DariusM27
- I just watched those 3 videos. Here's some feedback from a guy who uses both Marth AND Bayonetta...
Right, I'm not sure what your overall playstyle with Marth is, but to me it looked like you wanted to approach and get those hits in on Bayonetta. This
can work against Bayonetta, but you're far better off playing it defensive or punishing Bayonetta's approaches.
I play an overall more defensive Marth, one that spaces more around the opponent and studies reactions. This can be a little strange to try and get down a first, but playing against characters like Bayonetta it really helps. The most simple thing to do is to space your quicker and safer moves just out of Bayonetta's range; not on her shield, not even at tipper range, but just outside of her shield (spacing on shield at tipper range is better against others though). Use things like rising SH Fair faded back, or a rising FH Fair into fade back Nair this way. At this range, Bayonetta cannot actually punish Marth, as all of her options are too slow. You can use this see what she does. It's often best to land into your shield so you can 9 times out of 10 safely grab one of her punish attempts. Depending on how laggy it is (missed grab, Dash Attack, Heel Slide, whiffed Witch Time, Smash Attack etc), it's often better to drop shield and Dancing Blade for a more reliable punish and overall better stage control.
I know you've seen it before, but here is me vs a Bayonetta in tournament (got them to send me the replay):
https://www.youtube.com/watch?v=Qzcly9QgMiY
You can see at various points me spacing just away from her shield with aerials: 0:20 and 0:42 are a couple of examples. The 2nd example helped show me that this player likes to dodge after I space around his shield - I put that into the memory bank for later. At 1:09, I opted to charge an Up Smash; I predicted that the Bayonetta would attempt to air dodge, or even Witch Time, which is why I charged it, to punish the failed attempt. However, they used Nair, so I let rip early (just in time, we traded).
At 1:19, I remembered the Bayonetta likes her dodges, so after the Dthrow, I empty hopped and punished the air dodge with an Utilt to Uair combo (what's sad here is that I was a PIXEL away from a tipper Fsmash... look out for the sparks
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
).
2:16 is another thing you can do; while I totally forgot about it, remember you can Counter a Afterburner Kick recovery - I should have done this looking back.
If you take note, you can see as the percent rises on me, I get less and less likely to approach. Bayonetta needs to come to me if she wants to win, so I literally just wait, because I know I can punish her.
Another final note, is to ALWAYS make sure to recover low against Bayonetta. NEVER use your jump until you are far below the ledge. Bayonetta can go down that low to try and intercept if she's gutsy, but she will be looking to simply run off the ledge and Witch Twist you; this is far easier and catches air dodges often times, and with no jump, you will be dead. Save that jump and recover low.
If I think of any more later, I'll be sure to add more, but in short, try not to be the one landing the first hits, and be the one baiting and punishing, and this MU is do-able.