Bayonetta (SSBU)

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This article is about Bayonetta's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Bayonetta.
Bayonetta
in Super Smash Bros. Ultimate
Bayonetta SSBU.png
BayonettaSymbol.svg
Universe Bayonetta
Other Smash Bros. appearance in SSB4


Availability Unlockable
Final Smash Infernal Climax
BayonettaHeadSSBU.png
An Umbra Witch who equips guns on her arms and legs, Bayonetta has mastered the beautiful but brutal Bullet Arts fighting style. She can even slow down her opponents with Witch Time!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Bayonetta (ベヨネッタ, Bayonetta) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character on June 12th, 2018. Bayonetta is classified as fighter #63.

Bayonetta is once again voiced by Hellena Taylor in English and Atsuko Tanaka in Japanese, using recycled voice clips from Super Smash Bros. 4.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Bayonetta being the 43rd character to be unlocked.
  • Clear Classic Mode with Mario or anyone in his unlock tree, being the second character unlocked after Sonic.
  • Have Bayonetta join the player's party in World of Light.

With the exception of the third method, Bayonetta must then be defeated on the Umbra Clock Tower.

Changes from Super Smash Bros. 4[edit]

Bayonetta in Smash 4 was considered by many players as the best character in the game, even after having received nerfs in updates, due to many of her extreme advantages remaining intact, including most infamously her ability to KO opponents at virtually any percentage with successful ladder combos. These traits often caused players to label her as "broken", and many matches involving her became controversial, including one at the Super Smash Bros. Invitational 2018, where the top professional Bayonetta player MkLeo pulled off a ladder KO in front of Masahiro Sakurai. Possibly as a result of these events, Bayonetta has been significantly nerfed in the transition to Ultimate, and is by far the most nerfed character in the game, in a similar vein to Meta Knight in Smash 4.

Bayonetta's most reliable combo starters have been weakened, with her up tilt, down tilt and forward aerial all having more ending lag; the latter in particular has been affected the most significantly, no longer allowing for any followups other than the next hits of the move. Witch Twist also has more startup and grants less distance, reducing its effectiveness as a combo starter, out of shield option and followup from other moves. Adding to this, all of Bayonetta's special moves have received nerfs that make them more punishable: Bullet Climax's charge takes longer to cancel, Heel Slide and After Burner Kick's followup hits can no longer be used if they hit a shield, Witch Twist takes much longer to grab ledges, and Witch Time slows down opponents for much shorter except at very high percentages, alongside having noticeably more startup and ending lag.

Bayonetta's KO ability has been toned down as well. Her neutral, up and down aerials deal lower knockback (most significantly the former two), her back aerial has shorter range making it harder to sweetspot, and her smash attacks only get half as much of an increase in power when charged. This is exacerbated by Witch Time's decreased slowdown duration, hindering its ability to lead into safe KOs, and due to the severe nerfs to her up aerial, she can no longer KO with ladder combos unless they are initiated very close to the top blast line. As a result, Bayonetta now has a significantly more defined main weakness, which is her lack of KO ability at higher percentages. Conversely, her own endurance has been worsened, as her already low weight has been decreased further, and her recovery is less effective due to Witch Twist's shorter distance and slower ledge grab.

On the other hand, Bayonetta has received a few noteworthy buffs. Her dodges have been sped up relative to the rest of the cast, no longer being among the slowest in the game, while still having the ability to trigger Bat Within during their startup. Heel Slide and downwards After Burner Kick are more reliable combo starters, the former due to its lower ending lag on the second hit, and the latter due to launching grounded opponents at a higher angle. Lastly, her forward throw is somewhat more effective for KOing at high percentages, and Witch Time can slow down opponents from much farther distances upon a successful counterattack. However, these buffs fail to compensate for the comparatively much larger impact her abundance of nerfs has brought up.

Overall, Bayonetta performs significantly worse than her Smash 4 iteration and has a considerably higher learning curve than in Smash 4 due to the significant loss of her vertical ladder combos, although much like SSB4 Meta Knight, she is still a moderately successful character in the early metagame thanks to the results of players such as tamim.

Aesthetics[edit]

  • Change As with all veterans returning from SSB4, Bayonetta's model features a more subdued color scheme.
  • Change Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.
  • Change Bayonetta's taunts are sped up.
  • Change When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in Smash 4, it only showed for a brief moment.
  • Change While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possesed in the previous installment. Notably in her Screen KO, a wink in one of her victory animations, and during certain moves such as up tilt.

Attributes[edit]

  • Buff Like all characters, Bayonetta's jumpsquat animation now takes 3 frames to complete (down from 4).
  • Buff Bayonetta's initial dash speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.
  • Buff Bayonetta walks slightly faster (0.9 → 0.945).
  • Buff Bayonetta's air speed is faster (0.97 → 1.019).
  • Change Bayonetta is slightly lighter (84 → 81). This worsens her survivability, but also makes her harder to combo at higher percents.
  • Buff Bayonetta's traction is much higher (0.055 → 0.11).
  • Buff Forward roll has less ending lag (FAF 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).
  • Nerf Forward roll grants less intangibility (frames 6-19 → 6-15).
  • Buff Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).
  • Nerf Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).
  • Buff Spot dodge has less ending lag (FAF 30 → 26).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).
  • Buff Air dodge grants more intangibility (frames 5-27 → 5-31).
  • Nerf Air dodge has more ending lag (FAF 37 → 46).
  • Buff With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing helplessness by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.
    • Nerf However, Bayonetta's directional air dodge speed is lower relative to the cast, a trait she shares with Little Mac. This gives her more trouble in escaping combos and juggles.

Ground attacks[edit]

  • Neutral attack:
    • Change The first three hits have altered angles and knockback to keep opponents close to Bayonetta, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
    • Buff The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).
    • Buff The rapid jab deals less hitlag, making it harder to SDI out of.
    • Nerf All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).
    • Nerf The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).
    • Nerf The first hit has slightly less range.
  • Forward tilt:
    • Nerf The first hit has slightly less range.
    • Nerf The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback mostly compensated.
  • Up tilt:
    • Buff The first hit's grounded hitbox now launches opponents into the second hit like its aerial hitbox, rather than away from Bayonetta, allowing it to rack up damage and combo more consistently.
    • Nerf Up tilt has more startup (frame 7 → 9) and ending lag (FAF 27 → 32), hindering its combo potential.
    • Nerf The first hit deals less damage when clean (5% → 1.5%), now being less than the late hit's damage.
  • Down tilt:
    • Nerf Down tilt has more ending lag (FAF 27 → 29), hindering its combo potential.
    • Nerf It deals less damage (6%/7% → 5%/6%). While its knockback has not been fully compensated, its combo potential remains worse due to its increased ending lag.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 47 → 43).
    • Buff It deals more knockback.
  • Nerf Bayonetta's smash attacks have a lower maximum damage multiplier (1.4× → 1.2×).
  • Forward smash:
    • Buff Forward smash has less startup (frame 19 → 17) and ending lag (FAF 68 → 67).
    • Buff It can now be angled.

Aerial attacks[edit]

  • Buff Forward, back and up aerial have less landing lag (14 frames → 12 (forward), 12 frames → 10 (back), 12 frames → 8 (up)).
  • Nerf All aerials except down aerial have more landing lag if their Bullet Arts extensions are used (10 frames → 18 (neutral), 12 frames → 18 (forward), 12 → 16 (back, up)). This worsens Bayonetta's pressure ability with her neutral and up aerials.
  • Neutral aerial:
    • Nerf Neutral aerial deals drastically less knockback, no longer KOing under 300% from the center of most stages. While this allows it to combo for longer, it most significantly hinders Bayonetta's KO ability at high percents.
    • Nerf The Bullet Arts extension deals less damage (4.5% → 3%).
  • Forward aerial:
    • Buff All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)), with knockback compensated on the third hit.
    • Nerf All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into After Burner Kick or Witch Twist, or being used repeatedly to drag opponents offstage, significantly weakening its utility.
    • Nerf The first hit has slightly less range.
  • Back aerial:
    • Nerf Back aerial has more ending lag (FAF 30 → 35).
    • Nerf Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u).
  • Up aerial:
    • Nerf Up aerial deals less damage (9% → 7.5%) and its knockback scaling has been reduced (90 → 80). This significantly hinders its KO ability.
    • Nerf It launches at a more horizontal angle (75° → 55°). While this allows it to follow up with an upwards After Burner Kick, it mostly reduces its combo potential and making it vulnerable to LSI.[1]
    • Nerf The Bullet Arts extension deals less damage (4% → 3%).
  • Down aerial:
    • Buff Down aerial now deals set knockback to grounded opponents to always lead into the landing hit, allowing it to deal more damage and KO them more effectively.
    • Nerf It deals less knockback to aerial opponents and with the landing hit, no longer being able to KO off a meteor smash at very low percents, and KOing later onstage.
    • Nerf It has more ending lag (FAF 48 → 53), making it harder to use offstage without self-destructing.
    • Nerf It has more landing lag (28 frames → 30).

Throws/other attacks[edit]

  • Nerf All grabs have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
  • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
  • Change Bayonetta's hand now grabs characters using a form of Umbran magic, as seen via a slightly updated animation where she swings her hand around, which is sparkling with a noticeable Umbran purple.
  • Pummel:
    • Change Pummel is significantly faster, but deals much less damage per hit (1.6% → 0.65%).
  • Forward throw:
    • Buff Forward throw deals slightly more knockback, improving its KO potential.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Bullet Climax:
    • Buff Bullet Climax's bullets have more range.
    • Nerf It has more ending lag (FAF 71 → 76).
    • Nerf It now needs to be fully charged before it can be charge-canceled.
    • Nerf It can only be held for up to one second upon reaching full charge.
  • Heel Slide:
    • Buff The second hit comes out faster (frame 54 → 51).
    • Buff It has less ending lag (FAF 78 → 73), improving its combo potential.
    • Nerf All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).
      • Buff However, this also allows the second hit to combo for longer.
    • Nerf The second hit cannot be performed if the first hit is shielded. Combined with attacks no longer being able to cross-up shields in Ultimate, this makes the move much easier to punish.
  • After Burner Kick:
    • Nerf Upon hitting an opponent with After Burner Kick, the second one can only be used within a one-second window afterwards, hindering its mixup potential.
      • Nerf Additionally, it cannot be used altogether if the first one is shielded.
    • Buff Downwards After Burner Kick launches grounded opponents at a higher angle, much like in Smash 4 before update 1.1.6, allowing it to be a reliable combo starter once again.
    • Nerf Downwards After Burner Kick can no longer be autocanceled.
  • Witch Twist:
    • Buff Witch Twist's looping hits deal less hitlag, making them harder to SDI out of.
    • Nerf It has increased startup (frame 4 → 6) and ending lag (FAF 29 → 32), weakening it as an out of shield option and followup.
    • Nerf It gains less vertical height making it unable to reach at higher blast zones as well as worsening her recovery.
    • Nerf It takes much longer to sweetspot edges from the front (frame 11 → 27), and can no longer sweetspot them from behind.
  • Witch Time:
    • Buff Witch Time's slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.[2]
    • Nerf Witch Time has increased startup with a shorter counter window (frames 5-21 → 8-21), and grants less intangibility (frames 5-16 → 8-17).
    • Nerf It has significantly more ending lag (FAF 50 → 67), making it easier to punish if missed. It also takes longer for Bayonetta to act out of the move after its activation (frame 15 → 20).
    • Nerf Its base duration has been significantly lowered (180 frames → 90), no longer being effective at any percent range, even against uncharged smash attacks.[3]
      • Buff However, its duration scaling is higher (10 → 30), meaning its duration increases by 30 frames for every 100% the opponent takes, rather than by 10 frames. This mostly compensates for the move's lower base duration at higher percents, and allows it to reach its maximum duration faster.
    • Buff It has less penalty frames per use (75 → 60).
    • Nerf Its regeneration per frame is slower (0.06 → 0.03).
    • Change Witch Time scales with the power of the move it is used on, so using Witch Time on a weaker move such as a jab will result in the effect lasting for a much shorter time, and a stronger move such as a smash attack will result in a longer effect.
    • Change The screen turns dark whenever someone is affected by Witch Time.
  • Infernal Climax:
    • Nerf When Witch Time is activated, opponents move a little faster, making it easier to dodge her attacks.
      • Buff Due to this change, however, opponents dodging during the Final Smash are effectively intangible for a shorter amount of time.
    • Nerf Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).
    • Buff When the Final Smash ends, opponents take an additional 10% damage.

Update history[edit]

Super Smash Bros. Ultimate 1.1.0

  • Nerf Witch Time's duration scaling is lower (40 → 30).
  • Nerf Witch Time's regeneration per frame is slower (0.04 → 0.03).
  • Change Infinite Witch Time glitch created.

Super Smash Bros. Ultimate 2.0.0

  • Bug fix Infinite Witch Time removed.
  • Buff Bayonetta can grab ledges faster after using neutral aerial.

Moveset[edit]


Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   1.4% Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. Based on Bayonetta's Punch + Punch + Punch • Punch (PPP • P) combo from Bayonetta 2.
1.4%
2.2%
0.2% (loop), 0.5% (penultimate hit), 5% (last)
Forward tilt Consecutive Kicks 3% (hits 1 and 2), 7% (hit 3) Bayonetta performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. Based on Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue.
Up tilt   1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2) An upwards pistol whip. Hits twice. At low percents, can combo into up air. The first hit has a hitbox slightly above and in front Bayonetta's head that does slightly more damage than on the ground, but it can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. It is based on the delayed punch launcher.
Down tilt Kick Attack 6% (foot), 5% (leg) A sweep kick. The Bullet Arts version of this move fires two guns in front of herself and one behind herself. Based on the final hit of Bayonetta's PPK combo while wielding Love is Blue.
Dash attack Stiletto 10% (early), 8% (late) The Stiletto: a forward rushing pistol whip. It has noticeable start-up. The Bullet Arts version of this move fires her gun in front of herself.
Forward smash   14% (wrist), 16% (fist) 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 be angled slightly upward and downward. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. 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. 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%. Madama Buterfly's hitbox cannot be reversed. The Bullet Arts version of this move fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher.
Down smash Heel Stomp 5% (Bayonetta), 16% (Madama Butterfly, clean), 15% (Madama Butterfly, late) The Heel Stomp; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. There is 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. Madama Butterfly's hitbox cannot be reversed. Oddly, the Bullet Arts version of this move fires the guns on her feet downward into the ground, making it useless except for opponents directly touching her front or back.
Neutral aerial   8% (clean), 6% (late), 3% (Bullet Arts extension) A spinning roundhouse kick. 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. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her. It is based on the aerial Bullet Climax in Bayonetta.
Forward aerial   4% (hit 1), 3.3% (hit 2), 7% (hit 3) Bayonetta performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Based on Bayonetta's aerial PPK combo while wielding Love is Blue.
Back aerial   10% (leg), 13% (foot) A high-angle back kick. The Bullet Arts version of this move fires one gun behind her at an upward angle. Based on the second hit of Bayonetta's aerial PK combo while wielding Love is Blue.
Up aerial   7.5% (kick), 3% (Bullet Arts extension) A bicycle kick. Very fast. Can combo from Witch Twist at low percents. The Bullet Arts version of this move has her fire her guns, whilst she performs 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 if used off-stage. 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, with her hand emanating purple Umbran Magic.
Pummel Slap Punish Attack 0.6% (hit 1), 0.7% (hit 2) 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 miss the second hit entirely.
Forward throw Tetsuzanko[2] 7% (hit), 3% (throw) The Tetsuzanko, a technique based on the tie shan kao[3] used in Bajiquan. It is her strongest throw. 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% (kick), 6% (throw) A jumping roundhouse kick. Possibly based on the final hit of her PPPK combo while wielding Love is Blue.
Up throw   3% (kick), 4.5% (throw) An outside crescent kick. 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% (stomp), 5% (throw) Stomps the opponent into the ground. Based on the final hit of Bayonetta's PPPKKK combo while wielding Love is Blue.
Floor attack (front)   7% A low-angle kick performed from a windmill, an acrobatic technique used in breakdancing.
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   9% 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 four shots. The move can be cancelled by shielding or rolling, but only when fully charged. Due to its angle, it is useful for edge-guarding and hindering aerial approaches. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. 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 8% (Heel Slide, hit 1, clean), 7.5% (Heel Slide, hit 1, mid), 7% (Heel Slide, hit 1, late), 5% (Heel Slide, hit 2), 6% (After Burner Kick, standard, early/late), 7% (After Burner Kick, standard, clean), 6.5% (After Burner Kick, downward, kick), 5% (After Burner Kick, downward, landing) A kick that functions differently when used on the ground or in midair.

Heel Slide: On the ground, she performs the Heel Slide. If the button is held, Bayonetta will then follow it up with an aú aberto. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.
After Burner Kick: 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. If shielded, it can't transition into another After Burner Kick. It can be angled downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted, but before the move comes out. The second method takes strict timing: if not correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward). 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% (ground, hits 1 and 7), 0.2% (hits 2 - 5), 2% (air, hit 1) 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. Holding the button has Bayonetta fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. 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 is dependent on several factors: the opponent's damage (more damage = longer duration), Bayonetta's damage (more damage = shorter duration), frequency (using Witch Time too often will decrease the duration), and the strength of the attack that initiates Witch Time (the stronger the attack is, the longer the opponent is slowed down). 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 28% (Gomorrah), 13% (bonus spell), 10% (end) 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. The Climax Gauge will also fill itself up slowly. 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. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.

Bullet Arts[edit]

Bullet Arts (バレットアーツ, Bullet Arts) is one of Bayonetta's signature mechanics, based on the Witches' style of the same name.

Bullet Arts deal 0.5% each, and can be used after the initial animation of almost every attack (barring floor attacks, edge attack, throws, Bullet Climax, downward After Burner Kick, and Witch Time). The rapid firing can be held for a few seconds, and the bullets have moderate range. However, in stark comparison to their appearance in the Bayonetta series, the bullets themselves are actually invisible, since their hitboxes are similar to a grab aerial's instead of a typical projectile's. The bullets cause flinching at point-blank range, but otherwise deal no hitstun, much like Fox's Blaster. Thus, they can be used to essentially "steal" KOs in timed matches.

Technically, the bullets are not projectiles, but rather indirect attacks with large disjointed hitboxes. As such, they cannot be reflected or blocked by the shields of all versions of Link, though they can be slowed down by another Bayonetta using Witch Time (due to Witch Time's duration now also depending on the strength of the triggering move, however, it won't last long enough to punish the other Bayonetta) . Bullet Arts are also capable of traveling through multiple characters at once, and thus will hit anyone or anything in their line of fire. Even if blocked by someone's shield, the bullets will damage any opponents behind the shielding character.

Bat Within[edit]

Bat Within (バットウィズイン, Bat Within) is Bayonetta's other signature mechanic, based on the technique of the same name

Bat Within activates when Bayonetta is hit by an attack early during rolls, sidesteps, or air dodges, or late during Witch Time. Upon activation, Bayonetta transforms into a flock of bats, halves the amount of damage inflicted, and continues moving in the direction she was traveling; for a roll, she will advance in the same direction, and for a sidestep or after Witch Time, she will stay in place. As of Ultimate, she can no longer travel in any direction if done during her air dodge, and she will no longer rise with it when jumping prior. This is due to the new directional air dodge mechanic: the air dodge frames begin first, and the position shift occurs afterward. Since Bayonetta can't control direction during Bat Within, and the fact directional air dodge halts momentum, she will always teleport towards the ground.

When Bat Within is activated, she endures 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, multiple hitting attack. Bat Within in midair is especially risky: since Bayonetta teleports straight down, an opponent can predict her landing much better.

On-screen appearance[edit]

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

Taunts[edit]

  • 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.) This taunt has been significantly shortened from the last game, although it can still be cancelled. 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 pose while flourishing her guns before looking away and then looking forward, while her glasses briefly emit a light purple glint upon concluding. Significantly shortened from the last game, although it can still be cancelled. Based on the dances she performs prior to fighting the first Joy she encounters in Bayonetta.

Idle poses[edit]

  • Waves one of her guns in an inviting motion, while resting the other on her hip.
  • 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.

Victory poses[edit]

All of Bayonetta's victory quotes are based on taunts from Bayonetta 2 while wielding various weapons; the associated weapon for each is listed in parentheses.

  • Dances and says "Miss me, baby?" (Chernobog; 私はここよ, I'm right here.). The dance is similar to her down taunt, with a slightly different ending pose.
    • In the Japanese version, Bayonetta does not turn her head.
  • Performs the Break Dance move then strikes a pose, saying "Dreadful." (gun-type weapons or Rodin; 退屈だわ, Boring.) or "Don't make me beg." (Takemikazuchi; 遠慮しないで, Don't be shy.). The pose is similar to her crouch.
  • Bayonetta steps back and sticks up her guns, pirouettes like a ballerina, then aims her guns to the right with a pose, saying "That all you got?" (Alruna; 全力を見せてよ, Show me your full power.) or "You're making it easy." (Rakshasa; 楽勝ね, Too easy.).
The first few notes of "Time For The Climax!", followed by the jingle that plays upon completing a verse in Bayonetta.

In competitive play[edit]

Notable players[edit]

Classic Mode: The Requiem of Fallen Wings[edit]

All of Bayonetta's opponents have wings, in reference to her battles against angels, with the exception of Giant Palutena, who is a reference to the final boss battle of Bayonetta against Jubileus, the Creator.

Round Opponent Stage Music
1 Dark Pit Umbra Clock Tower One of a Kind
2 Falco Castle Siege Tomorrow is Mine (Bayonetta 2 Theme) (Instrumental)
3 Ridley Reset Bomb Forest Riders Of The Light
4 Giant Charizard Skyloft Time For The Climax!
5 Meta Knight Skyworld Theme Of Bayonetta - Mysterious Destiny (Instrumental)
Bonus Stage
6 Pit (x6) Skyworld Let's Hit The Climax!
Final Giant Palutena Palutena's Temple (Ω form) The Legend of Aesir

Note: When fighting Charizard, its Pokémon Trainer is absent. Additionally, every stage plays a track from the Bayonetta universe, no matter what universe the stage originates from.

Role in World of Light[edit]

Bayonetta was among the fighters summoned to the cliffside to fight against the army of Master Hands.

During the opening cutscene, Bayonetta was present when Galeem unleashed his beams of light. Bayonetta dodged a beam of light, activating her Bat Within, but she was then vaporized immediately after she reformed her body, and later placed under Galeem's imprisonment alongside the rest of the fighters, excluding Kirby.

Bayonetta was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat, and the last fighter to be found to be imprisoned by him. In The Final Battle, she is called by Dharkon as part of his reinforcements after Roy is awakened and Master Hand is beaten. She is a necessary unlock to achieve the true ending, as awakening her leads to a battle with Crazy Hand that frees him from Dharkon's control (both of whom's defeats greatly shifts the power of balance in Galeem's favor).

Spirits[edit]

Bayonetta's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 500 coins. Unlocking Bayonetta in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, her younger form, Cereza, appears as a Primary Spirit.

Alternate costumes[edit]

Bayonetta Palette (SSBU).png
BayonettaHeadSSBU.png BayonettaHeadOriginalSSBU.png BayonettaHeadYellowSSBU.png BayonettaHeadGreenSSBU.png BayonettaHeadRedSSBU.png BayonettaHeadPinkSSBU.png BayonettaHeadWhiteSSBU.png BayonettaHeadBlueSSBU.png

Gallery[edit]

Character Showcase Video[edit]

Trivia[edit]

  • Bayonetta's official artwork strongly resembles her official artwork for Bayonetta 2, albeit with her arms pointed outwards rather than inwards.
    • Likewise, Bayonetta's official artwork based on the first game resembles her official artwork for Bayonetta, only mirrored.
  • Bayonetta can be unlocked by clearing Classic Mode as either Sonic or Mario. This could be a reference to Sega publishing the first Bayonetta game and Nintendo publishing the sequels.
  • The Umbra Clock Tower being the stage in the first round of Bayonetta's classic mode may be a reference to it being the setting of "The Witch Hunts", the opening scene of the first Bayonetta game.
    • Similarly, the fight with Mecha Ridley in the Reset Bomb Forest may be a reference to the fight against Fortitudo in the Colisseum Ruins.
  • An interview with Masahiro Sakurai revealed that Bayonetta and Palutena were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of Kirby, due to both women being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Bayonetta couldn't escape to Purgatorio as Galeem's attack reached there and her enemies were turned into spirits.
    • Both Palutena and Bayonetta are in the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess, and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
  • Bayonetta is the only third party character and the only sole representative unlocked in the Final Battle realm in World of Light.

Notes[edit]

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

References[edit]


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