- This article is about Bayonetta's appearance in Super Smash Bros. Ultimate. For other uses, see Bayonetta.
|“||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!||”|
|—Description from the Super Smash Blog.|
When unlocked, she is fought at Umbra Clock Tower.
- Can wall jump and wall cling.
- High jumping height.
- Has projectile attacks.
- Has a Counter Attack.
- Dash Grab has very high range.
- Has a very fast pummel. The finishing barrage of punches is extremely hard to SDI out of, and the button can be held to extend the animation and rack up damage.
- Good variety of multi-hit attacks, which makes her combos easy to connect due the increased hitstun.
- All her attacks except for Down and Up Specials can be extended Bullet Arts by holding the attack button, causing her to shoot with her guns. Bullet Arts will transform all of her attacks into projectiles, with some of them firing at multiple angles to hit multiple opponents at the same time. The projectiles have transcending priority. They also are not treated like proper projectiles, but instead are thought of as disjointed hitboxes attached to Bayonetta. As such, they cannot be reflected or absorbed. If Bullet Arts is used during her Up Special, more damage will be dealt, but the duration of the move will not change, and neither will Bayonetta's movement. However, she endures slightly increased ending lag at the end of the move, losing the ability to act out of it immediately and making it easier for opponents to escape.
- Most attacks are very combo-oriented, also with multi-hit properties. All her Special Attacks except for Down Special can deal extra hits or have modified properties depending on wether the player presses or holds the button.
- Many throws can combo into Smash Attacks, or at least lead into read situations.
- Powerful edge-guard tools with her Aerials and Smash Attacks.
- Forward Aerial is the only in the game that can be input additional hits. In addition players can cancel the first hit into another first hit successively.
- Has the largest Smash Attacks in the game, with gargantuan hitboxes, great range and damage. In addition, all her Smash Attacks have disjointed hitboxes as they are not part of her body. Up Smash has very high range.
- Down Smash and Down Aerial can Meteor Smash. Her Down Aerial is the strongest Down Aerial in the game when used against grounded opponents, dealing massive knockback even against opponents with low percentages.
- Has a very versatile and potentially high recovery with her Special Attacks, being able to use Witch Twist twice in the air in between jumps, and also After Burner Kick before touching the ground. Additionally, if Bayonetta jumps and performs a second Witch Twist in the frame following the first, she will retain her double jump.
- Bullet Climax deals hitstun and can rack up damage quickly. It can also be charged for stronger projectiles, and Bayonetta can also cancel the charging animation into a shield or side-dodge while holding the button.
- Side Special can be reversed in the air, and has different properties in both ground and air, even having different names. Heel Slide on the ground and After-Burner Kick in the air.
- Witch Twist can be cancelled in the middle of the animation, extending recovery and combo potential. In addition, holding the button will cause extra hits, but slightly more endlag, making it less useful for combos. Witch Time will counter enemy attacks and slow down opponents, allowing for near limitless options for punishing. It is the only Counter move that slow downs time. The higher the percentage the opponent is, the higher will be the slowdown. This one of two counter moves that also counts as a dodge, meaning Bayonetta can also avoid being grabbed or command grabbed. When activated late, Bat Within will be used, which will instead reduce damage taken, negate knockback and warp Bayonetta in the input direction, allowing for flanking and punishing options.
- Extremely light weight makes her easy launch.
- Very slow jab.
- Too dependent on combos to rack up damage and not all of her combos are guaranteed due to opponent's DI.
- Can be too dependent on Witch Time to KO opponents.
- Many of her attacks, including her gigantic Smash Attacks, lack priority.
- Bullet Arts do not cause hitstun and have limited range, as well as having a limited number of shots, meaning Bayonetta cannot hold it infinitely.
- Bullet Climax always points slightly upwards.
- Witch Time has diminishing return, meaning that using it too often will shorten the effect. Witch time can also be ended at any point if Bayonetta flinches for any reason, or dies. Although the hitbox of the move that triggered Witch Time is negated, any other attacks made by the opponent under the effect of Witch Time are not.
- Most of her attacks have considerable startup lag, leaving huge openings for enemy interception.
- The more attacks she performs in the air, the longer landing lag she will receive at the end, leaving her extremely vulnerable to being punished by enemies. Using too many combos in mid-air with Witch Twist leaves a huge opening during landing.
- Her recovery is very poor if the player is out of jumps after one Witch Twist.
- Her recovery is slower that the other fighters, making it easier for enemies to gimp her or land a Meteor Smash.
- She has a hard learning curve due to her unorthodox slower attacks and difficulty to recover.
- If the player fails to fill up the gauge during Bayonetta's Final Smash, the entire move will fail.
Changes from SSBWU/3DS
Grabs and Throws
- Witch Time's duration is now dependent on the power of the attack it counters.
- Witch Time can now be triggered multiple times during the animation.
Bayonetta can extend any of her ground and aerial attacks into Bullet Arts. If the button is held during an attack, Bayonetta's combo will be broken and she will shoot bullets from her guns, shooting up to ten times. Each bullet deals roughly 1% damage, and have very long reach. The bullets functions very differently from standard projectiles, instead being more like disjointed hitboxes; they only make opponents flinch at point-blank range, much like Fox's Blaster, meaning they have transcending priority, but cannot be reflected. For instance, Link's and Toon Link's Hylian Shield, and any reflectors are completely ineffective. The bullets are also capable of piercing through multiple people at once, meaning they will hit anyone or anything in their path, not just those closest to Bayonetta.
- Neutral Attack: Bayonetta performs 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.
- Forward Tilt: Bayonetta performs a front kick, a spin kick, and an upward roundhouse kick.
- Up Tilt: An upwards pistol whip.
- Down Tilt: A sweep kick.
- Dash Attack: The Stiletto, a forward rushing pistol whip.
- Forward Smash: Uses Wicked Weaves to summon Madama Butterfly’s arm, which is used to throw a punch.
- Up Smash: Uses Wicked Weaves to summon Madama Butterfly’s arm, which is used to throw an uppercut.
- Down Smash: 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.
- Floor Attack (Front): A low-angle kick performed from a windmill, an acrobatic technique used in breakdancing.
- Floor Attack (Back): A low-angle kick performed from a windmill.
- Floor Attack (Trip): A low-angle kick performed from a windmill.
- Ledge Attack: Performs a hook kick while climbing up.
- Neutral aerial: A spinning roundhouse kick.
- Forward aerial: Performs a straight pistol whip with her left, a backhanded strike with her right, and a downward-arc spin kick.
- Back aerial: A high-angle back kick.
- Up aerial: A bicycle kick.
- Down aerial: A split-legged axe kick.
Grabs and Throws
- Pummel: The Slap Punish Attack.
- Forward Throw: The Tetsuzanko, a technique based on the tie shan kao used in Bajiquan.
- Back Throw: A jumping roundhouse kick.
- Up Throw: An outside crescent kick.
- Down Throw: Stomps the opponent into the ground.
|Bayonetta's Special Moves|
|Standard Special||Bullet Climax|
|Side Special||Heel Slide/After Burner Kick|
|Up Special||Witch Twist|
|Down Special||Witch Time|
|Final Smash||Infernal Climax|
- Up Taunt:
- Down Taunt:
- Side Taunt:
In competitive play
To be added
Classic Mode: The Requiem of Fallen Wings
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 Jubelius, the Creator.
|1||Dark Pit||Umbra Clock Tower||One of a Kind|
|2||Falco||Castle Siege||Tomorrow is Mine (Bayonetta 2 Theme) (Instrumental)|
|3||Meta 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)|
|6||6 Pits||Skyworld||Let's Hit The Climax!|
|Final||Giant Palutena||Palutena's Temple (Omega form)||The Legend of Aesir|
Role in World of Light
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 defeat greatly shifts the power of balance in Galeem's favor).
Palette SwapsHalf of Bayonetta’s costumes are based on her design in Bayonetta 2, while the other half are based on her design from Bayonetta. For the former half, she wields Love is Blue, which has blue attack trails. For the latter half, she wields Scarborough Fair, which has red attack trails, and speaks English even in the Japanese version. Her Bullet Climax has slightly different sound effects for the two different costume types.
- Black: Based on her appearance in Bayonetta 2.
- Original: Based on her appearance in Bayonetta.
- Yellow: Resembles her Princess Daisy outfit from the Wii U version of Bayonetta and Bayonetta 2.
- Green: Resembles her green alternate color in Anarchy Reigns.
- Red: Based on Jeanne, Bayonetta’s friendly rival. The hair visible in her Wicked Weaves and on Gomorrah is also colored white.
- Pink: Based on her time displaced, younger self whom she watches over in Bayonetta.
- White: Based on the dress she wears in the beginning of Bayonetta 2.
- Blue: Resembles her blue alternate color in Anarchy Reigns.