I assume no one really knows about this, because it's not edited into the original post, but DJCWT is way better than everyone thinks. For one, it gives witch twist a massive distance boost. from my testing on battlefield doing witch twist just before I land, regular witch twist has her feet way below the top platform, but with DJCWT, her feet are way above it. It gives witch twist roughly more than 1.5x the distance, which is massive when talking about a recovery move. Not to mention, you can do this with both witch twists, essentially giving you 3 double jumps.
Not only does this make her recovery amazing, but also, if you use it right she loses practically all her gimpability, as you can do 2 DJCWTs with crazy distance, and an afterburner kick in any order. With this, she can make it back from the bottom left corner of FD, BF, Umbra Clock Tower, Duck Hunt, Dreamland and probably every other stage (in the blastzone, offscreen, right before you die) EASILY, while KEEPING HER DOUBLE JUMP(this is insane, Sheik and Rosalina can't even come CLOSE to doing this!!!). You can even do a Witch Time during your recovery and still make it back while keeping your double jump!
With this, I think it's safe to say she has the best recovery in the game(villager doesn't have hitboxes on his recovery and has very limited mixups). So basically, you should always be doing DJCWT for all of your recovery witch twists. Also, she can EASILY make it back from directly underneath FD, BF and Dreamland while keeping her double jump(no more getting pineappled!). She can also go right under FD and BF and grab the ledge on the other side easily with her double jump. Basically with this, she is completely ungimpable. Unless you get launched or spiked directly into the blastzone and are unable to act before you die, no edgeguarding will work on you, as you can easily recover from literally anywhere on the screen, as many times as you want, while keeping your double jump, since each time you get hit it will refresh both witch twists and your afterburner kick.
You should also pretty much never double jump when offstage too. Even if they stage spike you, most stage spikes don't directly kill but send you to the bottom corner where even most top tiers can't make it back, however Bayonetta can easily survive this. We should also be able to go super deep and as far from the stage as we want with edgeguards, so long as we don't burn our double jump. Also, if you ever find yourself out of witch twists and just a little below the ledge after doing something like an edgeguard or risky mixup, you can afterburner kick into the stage and hold towards the stage, which will make you bounce off the stage and go up quite high towards the ledge. She also has wall jumps, and can climb walls on flat stage sides without any recovery moves left if that wasn't enough.
Not only does this make her recovery broken, it also has massive implications for her combo game. With this she can carry the opponent way higher, making her vertical kill combos kill way earlier. Also, after the complete combo and both witch twists and an aerial, she can still doublejump after them to finish with another aerial! Sorry for being so overly hyped, but I just discovered this stuff and wanted to share it with you guys.