Today I learned that Bat Within is not just a "failed" Witch Time, but actually part of Bayonetta's rolls and dodges... ARE YOU ******* KIDDING ME? Sure, it has really low active frames and yes, dodging like this in her games can activate either or, but really? The fact they come before her rolls and dodge frames is freaking absurd. They know that people spam the hell out of rolls and dodges. Bat Within while making her take damage, rewards her because it slows down her opponent ever so slightly. It's a safety net on option people hate, especially online because of input lag. No character in this game has rolls or dodges below frame 3 or below startup nor do they do anything else other give them I-frames to dodge any hitbox. Why not incorporate it as part of her rolls and dodges instead of being before them? Example, her air dodge is frame 5-27 and Bat Within is frame 1-4. So, 23 active frames for the air dodge and 4 frames for Bat Within. That's 27 total active frames; pretty much all other characters have 24 to 25 active frames on their air dodge. Why not have Bat Within be frame 5-8 and the air dodge be frame 9-27.
If Dante, Nero, or Vergil were in this game, I would bet you they would not have rolls or dodges like this. Dante's Trickster Dash might not even be considered as part of his moveset at all because Stinger would probably supersede it as a Side Special and as rolls, it would be Little Mac-speed if not even faster, Nero's frame tight Table Hopper wouldn't work as it would have to function as a modification to his rolls and dodges would also, if we go with it completely upgraded, need to allow Nero to Table Hop 3 times forward or back with almost no recovery - basically, if Bat Within was broken -, and Vergil's Trick Up and Down would probably end up as his Up and Down Special since Trick Up can't be used to move forward and Trick Down only moves him back if he's on the ground. The fact Vergil still to this day in any form lacks a double jump might even force Trick Up to be his double jump. DMC4: SE Vergil could dash around to dodge, but only in Devil Trigger which at best would be his Final Smash since it would utterly insane for him to build it up like Cloud's Limit Break and guess what? He's got a full screen Limit Break through DT Judgement Cut which would probably work better as an "end" to his Final Smash rather than letting him actually be able to charge and enter DT, perform DT Judgement Cut, and murder everyone. Realistically, all 3 would have Ganondorf's rolls which is actually what they freaking do in their games. Slow rolls that in a game where you're only fighting meatbags, doesn't really matter, but in Smash, would help to balance these 3 crazy demons.
Rolls and dodges are spammable in this game... I wished they weren't because of online multiplayer. That's the whole problem behind them since they are fine offline for the most part, but input lag isn't taken into account properly. Oh, that one less I-frame on rolls because of patch whatever sure does well when there's little recovery on them. Higher recovery would work to help with input lag, but that creates the problem where offline, rolls and dodges might be completely useless at high level play if the recovery is too high - extremely detrimental to Samus considering her roll is like a slow moving boulder. How about rolls and dodges aren't completely immune? Yes, high active frames and side to side moves can work, but how about a KoF XIII route where rolls aren't immune to grabs? This could also extend to command grabs like Bowser's Flying Slam and Ganondorf's Flame Choke.