Welp, since it's in the topic now, maybe I'll post some actual tips about fighting Bayonetta.
I haven't fought all that many, but the biggest thing is that Bayo is not great against shields. She has nothing that does significant shield damage, SideB is unsafe on shield at literally any range (you can always either grab it or reverse Air Slash it), and she doesn't have many followups off of throw. Not letting her win the neutral is extremely important, so feel free to camp with
Speed mode's mobility, and pick your spot carefully.
Mixing up approaches is KEY for this matchup. Everything we have comes out slowly, so going on autopilot is an extremely easy way to get Witch Timed. Go for more grabs early on, and switch to aerials after they've thrown out a couple whiffed counters. Each time Bayo uses Witch Time, the slowdown duration decreases, much like the activation time deterioration on Vision. You can NOT mash out of the slowdown - all you'll get there is a buffered input into hard punish. Instead, if you get caught simply hold shield and hope they charge their smash a bit too long.
Beefy Smash Doods have a video about DIing Bayo's combos. You won't get out for free, and you do need to mix things up at mid percents, but this is as good as it gets for avoiding the 0-death:
https://www.youtube.com/watch?v=uNO5FudmyAc
When recovering low, watch out for held Nair as an edgeguard option. It can easily catch jumps, sometimes even with airdodge, and it'll often trade with Air Slash on the way up. If you can get between her and the stage, you can aim to be knocked against it to tech. If you do this, go instantly into another Air Slash (first slash only). Shulk's tech-jump sends him pretty far off stage, and you can easily be edgeguarded again if you simply try to drift back. Air Slash 1 will cancel your horizontal momentum and allow you to grab ledge quickly. Otherwise, just be ready for a quick switch to
Jump mode if you're not in it already.