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Bayonetta (SSB4)

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This article is about Bayonetta's appearance in Super Smash Bros. 4. For the character in other contexts, see Bayonetta.
in Super Smash Bros. 4
Bayonetta as she appears in Super Smash Bros. 4.
via shinyquagsire23

Universe Bayonetta
Other playable appearance in Ultimate

Availability Downloadable
Final Smash Infernal Climax
Tier S (1)
Bayonetta Gets Wicked!
—Introduction Tagline

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. for Nintendo 3DS and Wii U - 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. According to Masahiro Sakurai, 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 pick worldwide among negotiable and realizable characters. It was later revealed on October 5th, 2021 in "Battling with Sora" that Disney's Sora was the actual winner, but it has been implied that Sora's inclusion at the time was impractical for unspecified reasons. Her default 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 ranks 1st out of 54 on the tier list. Bayonetta's top placing is primarily due to her unrivaled combo game; almost all of her attacks can reliably combo into one another, leading to powerful 50/50 mixups at high percentages, and she even has zero-to-death potential. Furthermore, a majority of her best KO attacks can be easily comboed into, and she can also start combos by using Witch Time or Bat Within on opponents who make mistakes, giving her a safe approach; further bolstering her approach is a number of decent zoning options, such as Bullet Climax and her unique Bullet Arts. Bayonetta also boasts a long, safe recovery with both After Burner Kick and Witch Twist granting significant distance, directional flexibility, and enormous hitboxes, which is further supplemented with her ability to wall jump and wall cling. She herself is capable of edge-guarding many characters with her quick aerials, including several which can become sex kicks if held and a number of powerful grounded options as well, such as a large and powerful meteor smash in her down smash.

Although Bayonetta is widely considered to be the best character in Smash 4, she still has her weaknesses. Bayonetta's primary flaw is her poor frame data on the ground, with many of her grounded attacks coming out on frame 9 or later, as well as frequently having high cooldown lag, especially on her smash attacks. Some of her specials gain more landing lag the more she uses them in the air, making her landings relatively exploitable if her combos whiff. Because of their high lag, her attacks are unsafe on shield while also dealing minimal shield damage. Furthermore, despite her long recovery, Bayonetta is still considered a lightweight, and when considering her large hurtbox, she is easier to hit and KO than most other characters. Finally, players must exercise caution with her Witch Time, due to its poor effectiveness on multi-hitting moves, and its lowering efficiency if used too often. Her flaws are outshined by her overwhelming strengths, however, and thus, Bayonetta still remains at first place on the tier list.

Bayonetta has achieved excellent tournament results and representation, even after she received nerfs in 1.1.6, with Pink Fresh winning 2GGT: KTAR Saga with her, along with players like Mistake and CaptainZack placing high in nationals such as Super Smash Con 2017 and GENESIS 4 respectively, while Salem most notably achieved success from winning EVO 2017, DreamHack Atlanta 2017, 2GGC: Fire Emblem Saga and Shine 2018. Additionally, Lima took first place over CaptainZack at EVO 2018, both while maining Bayonetta.


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 just average, 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 similar to 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.

Bayonetta's greatest and most defining strength is her infamous punishment game, unarguably the best among the entire cast. One of its components is 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 ten (with some exceptions) invisible bullets from each used gun that have long range (about half the length of Final Destination) and deal no hitstun (unless the opponent is at point blank range), as a way to rack up damage. Most of these bullets are shot in the direction that her attack faces her, while many shoot bullets in separate directions, such as her down tilt (forwards 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). Bullets are also considered to be disjointed hitboxes attached to her, leaving them as unreflectable. With this ability, she has a very good damage racking game, and can camp to force opposing 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, and granting her a good neutral game. Bayonetta also has a more traditional projectile variant in her neutral special, Bullet Climax; unlike Bullet Arts, it has visible bullets, but they cause hitstun, can be charged to increase their power, making them usable to edgeguard recovering opponents, and can be charge-canceled (though this doesn't store the charge).

However, the most notable point of Bayonetta's punishment game resides in her combo game. All of her moves possess very large range and up tilt, down tilt, up throw, forward aerial's first hit and Heel Slide serve as good combo starters; they all launch opponents into the air, where from there she can mix and match her attacks including, but not limited to, her aerial attacks (most notably multiple forward aerials), Witch Twist and After Burner Kick (which lets her perform the move again if it lands on an opponent), 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 aerial, a neutral and up aerial that can frame-trap recovering opponents, and a meteor smash in down aerial that is incredibly powerful even at low percentages and surprisingly recoverable for a stall-then-fall.

Her down special, Witch Time, is also a staple on her moveset: it is a counterattack with very fast startup that, if landed, it slows down targets to 1/8 of their speed and leaves them extremely wide open to her combos or charged smash attacks (though the opponent takes a reduced damage multiplier of 1.2× for smash attacks, and it does not negate lingering hitboxes that can interrupt her attempt to counterattack). Using Witch Time wisely is crucial to victory, as it can decide the outcome of the opponent and even turn the tides of the match instantly if the opponent is careless. 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 regardless of their escape options. Furthermore, Bat Within enables Bayonetta to teleport in a given (usually more favorable) position, enabling her to punish her attacker afterwards, although it often moves her too far to exploit her opponent's vulnerability.

In regards to the strength of her moveset, Bayonetta also has some notably potent and/or useful attacks that can help her close out stocks, even more so with the help of her Witch Time, which serves as the glue on her surplus punishment game. All of her smash attacks are powerful and useful, with forward smash having the biggest hitbox out of them, up smash being the fastest and strongest, and down smash being a meteor smash that serves as an extremely useful edgeguarding move. Her up aerial is her main aerial to KO out of her combos, as they often take the opponent to the upper blast line, where she can finish the combo off with the up aerial to net a relatively early KO. Back aerial, while having rather slow startup, is her most powerful and damaging aerial, has incredibly long range, and can be used to finish an opponent in a similar vein to her up aerial, through the use of a combo that carries the opponent to the lateral blast lines. Down aerial's notably high base knockback often KOs opponents at very low percentages if they are below or at the stage's height. Her forward throw is strong, though due to it launching opponents at a slightly high angle and being commonly used, it can often fail to KO, and thus it is one of her last resort KOing options. Witch Twist is also infamous for causing very early KOs due to the hits' high base knockback.

Another of Bayonetta's strengths lies in her recovery, arguably the best and most flexible in the game; After Burner Kick gives her fair horizontal distance, although it can only be used once unless she hits an opponent with it. While Witch Twist comes up vertically short, she can re-use it after a midair jump. Her wall jump/cling also helps her recovery and can often leave the opponent on an unfavorable position. Lastly, there exists a glitch on which she can midair jump and immediately use Witch Twist up to three frames after, which restores her midair jump and lets her to jump up to four times, allowing for recovery mix-ups. Her punishment game and recovery complement the other well, as the immense range of her special attacks allows her to easily edge-guard break opponents, and edgeguard or KO them in return. Thus, like Sheik, Bayonetta is among the hardest characters to successfully edgeguard, with very few characters such as Palutena having options that can keep her away from the stage. Lastly, due to the aforementioned points above in her immense range, lingering hitboxes, excellent recovery and fast escape/reversal options in After Burner Kick, Witch Twist and Witch Time, Bayonetta has the best disadvantage state in the game, as she can immediately turn the tides on her opponent if they're careless.

Even with her set of strengths, Bayonetta has some weaknesses. Her tall frame and light weight 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 without fast enough attacks or whose combo ability isn't perfectly linear). Her frame data 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 unsafe on shield, and leaves her vulnerable to opponents that have better frame data than her while grounded, like Pikachu or Little Mac. Her smash attacks also do not terminate on hit, 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 although this problem can easily be solved by hitting the opponent with a weak attack during Witch Time and then using her smash attack. Her position after performing After Burner Kick and/or Witch Twist can be exploitable, 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 (though she can avoid this by landing with Bullet Climax or Witch Time).

Despite Bullet Arts granting her a relatively good neutral game, her approach is poor and linear, as her few options in dash attack, dash grab and Heel Slide are predictable. Despite her abundance of KOing options, if she can't end her opponent's stock early with her combos, she is reliant on Witch Time to land her smash attacks, spacing to land her back and up aerials, or on forward throw to KO the opponent if her level of rage is high enough. When it comes to escaping her combos, Bayonetta has a 2× SDI multiplier on Witch Twist and both versions of After Burner Kick, causing her combos to fail if the player doesn't read their opponent's DI and SDI, and lessening her zero-death combos' efficacy. 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 (though Bat Within somewhat compensates for this). Witch Twist doesn't travel much vertical distance on its own, making her recovery short-ranged if she doesn't use her midair jump or has used it too late. Finally, she lacks custom specials, like the other DLC characters, though due to the huge utility her special moveset already has, it is less of a weakness 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 the opponent and exploits their vulnerabilities, but must also be careful not to let her opponent take advantage of her own weaknesses, though due to the high range and priority her attacks have, doing so is a difficult task to begin with. Perhaps the only characters that she has problems against are those who can camp well against her, or have much a much better neutral game than she does, such as Rosalina & Luma or Diddy Kong for the former point and Sheik for the latter one, but outside of that, she can easily dominate and punish characters who cannot properly capitalize on her weaknesses. She has arguably the highest tournament representation among the entire roster, with top smashers including Salem, Tweek, Mistake, CaptainZack, Lima, Abadango, Chag, tyroy, and many more using her with consistently strong results in regional and national tournaments. However, while Bayonetta was quickly considered the best character in the game upon release, opinions varied on how dominating she was in tournaments; while some regions went 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. Update 1.1.6 ultimately nerfed a variety of Bayonetta's attributes; while not significantly crippled, her tournament representation and results both fell in response. Despite these nerfs, her excellent tournament results have led to her being widely seen as the best character in the game and one of the most competitively viable characters in the entire roster when her high learning curve is properly mastered to her fullest.

Update history[edit]

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's vertical launch angle is now a more horizontal launch angle that only combos into non-input ABK at high percents, (turned from a low percent combo into a high percent combo) 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.

Super Smash Bros. 4 1.1.5

  • Bug fix Bayonetta's shielding animation has been changed so her legs are not spaced as far apart, which could cause thin grabs (e.g. most tethers) to miss.
  • Nerf Forward smash deals less knockback (25 base/105 scaling → 26/102), hindering its KO potential.
  • Nerf Up smash has less knockback scaling (92 → 90), slightly hindering its KO potential.
  • Nerf Down aerial has more ending lag (FAF 43 → 48), making it considerably riskier to use off stage.
  • Nerf Heel Slide's second hit has more startup (frame 53 → 54) and ending lag (FAF 68 → 73).
  • Buff Heel Slide's second hit has a longer duration (frames 53-57 → 54-59).
  • Nerf Witch Twist deals less damage (4% (hit 1 grounded)/3% (hit 1 aerial)/0.3% (loop hits)/8.5%/7.5% (total grounded/aerial) → 3%/2%/0.2%/7%/6%).
  • Nerf Witch Time has more ending lag (FAF 45 → 50).
  • Nerf Witch Time's slowdown duration scales less as the opponent's percent increase (0.2 → 0.1), reducing its slowdown time at higher percents.
  • Nerf Witch Time's minimum slowdown time is shorter (30 frames → 20).
  • Nerf Witch Time decays more with each use (50 frames → 75 frames).
  • Nerf Witch Time regenerates slower (0.08 frames per frame → 0.06 frames per frame).

Technical changelist

Comparison gif of Bayonetta's shielding animation change in 1.1.5. From Meshima in the KuroganeHammer Discord.
Comparison of Bayonetta's shielding animation between 1.1.4 and 1.1.5. The original version could have grabs miss between her separated legs.
Change Old value New value
Heel slide (button held) duration 72 frames 77 frames
Witch Time total frames 44 frames 49 frames
Witch Time (standard) slowdown duration INT(180+Opponent's %/5) INT(180+Opponent's %/10)
Witch Time (Bat Within) slowdown duration INT(120+Opponent's %/5) INT(120+Opponent's %/10)
Witch Time duration penalty per use 50F/50F 75F/50F
Witch Time duration recovery per frame 0.08F/0.08F 0.06F/0.041F

Super Smash Bros. 4 1.1.6

  • Nerf Forward aerial's first two hits deal less damage (3.8%/2.8% → 3%/2.2%), while the third hit has lower knockback scaling (82 → 68). In addition, a frame speed multiplier of 1.2x has been added to frame 29. This makes the move autocancel on frame 35 and be interruptible on frame 40.
  • Nerf Upward After Burner Kick has higher knockback scaling (40/30/100 → 50/38/112), which makes it more difficult to combo at high percentages.
  • Nerf Downward After Burner Kick deals less damage (8% → 6.5%), has a different launch angle (80° → 60°), less range (6.5 → 4.5) and a higher SDI multiplier (1x → 2x). This makes the move much worse at comboing, even if the opponent applies no DI.
  • Nerf Down tilt has less range (3.5 → 2.8) and slightly more ending lag (FAF: 26 → 27).
  • Nerf Down aerial's landing hit has lower knockback scaling (140 → 135).
  • Nerf Witch Twist has a higher SDI multiplier (1x → 2x), allowing opponents to escape her combos and KO confirms. The upper part of the middle hit also deals less knockback (160 fixed/100 scaling → 140/97) and all have less range (Y offset: 24 → 21, radius: 8 → 7).
    • Buff Due to Witch Twist's autolink angle knockback, the change in SDI multiplier allows opponents to be KO'd easily at early percent near close to the upper blast line.
  • Buff Last hit of first Witch Twist deals less knockback (50 base/105 scaling → 55/80), allowing for more follow-ups at higher percentages.
  • Nerf Last hits of first and second Witch Twist has a smaller hitbox (radius: 9 → 8.5) and lower vertical positioning (Y offset: 20 → 19). The last hit of second Witch Twist has increased base knockback (30 → 50).


  • Bayonetta receives various amounts of landing lag depending on the amount of aerials and special moves she performs in midair before landing. For more info, see Bayonetta Recovery Frames.
  • Bayonetta can wall jump and wall cling.

For a gallery of Bayonetta's hitboxes, see here.

  Name Damage Description
Neutral attack   1.5% Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo from Bayonetta 2. If button mashed, it is followed by a barrage of pistol-whips that concludes a thrusting pistol-whip. It has an excellent damage output for a neutral infinite, as the Bullet Arts version is capable of dealing 19% if all of its hits connect. It is also very hard to SDI out of, but due to being active on frame 9, it is the third slowest neutral attack in the game, behind King Dedede and Zelda's. All hits of the combo shoots her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. In addition, she may sometimes shout "Get out!" when it is performed.
0.3% (loop), 1% (penultimate hit) 6% (last)
Forward tilt Consecutive Kicks (連続キック) 3.5% Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue. Like Meta Knight's forward tilt, it functions similarly to a neutral attack: pressing the attack button will cause Bayonetta to perform the first hit, while subsequently pressing the attack button will cause her to perform the second and last hits. It is her slowest tilt attack, due to being active on frame 12. The last hit launches opponents diagonally upward, while holding the attack button down on any part of the attack allows her fire her guns at different angles: forward, then slightly upward, then diagonally upward.
Up tilt   5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2) An upward pistol-whip. One of her faster tilts, though it can only hit opponents in front of and/or above herself. Consists of two hits, though the first hit only connects into the second if hitting an aerial opponent; grounded opponents will be weakly launched away from Bayonetta. It can lead into aerial combos, as well as combo into itself with the second hit at low percents. At around 130%, it can lead into up aerial as a kill confirm. The Bullet Arts version fires both guns upward. It is based on the delayed punch launcher.
Down tilt Kick Attack (キックアタック) 7% (heel), 6% (leg) The final hit of Bayonetta's PPK combo while wielding Love is Blue. Her most reliable anti-pressure option and grounded combo starter, due to its range, vertical launching angle and speed. At around 130%, it can lead into up aerial as a kill confirm. The Bullet Arts version fires two guns in front of herself and one behind herself.
Dash attack Stiletto (スティレット) 10% (clean), 8% (late) The Stiletto. It has noticeable start-up. The Bullet Arts version fires both guns in front of herself.
Forward smash   16% (fist), 14% (wrist) Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. It has great horizontal range and Madama Butterfly's hitbox cannot be reversed. However, it has high ending lag and low priority, making it fairly easy to cancel out. It can also be dodged by fighters with low crouches, such as Wii Fit Trainer, or by standing directly in front of Bayonetta due to a blind spot between her and Madama Butterfly's wrist. If the button is held, Bayonetta will also fire in front of her. KOs at 104% from the center of Final Destination when not charged. It is based on the final hit of Bayonetta's PPP • P combo in Bayonetta 2.
Up smash   17% (clean), 16% (mid), 15% (late) Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It hits directly in front of Bayonetta, and thus leaves her vulnerable from behind and directly above, similarly to Palutena's up smash. It has rather noticeable start-up, high ending lag and low priority, but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. The Bullet Arts version fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher. Madama Buterfly's hitbox cannot be reversed.
Down smash Heel Stomp (ヒールストンプ) 5% (Bayonetta), 16% (Madama Butterfly, clean), 15% (Madama Butterfly, late) The Heel Stomp. It has a hitbox on Bayonetta's leg that leads into the main hitbox. It can meteor smash opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. While powerful, its launching angle results in it KOing at 146% from anywhere on-stage. Oddly, the Bullet Arts version fires the guns on her feet downward into the ground, making it useless except for opponents directly touching her back. Madama Butterfly's hitbox cannot be reversed.
Neutral aerial   8% (clean), 6% (late), 4.5% (Bullet Arts extension) A spinning roundhouse kick, similar to Samus' neutral aerial. It hits around Bayonetta and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. It has very good coverage, as it can hit opponents adjacent and/or below her. It is based on the aerial Bullet Climax in Bayonetta.
Forward aerial   3% (hit 1), 2.2% (hit 2), 6% (hit 3) Bayonetta's aerial PPK combo while wielding Love is Blue. Functions much like a neutral attack, requiring further inputs to continue the combo. Each hit on an opponent will make Bayonetta float slightly, allowing each of its hits to connect easily. A superb option for aerial and off-stage combos, with the first hit being capable of leading into After Burner Kick. The Bullet Arts version fires in front of her for the first two hits, while the third hit fires two guns downward (with one being slightly diagonally) and one upward.
Back aerial   13% (heel), 10% (leg) A high-angle back kick. Its respectable damage output, high knockback, and low ending lag and landing lag make it one of Bayonetta's most viable KOing options, as it KOs at 110% while near the edge. The Bullet Arts version fires one gun behind her at an upward angle.
Up aerial   9% (kick), 4% (Bullet Arts extension) A bicycle kick. Very fast with little ending lag, along with decent knockback, making it a good juggling and KOing option near the upper blast line. It can be used to trap opponents who SDI out of Witch Twist, and can extend combos through the use of platforms. While it is difficult to land at high percents, it can lead into another up air or back air as a kill confirm. The Bullet Arts version has her perform a modified version of the aú aberto[1], one of many cartwheeling kicks in capoeira. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. It is based on the kick launcher in Bayonetta.
Down aerial   7% (body), 8% (leg), 9% (heel), 5% (landing) A split-legged axe kick. A stall-then-fall with low duration and ending lag, which allows her to safely recover afterward. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing. It is based on Bayonetta's standard aerial kick in Bayonetta.
Grab   Reaches out. Bayonetta's grab has slightly above average range for a non-tether grab, while her dash grab has deceptively long range.
Pummel Slap Punish Attack (スラップパニッシュアタック) 1.6% (per hit) The Slap Punish Attack. It has average speed, but is unique in that it consists of two hits per input. As a result, it is possible for the opponent to break free in the middle of the pummel, and thus the second hit entirely.
Forward throw Tetsuzanko[2] (鉄山靠) 7% (hit 1), 3% (throw) The Tetsuzanko (鉄山靠, Iron Mountain Lean), a technique based on the tie shan kao[3] used in Bajiquan. It is her strongest and most versatile throw, as it KOs at 155% while near the edge and launches opponents at an angle that is very ideal for edge-guarding. She occasionally says "十年早いんだよ! (Ten years too early!)", even in the English version of the game. The quote is a reference to Akira Yuki's famous quote in the Virtua Fighter series, and is said occasionally by Bayonetta herself in Bayonetta.
Back throw   3% (hit 1), 6% (throw) A jumping roundhouse kick. It can be used to set-up an edge-guard with Bullet Climax at medium to high percents.
Up throw   3% (hit 1), 4.5% (throw) An outside crescent kick, similar to Lucario's up tilt. A good combo starter that can lead into Witch Twist or up aerial until medium to high percents. The pose Bayonetta assumes afterward is based on the final hit of her PPK combo while wielding Scarborough Fair.
Down throw   3% (hit 1), 5% (throw) The final hit of Bayonetta's PPPKKK combo while wielding Love is Blue. Due to its high ending lag, it possesses no guaranteed followups, though it can lead into a down tilt if the opponent tries shielding too early (thus getting air dodge landing lag). Surprisingly enough, it is also Bayonetta's strongest throw from center stage, KOing middleweights at around 200% without rage.
Floor attack (front)   7% A low-angle kick performed from a windmill, an acrobatic technique used in break-dancing.
Floor attack (back)   7% A low-angle kick performed from a windmill.
Floor attack (trip)   5% A low-angle kick performed from a windmill.
Edge attack   7% Performs a hook kick while climbing up.
Neutral special Bullet Climax 1.35% (uncharged), 2.7% (charged) Fires bullets at a slight angle. When held, Bayonetta instead fires Charge Bullets, which are stronger but only active during the first two shots. While holding the charge, it can be canceled by shielding or rolling. Due to its angle, it is useful for edge-guarding and hindering aerial approaches. Bayonetta may perform one of two animations while charging and firing; both function identically, although Kirby's Copy Ability fires from noticeably different heights. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from Bayonetta and Bayonetta 2, respectively.
Side special Heel Slide 9% (Heel Slide, hit 1, clean), 8.5% (Heel Slide, hit 1, mid), 8% (Heel Slide, hit 1, late), 6% (Heel Slide, hit 2), 6% (After Burner Kick, standard, early/late), 7% (After Burner Kick, clean), 6.5% (After Burner Kick, downward) A kick that functions differently when used on the ground or in midair. On the ground, she performs the Heel Slide. If the button is held, Bayonetta will then follow it up with an aú aberto, one of many cartwheeling kicks in capoeira. It is her primary combo starter, due to the follow-up kick launching the opponent upward. While it is unsafe on shield, it is difficult to punish nonetheless due to its speed and duration. It can also be used to bait an air dodge from opponents who anticipate the follow-up kick, and then punish them with a smash attack. In the air, she alternately performs the After Burner Kick, which can be performed twice in a row as long as the first kick connects, and can be angled downward by holding down before attacking. Both versions of After Burner Kick are her primary aerial follow-ups. All based on the individual techniques from the Bayonetta games, with minor differences.
Up special Witch Twist 3% (hit 1, grounded), 2% (hit 1, aerial), 0.2% (hits 2-6), 3% (hit 7) An ascending, corkscrew pistol-whip. It hits multiple times, but covers minimal vertical distance and extremely minimal horizontal distance, similarly to Rising Uppercut. Despite this, Witch Twist is still a very useful recovery option, as using it after a jump allows Bayonetta to use her double jump, and then use another Witch Twist. It comes out on frame 4, making it Bayonetta's fastest move, and possesses a disjointed hitbox at its very end. Based on the technique of the same name from Bayonetta, as well as a variation from Bayonetta 2 known as Witch Strike; the ability to hold guns is taken from the former, but lacks the dodging spinning kick at the start. Otherwise performs identically to the latter, including the ability to use a second one after a double jump.
Down special Witch Time Uses her magic to slow down time around an opponent who attacks her. Its duration increases the more damaged the opponent is, but decreases when used too frequently. It is also the only counterattack that is capable of working on some unblockable attacks, with the exception of grabs. However, if Witch Time is activated too late, then Bat Within is activated instead. Bat Within teleports Bayonetta in any direction, but unlike in the Bayonetta series, it halves the damage received, rather than negating it. Based on the same ability from the Bayonetta games, albeit only slowing down the attacking opponent as opposed to all opponents.
Final Smash Infernal Climax 30% (Gomorrah), 15% (bonus spell) Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon Gomorrah, who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 15% after the cutscene. It is very powerful, as opponents can be KO'd under 100% if they are close to the blast lines, while they are instantly KO'd if they have 100% or more once the cutscene ends.

Bullet Arts[edit]

Main article: Bullet Arts

Bat Within[edit]

Main article: Bat Within


Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 84 1.7 – Initial dash
1.6 – Run
0.9 0.055 0.008 0.97 0.01 – Base
0.085 – Additional
0.12 1.77 – Base
4 39 - Base
21.354742 - Short hop

Announcer call[edit]

On-screen appearance[edit]

  • Emerges from her Bat Within form while surrounded by the Umbra Witches' symbol, then proceeds to wield her guns.


  • Up taunt: Twirls around, moves both arms around her in a graceful manner, then strikes a pose with both arms over her head, saying, "If you need to learn how to talk to a lady, ask your mum." (レディの扱い方、ママに教えて貰いなさい, If you can't handle a lady, ask your mum.) The ending is slightly different depending on the direction Bayonetta faces. It is based on her long taunt from Bayonetta 2.
  • Side taunt: Gracefully spins around, then points both guns directly in front of herself, saying, "New 'do, dead you." (動くと死ぬわよ, You move, you die.) The quote comes from her short taunt while wielding Salamandra in Bayonetta 2.
  • Down taunt: Strikes a number of poses while flourishing her guns before looking away and then looking forward, while her glasses briefly emit a light purple glint upon concluding. Based on the dances she performs prior to fighting the first Joy she encounters in Bayonetta.
    • Due to the length of Bayonetta's taunts, they are interruptible much earlier than they would suggest, with the first actionable frame of each occurring about halfway through their animations.
Up taunt Side taunt Down taunt
Bayonetta's up taunt in Smash 4 Bayonetta's side taunt in Smash 4 Bayonetta's down taunt in Smash 4

Idle poses[edit]

  • Waves one of her guns in an inviting motion.
  • Holds her left gun in front of herself, and her right gun upward beside her head. This idle pose only occurs once she ends any ground attack, and reverts to her standard idle animation after a few seconds.
BayonettaIdlePose1SSB4.jpg BayonettaIdlePose2SSB4.jpg

Crowd cheer[edit]

English Japanese
Description Bay-o! Bayo-nett-a!
Pitch Group chant Group chant

Victory poses[edit]

The first few notes of Let's Hit the Climax! / Time for the Climax! followed by the jingle that plays upon completing a Verse in Bayonetta and "Bayonetta 2", entitled "Verse Result Jingle".
  • Faces her back to the screen while holding her guns up beside her face, then performs a pirouette before concluding with a pose that involves her aiming her guns in front of herself, saying, "That all you got?" (全力を見せてよ, Show me your full power.) or "You're making it easy." (楽勝ね, Too easy.)
  • Performs the Break Dance while either saying "Dreadful." (退屈だわ, Boring.) or "Don't make me beg." while her glasses briefly emit a light purple glint upon concluding. The quote comes from her short taunt while wielding Takemikazuchi in Bayonetta 2.
  • Strikes a number of poses while flourishing her guns before concluding by looking away and then looking forward while saying "Miss me, baby?" (私はここよ, I'm right here.) while her glasses briefly emit a whitish purple glint upon concluding. This is a shortened version of her down taunt.
Source: Created by Burgundy Blade, via the Smash Boards. High Quality animated victory pose for Bayonetta Source: Created by Burgundy Blade, via the Smash Boards. High Quality animated victory pose for Bayonetta Source: Created by Burgundy Blade, via the Smash Boards. High Quality animated victory pose for Bayonetta

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Bayonetta players (SSB4)

Tier placement, history and tournament bans in various regions[edit]

Split.png It has been suggested that this article or section be split into multiple pages or sections.
The reason given for the split is: Character bans could have pages, see Talk:Steve (SSBU) (Discuss)

Bayonetta was, along with Corrin, one of the only two characters to miss out on the first 4BR tier list, due to them being available two days after the tier list was released. Her initial perception on the community has been, however, positive since her release, albeit in a controversial way. Players pointed out her abundance of strengths, namely her extremely strong combo game with zero to death potential, her excellent recovery, a decent neutral game despite her average mobility, the strength of her moveset despite being a light character alongside guaranteed KO setups with Witch Time, and the ability to punish the opponent for trying to punish her due to the former move. Despite her strengths being slightly toned down in update 1.1.5, the nerfs to Sheik and Zero Suit Samus further bolstered the controversy surrounding her. Players stated that she was too good in competitive play and compared her to Brawl's Meta Knight.

Bayonetta was eventually nerfed in update 1.1.6 and her perception and tournament results declined as a result. Even so, while her perception suddenly dropped in the eyes of many smashers, it gradually became positive again due to her players adopting a newer, more creative playstyle, similar to Diddy Kong after update 1.0.8. While her results were initially not as amazing as before, her strong tournament representation and results culminated in her being placed at 11th place on the second 4BR tier list. Bayonetta's representation and results would grow as time passed, in particular due to Salem, CaptainZack, Pink Fresh and saj's strong results within their regions, with the former two also making it to top eight at two major tournaments. As a result of this, she moved to 1st on the third tier list (in another similarity to Diddy Kong with the previous tier list); this tier rise is the second largest between the second and third tier lists, with people stating that while the nerfs did make a difference in how simple it was to pick her up, they did not hold her back from being one of the best characters in the game.

At first, opinions on Bayonetta's placing on the tier list were mixed, as some people were in favor of her taking the top spot, whereas others believed that her dominance was not as high as other characters like Diddy Kong and Sheik. However, following Salem's victories at supermajors EVO 2017 and DreamHack Atlanta 2017, most people agreed that she was the best character in the game, which, combined with Bayonetta's more consistent results, allowed her to hold the 1st placing on the fourth and final tier list.

By the end of the game's main competitive lifespan, Bayonetta's first place status was unchallenged, as numerous top players including MkLeo and Tweek began using her. Most major tournaments in 2018 had at least two to three Bayonetta players in the top eight, and by the end of the PGR v5 season, there were five players ranked with Bayonetta in the top ten, the most out of all the characters in the game. Her dominance in the metagame gave way to hate from the Smash community, with a good portion of the community stating that they do not enjoy playing against the character because of her perceived brokenness.

Banned (lifted after 1.1.6)[edit]
Ban considered[edit]

Certain regions banned or considered banning Bayonetta from their tournaments, believing that, unlike Sheik before update 1.1.5, she was very simple to play as. Following the tremendous number of nerfs she received in update 1.1.6, however, these regions lifted their ban.

Reveal trailer[edit]


3DS Classic Mode trophy
Wii U Classic Mode trophy
NTSC Bayonetta is one of the last of the near-extinct Umbra Witches clan. She's a master of the Bullet Arts and can use her hair as a conduit to bring forth Infernal Demons. She brings all these skills and more to Smash, where she'll unleash additional damage if you hold the attack button. Damage and distract your foes with this move!
PAL Bayonetta is one of the last of the long-extinct Umbra Witches clan. She's a master of the Bullet Arts, and can use her hair as a conduit to bring forth Infernal Demons. She brings all these skills and more to Smash, where if you hold down the attack button, she'll fire bullets at the enemy. They don't just do damage; they even work as a feint!
Bayonetta (01/2010)
Wii U: Bayonetta 2 (10/2014)
3DS All-Star Mode trophy
Wii U alternate trophy
Bayonetta (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS If you use Bayonetta's side special in midair, she'll do a diagonal kick upward that goes through platforms. If you press down just before doing the move, it'll turn into a downward attack! Plus, if you hit an enemy in midair, you can use the attack again before you hit the ground—great for combos and recoveries!
NTSCSuper Smash Bros. for Wii U If you use Bayonetta's side special in midair, she'll do a diagonal kick upward that even goes through platforms. If you press down just before doing the move, it'll turn into a downward attack! Plus, if you're hit by an enemy, you can use the attack again before you hit the ground—great for combos and recoveries!
PAL If you use Bayonetta's side special in mid-air, she'll do a diagonal kick upwards that even goes through platforms. If you press down just before doing the move, it'll turn into a downwards attack! Plus, if you hit an enemy in mid-air, you can use the attack again before you hit the ground - great for combos and recoveries!
Bayonetta (01/2010)
Wii U: Bayonetta 2 (10/2014)
Infernal Climax trophy
Infernal Climax
NTSC Before her Final Smash, Bayonetta enters Witch Time, during which she can attack the enemy to fill her magic gauge. If it fills up, she summons the demon Gomorrah, who chomps down on the unfortunate foe! Keep pressing the button during Gomorrah's attack to increase damage. If it hits 100%, the enemy will be instantly KO'd!
PAL Before her Final Smash, Bayonetta enters Witch Time, during which she attacks the enemy to fill her magic gauge. If it fills up, she summons the demon Gomorrah, who chomps down on the unfortunate foe! Keep pressing the button during Gomorrah's attack to increase damage. If it hits 100%, the enemy will be instantly KO'd!
3DS Bayonetta (Original) trophy
Wii U Bayonetta (Original) trophy
Bayonetta (Original)
NTSC This Umbra Witch awakens after hundreds of years without any memories of her past life. Usually Bayonetta spends her days pretending to be a nun to lure out angels, until a witch with the same powers as her starts to slowly bring her memories back. She ends up embroiled in a battle to save the world!
PAL This Umbra Witch awakens after hundreds of years without any memories of her past life. She spends her days with shenanigans like dressing as a nun to lure out angels to fight, until a witch with the same powers as her starts to slowly bring her memories back. As her memories return, she ends up embroiled in a battle to save the world!
Bayonetta (01/2010)

Alternate costumes[edit]

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.

Bayonetta Palette (SSB4).png
BayonettaHeadSSB4-U.png BayonettaHeadYellowSSB4-U.png BayonettaHeadRedSSB4-U.png BayonettaHeadWhiteSSB4-U.png BayonettaHeadOriginalSSB4-U.png BayonettaHeadGreenSSB4-U.png BayonettaHeadPinkSSB4-U.png BayonettaHeadBlueSSB4-U.png



  • Bayonetta and Cloud are the only characters to change weapons as part of their alternate costumes. In Bayonetta's case, her A Witch With No Memories costume has her using the Scarborough Fair, rather than Love Is Blue. They are also the only characters in SSB4 who pose differently in their artwork when wearing alternate costumes that change their outfits.
  • Her pose in her artwork for her "A Witch With No Memories" costume is based on her artwork for her appearance in Anarchy Reigns.
  • If a battle ends while Bayonetta is speaking through a taunt, it can still be heard, even over the announcer. This also happens with Wii Fit Trainer.
  • If she grabs a Hammer or Golden Hammer with her forward aerial and stops the attack in midair without performing all three hits, the hammer's music will not play.
Bayonetta creating a magic crest when jumping.Bayonetta creating a magic crest when landing from a jump.
Part of the MediaWiki software. For use in {{ImageCaption}}Part of the MediaWiki software. For use in {{ImageCaption}}
The Umbra Witches' symbol appears when Bayonetta jumps
and when she lands.
  • Some of Bayonetta's animations outside of her attacks reference the Bayonetta series:
    • When Bayonetta jumps, she leaves behind a blue Umbra Witch symbol, and emits a magenta Umbra Witch symbol and when she lands. However, she does not emit the symbol during her double jump.
    • Her on-screen appearance is a reference to when she enters Purgatorio, as she appears within the realm via the Umbra Witches' symbol.
    • Her crouch is a reference to the Break Dance technique, where she strikes a similar pose at the end of the attack.
    • Her ability to wall cling references the Witch Walk ability usable by Umbra Witches during a full moon.
    • When she plucks Grass, she will uproot the item with a kick and then grab it in midair, much like how she picks up weapons from the ground. She also transitions through this animation slower than every other character in SSB4.
    • Her sidestep's animation is based off her Love is Blue weapon taunt from Bayonetta 2.
    • The pose Bayonetta assumes when having her attacks interrupted with another attack is based off her Kafka weapon taunt from Bayonetta 2.
    • She has a special idle pose once she stops any ground attack, which returns to her standard idle pose after a few seconds pass. This is based on her attack pose from her home franchise. Her arms down position is used when traversing open areas with no enemies, while holding her arms up with her guns, and placing one foot on its toe, is the pose she takes when enemies are near by. Players performing attack animations in her home series without enemies near by will have her take her attack pose for a few seconds, before reverting into her idle pose.
    • After using an Assist Trophy or the Special Flag, Bayonetta will blow a kiss. This could be a reference to the Infernal Kiss ability, which enables her to break down divine barriers, or her target lock-on animation.
    • When damaged, roses appear around her body where starburst-shaped effects would normally appear. This references how, in the Bayonetta series, those who are damaged and have blood drawn will have it turn into something different before being blown away. In Bayonetta's case, rose petals fly off of where she would normally bleed, which makes her and Joker in Ultimate the only characters in the Super Smash Bros. series to reference external bleeding.
  • Bayonetta is the only newcomer in SSB4 to have one voice clip when being KO'd via blast lines.
  • Bayonetta, Mr. Game & Watch, and Wii Fit Trainer are the only three characters in SSB4 with unique sound effects for charging their smash attacks.
  • Bayonetta possesses unique technical data:
    • She is the first character in the Super Smash Bros. series to have a smash attack that is a meteor smash that works on aerial targets, and is not part of an automatic combo that negates the downward knockback.
    • She is one of two characters that can affect opponents who have invincibility frames, such as those from the Super Star item or from dismounting a revival platform, thanks to Witch Time. The other is Luigi in Brawl, with Negative Zone, but unlike Witch Time, Negative Zone can also dismount opponents from a revival platform.
    • Bayonetta and Ryu are the only characters whose neutral attacks require multiple button presses in order to be fully performed. In Bayonetta's case, merely holding the attack button triggers her Bullet Arts.
  • Although difficult to hear, Bayonetta's guns will emit their respective firing sound effects. Her default costume uses Love is Blue's firing sound effect from Bayonetta 2, whereas her "A Witch With No Memories" costume uses Scarborough Fair's firing sound effect from Bayonetta.
  • Bayonetta, Ryu, Cloud, Corrin, and Roy's voice clips are in much lower quality than the rest of the cast in Super Smash Bros. for Nintendo 3DS.
  • In an interview with Masahiro Sakurai, he stated that including Bayonetta in the game was not an easy task. He had problems coming up with a unique moveset for her in the game, so he opted to bring in her attacks directly from Bayonetta 2, which explains why she is a combo-based fighter instead having the standard one or two-hit attacks most characters have. He also stated that he initially had trouble balancing Bayonetta's sexual nature to fit the games' rating in Japan, as even the slightest sexual exposure would have boosted the games' family rating to a more mature one.[1]
  • Bayonetta is the only character to speak when performing a spot dodge, where she might say "Dreadful."


1.^ translates to "Open Cartwheel"
2.^ translates to "Iron Mountain Lean"
3.^ translates to "By Iron Mountain"