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SSB: Roster Rework Project | #63 - Bayonetta

Fletchking-Team Dream

Smash Apprentice
Joined
Apr 29, 2021
Messages
157
Fighter Info :ultbayonetta::ultbayonetta1:
Background

Name: Bayonetta (Cereza)
Title: The Witch of Genesis
Home: Vigrid
Related Newcomer: ???
Signature Stages: Umbra Clock Tower & Fimbulventr
Copy Ability: Ranger
Series: Bayonetta
Debut: Bayonetta
Voice Actor: Jennifer Hale
Company: Platinum Games


Statistics
Playstyle: Dominating + Bait & Punish + Gimmick
Attack: 6.5/10
Defense: 6/10
Speed: 5.5/10
Size: 6/10
Weight: 5.6/10
Combos: 7/10
K.O. Power: 7/10
Recovery: 5.5/10
Movement Options: Double Jump, Wall Jump & Glide


Gimmick: Bullet Arts
If "A", "B" or the Left Stick is held after the initial attack animation, Bayonetta uses one of her handguns to fire invisible bullets.
The bullets themsleves aren't actual projectiles, but indirect attacks large disjointed hitboxes. So they can't reflected or blocked.
But they can be countered. Bullet Arts are capable of traveling through multiple opponents, hitting anyone in their line of fire.
This also applies to any opponent who uses a Shield. The hitboxes surrounding the bullets are like Tether Grabs, hence invisibilty.


Fighter Moveset
Normal :GCA:

A (x3): Scarborough Slammer - Bayonetta punches twice, then punches the ground with Madama Butterfly's hand. (Origin: Bayonetta)
A (x4): Scarborough Slingshot - Bayonetta punches thrice, then does a strong upper with Madama Buttefly's hand. (Origin: Bayonetta)
A (x5): Scarborough Skullbash - Bayonetta punches quadrice, flurry attacks and finishes off with Madama Butterfly. (Origin: Bayonetta)
Dash: Stiletto - Bayonetta charges forward with one of her handguns outstretched, performing a quick pistol whip. (Origin: Bayonetta)
Dash + D Tilt: Heel Slide - Bayonetta slides on the ground with her feet outstretched and performs a backflip kick. (Origin: Bayonetta)
F Tilt: Heel Advance - Bayonetta moves forward whilst performing three consecutive kicks with her handguns. (Origin: Bayonetta 2)
U Tilt: Pistol Launch - Bayonetta performs an uppercut with one of her handguns. Can be used during her Jabs. (Origin: Bayonetta)
D Tilt: Heel Revolver - Bayonetta quickly spins around while performing a sweep kick with one of her handguns. (Origin: Bayonetta)
Dodge + A: Dodge Offset - Bayonetta performs a quick, lunging strike with one of her handguns after dodging. (Origin: Bayonetta 2)


Smash :GCCN:
F Smash: Tetsuzanko - Bayonetta performs a straight punch with both her handgun and Madama Butterfly's hand. (Origin: Bayonetta)
U Smash: Heel Tornado - Bayonetta breakdances in place with her handguns and finishes with a rising spin kick. (Origin: Bayonetta 2)
D Smash: Heel Stomp - Bayonetta performs a strong stomp with both her handgun and Madama Butterfly's foot. (Origin: Bayonetta)


Aerial :GCX:
N Air: Scarborough Storm - Bayonetta spins around with one of her feet outstretched, attacking with her handgun. (Origin: Bayonetta)
F Air: Aerial Onslaught - Bayonetta punches forward twice, then performs an axe kick. Bayo moves while attacking. (Origin: Bayonetta)
B Air: Reverse Revolver - Bayonetta performs two spin kicks behind herself. This move can be followed up by F Air. (Origin: Bayonetta)
U Air: Full Moon Shoot - Bayonetta kicks upward in an overhead arc. If held, she'll perform fast cartwheeling kicks. (Origin: Bayonetta)
D Air: Heel Guillotine - Bayonetta performs an overhead kick forward, then rapidly plummets down to the ground. (Origin: Bayonetta)


Grab ‘n’ Throws :GCZ:
Pummel: Handgun Hammer - Bayonetta hits the opponent on their head with her handgun. (Origin: Super Smash Bros. Ultimate)
F Throw: Heart Attack - Bayonetta fuses with Madama Butterfly, then attacks the opponent with one of her hands. (Origin: Bayonetta 3)
B Throw: Blink Charge - Bayonetta fuses with Madama Butterfly, goes behind the oppoenent and dropkicks them. (Origin: Bayonetta 3)
U Throw: Arch Launcher - Bayonetta attacks the opponent with a leaping backflip kick, launching them into the air. (Origin: Bayonetta)
D Throw: Umbran Portal Kick - Bayonetta creates a magic portal and ambushes the opponent with a powerful kick. (Origin: Bayonetta)


Specials :GCB:
Neutral Special: Bullet Climax/ Chrysalis

Bayonetta places a lip-shaped reticle on a nearby opponent while charging her handguns with magic.
Afterwards, she rapidly fires a set of large bullets at the targeted opponent, sending them into the air.
If held, Bayonetta's handguns fire two lasers of magic energy, making powerful explosions on contact.
(Origin: Bayonetta & Bayonetta 3)


Side Special: Shuraba/ After Burner Kick
Bayonetta lunges forward at high speed with Shuraba. If successful, she'll use one of five follow up attacks.
[Follow Ups: Flurry Strike (A), Reverse Stab (←/→), Rising Slash (↑), Crushing Slice (↓) & Giga Spin Attack (B)]
In mid-air, Bayonetta performs a flying kick diagonally upward once or twice, attacking with her handguns.
(Origin: Bayonetta)


Up Special: Alruna/ Rose Hip Knockout
Bayonetta grabs any opponent in front of herself with a vine-like whip, then slams them on the ground.
If used mid-air (or ↓ + ↑ + B is inputted), she'll perform the "Spinning Bird Kick" with Alruna on her feet.
The aerial version can be followed up with N Air, F Air or an overhead whip slam by using "↑ +B" again.
(Origin: Bayonetta 2 & Bayonetta 3)


Down Special: G-Pillar/ Rupture Slash
Bayonetta performs a powerful overhead swing with the G-Pillar which buries any opponents on contact.
Holding "B" makes her perform three overhead swings in a row, moving forward with each G-Pillar swing.
If used mid-air, Bayonetta fuses with Gomorrah and slams her claws on the ground, creating an explosion.
(Origin: Bayonetta 3)


Shield Special: Witch Time/ Bat Within
Bayonetta dodges backward, forward, in place or mid-air, slowing down the opponent who attacked her.
Witch Time's duration on an opponent is determined by how much damage their attacks would've dealt.
If activated too late, Bayonetta turns into a flock of bats to attack her opponent and negate the damage.
(Origin: Bayonetta)


Final Smash: Infernal Climax
Bayonetta slows down every opponent around her (including Assist Trophies) for twelve (12) seconds, giving her a chance to attack.
After dealing 15% damage to her chosen opponent, she'll sends them into the air and summons Gomorrah who rapidly bites them.
The damage Gomorrah deals is increased by mashing the "A" or "B" buttons. Afterwards, Gomorrah roars at the screen, then leaves.
If the opponent is over 100% damage before or after Gamorrah is finished biting, they are devoured, triggering a new Victory Pose.


Alternate Costumes
Bayo #2 (Default)
Bayo #2 (Jeanne Red)
Bayo #2 (Loki Yellow)
Bayo #1 (Default)
Bayo #1 (Cereza Pink)
Bayo #1 (Balder White)
Bayo #3 (Default)
Bayo #3 (Luka Turquiose)
Bayo #3 (Cheshire Purple)
Bayo #3 (Trophy Platinum)
Ancient Outfit
Nun Outfit
D'Arc Outfit
Day Off Dress
Umbran Gekka
Police Uniform
Bayo β1 Outfit
Bayo β3 Outfit
Bayo β4 Ouftit
Brave Witch Outfit

Miscellaneous
Animations

Stage Entrance: Emerges from her Bat Within form while an Umbran Magic Circle is behind her.
Idle #1: Bayonetta puts one handgun on her hip and waves the other in an inviting manner.
Idle #2: Bayonetta breifly pulls out a small mirror, then applies blush makeup to her cheeks.
Idle #3: Bayonetta stretches upward, then turns into a panther, lying down unitl she moves.
Up Taunt: Bayonetta twirls around, then strikes a pose while saying "If you need to learn how to talk to a lady, asky your mum."
Side Taunt: Bayonetta spins around gracefully and stikes a pose with her handguns forward while saying "New 'do, dead you."
Down Taunt: Bayonetta strikes a pose while flourishing with her handguns, then looks on both sides while her glasses glitter.
Victory Pose #1: Bayonetta performs a breakdance, firing bullets from her handguns and strikes a pose while saying "Miss me, baby?"
Victory Pose #2: Bayonetta performs an Umbran Portal Kick, then strikes a pose from Bayonetta 2 as she says "You're making it easy!"
Victory Pose #3: Bayonetta dances in place, then strikes her victory pose from Bayonetta 3 while saying "You feel the burn, don't you?"
Final Smash Victory Pose: Bayonetta tap dances while fused with Madama Butterfly and takes a bow as she says "All eyes on me now!"


Sound Effects
Crowd Cheer: "Bayo! Bayo! Bayonetta! (x2)"
Victory Theme #1: Time for the Climax! (Short Remix)
Victory Theme #2: Al Fine (Short Remix + Verse Jingle)
Classic Mode Credits Theme: Let's Dance Boys! (Bayonetta 3)

SSB Roster Rework Project List:
https://smashboards.com/threads/super-smash-bros-roster-rework-project.518388/
 
Last edited:

novag

Smash Rookie
Joined
Jan 11, 2024
Messages
1
Here’s my move set I made awhile ago:

Bayonetta’s move set will now be a direct parallel to her original fighting style in the first Bayonetta game. She will of course have her 4 signature guns equipped (changes depending on the skin).

Another important factor to her kit is her magic gauge. The eight circular spaces on her player icon represent Bayonetta’s magical power. This gauge is filled one at a time by connecting successful attacks or dodging successfully. However, if you take enough damage at once, you will lose some of your magic.

Magic can be used in three different ways.
  1. For imbuing smash attacks with a wicked weave (Automatic).
  2. For using magic dependent moves such as Umbran Spear or Feathers of Crow Within.
  3. When the gauge is filled up to all 8 levels, Bayonetta can use a torture attack. These are attacks that deal a devastating amount of damage and automatically KO opponents at certain percents.
*Bayonetta does not have the ability to couch.

**Bayonetta does not have the ability to shield.

***Bayonetta does not have the ability to spot dodge.

She has two jumps.

She has the ability to wall jump.

She has the ability to walk cling (Witch Walk).

She has the ability to sprint (Panther Within).



Ground Combos

Bayonetta is unlike traditional fighters who use A for basic attacks and B for special attacks. Bayonetta will use the A button for punch attacks and B for kick attacks. You can combine these buttons to unleash various combos. You can unleash up to 22 different ground combos!



A • A -

Punch to stun the opponent, then drive them up into the air to set them up for another combo.



A A • A -

A quick one two punch, followed by a slow but powerful downwards punch by Madama Butterfly. This move will bury opponents, but can be dodged easily if the opponent is at low health. Use carefully and you’ll be able to set up for a K.O. without using any magic.



A A • B -

A two punch combo that ends in a forward kick combined with a forwards wicked kick. Like the “A B A” combo, this move is used as a “get off me” tool. This can also be used to K.O. very high percentage fighters, as the wicked kick packs more knockback than the punch.



A A A • A -

A three punch combo that ends with a slow but powerful uppercut by Madama. Can cause early K.O.s if the opponent gets caught. Since Madama takes awhile to punch, it gives the opponent a chance to escape. This chance grows more slim the higher their damage percent is.



A A A • B -

Bayonetta will unleash 3 punches. Press B a short period after the 3rd punch to unleash a rapid kick attack that ends with Madama thrusting her heel forwards. This attack deals more damage than her “A A A A A” attack, but the heel finisher comes out a few frames later. Players more experienced with Bayonetta combos should consider using this attack if they want to rack up more damage. This combo is almost identical to the “A A A A B” combo, but the finisher can be unleashed slightly sooner at the cost of losing a punch’s worth of damage.



A A A A • A -

A four punch combo that ends with a slow but powerful downwards punch by Madama Butterfly. This move is very similar to the “A A • A” combo mentioned earlier, but with an additional two punches added in. The final punch Madama gives is also slightly stronger.



A A A A A - The most basic and easy to execute combo. Simply press A five times and Bayonetta will unleash four punches, followed by a rapid jab attack and Madama punch finisher. Bayonetta players must be wary while executing the rapid jab, because she will pause for a moment before using it while saying her “I’ve had enough…” phrase. This gives opponents a window of opportunity to escape, leaving you vulnerable, since she can’t cancel the attack after starting the rapid jab.



A A A A A B -

Bayonetta will unleash four punches, followed by a rapid jab attack and Madama punch finisher. While unleashing the rapid jab, press B to cancel the jab and instead unleash a powerful stomp from Madama’s heel. This move takes longer to execute that the traditional punch, but makes up for it with its power and ability to bury enemies. If an opponent has a high damage percentage, consider using this combo instead.



A • B -

After you punch once, pause for a moment and press B. This will make Bayonetta kick the opponent upwards while she herself launches herself with them. This may be used to set up for an ariel combo.



B B B -
Pressing B will make Bayonetta use her legs instead of her fists. The simplest kick combo will have her kick her opponent three times, launching them forwards and dealing more damage and knockback compared to her fists. This attack will not use Madama in any way, so it’s a nice combo to use on opponents with lower percents.



B B • A -

Bayonetta will kick the opponent twice, racking up damage before sending them flying with an wicked uppercut finisher. The finishing move takes a bit of startup, and if you press A too soon you will cancel the combo. Use this attack precisely to deal major damage and knockback.



B • A -

Press B to kick the opponent, setting them up to be hit again. Then after waiting a few frames, press A to drive them up into the air. This can be used to set for an additional combo.



A B A -

Quick combo. Punch, then kick, then Madama punch. The combo itself doesn’t deal much damage, but the Madama punch has a considerable amount of knockback, making this a great “get off me” tool.



A A B A -

A two punch setup followed by a downwards kick, and a wicked uppercut finisher. The downwards kick’s hitstun will set them up for the finisher, but depending on their percentage, they have a chance to escape the combo. This will leave you vulnerable.





A A A A B -

Bayonetta will unleash four punches. Press B immediately after the 4th punch to unleash a rapid kick attack that ends with Madama thrusting her heel forwards. This attack deals more damage than her “A A A A A” attack, but the heel finisher comes out a few frames later. Players more experienced with Bayonetta combos should consider using this attack if they want to rack up more damage.



A A B B • B -

This attack is very challenging to execute but the reward is sufficient. Bayonetta will punch twice, kick downwards, and then stomp her heel on the ground. The heel stomp will send Madama’s foot out as well, burying the opponent. However, it takes a bit of startup. While the opponent is buried, wait a few frames before pressing B again. This will make Bayonetta jump while doing an upwards kick, while Madama once again kicks the opponent. Only this time, she kicks them up instead of down, breaking them out of their buried state and launching them high into the air. This is a great move to use if you want to K.O. your opponent if you believe they are at a high enough percent. Of course, you must also be wary of being vulnerable afterwards.



A A B B B -

Bayonetta will punch twice, kick downwards, and then stomp her heel on the ground. The heel stomp will send Madama’s foot out as well, burying the opponent. However, it takes a bit of startup. While the opponent is buried, press B immediately to charge and unleash a kick attack forwards. This will once again send Madama’s heel to kick the opponent, only this time, she is kicking them forwards instead of downwards, breaking them out of their buried state and launching them far. This is a great move to use if you want to K.O. your opponent if you believe they are at a high enough percent. Of course, you must also be wary of being vulnerable afterwards.



A A B B • A -

Bayonetta will punch twice, kick downwards, and then stomp her heel on the ground. The heel stomp will send Madama’s foot out as well, burying the opponent. However it takes a bit of startup. While the opponent is buried, wait a few frames before pressing A. This will make Bayonetta drive the opponent upwards to set up for yet another combo. If performed successfully, Bayonetta will have enough wiggle room to use two combos on the opponent at once. As always, be wary of vulnerability.



A A B • B -

Bayonetta will punch twice, then press B to kick downwards, then wait a few frames before pressing B again. This will make Bayonetta jump while doing an upwards kick, while Madama also kicks the opponent. This move is a quicker variant “A A B B • B” combo, making it so you can finish faster at the cost of not dealing as much damage. This is a great move to use if you want to K.O. your opponent if you believe they are at a high enough percent. Of course, you must also be wary of being vulnerable afterwards.



A A A B B B -

Bayonetta will punch the opponent three times, do two downwards kicks, and finish with a forward heel kick from Madama Butterfly. The two downwards kicks can be used to trip the opponent if they are on the ground. However, if you miss any of these attacks, there’s a good chance the opponent can get away before you unleash your finisher. This leaves you vulnerable.



A A A B A -

A very easy combo to execute. Bayonetta will punch three times, then low kick the opponent after pressing B. Press A once more to send a wicked uppercut finisher. This combo is recommended to be used on opponents with lower percents to rack up damage, as this combo is more difficult for them to escape from.



A A A B B • A -

Bayonetta will punch the opponent three times, followed by two downwards kicks. Wait a few frames before pressing A to finish with a wicked uppercut from Madama Butterfly. The two downwards kicks can be used to trip the opponent if they are on the ground. However, if you miss any of these attacks, there’s a good chance the opponent can get away before you unleash your finisher. This of course would leave you vulnerable.



Ariel Combos

Instead of traditional ariel attacks, Bayonetta will be able to preform up to 8 different combos in the air. She will also have various unique moves she can only use while airborne.



Air B -

While this technically isn’t a “combo”, it is a unique move than can only be used while airborne. Simply pressing B while in the air will have Bayonetta do a downwards kick that descends her quickly. This can be used to spike opponents in the air, but be sure not to accidentally SD yourself.



Air A A B -

While fighting in the air, punch the opponent twice and then press B to do a downwards kick. This kick will not descend her quickly like her “Air B” attack would, but the sweet spot to spike the opponent is a lot smaller in comparison. More often than not you will hit with the sour spot, kicking them slightly downwards by your feet.



Air A A B A -

A two punch setup followed by a downwards kick, and a wicked uppercut finisher. The downwards kick’s hitstun will set them up for the finisher, but depending on their percentage, they have a chance to escape the combo, especially when in the air. This will leave you vulnerable.



Air A A A B A -

A very easy combo to execute. Bayonetta will punch three times, then low kick the opponent after pressing B. Press A once more to send a wicked uppercut finisher. This combo is recommended to be used on opponents with lower percents to rack up damage, as this combo is more difficult for them to escape from. It can also cause early K.O.s if you and your opponent are high enough on the stage.



Air A A A • B -

Bayonetta will unleash 3 punches. Press B a short period after the 3rd punch to unleash a rapid kick attack that ends with Madama thrusting her heel forwards. This attack deals more damage than her “A A A A A” attack, but the heel finisher comes out a few frames later. Players more experienced with Bayonetta combos should consider using this attack if they want to rack up more damage. This combo is almost identical to the “A A A A B” combo, but the finisher can be unleashed slightly sooner at the cost of losing a punch’s worth of damage.



Air A A A A A -

Press A five times and Bayonetta will unleash four punches, followed by a rapid jab attack and Madama punch finisher. Bayonetta players must be wary while executing the rapid jab while in the air, because she will pause for a moment before using it while saying her “I’ve had enough…” phrase. This gives opponents a window of opportunity to drift away from her, leaving you vulnerable, since she can’t cancel the attack after starting the rapid jab.



Air A A A A A B -

Bayonetta will unleash four punches, followed by a rapid jab attack and Madama punch finisher. While unleashing the rapid jab, press B to cancel the jab and instead u leash a powerful stomp from Madama’s heel. This move takes longer to execute that the traditional punch, but makes up for it with its power and ability to spike enemies. Note that this will also make Bayonetta descend quickly, so make sure she has a platform to land on.



Air A A A A B -

Bayonetta will unleash four punches. Press B immediately after the 4th punch to unleash a rapid kick attack that ends with Madama thrusting her heel forwards. In the ariel version of this combo, Madama’s finishing heel kick will actually be tilted diagonally downwards. If the heel connects with the opponent, it can spike them forwards at a slightly downward angle. If you miss any of these attacks, there’s a good chance the opponent can get away before you unleash your finisher, especially while in the air. This leaves you vulnerable, and it’s likely you will SD if this combo is used without a platform for you to land on.



Air A A A B B B -

Bayonetta will punch the opponent three times, do two downwards kicks, and finish with a forward heel kick from Madama Butterfly. In the ariel version of this combo, Madama’s finishing heel kick will actually be tilted diagonally downwards. If the heel connects with the opponent, it can spike them forwards at a slightly downward angle. If you miss any of these attacks, there’s a good chance the opponent can get away before you unleash your finisher, especially while in the air. This leaves you vulnerable, and it’s likely you will SD if this combo is used without a platform for you to land on.



Air Up A / Air Back A -

While this technically isn’t a “combo”, it is a unique move than can only be used while airborne. Press A while your directional input is either upwards or backwards, just how you would an up air or back air. This will have Bayonetta drive the opponent upwards. This is use full to get them away from you if you feel cornered, but also a great way to K.O. them if they are at a high enough percentage and close enough to the blast zone.



Air Up B / Air Back B -

While this technically isn’t a “combo”, it is a unique move than can only be used while airborne. Press B while holding Up or Back on the stick. This will have Bayonetta kick upwards, sending herself and potential opponents higher into the air. While it’s not ideal for K.O.ing opponents, this can very well be used as a recovery move just as a traditional Up B would fair. If you hold the button, Bayonetta will continue spin. Make sure if you’re only recovering, you tap B instead so you can grab a ledge.



Air Forward B / Air Down B -

While this technically isn’t a “combo”, it is a unique move than can only be used while airborne. Press B while tilting the control stick forwards or downwards to preform a downwards After Burner Kick. Like the upwards kick, it will send opponents in the direction you kicked them, only this time it’s diagonally downwards. This is a great move to use offstage to send the opponent farther/lower from the stage in hopes of keeping them from successfully recovering. Be mindful of your own fate as well.



Air Forward A / Air Down A -

While you can’t heel slide while in the air, you are able to still use Stiletto. Only this time, it makes you descend slightly faster after using the move. The more times you use it, the faster you’ll descend. It can be used to recover or push opponents away, but make sure to not use it when you are far away from a ledge.



Air 🔄 A / Air Circle B -

Bayonetta is unable to use Bullet Climax while in the air. If you attempt to do so, she will instead preform a horizontal spin attack. This will send opponents away from her if they get too close. Hold down the button to keep spinning and fire additional bullets.



Jump B -

Press B immediately after jumping to preform an After Burner Kick. This will launch opponents next to you into the air and set up for an air combo. If you would like, you can double jump and preform it a second time as well.



Other Moves:

Bayonetta can use other various non-combo moves.



🔄 A/B: Bullet Climax

If you rapidly press A or B while circling the control stick, Bayonetta will shoot small flinching bullets with her guns. She’s able to change direction as much as she likes.



Breakdance (ZL Hold / ZR Hold) -

If you hold the dodge button, Bayonetta will spin on the ground while firing bullets from all four of her guns. The bullets themselves deal very low damage and no knockback, but if an opponent is next to her, they will be pulled into the attack. There is no “finisher” on this move so it doesn’t launch opponents very far, but it does rack up a decent amount of damage.



Stiletto (Dash A) -

Just like in previous Smash games, pressing A while dashing will have Bayonetta lunge forwards and knock opponents away. This time, you can fire additional bullets by holding the button.



Heel Slide (Dash B) -

Just like in previous Smash games, Bayonetta will be able to use heel slide to hit opponents and then kick them upwards (if they hold down the button). Only this time it can be used only while dashing and pressing B.



Panther Within (ZLx2 / ZRx2) -

If you press the dodge button twice in succession while running on the ground, Bayonetta will transform into a panther and her move speed will dramatically increase. You can’t attack while in panther form, but you will do a paw swipe attack if you press A to cancel Panther Within. Panther Within automatically cancels itself if Bayonetta is hit, or if she stops running.



Crow Within (Air ZLx2 / Air ZRx2) -

If you press the dodge button while in the air, Crow Within will activate, which turns her into a crow like in the Original Bayonetta and Bayonetta 2. This allows her to freely fly across the stage and fall veryslowly. There is a time limit to how long you can use it like in the original games on Bayonetta’s damage icon.



Feathers of Crow Within (Crow A / Crow B) -

Pressing A while flying will summon a pack of feathers that can be used to stab enemies. Pressing A again will release the sharp feathers directly at an enemy at closet range. By pressing B, feathers will encircle Bayonetta, and by pressing B again the feathers will be released in all directions. (Depletes Magic Gauge).



Umbran Spear (Rx2 / Lx2)

Press the grab twice in succession while in range of an opponent to dive directly to them at light speed. This doesn’t deal any damage but you are able to move directly afterwards, giving you an opportunity to attack. (Depletes Magic Gauge).



Evade / Bat Within (ZL / ZR)

Bayonetta will be unable to shield. Instead, press the shield button to cartwheel backwards or roll forwards depending on directional input (defaults to backwards if no directional input is used). If you dodge an attack while using Evade, Bayonetta will enter witch time. If you get hit while using Evade, Bat Within will activate instead. This will reduce the moves knockback to 0 while activating Witch Time. However, Bayonetta will still take the same amount of damage.



Witch Time (Passive)

To perfectly match witch time to the original games, once Bayonetta doges with Evade, there will be a brief slow mo that lasts a couple frames. Afterwards, the screen will turn purple with a clock on the center. This time, witch time will effect the entire stage and slow down all opponents. However, the way it slows down opponents depends on the circumstances. The instigator that Bayonetta dodged from will be slowed down as usual. Everyone else will be slowed down by only a third as much. This will allow other players to still be able to attack and dodge successfully even while Witch Time is in effect. If Bayonetta triggers Witch Time while Witch Time is already in effect, the existing Witch Time will be canceled and replaced with the new.

Initially Witch Time will last 5 seconds, but will gradually decrease to 0.5 seconds the more you use Evade (doesn’t count if you actually dodge an attack).



Note: Bayonetta is unable to spot dodge.



Down Smash: Heel Stomp

Bayonetta will stomp on her opponents with her heel. Her kick doesn’t have a large hurt box, but if you have at least one slot in the magic gauge, Bayonetta will also use a wicked kick to bury the opponent. The kick comes out very fast at the cost of one ball of magic.



Forward Smash: Tetsuzanko

Bayonetta will bash the opponent sending them forwards. if you have at least one slot in the magic gauge, Bayonetta will also use a wicked punch to send the opponent flying. The punch comes out very fast at the cost of one ball of magic.



Up Smash: Witch Twist

Her old up special will turn into a chargeable smash attack. If she has magic to spare, she will summon a wicked uppercut directly below her.



Grab (R / L) -



Bayonetta’s grab is one of the few moves she will have that will be exclusive to Super Smash Brothers. The forward and down throw have changed.



Bayonetta will grab the opponent with one hand and pummel by slapping them in the face with the other hand.



Forward Throw: Bayonetta will jump slightly and rapid flurry kick the opponent. If you keep mashing the B button she will keep kicking and end with a wicked kick finisher. This attack technically cancels the grab to attack the opponent so you can cancel the combo mid attack if you change your mind.



Back Throw: Bayonetta will kick the opponent backwards (has less knockback than before).



Down Throw: Bayonetta will pin the opponent on the ground and start slapping them on the behind. Mash the A button to attack consecutively and finish with a wicked punch that buries the opponent.



Up Throw: Bayonetta will kick the opponent upwards (has less knockback than before).



Torcher Attack (A + B) -

(Requires full magic gauge)

An indicator will appear on your damage icon when you are able to use a torcher attack. This indicator only appears when your gauge is maxed out and you are in range of an opponent. When it appears, press A and B at the same time to unleash the attack. The type of torcher device depends on where the opponent is positioned. However, all of them will automatically K.O. an opponent if they reach 100% damage or higher.



Ground: Iron Maiden

Bayonetta calls “LEVITHMONG” and summons a midevil coffin with spikes. Spam “B” to fill up the gauge to rack up more damage before she slams the coffin door. This may pose as a challenge for those not experienced with button mashing.

This move takes 3.5 seconds to charge. This move deals 25% base damage but gradually increases the more you fill the gauge. If you completely fill the gauge, it will deal 45% damage.



Air: Pulley and Chain

Bayonetta calls “PIADPH” and jumps on the opponent’s head, wraps the chain around its neck, and pulls the opponent into the pulley. This torcher attack takes the least amount of time to execute and naturally deals the least damage. Spam buttons to fill up the gauge to rack up more damage before she yanks the opponent’s neck and pops them into the air. This move takes 2 seconds to charge. It deals 15% damage on it’s own but 35% damage if fully charged.



Buried or Tripped: Toumbstone

Bayontta calls “CRNON” as the hands of Hell grab the hands and feet of the opponent to hold it in place while Bayonetta summons a tombstone to fall from above. The more the “B” button is mashed during this attack, the more extravagant the tombstone becomes. If the player reaches near maximum megatons, an enormous 10-ton weight will fall on the enemy. Bayonetta does a pose behind her opponent before the toumbstone falls on them. This move takes 3.5 seconds to charge and buries the opponent. This move deals a base of 35% damage but if it can deal up to 55% damage if charged all the way. Try using this torcher attack when available.



Final Smash: Climax

Bayonetta’s Final Smash would be more fleshed out, and would change depending on which Bayonetta you are using. These variants deal the same amount of damage and knockback across the board.



Core Characteristics -



  • Like in previous installments, when the Final Smash is initiated, Witch Time will go into effect and the entire screen slows down. This particular Witch Time will slow down all opponents, items, and other objects to the same great degree. Unlike the Witch Time initiated when you dodge attacks (which only slows down the attacker by a lot and everything else by a little).


  • (Optional) When Witch Time is being initiated (and if the feature is enabled), the current music playing in the background will freeze and a Bayonetta Climax theme will play instead. The track is dependent on which Bayonetta you use. Once the whole Final Smash ends, so will the temporary song and the main tune will resume. This feature is optional and can be turned off in the game’s settings if the player wishes.


  • In the same way as before, you must attack opponents while they are slowed to fill up a magic gauge. Once the gauge is full, any opponent you have hit in the past 2 seconds will be pulled into a Final Smash cutscene. This cutscene has varying animations depending on which Bayonetta you are playing as. However, they all deal the same damage and knockback. Like torcher attacks, you can mash the B button while the cutscene is playing to rack up more damage. This damage can range from 35% at no charge to 60% at maximum charge. Maxing out this gauge is no easy feat, so mash the B button as fast as you can! After all the damage has been dealt, if any opponent is at 100% damage or higher, they’ll be automatically K.O.ed.


Conclusion -



This change should dramatically change the way Bayonetta plays which would be instead of making her a fighter that only needs ladder combos, she’ll be the ultimate glass cannon. Making her a high damage dealer in certain opportunities, while being easier to eliminate, just like in the original games!
 
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