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Corrin & Bayonetta: First Impressions


The release of the Corrin and Bayonetta DLC brought about a frenzy of activity within the Smash community. Players eager to talk about their experiences with the new characters flocked to the Smashboards forums, while others refreshed their browsers rapidly to check if the patch notes had been updated. The level of activity was so high that Smashboards actually shut down for a period of time. Looking through Twitter, hundreds of opinions on the DLC were available from just about everyone in the community. Videos have already been made, and the meta is beginning to take shape. Now that the dust has settled, what is the verdict on Corrin and Bayonetta?

We’ve assembled 5 of our writers to give their opinions on the new characters and where they might fit into the Super Smash Brothers competitive landscape. Our goal is to provide some instant analysis for our readers, but also to be a springboard for discussion within the Smashboards community.

NOTE: Keep in mind these are very early opinions (as of writing this, the DLC is less than 24 hours old), and new techniques and discoveries are being made at this very moment that may negate what we have written here.


With low landing lag and great hitboxes on most aerials, Corrin excels in the air. Bair is probably my favorite of these moves because it appears to be safe on shield, but uair’s kill potential is definitely noteworthy. Corrin’s ground game seems to be significantly weaker. While his tilts combo decently well, his smashes aren’t great. They’re slow, laggy, and don’t kill easily unless sweetspotted. Corrin’s recovery also isn’t stellar, but his up special’s hitboxes still make it difficult to edgeguard and a great out-of-shield option. The main staple of Corrin’s gameplay will probably be his side B, providing players with fakeouts, multiple kill methods, and even a recovery mixup. With so many interesting tools and a great disjoint, Corrin definitely looks like he’ll be viable. Prediction: top 20.

However, the more threatening of the new characters appears to be Bayonetta. Within hours of her release, players figured out 0-to-death combos using her aerials and specials, leading people to immediately suggest counterpicking low ceiling stages when using Bayonetta in tournament. While many of these combos have not been replicated outside of training mode, the fact that they were discovered so quickly tells me that players will soon learn how to create similar situations in high level matches. Bayonetta’s counter, Witch Time, also appears to be an incredible move, practically guaranteeing skilled players with a kill at any percent. Bayonetta still appears to have some flaws though. Her recovery is mediocre and her damage output is low, making it difficult to find immediate success with her. In spite of these flaws, she still seems to me like one of the best characters in the game. Prediction: top 10.

STOB

Corrin began as my overwhelming favorite of the two DLC characters. Down-tilt to up-air quickly became my go-to kill set-up, and her side-b was an easy-to-execute mixup that always seemed to take my opponents by surprise. However the longer I played, the more limitations I began to see in her moveset. The charge neutral-b shot is a powerful spacing tool, but I was surprised to find that combos were not always easy to follow up on due to her slow running speed and below average up-smash. Her smash attacks in general were not as useful as I thought they would be. The exception being her down-smash, which throws hit-boxes simultaneously to either side of Corrin for quick punishes. I haven’t lost hope for Corrin, I can see quite a few interesting meta strategies developing from her moveset. In particular, I could see Corrin mains using her side-b on platforms in a very powerful way. As of now I see Corrin as a mid-tier character, but it would not surprise me at all to see her climb the tier list after the meta shakes out.

I had the exact opposite experience with Bayonetta. In my first handful of matches with her I couldn’t understand where the strength in her moveset would come from. She seemed to roll at a glacial pace, and the shooting mechanic seemed very gimmicky. After getting a couple matches in, I began to see how ludicrously powerful of a tool Witch Time was. Witch Time is emphatically the most powerful counter move in the game, especially when used around the ledge. It’s almost too easy to nudge your opponent over the ledge and end their stock with a down-smash. Her side and up specials are also quite powerful, and can lead to some very impressive looking early kills. In the right hands, Bayonetta will be an infuriating character to play against. As the meta develops we will begin to see even more ridiculous 0-death combos and Witch Time shenanigans, and I think it will put Bayonetta firmly in the high-tier category.


I am most impressed by Corrin's up-air, which has phenomenal kill power. I've also been able to get down-tilt into up-air with decent amounts of success as a juggle starter. Her counter, like Bayonetta's, is very strong and virtually guarantees a kill at high percents. More generally, I think her kill power overall is good but her recovery seems predictable. I'm especially excited to see her in teams, where I think her side-special and paralyzing projectile will be very useful. If I had to take a guess, she doesn't seem unreasonable for mid-tier at least (if not higher), though she could be hindered greatly by her recovery.

Bayonetta: With the proliferation of zero-to-death videos posted on Twitter and YouTube, Bayonetta looks incredibly dangerous, provided she can start a combo. She appears very reliant on her combos though - her normals by themselves don't do incredible amounts of damage, and she seems like she won't be easy to pick up and play in the same way Cloud is. One potential hindrance to her performance may be her lackluster projectile. Regardless, at the moment, she looks like she could climb to near the top, if not the very top, of the tier list.



Bayonetta seems like a rushdown character in all aspects. She has combos with practically every A and B attack, and her back aerial has kill potential. The zero-to-deaths we have been seeing by other players are by no means easy, and you need at least some experience with the character. Also, her smashes are incredibly laggy, and can be punished accordingly. The same can be said about whiffing aerial combos. Witch Time is interesting, because the slowdown mechanic can allow for some crazy combos, but should not be spammed because it gets weaker with every use. Overall, I think she will be a good character that, while difficult to master, can get some very early kills.

Now, Corrin may not be as flashy as Bayonetta, but she is by no means bad. She has nice spacing options in down tilt and a grab release combo into tipper side b. Her f-smash angled down is great for edguarding because it covers the ledge ad it's super safe. Also you can use f-smash to poke shields from a great distance, quickly wearing them down. Neutral b is great for doubles for the long stun time, but you can't do much with it in singles. Counter is extremely powerful and hits both sides of Corrin, and can even be used to edgeguard recoveries with a hitbox that goes through the stage . Up b has kill power but is very laggy and otherwise unsafe. Also, the long startup makes it a bad choice OoS. Finally, Side B has kill power when tippered, and when doing it into the ground makes Corrin stay still and then attack when letting go of the button. It can be used for mindgames. Corrin should be played as a spacing character, similar to the other fire emblem characters, making full use of her long range fsmash and her projectile to bait defensive options.


Seems to me like Bayonetta is going to be top tier, if not top 3; she has a lot of tools in spacing and edgeguarding. It is no secret that she is a combo character, even Sakurai stated it himself and her combo tools may be to good in the air but it is balanced with having more landing lag the more moves she uses. Up-Tilt is a great combo set-up and so is her side special. Her recovery is medium, nothing to say about it. It looks like she will be able to change styles very fluidly with tools in defense, and rush-down skills. It may be easy to change styles mid-battle and have areally good 50-50 game or even add some other minor styles of play I think she is going to place high in the tiers even comparing to ZSS and Rosalina.

Corrin is all about spacing, similar to Melee Marth. It looks like he relies on spacing and well placed attacks with a medium risk-high reward game as well as a good close-quarters game. His tools are pretty good in recovery and setting up situations or getting away from your opponent. I think he is going to be placed in the middle of the tier list as it seems it is going to struggle against more combo or projectile based characters, despite having medium sized hitboxes and good agility. A move like Dragon Lunge gives him/her good and reliable approach options but with the down side of having to be first pinned to the ground and can be too predictable, yet still good at covering ground options over a wide distance. His counter move is very good since it can attack both sides; this is great because some counter moves may fail if the opponent is in the air or in a very weird position. Instead, his counter makes a good option covering those possibilities.

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Thanks to all of our writers for contributing! Let us know your thoughts on the new DLC characters in the comments below, and be sure to check out our Corrin and Bayonetta forums here on Smashboards!
 

Comments

It provided her with an unfair advantage that no-one else in the game has.
:shaker:

Anyway, l can't play Bayonetta if my life depended on it. l feel like whenever l get a possible combo started, the opponent just acts out of it. Afterburner Kick is my favorite move ever, though. Go towards the opponent with it, they try to punish, bair. lt's more of a (probably bad) habit l've developed, side b to bair as shield pressure. lt works for some reason when l do it. She's really fun, even when l don't know how to combo OR kill until 180%.

Corrin is just too slow for my taste. Bair's SUPER SAFE on shield, making it a nice poke. RAR bair feels really weird, but it works. For better or for worse, more than half of his attacks send upwards, which is disorienting, imo. Dragon Fanf Shot, as people have already said, is a pretty good projectile, but you can't really follow up. Counter Surge is pretty ridiculous, we can agree on that, right? l know l should learn more about Dragon Lunge's usage.

Cloud's fsmash got nerfed hard. Finally. l felt so awful killing with that move.

And Sakurai only said that it was the last video presentation, not necessarily the last balance patch. We're not done yet!
 
I still hate the characters being in Smash, but I've accepted the fate of Smash 4 as there's nothing I can do to change it. So I bought them.

Fire Emblem character #6, Corrin, is actually alright to play as. Compared to the rest of the huge Fire Emblem cast, he's tied for 'Second most fun to play as' with Roy, ironically, but I still enjoy Ike the most. I'm not a fan of a lot of things about him though. I hate how he has another counter, hate how much range he has, dislike the idea of pinning opponents to the ground, the hitbox while charging his F-Smash, and the huge bite at the end of his N-Special. All that aside, he is a rather different character, and my favorite newcomer DLC character... but that's not saying much because I hate every aspect of Ryu, Cloud, and Bayonetta. Another minor detail I dislike is that only the female variation gets a black color-swap, and not the male. So I guess green will have to do. I also love Kirby's new hat. It looks really freakin' cool on him!

3rd Party character #6, Bayonetta, does exactly what I'd fear: Break the flow of Smash 4. Her obscene aerial game, Bullet Arts, and both Witch Time and Bat Within make Smash 4 not even fun anymore. It provided her with an unfair advantage that no-one else in the game has, similar to how Ryu has more moves than any other character, and how Cloud's limit break is broken. The only chinks in her armor are her recovery and her start-up and end lag, which aren't really even bad to begin with. Hopefully more flaws in her design will cause her to be less viable, as I'd hate to see this character more than I already have. At least Kirby can look like Kojima now.
Another reply to this ridiculous post. If you hate those aspects of the new DLC characters, you oughta really hate these characters too:

  • Shulk and his Monado Arts
  • Yoshi and his extra high double jump with armor
  • Little Mac and his KO Punch + his Smash attack armor
  • Kirby's Copy Abilities
  • Villager and his Pocket
  • Megaman and his jab, nair, ftilt, and fsmash
  • Rosalina and everything related to Luma
  • Olimar's Pikmin
  • Peach and her ability to float and spawn items
  • Lucario's Aura

If Corrin and Bayonetta change the flow of Smash by being too unique, than these characters certainly do the same thing. It's almost as if they wanted a lot of characters with unique aspects.
 
As someone who loved the baeonetta games, I loved the attention to the small details that they kept, like the roses when you're hit, the butterflies when you land, the symbol when you are in the air above the platform ect... gameplay wise it may take a bit to learn but I am just happy that she is in the game.
 
if I got $5 for every person who preferred Male Corrin, paying rent would be the last thing remotely possible...

I will never understand the preference for the female Avatar if given a choice... oh well.
B-but she's my waifu! /sarcasm

I prefer to use the default costume/color for everyone, thought I OCCASSIONALLY use Female Robin/Corrin, Male WFT, Wire Frame Mac, Advent Children Cloud, Alph, or Bayonetta 1 Bayonetta. And the first Female Villager option. So I guess you could say I prefer the male avatars to the female ones.

I never, ever use the Koopalings.
 
Another reply to this ridiculous post. If you hate those aspects of the new DLC characters, you oughta really hate these characters too:

  • Shulk and his Monado Arts
  • Yoshi and his extra high double jump with armor
  • Little Mac and his KO Punch + his Smash attack armor
  • Kirby's Copy Abilities
  • Villager and his Pocket
  • Megaman and his jab, nair, ftilt, and fsmash
  • Rosalina and everything related to Luma
  • Olimar's Pikmin
  • Peach and her ability to float and spawn items
  • Lucario's Aura

If Corrin and Bayonetta change the flow of Smash by being too unique, than these characters certainly do the same thing. It's almost as if they wanted a lot of characters with unique aspects.
Take a breath. Breathe. It's okay if someone has a different opinion as you.

As for the points you made, allow me to respond.
  • Shulk's Monado arts is certainly different, and I'm not too big a fan of it, but at least it is managable.
  • Yoshi's jump? Yoshi's always been able to do that, lol, so of course I don't mind. The Super Armor is fine, too.
  • Little Mac's K.O. Punch? Not too big a fan, but I've gotten used to it. I personally wouldn't have included it. The armor is fine, though.
  • Why complain about Kirby?
  • Villager's pocket? That's actually a very neat little addition.
  • What's wrong with Mega Man's moves?
  • I mean, they're basically a discount Ice Climbers. Only thing I don't like is just how strong Luma can be. Especially with rage.
  • Olimar's Pikmin? Fine with me.
  • I don't care about Peach's ability to float, that's like complaining about Yoshi's jumps, lol. Spawning items? You mean her D-Special? I just don't like the idea of pulling out Mr. Saturns, because those aren't from the Mario Games. Turnips and bombs are completely fine.
  • Lucario's Aura? No complaints here.
Any other rage-fueled posts because my opinion is different from the norm?

:shaker:

Anyway, l can't play Bayonetta if my life depended on it. l feel like whenever l get a possible combo started, the opponent just acts out of it. Afterburner Kick is my favorite move ever, though. Go towards the opponent with it, they try to punish, bair. lt's more of a (probably bad) habit l've developed, side b to bair as shield pressure. lt works for some reason when l do it. She's really fun, even when l don't know how to combo OR kill until 180%.

Corrin is just too slow for my taste. Bair's SUPER SAFE on shield, making it a nice poke. RAR bair feels really weird, but it works. For better or for worse, more than half of his attacks send upwards, which is disorienting, imo. Dragon Fanf Shot, as people have already said, is a pretty good projectile, but you can't really follow up. Counter Surge is pretty ridiculous, we can agree on that, right? l know l should learn more about Dragon Lunge's usage.

Cloud's fsmash got nerfed hard. Finally. l felt so awful killing with that move.

And Sakurai only said that it was the last video presentation, not necessarily the last balance patch. We're not done yet!
People really don't know how to use the word 'salt' now-adays...

Anyways, you did make some good points, although I still keep my mindset on Bayonetta. Corrin is a little slow, but not slow enough to stop me from playing him. I dislike his N-Special bacause of that dumb second attack at the end. It's an oddity that I'm not a fan of, and, as you said before, really doesn't allow for Corrin to follow up if you hit someone at range. Oh, and yes, Counter Surge is rediculous. I've seen clips of players being sent off the top at a mere 20%. I also didn't know Cloud's F-Smash was nerfed, as I never played as/against him until the final DLC came out.

I think that we're not getting any more balance patches, or at least ones involving Sakurai. The game is already in Sakurai's trophy case, so I doubt he wants to get it out and change things again. However, if the NX Rumors are true, than he may be willing to let Namco Bandai take charge. I'd love to see the game change up even more, personally, as long as it doesn't break the flow of the Smash.
 
Nintendo really does love P2W characters.
Here are the pros and cons of playing the latest batch of DLC:
Bayo:
Pros: Absurdly good aerials (Falco mains are jealous)
A great projectile (Possibly best in game, especially when preventing recoveries)
An easily set up 0-to-40 combo that's hard to DI out of.
Incredibly good second jump, mixed with incredibly good recovery moves.
Insanely good landing options.
Second best counter in game. Not only does it have a long active period AND low cooldown, but you can attack multiple times on one counter.

Balanced areas: Her smash attacks have fair start up and cooldown for their strengths.
Has a meteor, but it's easy to read on recovery.
Suitably light for her recovery abilities.

Cons: Nothin' to see here.

Corrin:
Pros: F-smash is fast with good range and power.
Nearly unstoppable recovery move.
Best counter in game. (Kills Link from side tilt at 60%. Most smash attacks can't kill that early.)
Has an attack that is possibly even more dangerous if they miss with it.
Any charge projectile has very high stun time.
Suffers from Marthism, or the disease in which a character has long range, powerful aerials but little to no landing lag.

Balanced areas: D-smash is fair in terms of range, speed, and power.
Projectile, when charged, provides a long punish period, but the mouth-hand-thing can kill if you don't punish properly/to early.

Cons: Slightly lighter than expected considering the average second jump and range of recovery move.
 
if I got $5 for every person who preferred Male Corrin, paying rent would be the last thing remotely possible...

I will never understand the preference for the female Avatar if given a choice... oh well.
It's a pretty easy choice to pick the female one if you don't like the male Avatar's default hairstyle. Heck, he looks weird without his sideburns.
 
It isn't that good. The range is so short that you may as well not Fsmash at that range since it won't kill until really high percents. I think Ness should've kept his on his yo-yos.
it's not that useful? you can easily catch rolls with it, or standing getups. once you catch them in the first couple hits of it, it's a guaranteed fsmash. you can also catch roll or jump getups as well with the multi-hit which confirms into fsmash which kills around 115/125% without a sweetspot.

use it or don't use it, it's still a powerful ledgeguarding tool whether you think so or not.
 
Wow okay, so seeing all of these disgustingly uninformed scrubby opinions on the viability of these characters is really making me lose hope in this community, especially since it's mostly complaints. I mean, if you think something is broken, freaking use it and prove how broken it really is. Otherwise you look like some kid vomiting out the word every time you see something that may require at least some skill to deal with.

Witch Time too good? Don't be predictable or unsafe and get countered.

Corrin's Pin too good? Outspace it.

Corrin's counter too good? Same as Witch Time.

Stop complaining about these characters. Use them or don't. They're in the game and that's it.
Well, you are just a whiny little ****, are you? Please grow up before making more posts, because not everyone agrees with the Almighty LovinMitts. Also, that is quite the ironic name, as you only seem to be hating on everything else. It is also ironic that the opinions of other people alone is making you lose hope in the community, as people like you are the cancer that causes it to fall apart.
 
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This kind of one-dimensional bull**** spouting is exactly why we can't have nice things.
You don't seem to realize that these new characters have more than whatever you thought was relevant in your argument to the point you forgot they can use your reasoning to stomp you real good.

Just don't hit her in witch time? the thing has almost nonexistant startup and just about the same, if not a bit, for the endlag, and is active for that whole period since lolWT&BW.

outspace corrin's pin when lolOptions that comes out from it? seems really easy. feasible perhaps with overall faster characters.

What makes me so upset is that these characters not only happened to be the last characters coming along with the, please let's realize this, FINAL patch of the game, but they (Corrin could still be manageable I feel) ended up being the only characters that stands out the most from the entire smash cast.

Basically, they literally broke the usual sm4sh pace, because now we got stuff like Bayonetta that is the embodiement of the combo character everyone has been wetdreaming over. And at this point you surely know as well that an "OP" move is merely an extra along the many things that they still have in their arsenal.

Saying stuff like avoid With Time against a combo character that can easily get around you the moment you choke against that one move? Seems a bit unfair really.
There's no reason whatsoever to believe that this is the last patch. End of DLC does not equal end of support. Stop asserting something that has in no way even been suggested to be true.
 
Cons: Nothin' to see here.
Insane amount of time investment needed to actually know what to do. Low priority. Meh range (of course, l play anime swordsmen, so....)
Marthism or the disease in which a character has long range, powerful aerials but little to no landing lag.
This is part of the disease, typically known as "Marthitis". Sure, nice range, good neutral, and combos to get to a high percent, but actually getting a kill is the tough part, with no real set-ups into a kill at such a high percent. This is Marthitis. Some sufferers of the disease in Smash 4 are MK, sorta-kinda-not-really Sheik, and most swordsmen.
 
There's no reason whatsoever to believe that this is the last patch. End of DLC does not equal end of support. Stop asserting something that has in no way even been suggested to be true.
Your reasoning is trash tier lel
 
D
if I got $5 for every person who preferred Male Corrin, paying rent would be the last thing remotely possible...

I will never understand the preference for the female Avatar if given a choice... oh well.
A better quote would be "If I got $5 for every person who preferred Male Corrin, I'd be broke."
 
I really like corrin idk I dropped Marth for him but with bayo I feel she's gonna be like a better ryu not in playstyle but in the fact of she's not a pick up and play she has a learning curve but hey we don't know how well these characters will place we'll just have to see remember when we said ryu was gonna be top tier? (He kinda is) but what I mean is no one plays him really we just have to wait and see I guess
 
Corrin is great but I can't get used to is D-air. I seem to always die before the opponent does when trying to meteor Smash them... Also has anyone else seen Nairo's Bayonetta? It's crazy
I don't think corrins D-air should be used often for spikes its not the best idea unless it's guaranteed
 
I really like corrin idk I dropped Marth for him but with bayo I feel she's gonna be like a better ryu not in playstyle but in the fact of she's not a pick up and play she has a learning curve but hey we don't know how well these characters will place we'll just have to see remember when we said ryu was gonna be top tier? (He kinda is) but what I mean is no one plays him really we just have to wait and see I guess
Well, we finally have the combo King and Queen of Smash4. Just seeing experts using :4ryu: and :4bayonetta: will be incredible to watch in both singles and doubles.
 
First opinions on Corrin:
"omg that reaches that far?"

First opinions on Bayonetta:
"how long do these combos last?"
 
I still hate the characters being in Smash, but I've accepted the fate of Smash 4 as there's nothing I can do to change it. So I bought them.

Fire Emblem character #6, Corrin, is actually alright to play as. Compared to the rest of the huge Fire Emblem cast, he's tied for 'Second most fun to play as' with Roy, ironically, but I still enjoy Ike the most. I'm not a fan of a lot of things about him though. I hate how he has another counter, hate how much range he has, dislike the idea of pinning opponents to the ground, the hitbox while charging his F-Smash, and the huge bite at the end of his N-Special. All that aside, he is a rather different character, and my favorite newcomer DLC character... but that's not saying much because I hate every aspect of Ryu, Cloud, and Bayonetta. Another minor detail I dislike is that only the female variation gets a black color-swap, and not the male. So I guess green will have to do. I also love Kirby's new hat. It looks really freakin' cool on him!

3rd Party character #6, Bayonetta, does exactly what I'd fear: Break the flow of Smash 4. Her obscene aerial game, Bullet Arts, and both Witch Time and Bat Within make Smash 4 not even fun anymore. It provided her with an unfair advantage that no-one else in the game has, similar to how Ryu has more moves than any other character, and how Cloud's limit break is broken. The only chinks in her armor are her recovery and her start-up and end lag, which aren't really even bad to begin with. Hopefully more flaws in her design will cause her to be less viable, as I'd hate to see this character more than I already have. At least Kirby can look like Kojima now.
I don't see how anyone could like this post. It's just plain hating, the only thing positive in it is about Kirby, which isn't even related to this topic. You're just hating on the new DLC for no reason! You fail to explain why you dislike the idea of pinning opponents to the ground, and also, **** you, Corrin's Side Smash dealing damage while charging is great.
 
Just a penny thought from me: These characters are awesome and unique, even if a bit hard to pick up. Nothing about them is broken, it's just people who are bad complaining. (Or top players joking about it) They both can be dealt with, it just takes time learning the matchup. Overall, they are great additions to the roster and they are really fun to play with once you understand how to play them. Bayo...definitely gonna be hard to master, lol. This complaining phase after DLC always happens. People don't know how to play the game so they whine.

TL;DR = Git Gud.
 
I like bay don't have the money for corrin but I like the bayonetta plays she is definitely complicated but if masted will be dangerous in competitive play
 
I don't see how anyone could like this post. It's just plain hating, the only thing positive in it is about Kirby, which isn't even related to this topic. You're just hating on the new DLC for no reason! You fail to explain why you dislike the idea of pinning opponents to the ground, and also, **** you, Corrin's Side Smash dealing damage while charging is great.
I know I just don't understand some people
 
I still hate the characters being in Smash, but I've accepted the fate of Smash 4 as there's nothing I can do to change it. So I bought them.

Fire Emblem character #6, Corrin, is actually alright to play as. Compared to the rest of the huge Fire Emblem cast, he's tied for 'Second most fun to play as' with Roy, ironically, but I still enjoy Ike the most. I'm not a fan of a lot of things about him though. I hate how he has another counter, hate how much range he has, dislike the idea of pinning opponents to the ground, the hitbox while charging his F-Smash, and the huge bite at the end of his N-Special. All that aside, he is a rather different character, and my favorite newcomer DLC character... but that's not saying much because I hate every aspect of Ryu, Cloud, and Bayonetta. Another minor detail I dislike is that only the female variation gets a black color-swap, and not the male. So I guess green will have to do. I also love Kirby's new hat. It looks really freakin' cool on him!

3rd Party character #6, Bayonetta, does exactly what I'd fear: Break the flow of Smash 4. Her obscene aerial game, Bullet Arts, and both Witch Time and Bat Within make Smash 4 not even fun anymore. It provided her with an unfair advantage that no-one else in the game has, similar to how Ryu has more moves than any other character, and how Cloud's limit break is broken. The only chinks in her armor are her recovery and her start-up and end lag, which aren't really even bad to begin with. Hopefully more flaws in her design will cause her to be less viable, as I'd hate to see this character more than I already have. At least Kirby can look like Kojima now.
Bayo isn't 3rd party anymore. She's first. Second at worst.
 
Ok guys, Corrin's dragon fang + bite is now called the "Yummy Tummy Combo". I was fighting a Ness player earlier and I don't know how I kept hitting him with it. Corrin wants to eat children.
 
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Insane amount of time investment needed to actually know what to do. Low priority. Meh range (of course, l play anime swordsmen, so....)
This is part of the disease, typically known as "Marthitis". Sure, nice range, good neutral, and combos to get to a high percent, but actually getting a kill is the tough part, with no real set-ups into a kill at such a high percent. This is Marthitis. Some sufferers of the disease in Smash 4 are MK, sorta-kinda-not-really Sheik, and most swordsmen.
I'll give you that Bayo doesn't have the longest range, but unless you're an Anime you're not outranging her. Also, I found out how even the WORST of players can get easy kills. If you're facing someone with an attacking recovery (Which is like, almost everyone) if she walks of the edge to witch time she gets a super easy way to do her d-smash instant kill. This takes literally no skill to set up, and is almost a 100% KO guarantee. As for Corrin having no kill moves? Her f-smash reliably kills from center at 100, which isn't horrible. Also, her counter kills VERY early, from anywhere, since it goes upward. d-throw also has high af knockback.
 
Apparently Corrin's D-air provides invuln/super armor. I'd try and counter it with my Bowser u-smash, but it goes right through it.

Also I'd just like to point out how hilarious it is to get witch-timed on Bowsers u-smash just to invuln through everything.
 
some of you are saying bayo's not high-tier material

you same people seem to have very short attention spans and haven't really put in a lot of time towards her

bayo, like ryu, has a high learning curve

you guys must want an easy win button against shiek don't you
A lot of people flock to Corrin because he's extremely easy to pick up and label Bayonetta as "bad" because they couldn't win their first For Glory match with her.
 
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I've been doing a lot of experimenting with what Bayonetta is capable of, and I can easily say she's not too difficult to use effectively.

In her home game, you're rewarded for the amount of combos you perform, as well as for minimizing your own damage. This is reflected by her playstyle in smash. She's a weird mix of rushdown and keep away, and I believe mastering her requires mastering the parts of her skill set that require the most finesse.

A notable example is Bat Within. Not Witch Time, Bat Within.

I cannot begin to describe how useful that ability is, because Bayonettas roll is awful. Yes you still take damage, but you can generally place yourself in a more advantageous position than when you'd normally roll. It's easiest to do against a projectile; run towards it, and immediately short hop and air dodge as you make contact, place yourself in the air, and follow up with an afterburner kick, because so far it has tripped up everyone I've used that on. Works best on rapid projectiles, much like her own neutral B, and when someone is attempting to spike you. The latter is obviously more dangerous and could cost you a stock, but it also might save you one.

Speaking of Bayonettas gunfire, I noticed that Witch Time does not trigger on projectiles, but it does trigger if another Bayo is firing the guns from an extended attack (the ones with no hitstun or knock back).

There's also many combo options in the air depending on the weight of the opponent and how they DI. Sometimes I can pull off Side B on the ground, up B, side B, bair, side b, bair. Then other times I cannot even hit the first side b. Generally, if you hit the opponent with a downward Side B, you can usually follow up with a second and maybe even a dair. I have yet to perform the 40% or 0-Death combos against a player, let alone on a cpu. From that I can conclude that the DI that has to happen for this is extremely situational. After the first hit of fair and the first Witch Twist, I have yet to land the second fair to extend the combo. However, pretty much all of her aerials are safe to use when you're both in the air. Uair is great for juggling and is essentially the same as ZSS.

Extending your nair and uair are great for catching air dodges, and very good for gimping recovery. Just jump off the ledge and uair. The hit boxes are big enough and last long enough to eventually connect with an unsuspecting opponent. You can also mix up with her fair on the ground if you short hop close enough. Even if they shield, you can continue the string of attacks and place yourself behind (or in front of depending on where they're facing) your opponent.

Also, be very aware of the increased ending lag after doing a lot of aerial combos. It is tempting to want to stay on the opponent after a combo, but landing beside them is ill advised, because you will be punished due to the lag.

Her biggest flaw is her lack of killing power. Yes her smash attacks are strong, and it's tempting to be careless and throw them out on the chance the opponent will walk into it (which has happened a lot), but as I'm playing, she really relies on spikes, gimping, and Witch Time to get her kills. If another player is playing defensively, it can be very difficult to land a killing blow, or even get a grab due to how short her grab range is.

In terms of those smash attacks, they basically have no priority. They'll cancel out a lot of moves, but all an opponent really has to do to avoid being hit is to throw out a smash or tilt of their own and they won't be hit by the attack whatsoever. And even then, they're on the weaker side. I assume this is to compensate for how vulnerable WT leaves the enemy. Since this is the case, only use them when you know they will land. Baiting the opponent by running away and doing a quick pivot smash has netted me a few kills.

These drawbacks are somewhat made up by having the best spikes and the second best counter in the game. Her dair being the best. The heel retains the meteor spike during the entire animation, and people generally don't expect you to jump off the stage and instantly drag them to their graves while they're already below the stage. It is generally safe as well, so long as you don't double jump before using Witch Twist.

I called Witch Time second best because it is so very easy to whiff it completely. If the opponent is too high in the air for a smash attack, you've basically wasted your WT and would have been better off using Bat Within to place yourself somewhere else, because even bair takes a high percentage to kill with. I also can't even tell all of you how many times I've meant to do a smash attack only to throw out my tilt and have WT end.

All in all, there's still a lot to Bayonetta that we've not yet discovered, but hopefully this helps anyone trying to make her a viable option.
 
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Her f-smash reliably kills from center at 100, which isn't horrible. Also, her counter kills VERY early, from anywhere, since it goes upward. d-throw also has high af knockback.
But the chances of landing any of those moves besides a grab (even then, it's not Ness back throw) at kill percent would be pretty small at top play.
 
Corrin seems amazing but with a sub-par recovery. That's the only problem I can see with Corrin, but there's nothing else. :D
 
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