Editing Bayonetta (SSBU)

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In spite of this, Bayonetta has also received a few noteworthy buffs. All of 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. Downwards After Burner Kick is now a reliable combo starter once again due to it launching grounded opponents at a higher, more suitable angle for followups, and Witch Twist is harder to [[SDI]] out of due to the lower [[hitlag]] on each hit. Witch Time can slow down opponents from much farther distances upon a successful counterattack, has a longer counter window, and changes a projectile's ownership to her. Although [[grab]]s have been overall nerfed across the cast, all of Bayonetta's grabs have slightly increased range, which combined with her throws not losing their utility, improves her grab game despite their higher ending lag. Her [[neutral attack]] combo's finisher and dash attack both have increased knockback, the former now being one of the strongest neutral attacks in the game, and the strongest among lightweights, and the latter has more range and reduced ending lag, improving the move as a burst or KO option. Bayonetta's most inconsistent moves have also been notably improved; both hits of her up tilt will always connect reliably due to the first hit using set knockback, her smash attacks now have transcendent priority on aerial opponents, most notably addressing the low priority of the moves, Witch Twist has a lower SDI multiplier, and her Witch Time has higher slowdown scaling, noticeably increasing its slowdown duration at high percentages when the move is stale.   
In spite of this, Bayonetta has also received a few noteworthy buffs. All of 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. Downwards After Burner Kick is now a reliable combo starter once again due to it launching grounded opponents at a higher, more suitable angle for followups, and Witch Twist is harder to [[SDI]] out of due to the lower [[hitlag]] on each hit. Witch Time can slow down opponents from much farther distances upon a successful counterattack, has a longer counter window, and changes a projectile's ownership to her. Although [[grab]]s have been overall nerfed across the cast, all of Bayonetta's grabs have slightly increased range, which combined with her throws not losing their utility, improves her grab game despite their higher ending lag. Her [[neutral attack]] combo's finisher and dash attack both have increased knockback, the former now being one of the strongest neutral attacks in the game, and the strongest among lightweights, and the latter has more range and reduced ending lag, improving the move as a burst or KO option. Bayonetta's most inconsistent moves have also been notably improved; both hits of her up tilt will always connect reliably due to the first hit using set knockback, her smash attacks now have transcendent priority on aerial opponents, most notably addressing the low priority of the moves, Witch Twist has a lower SDI multiplier, and her Witch Time has higher slowdown scaling, noticeably increasing its slowdown duration at high percentages when the move is stale.   


The universal changes to gameplay mechanics are a mixed bag for Bayonetta overall. The ability to [[dash cancel]] into any move improves her grounded game, though this is somewhat counterbalanced by their rather slow startup and her notable grounded moves losing some of their combo utility. The streamlined [[jump#jump timing|jumpsquats]] and reductions to landing lag are mostly detrimental to her; they slightly benefit Bayonetta's combo game as long as her aerials are not extended with Bullet Arts, but unlike most other characters, Bayonetta suffers higher landing lag when she lands with aerials that are extended with Bullet Arts. This, combined with other characters gaining either safer aerials, improved combo routes from them, or lower landing lag, has allowed them to more easily keep up with Bayonetta. On the other hand, the changes to [[air dodge]] mechanics have benefitted her overall; although Bayonetta has the third shortest distance of any directional air dodge (tied with {{SSBU|Steve}}) she still benefits from their reintroduction regardless since her special moves don't cause helplessness when used in the air, and it allows her to slightly extend her recovery provided she is not able to reach the edge on time, plus the increased lag on all kinds of air dodges and their limit to once per airtime (unless hitstun is sustained) has further improved her edgeguarding ability, despite her worse aerial game.
The universal changes to gameplay mechanics are a mixed bag for Bayonetta overall. The ability to [[dash cancel]] into any move improves her grounded game, though this is somewhat counterbalanced by their rather slow startup and her notable grounded moves losing some of their combo utility. The streamlined [[jump#jump timing|jumpsquats]] and reductions to landing lag are mostly detrimental to her; they slightly benefit Bayonetta's combo game as long as her aerials are not extended with Bullet Arts, but unlike most other characters, Bayonetta suffers higher landing lag when she lands with aerials that are extended with Bullet Arts. This, combined with other characters gaining either safer aerials, improved combo routes from them, or lower landing lag, has allowed them to more easily keep up with Bayonetta. On the other hand, the changes to [[air dodge]] mechanics have benefitted her overall; although Bayonetta has the third shortest distance of any directional air dodge (tied with {{SSBU|Steve}}) she still benefits from their reintroduction since her special moves don't cause helplessness when used in the air, and it allows her to slightly extend her recovery provided she is not able to reach the edge on time, plus the increased lag on all kinds of air dodges and their limit to once per airtime (unless hitstun is sustained) has further improved her edgeguarding ability, despite her worse aerial game.


Overall, Bayonetta's biggest strengths from ''SSB4'' that were deemed "overpowered" have all been severely toned down or even removed altogether, as her combos require slightly more precision to pull off, have less KO potential and leave her more vulnerable, and Witch Time is a less powerful option to place the opponent at a disadvantage. She is also plagued with further defined weaknesses, possessing much more significant KOing issues, a worse disadvantage state and overall survivability (both from her weaker recovery and endurance) and a slightly slower moveset. Although some of her moves have received various improvements and/or quality of life changes, none of her buffs are able to properly compensate for the comparatively much larger impact her abundance of nerfs have brought up. The universal changes pronounce both the good and bad aspects of her attributes, but much like her direct buffs, they fail to address her severe direct nerfs. However, she still retains several of her main strengths from the previous game, most notably her strong combo game and edgeguarding ability. Bayonetta also received many buffs through game updates, which improved on her most underwhelming aspects or alleviated the severity of her nerfs. These changes now give Bayonetta a higher learning curve, and render her far less powerful than she was in ''SSB4''; however, optimizations to her metagame and the retention of her strengths have allowed Bayonetta to remain an effective character.
Overall, Bayonetta's biggest strengths from ''SSB4'' that were deemed "overpowered" have all been severely toned down or even removed altogether, as her combos require slightly more precision to pull off, have less KO potential and leave her more vulnerable, and Witch Time is a less powerful option to place the opponent at a disadvantage. She is also plagued with further defined weaknesses, possessing much more significant KOing issues, a worse disadvantage state and overall survivability (both from her weaker recovery and endurance) and a slightly slower moveset. Although some of her moves have received various improvements and/or quality of life changes, none of her buffs are able to properly compensate for the comparatively much larger impact her abundance of nerfs have brought up. The universal changes pronounce both the good and bad aspects of her attributes, but much like her direct buffs, they fail to address her severe direct nerfs. However, she still retains several of her main strengths from the previous game, most notably her strong combo game and edgeguarding ability. Bayonetta also received many buffs through game updates, which improved on her most underwhelming aspects or alleviated the severity of her nerfs. These changes now give Bayonetta a higher learning curve, and render her far less powerful than she was in ''SSB4''; however, optimizations to her metagame and the retention of her strengths have allowed Bayonetta to remain an effective character.

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