- Frame 9 jab. This character has a frame 9 jab. It isn't even good (I'll explain that in the next paragraph). Second slowest in the game.
- Frame 12 side tilt that doesn't true combo into anything except at the lowest of percents. Also doesn't kill.
- Utilt is super laggy, it comes out frame 9 and lasts 39 frames, but it is supposed to be her main combo tool.
- Her smashes are... well you'll see in two sections.
- Frame 8 counter. In a game with frame 3 and 5 counters.
If you want to take a look at the
Startup Chart, of her A moves she has 10 below average moves, 2 average, and only one above average move (which is a frame 7 Fair).
She has the framedata of a heavyweight.
Her moves have stupid high startup on seemingly everything in a game with frame 1 jabs, projectiles, and other specials. She only has two grounded moves that come out before frame 9: her frame 7 down tilt (which has so much FAF it doesn't combo into much), and Witch Twist (which I butcher later). In air, she has a frame 7 Fair, which is much smaller than in Smash 4, and her Afterburner kick which, like W Twist, drowns you in recovery frames. The frame 7 grab doesn't help her either. Smashes are never safe, tilts are slow considering this is a combo character.
The main issue is that Smash Ultimate is a much faster game than Smash 4. In Smash 4, Bayonetta's poor framedata was offset by her frame 4 OoS option, and the fact that she could safely pressure due to safety. But now, with universally buffed neutrals, her poor neutral in 4 is now terrible in Ultimate.
Multihits:
Bayonetta's multihits are possibly the worst connecting ones in the game if it wasn't for, say, Ken.
Up tilt doesn't connect properly if you hit them either: at a specific angle, or with enough rage. Utilt is possibly her best combo starter and it is inconsistent. There is a video of Tamim losing a stock to MKLeo's Ike because Utilt did a flawed hit, his opponent recovered before the move was over, and smacked Bayo several cities over.
Side Tilt has the same issue likewise, where Ftilt 2 and 3 will not connect. This is especially true if your opponent isn't hit by Ftilt 1, they get hit by 2, and 3 just does it's thing.
Witch Twist, despite being "less susceptible to SDI", can still be mashed out of. Hell, the move just sometimes won't carry your opponent into the later hits of the move. Thank you single hit witch twist, very cool. Witch Twist can be fully SD'ied out of, better than in 4, making the move useless against competitive players who have solid muscle memory.
Finally, you have Heel Slide, which can be teched and/ or DI'ed out of. This on its own is poor, but seeing how every multihit in the game seems to work better than in 4 it is just depressing.
Smash Attacks:
I legit didn't know how they could somehow not make them better, but instead worse. Here we are though.
All 3 Smash Attacks have a reduced charge multiplier of 1.2x, inside of witch time.
Outside of Witch Time, they have a further reduced multiplier of 1.1x.
They clank with literally everything. EVERYTHING.
The moves were purposefully coded to have low priority, which means they do clank with everything regardless of percent.
Fsmash has 2 less frames of startup, but because they didn't fully compensate the move it has an additional frame of end lag vs the previous game.
My personal favorite here: Fsmash still has a goddamn blind spot right in front of Bayonetta. And because her smashes are stationary, running into her makes Bayo move backwards but the fist stay in place. You can literally outrun her smashes thanks to the blindspot.
Landing Lag/ Recovery Frames:
They reduced landing lag on 3 of her moves: Uair (10 to 8, which is great), Fair (14 to 12, which still isn't enough), and Bair (12 to 8, which is really really nice). But they didn't do enough in a game where Shulk's Nair is frame 6 for landing.
They made Dair 2 frames slower.
Downwards Afterburner Kick can no longer autocancel, and it gives her 20 frames of landing lag if you don't do the landing hitbox.
Her combos have this much landing lag based on the combination: 19, 25 (-1 from 4), 30, 32, 40, and 42 (-1 from 4).
I forgot to add that some combos can give her 50 frames of recovery if you include DABK landing hitbox.
It's such a petty difference that it might as well not exist, where heavyweights can't undergo the amount of lag that Bayonetta receives from touching the ground.
Held Nair and Held Uair have 8 and 6 more frames of landing lag, but it makes zero sense as to why. In Smash 4, this would be a noticeable nerf, as the slower gameplay and safer options made held Nair a big part of her kit. But in Ultimate, these moves are simply mediocre without the nerf (not to mention their nonexistent knockback and high FAF without landing), and with the nerf are literally unusable. They also added lag to held Fair and Bair for some god forsaken reason.
My landing lag chart again:
https://docs.google.com/spreadsheets/d/10XNTMy5xAPS2MvYeNGtD--Uq7SRyaqZVu5-uK8l53AM/edit?usp=sharing
Shield Pressure:
Bayonetta won't break your shield, she has no way of doing so. Her throws are terrible. You can sit in shield and eat grabs until she can Fthrow you at 165% at the ledge. Side B not crossing up or doing the second hit doesn't help either.
Nothing is safe on shield except perfectly spaced Bair. Witch Twist can be punished on landing. ABK and DABK were nerfed from 4 in which hitting them on shield no longer gives you the second one, so you can almost immediately punish on landing. She has no safe tilts, no safe smashes, her jab isn't safe, and she only has one safe aerial that gives you zero followups at low percent (although it nets her kills at high ones).
Grabs:
Speaking of which, Bayonetta's grabs are pretty awful.
Back throw is a standard positional throw, but it launches too high to be used to its fullest at the ledge.
Up Throw launches slightly too high at low percents and doesn't come close to ever killing at high ones.
Down Throw is too slow to use for anything, and becomes a kill throw at 245%.
Forward throw is a good positional throw but it kills way too late, killing at 180% with proper DI.
If any other character had Bayonetta's forward throw, it wouldn't be considered a kill throw. Her kill options are so bad
a throw that kills at 180% is considered a reliable kill option.
Bullet Arts:
Honestly these might as well be taunts if we aren't counting whiffed jab 1234 and Fsmash.