Bayonetta (ベヨネッタ, Bayonetta) is a character and newcomer in Super Smash Bros. 4, and is the seventh and final downloadable character. She was announced alongside Corrin during the Super Smash Bros. - Final Video Presentation on December 15th, 2015 and both were released on February 3rd, 2016. She is the sixth third party character to be introduced in SSB4, following fellow SEGA character Sonic, Capcom's Mega Man and Ryu, Bandai Namco's Pac-Man and Square Enix's Cloud. Bayonetta was added to the game as the winner of the Smash Bros. Fighter Ballot, being the highest-voted character in Europe and among the top 5 in North America, making her the overall #1 worldwide among realizable characters. Her appearance is based on her redesign for Bayonetta 2, but with slightly modified proportions, most notably in her height. Bayonetta's English voice actress, Hellena Taylor, and her Japanese voice actress, Atsuko Tanaka, both reprise their roles in Super Smash Bros. 4.
Bayonetta currently ranks 11th out of 58 on the tier list, placing her at the bottom of A tier. This makes her the fourth highest ranked DLC character, newcomer, and third-party character. Being a combo-heavy character, her moves reliably chain into each other, leading to good 50/50 mixups at high percentages and even creating zero-to-death combos. Bayonetta has relatively good range and possesses decent zoning options in Bullet Climax and her unique Bullet Arts on almost all of her attacks. Her recovery is among the best in the game; it covers a significant distance, has directional flexibility, and possesses enormous hitboxes, rendering her virtually immune to edge-guards, while she herself is capable of edge-guarding many characters with her strong aerials and Witch Twist. Despite her fast faller status, Witch Time and Bat Within at the beginning of her dodges make it difficult to land a combo on her, as the slightest mistake could allow Bayonetta to intercept and even land a KO.
However, her mobility and frame data are below average, making many of her attacks weak against shields, and her smash attacks are difficult to land without Witch Time activated, due to their low priority, slow startup, and even slower endlag. Bayonetta is lightweight and has a tall hurtbox, which makes her easier to KO than most characters. Bat Within is a double-edged sword, as it does not work on grabs, and to further compensate for its effect, Bayonetta's dodges have the longest overall animations of all characters (only Samus's roll is longer) and the most endlag after their intangibility frames. Finally, due to a recent nerf, her combos are not consistent enough to be a huge threat past high percents due to increased SDI modifiers, which further limits her reliable KO options.
Regardless of her weaknesses, Bayonetta has achieved above average tournament results and tournament representation despite her nerfs in 1.1.6, most notably including Pink Fresh winning 2GGT: KTAR Saga along with players like Saj, Salem, and Wonf placing high in nationals such as CEO 2016, KTAR XVIII, and Smash Factor 5 respectively. Salem in particular is making a progressively stronger impression in tournaments, defeating many of the best players in the world with Bayonetta, including ZeRo and Nairo. Her increasing success in the tournament scene is causing some to put her current placing into question, with many believing that she is at least a top 10 character or even higher.
Bayonetta, much like in her home series, is a combo-heavy fighter, with many multi-hitting attacks and chainable moves. Unlike Ryu, Bayonetta specializes in aerial combos, with her special moves being a main component in many of them. However, she shares a similar problem with Ryu in that her overall mobility is only passable with a slow walking speed, average dashing and below average air speed, but she has high air acceleration, jump force, falling speed (the ninth fastest), and gravity, attributes unlike most other combo-based characters. Similar to Sheik, she is also tall and light, which when combined with her fast falling speed and high gravity makes her a rather frail fighter overall.
She has a special mechanic, Bullet Arts, where holding the attack/special button during many of her attacks extends the ending animation to allow her to shoot. Depending on how long the relevant button is held, Bayonetta will fire up to five (with some exceptions) invisible bullets from each used gun with no hitstun and medium range as a way to rack up damage. Most of these bullets are arced in the direction that her attack faces her, while many shoot bullets in separate directions, such as her down tilt (forward and backwards). With this in effect, Bayonetta has the potential to deal more than standard damage should her Bullet Arts connect. Tapping the attack button again during Bullet Arts transitions to the next move in her attack chain (if applicable), but she must do this before she twirls her guns to put them to rest (signifying the end of her combo). With this ability, she has a very good damage racking game, and because her Bullet Arts have moderate range (about the size of half of Final Destination), she can force approaches by dealing chip damage at a distance, or simply hold down the attack button after a whiffed aerial attack to pelt opponents with minor damage, making a missed attack less of a detriment for her compared to other fighters. Bayonetta also has a more traditional projectile variant in her neutral special Bullet Climax, which unlike Bullet Arts, has visible bullets that cause hitstun and can be used to edgeguard recovering opponents.
As aforementioned, Bayonetta's strengths are in her combos, with up tilt, down tilt, up throw, and Heel Slide being good starters. These all launch opponents into the air, where from there she can mix and match her aerials, such as multiple forward airs, Witch Twist, and After Burner Kick, which can result in massive damage and can wall of pain or even zero-death opponents. This also gives her a good edge-guarding game, especially with a powerful back air, a neutral and up air that can frame-trap recovering opponents, and a meteor smash in down air that is surprisingly powerful and recoverable for a stall-then-fall. Her flexible recovery is among the best in the game, as After Burner Kick gives her fair horizontal distance, and while Witch Twist comes up vertically short, she can re-use it after a midair jump. She can also use Witch Twist, double jump, Witch Twist again one frame after, and use her double jump again as a mix-up to her somewhat linear recovery, although this difficult to execute due to the frame precision needed. Using her Witch Time counterattack wisely is also crucial to victory, as the slowdown renders targets wide open to her combos or to one of her powerful smash attacks. She also benefits from her unique safety net in Bat Within, which negates all knockback and reduces damage for attacks that would have hit her if her counter activates too late or during the starting frames of any of her dodging methods. The latter essentially gives Bayonetta a frame 1 air dodge and sidestep, and a frame 3 roll, breaking many combos that would otherwise be true on other characters, such as Charizard's down throw to forward aerial. Furthermore, Bat Within enables Bayonetta to teleport in a given (usually more favorable) position, enabling her to punish her attacker.
However, Bayonetta has weaknesses that are quite exploitable. Being tall and light makes her rather easy to combo and KO (though it is worth mentioning she technically has a frame 1 air dodge, making her harder to combo by characters whose combo ability isn't perfectly linear). She is also quite polarized: while her aerial attacks have very low ending lag, many of her grounded attacks have notable start-up and ending lag, especially her smash attacks, making them relatively unsafe on shield (sans up and down tilt, which have low range) and leaves her vulnerable to opponents that have better frame data than her while grounded, like Pikachu. Her smash attacks also have low priority, rendering them unable to hit any character with an active hitbox, while being unable to trade with most attacks if they make contact with her. Her position after performing her up special, or side special in the air can be exploitable too, as the more of these moves she uses in the air, the longer landing lag she will receive at the end, leaving Bayonetta punishable if they are whiffed and if she is forced to land on the ground. Her neutral game is also poor, as her few approach options are easily telegraphed. Her KOing options are lacking outside of back and down aerials, zero-death combos and smashes and her zero-deaths usually getting staled and escapable if the opponent uses DI and smash DI effectively. Her smashes are somewhat slow to land and are easy to cancel out due to their low priority, enforcing the use of Witch Time or her forward throw (which does not kill until very high percents) to score KOs. In addition, Witch Time can be a double-edged sword as it does not negate lingering hitboxes that can interrupt her attempt to counterattack. Her rolls, sidestep, and air dodge all have noticeable ending lag (though her rolls end three frames earlier than Samus's), and the former two also have among the slowest start-ups out of all the characters in terms of invincibility. Furthermore, despite functioning like a counterattack, Bat Within sometimes moves Bayonetta too far to exploit her opponent's vulnerability, enforcing strict timing for Witch Time and her dodges or to use the move for other purposes. As stated earlier, Witch Twist doesn't travel much vertical distance on its own, making her recovery arguably on par with Little Mac's if she doesn't utilize her second jump or her After Burner Kick. She also suffers against characters that can camp and zone well against her such as Villager, Toon Link and R.O.B. as they give her little room to act against them due to not possessing a reliable projectile to defend against them, and they can capitalize on a misused Witch Time to punish her if she tries to use it against a stray projectile. Finally, she lacks customs specials, like the other DLC characters, though due to the utility her special moveset has, it is more of a nuisance to her.
Overall, Bayonetta's strengths noticeably outweigh her weaknesses. She can dish out large amounts of punishing damage in her combos once she reads her opponents and exploits their vulnerabilities, but must also be careful not to let her foe take advantage of her own weaknesses, though due to the surprisingly high range and priority her attacks have (with the exception being her smash attacks for the latter), doing so is a somewhat difficult task to begin with. Perhaps the only characters that she has problems against are those who can camp well against her, such as Rosalina & Luma (due to their puppet-fighter playstyle), but outside of that, she can easily dominate and punish characters who cannot properly capitalize on her weaknesses.
Bayonetta commands a large playerbase, with smashers including 9B, Pink Fresh, Salem, Saj and Wonf having used her with consistently strong results in regional and national tournaments. However, while Bayonetta was considered one of the best characters in the game upon release, opinions varied on how dominating she was in tournaments; while some regions had gone as far as to ban her from tournaments due to her overpowering potential, others claimed that Bayonetta's supposed potential did not yield the overwhelming success other characters had previously attained, such as Sheik and Diddy Kong. Version 1.1.6 ultimately nerfed a variety of Bayonetta's attributes, putting her more in line with the rest of the cast; while not significantly crippled, her tournament representation and results both fell in response. Despite these nerfs, she is still widely seen as a very strong character, with top player Mr. R ranking her as no. 3 in his personal tier list.
Bayonetta has been noticeably nerfed in game updates since her debut. She was at first slightly nerfed in 1.1.5: her up and forward smash are slightly weaker, her down aerial's animation has more ending lag, her Heel Slide has more ending lag, and her infamous Witch Time has more ending lag, shorter duration, decays more with each use, and has a slower regeneration rate after usage. However, these changes did not reduce her effectiveness as she was still widely perceived as the best character in the game due to her immense strengths, while the effectiveness of other top tier characters, notably Sheik and Zero Suit Samus, being toned down in the same patch further exacerbated her dominance.
However, 1.1.6 significantly nerfed Bayonetta by directly worsening her combo game, with the effectiveness of her combo starters being weakened and her combos becoming easier in general to escape: her down tilt and forward aerial both have slightly more ending lag, while the former has less range and the latter is less powerful, both versions of After Burner Kick and Witch Twist have doubled SDI multipliers that make it easier to escape her combos, non-input ABK has increased knockback scaling that renders it worse for comboing at high percents, input ABK has a much worse launch angle that outright removes nearly all of her zero-to-death combos and makes it easier to DI (now only works if the opponent has poor DI towards her), and Witch Twist has altered knockback values that limit its combo ability at higher percentages. Despite these changes, however, people have compared her to Diddy Kong in that while she initially seemed to be much less effective after her nerfs, her greatest strengths have remained intact. As a result, while she is no longer the best character in the game by a considerable margin, she is still a very popular and successful character in competitive play.
Bullet Arts (バレットアーツ, Bullet Arts) is a unique mechanic in the Bayonetta games where holding the attack button during an attack will fire bullets from Bayonetta's guns that deal 0.5% each.
In Super Smash Bros. 4, this can be done after the initial animation of almost every attack. The rapid firing can be held for a few seconds. These bullets have moderate range, and in stark comparison to the Bayonetta games, the bullets themselves are very difficult to see (they are actually invisible, since it's hitbox is similar to Zair attacks and not a proper projectile). The bullets cause flinching at point-blank range, but otherwise deal no hitstun like Fox's Blaster. Thus, they can also be used to steal KOs in Time matches.
Technically, the bullets are not projectiles, but rather indirect attacks with large disjointed hitboxes. As such, they cannot be reflected or blocked by Link's shield, and can be slowed down by another Bayonetta using Witch Time. Bullet Arts are also capable of traveling through multiple characters at once, and so will hit anyone or anything in its line of fire.
Bat Within (バットウィズイン, Bat Within) is a defensive technique in the Bayonetta games that is normally executed by dodging right as an attack will hit Bayonetta, negating all damage from the incoming attack and immediately triggering Witch Time.
In Super Smash Bros. 4, this activates when hit by an attack early during rolls, sidesteps, or air dodges, or late during Witch Time. Nimble/Dodgy Dodger Equipment does not affect this window. When this happens, Bayonetta transforms into a swarm of bats, halves the amount of damage inflicted, and continues moving in the direction she was travelling; for a roll, she will advance in the same direction, and for a sidestep or after Witch Time, she will stay in place. She can travel in any direction if done during her air dodge, but needs to have jumped prior if she wants to rise with it. When Bat Within is activated, she has some ending lag, meaning that it is possible to extend a combo on her if it was activated by a faster attack or a long-lasting multi-hitting attack. While Bat Within may make her dodges seem like the best in the game, her dodges possess a lot of ending lag, and several characters, such as Duck Hunt and Mewtwo, have dodges that start up just a frame later without being nearly as vulnerable at the end. Additionally, Bat Within is treated as a counterattack that does not strike back; therefore, it does not trigger against grabs, Final Smashes, or unblockable attacks. Both Witch Time and Bat Within activate simultaneously if she is struck precisely when their activation windows overlap, though she will still take half damage, and the slowdown time on the opponent is reduced, making it disadvantageous to have Bat Within trigger in Witch Time.
*Due to the length of her taunts, players are capable of canceling out of them halfway through.
In competitive play
Tournament bans in various regions
Beginning in late March following the release of the 1.1.5 patch, people had stated that Bayonetta was too good for tournament play and compared her to Brawl's Meta Knight. Certain regions had officially or had considered banning the character from their tournaments. Regions stated that unlike 1.1.4 Sheik, "she is very simple to pick up". Following update 1.1.6, after the tremendous nerfs she received, all of the regions that had banned have removed the ban since then, while any region that had considered her ban also desisted after said update.
In addition to the normal three fighter trophies, Bayonetta has an additional trophy of her design from the original Bayonetta game.
Bayonetta's default outfit is based on her appearance in Bayonetta 2 and is equipped with Love is Blue. She has an alternate outfit based on her appearance in the original Bayonetta, known as "A Witch With No Memories", and is equipped with Scarborough Fair. Depending on the costume, various visual effects will be one of two colors (which directly correlates to the aesthetic theme of both Bayonetta games): Blue for Bayonetta 2 and red for Bayonetta. One of Bayonetta's alternate outfit color schemes is based on Jeanne, her childhood friend and friendly rival. While using Jeanne's color scheme, Bayonetta's Smash attacks as well as her final smash will have the hair surrounding Madama Butterfly's limbs and Gomorrah colored white.
Her appearance while doing Wicked Weaves (summoning Madama Butterfly in her smash attacks and summoning Gomorrah in Infernal Climax) is less revealing than in the Bayonetta games, as she retains most of her clothing while performing them.
In the Japanese version of the game, Bayonetta is voiced in Japanese by Atsuko Tanaka while wearing her Bayonetta 2 outfit and in English by Hellena Taylor while wearing her original outfit, making her the the only character who speaks a different language depending on the costume. This references the fact that Bayonetta did not have Japanese voice acting in its initial release; Japanese dubbing was introduced for the Wii U version after Hideki Kamiya was impressed with the Japanese voice-acting done for the animated movie: Bayonetta: Bloody Fate.