Would "run the clock" be the solution that ZeRo would give to his viewers on the topic? It's not like I picked this game up a month ago and started raging out of nowhere, and it's not like I didn't come to the boards for advice before now.
Well, you say "Approach her differently", but that isn't even a fair critique. To put it simply, Bayo is overloaded. The difference between using that line for Bayo and using it for SF characters is that SF characters are designed to play into a very specific style, which usually can only get so much done in certain scenarios. Some people have bad anti-airs. Some people are slow. Some people have bad options in the corner. Some people just have no projectiles. Some people have bad combos. So on and so forth, so winning is done by either playing footsies and being careful not to let the opponent play into their strengths or running them down with your own strengths. In this game, on the other hand, Bayo has projectiles. Bayo has a lousy recovery move in Witch Twist, but makes up for it by being to use multiple special moves in the air per recovery attempt. Bayo is "fast enough" on the ground, but combine that with all her air mobility options and she can keep up with and/or outpace most of the cast when the match gets going. Bayo has long, strong combos. Bayo's limbs allow for her to out-space her opponents on some of her confirming attacks like Heel Slide/ABK/ABdiveK. Bayo has quicker options that are harder to punish but still confirm into combos with her d-tilt, u-tilt, and Witch Twist. Bayo can cast and recast multiple special moves in the air so she can still keep things moving and defend herself even after using them, similar to Sonic and Megaman. Bayo doesn't have many strong KO options, but with practice she can just 0 -> upper boundary KO you regardless. To top things off, Bayo's got her ridiculous counter that confirms into more combos and high damage punishes or just moves her to safety...and to top THAT off she can still get that secondary effect just by timing dodges right even without her counter. The only areas she has no answer for at all that some other character does are strong KO throws and throw combos. This chick is bloody overloaded, and most approach options you could convert to she has an answer for, otherwise the main strat against her wouldn't be "turtle up and pray".
So if you HONESTLY have answers beyond "git gud", like how to approach the neutral against her beyond throwing projectiles and hoping she can't run her way to you, or what to do against her when playing from behind, or how to deal with ABK stuffing my gimp attempts because that hit-box is obnoxious, or whatever else someone may have an issue with, me or not, you are more than open to give it a shot. Don't think I just close my ears and whine. I actually try the stuff people tell me, but I've done this before and I'm not about to be told "It's simple! Just ____", cause it isn't THAT easy otherwise this thread wouldn't exist.