I've been thinking about Bayonetta tweaks instead of prepping for finals, and wanted to float my ideas to someone so I could get back to studying. I tried to focus on increasing risk for missed hits, not decreasing reward for landed hits.
I actually think the "low risk, high reward" mindset is flawed. This mindset was created by ZeRo, back when he believed DI won't save you from combos and her 0 to death is inescapable.
Side B grounded- Remove the hitbox that extends behind Bayo on hit 2 to let players who dodge or shield through the slide chase her down and punish the move more reliably.
Doesn't sound too bad.
Side B aerial- Increase endlag on whiff to make it more punishable when used as recovery.
It has 12 frames of endlag, that's double of an airdodge. People just need to get better at gimping her.
Plus, is there a move that has more endlag on whiff?
Divekick - Make Bayo stick in place instead of sliding forward upon landing to make punishes more reliable after successful dodges.
Decrease shield damage as much as possible to make blocking the hit feel more like a "zero sum" interaction for the defending player and less like the Bayo player is getting shield damage for free.
The first part is more of a personal preference, it isn't like she slide far anyways.
The second part is weird, shield damage ties directly to normal damage. Unless the move does 0%, I doubt this is possible.
Up B - Making the final hitbox horizontally narrower will slightly increase SDI effectiveness, but greatly reduce the move's ability to brush off a defender's 2-frame attempts when it's used to recover under the ledge.
This talk about increasing SDI effectiveness won't do much if people don't bother to SDI in the first place. SDI is already pretty effective, but it is pretty hard.
Jab combo - Lengthen endlag on jabs 1 and 2 unless cancelled into further jabs in the combo. This might make make the jab 1-jab 2 mixup opener easier to punish if the defender blocks and Bayo tries to extend their shield pressure.
Increase SDI multiplier on rapid jab OR reduce damage on jabs 1, 2 and 3 to bring total combo damage output back into line with other rapid jabs.
Jab 1/2 has mixup? Most of Bayonetta's move has below average startup so I don't think it wasn't punishable in the first place.
And again with the SDI argument.
The total damage of Bayonetta's jab 1-2-3 is 5.7%, plus Bayonetta's jab is the third slowest in the game and is pretty rare. It isn't like it does 30%.
Down tilt - Make low % KB angle more horizontal to make combos at zero-low percent a little trickier to pull off.
What you suggest barely changes low % combos while heavily hurts her mid to high % combos.
You can't alter the angle of an attack based on %.
Bair - Increase landing lag to make Nair, Fair and even cancelled Uair into more attractive approach and spacing options.
Bair has more landing lag than Nair, and Bayonetta's special weakness is after using aerial specials, she gets more landing lag.
She already suffers from a bad approach game.
Bullet arts - Remove "muzzle flash" hitboxes that have knockback on held moves to allow rushing in to be a more effective option against Bayonettas holding grounded buttons. Keep the sustained hitboxes on bullet art Nair and Uair, because the knockback on their held hitboxes make sense.
Make the held attack bullets into actual projectiles instead of extensions of the physical hitboxes. This would make stuff like reflectors, witch time and the hylian shield work like they logically should against these moves.
I wouldn't oppose removing muzzle flash hitboxes, but I rarely uses BA (outside of Nair and Uair) anyways.
I think that isn't necessary. While it is weird BA is a physical hitboxes, it makes sense in certain ways and it will change very little anyways.
Nair and Uair - Slightly decrease KB on held aerial hitboxes - might make stopping linear recoveries a little less simple.
I am not opposing the decrease KB on those, but it doesn't change the fact that it is just straight up simple to stop a linear recovery.
Bat Within - Increase duration of bat within's effect once activated to make the attacker safer from retaliation, and increase Bayonetta's freedom of movement during the effect. Instead of getting minor frame advantage, it will be more effective for retreating from a clash and resetting to neutral.
Bat Within has a pretty high duration already, it could even end up frame trapping herself.
You can't control Bat Within's movement anyways (even air dodge's can't be controlled, it move straight to your direction upon triggering).
Witch Time - Slightly reduce the effect duration penalty for overuse, but add a counter window penalty, like the mechanic used for Shulk's custom 3 counter. This would mean that successful witch times would last longer, but over-reliance on the move would make approaching and attempting to attack less risky for the defender. This would hopefully incentivize more aggressive play against Bayo players if they fish for the move carelessly.
I think Witch Time is already good, it has the shortest counter window of all (non custom?) counters already.
So how can you really create a counter window penalty without making the move effectively useless?
Bayonetta. 5-16 (12F) BW: 17-21 (5F) Total 5-21 (17F)
Shulk. 7-41 (35F)
There you go, my opinion. Don't take it the wrong way, not trying to offend anyone. And sorry if I do.