Ok, guys here we go with the first post.
The Neutral
Neutral game is where it all begins. What happens in neutral determines the out come of a match. How you control your opponent and the tools you have to resist or counter their control. Bayonetta has an interesting neutral that is hard to pin down. She has crazy mobility and alot of options that can counter various options from her opposition. She isnt Mario or Cloud. There is no go to easy option that is obvious in most situations. She requires a different mindset and creative thinking. IMO he neutral really comes down to these moves mainly.
Jab String
Up B - Witch Twist
Side B - Heel Slide
D-tilt
Bair
Nair
Dive Kick - QCF version of ABK
Grab
Bullet Cimax
Jab string - Basic ground punisher. When fully mashed and held for bullet arts you can get an easy 20%. Slow at 9 frames. Make sure you space well.
Up B/Witch Twist: This move is where the money is at. Pretty safe on block and whiff except vs some of the cast. Very high priority as it covers Bayo in multiple hitboxes as she spins. No invincibility but due to the speed of the attack and size of the hitboxes, she can blow through alot of attacks. This is probably the best overall OoS move in the game. Because Bayo does not enter freefall after this, she is free to move and does not really need to fear punishment. Easy thing to do if this whiffs is to dive kick away form your opponent and reset neutral. If you wish to cover yourself while maintaining stage presence, then try fast falling a nair. Use this to shut down hasty aerial approaches or after blocking a poorly spaced attack. OR use it raw to reset spacing and give your opponent pause. The power of this move is that its strong in virtually any situation.
Side b/Heel Slide: This is an anti-short hop approach tactic and can also catch high hitting pokes. Its pretty safe when done close/mid range as you will slide by your opponent. Be sure to confirm if it hit or not, so you dont do the rising flip kick after going past your opponent and not hitting them. You get a combo confirm if it hits. Go into Witch Twist for a combo. This move is high risk/high reward. Use it intelligently to counter specific actions from your opponent.
D-tilt: One of the best pokes in the game. Low profiles under high pokes, sets up for combos, and very safe when spaced well. Hits on frame 7 and if you space it right and your opponent is forced to drop shield, Bayo is only at -6. No char in the game can really punish that. Can confirm into Bair or Uair at higher percents for kills. U-smash around 100% for kills as well. This is the go to move for boxing when you are close to your opponent due to its speed and other great attributes.
Bair: Great SH poke. 13% in damage. Very safe when spaced well. A perfectly timed and spaced Bair is +4 on shield drop?!?!?!? Insanity. One of your main combo enders as well.
Nair: I feel like this is the good version of what Samus' nair is. Hits on both sides of her. +2 on shield drop when spaced well. Only around -5 if your opponent doesnt shield drop which is still stupid good. This will auto cancel in a short hop so she can do any other aerial action after the animation finishes. Nair to Witch Twist can make an opponent weary or catch opponents off guard if they choose to unwisely rush in. This move has 10 frames of recovery. Same as Sheiks fair. Read it again. THE SAME AS SHEIKS FAIR!!! Decent combo ender. Good get off me move if you dont want to witch twist. Just in general a great move to cover yourself with, if you want to maintain space/control.
Dive Kick: This move. Kreygasm. Fairly safe on whiff as long as you arent right next to your opponent. Safe on block as you will bounce back on shield. Even safe from many counters as well. Cept your own. lolz. On hit it leads to easy damage confirms of around 30% or more depending on height, weight, where you hit your opponent and your own rage. Can also lead to kill confirms at higher percents. This is the move that makes Bayos neutral kinda...well...set-play ish. Combine it with Witch Twist and nair and you have a neutral that is very very strong through either aggression or playing reactive. Something as simple as Random up b, jump nair, dive kick away is really tough for many chars to deal with on pure reaction. They either lack the speed, the options or both. Since Dive Kick is fast and leads to combos, many opponents will start to shield on reaction to Bayo jumping. This is called conditioning and it opens up many more doors for her gameplay. When you do it quickly enough you can Instant Air Dive Kick. Jump and quickly do QCF and press B. Bayo will do a dive kick very low to the ground. IADK is very strong in footsies since Bayos foot will crash into her opponent from higher up, often avoid the hitbox on her opponents poke. Its especially strong vs dtilts.
Grab: Not to be slept on. Uthrow leads to combos at low percents and her other throws are good for positioning. Bayo can make opponents fearful thanks to her comboability especially when Dive Kick is in the mix. Getting grabs is very easy by mixing in some empty short hops then going for a dash grab. Not much to add here. Getting free damage is pretty easy simply due to risk vs reward. When an opponent sees her jump, and you see a shield, you know to respond with a quick fast fall grab.
Bullet Climax - Got a really bad wrap when she first dropped, but I find it has a strong niche role as a strong anti short hop option. This move destroys chars that rely on short hop approaches and footsies. A charged climax is an easy 16% or more. Once an opponent stops jumping and stays grounded, then you can start mixing in more Dive Kicks, grabs, and dtilts. Bullet Climax forces opponents to play a slower paced ground game and then Bayo can run circles around them.
When you look at all her tools and how different she is compared to a traditional smash character, its easy to see why many people arent "getting" her. Shes very very unique. She has TONS of options and is NEVER without an answer.
But seriously tho...dive kick and witch twist. Use them. Abuse them. Love them. They are crazy good. And dtilt. UGH. Dtilt.
Combine all her options with her mobility and you have a char that just flows seamlessly across the battlefield and never feels limited.