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Bayonetta

Last Updated:
February 21st, 2021

Notes on the Young Link vs Bayonetta MU

Attributes

Air Acceleration: 0.095 (#15)

Air Speed: 1.019 (#52)

Fall Speed: 1.77/2.832 (#20)

Dash Speed: 1.936 (#38)

Run Speed: 1.76 (#37)

Walk Speed: 0.945 (#60)

Weight: 81 (#75)

Wall Jump: Yes

Wall Cling: Yes

Crawl: No

Jumps: 2

Win Conditions

Bayonetta's Win Conditions:
Establish pressure at Young Link’s dead zone, and force him to commit. Overshoot/punish dashback projectiles with After Burner Kick up. Mix up between Grabs and
shield pressure to discourage shielding. Capitalize on edgeguards/gimps/ledgetraps and Witch Time opportunities off of Boomerang.

Young Link’s Win Conditions:
Wall out Bayonetta and play defensively around her few raw kill moves. Use a heavy amount of grounded movement and shielding. SDI out of Bayo’s combos correctly and consistently.

Out of Shield

*Note: Bayonetta is capable of holding her attacks to perform Bullet Arts on every move. They do not cause stun from afar, but up close, they have minor stun, potentially disrupting your punish. Be wary of that.

Jab1, Jab2 & Jab3:
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

Rapid Jab Finisher (-45):
FSmash (Frame 26)

FTilt1 (-15), FTilt2 (-23) & FTilt3 (-21):
NAir (Frame 7)

UTilt (-10):
NAir (Frame 7)
GSA (Frame 10)

DTilt (-15):
NAir (Frame 7)
GSA (Frame 9)

Dash Attack (-17):
GSA (Frame 9)
USmash (Frame 10)
(Can cross up)

FSmash (-38):
FSmash (Frame 26)

USmash (-35):
FSmash (Frame 26)

DSmash (-32):
FSmash (Frame 26)

NAir (-6, -16 Bullet Arts):
NAir (Frame 7)
(Normal NAir is unpunishable)

FAir1 (-7), FAir2 (-8) & FAir3 (-5):
NAir (Frame 7)
(Overall inconsistent to punish, especially because FAir3 is unpunishable)

BAir (-5):
Unpunishable
(Safe on shield)

UAir (-5, -14 Bullet Arts):
NAir (Frame 7)
(Normal UAir is unpunishable)

DAir (-23):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

Bullet Climax (-32 Uncharged, -29 Charged):
Unpunishable
(Projectile usage)

Heel Slide (-25 Slide, -15 Kick Up):
GSA (Frame 9)
Grab (Frame 16)

After Burner Kick (-18):
UAir (Frame 8)

After Burner Kick Down (-14):
UAir (Frame 8)
(This move has bounceback)

Witch Twist (0):
Unpunishable
(Super safe on shield)

Witch Time (--):
--

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: After Burner Kick, Tilts, Aerials, Witch Twist, Tilts, Dash Attack, Grab.


  • Kill Moves: BAir, Smash Attacks, DAir, UAir, Dash Attack.


  • Neutral mostly involves zoning in this MU, due to Bayo’s weaknesses against projectiles. All 3 projectiles are good in neutral.


  • Although close quarters combat isn’t unfavorable, Bayo has a +0 option on shield in Witch Twist, which is also a Frame 6 out of shield. Use spaced pressure like DTilt and FAir.


  • Bayonetta doesn’t have any fast grounded options, meaning most of her pressure stems from jumps.


  • Fire Arrows at short hop height are good because of this. Bayonetta will be at that height frequently, as opposed to bursting in on the ground, since Bayonetta can burst in with After Burner Kick.


  • When zoning Bayonetta, maintain active positional pressure. The objective is to rack up % safely, play defensively around her kill moves, and kill safely.


  • Use slight disjoints to find kills at late %s (FAir), alongside projectiles.


  • After Burner Kick up is a strong burst option against projectiles.


  • This allows Bayonetta to punish grounded projectiles, such as Boomerang and dashback Fire Arrow. She can immediately land with an aerial once she's above Young Link in this way. After Burner Kick is Frame 7.


  • Bayonetta’s weakness to zoning stems from several issues:


  • Lack of kill options. Although Bayonetta can combo into kill moves and rack up damage, she outright struggles with killing. Her raw kill moves are limited to BAir and Smash Attacks, and moves like Dash Attack and FThrow at extreme percentages.


  • No negative incentive for shield. Bayonetta’s Grab game is very weak, and she can’t force less shields reasonably. Shielding while grounded is the best way to approach neutral, as jumping a lot risks her starting a combo with After Burner Kick.


  • Main combo starters are unsafe on shield. Further compounds the above issue, in that her highest reward options are unsafe on block.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • Bayonetta can challenge landings from the side with After Burner Kick and BAir, or directly with UAir and Witch Twist.


  • She can frametrap/catch landings with Smash Attacks, Dash Attack, Tilts, and Grab.


  • Land away from Bayonetta. Landing near or directly on her isn’t the greatest idea, considering she has a good out of shield game, and fishes for her kill options close up.


  • As for her boxing game, again she mainly looks for these safe callouts and BAir for killing. Stay outside of that range and play defensive.


  • Shielding is still strong in the corner, but be wary of Grab mix-ups.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • Bayonetta’s Bullet Climax is a projectile that gimps/stuffs double jump. Be patient with using double jump offstage.


  • Position tether/ASA recovery away from directly below the ledge to avoid Bayonetta’s DSmash.


  • Be careful with projectile usage offstage, as Bayonetta could trigger Witch Time on it.


Ledge:


  • Young Link is hit by FTilt3, DTilt, all Smash Attacks, DAir, and Heel Slide at ledge.


  • Bayonetta’s maximum punishes come off of Smash Attacks and BAir in the corner.


  • Use shield and drift carefully to minimize advantage state gains for Bayonetta.


  • Mix-up your timing and options.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Shielding/staying grounded is still a focus of advantage state. Maximizing safety is important vs Bayonetta to mitigate her damage potential throughout the game.


  • Bayonetta’s Bat Within mechanic allows her to dodge attacks and appear behind the opponent. It is basically a Frame 1 airdodge. Use safer/true combos.


  • Bayonetta has several tools to mix up her landing. Witch Twist to stall, After Burner Kick to move left or right, Witch Time on a projectile, etc.


  • Keep Bayonetta contained in the corner/constricted in the air with positional pressure firstly.


  • Boomerang runs the risk of Witch Time at kill percentages, but does good at constricting air space.


  • Use ZAir as a safe poke outside Bayonetta’s range in the corner.


Offstage:


  • Bayonetta can jump cancel with Witch Twist. This means she can have up to 3 or 4 jumps. Alongside using After Burner Kick for horizontal distance, Bayonetta has several ways to get back to the ledge.


  • This does mean if her double jump is taken, her recovery becomes linear. Additionally, her directional airdodge is the worst in the game in terms of distance traveled.


  • Witch Twist doesn’t snap ledge easily. This means it’s possible to snipe it with DSmash.


  • Bayonetta’s recovery hitboxes are still large, so staying back at ledge and using projectiles to rack up damage is preferable.


  • Bayonetta can use After Burner Kick or Witch Twist from the ledge as an aggressive or escape option.


  • Use stage control for ledgetrapping, since Bayonetta has superior range.


  • Be careful of aggressive options when standing near ledge.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: N/A

Note: Easy, all at the same range.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt ASA %s: 101, 91


  • FD FThrow Ledge %s: 164, 141


  • FD Milkshake %s: 92-126, 82-106


  • Bayonetta Kill Throws: FThrow


  • SDI Witch Twist: away + down in quarter circles.


  • SDI After Burner Kick up + in in quarter circles, but can be punished. Down + In also works, and is more optimal.


  • When at kill %s, Boomerang being countered by Witch Time (even returning Boomerang) gives Bayonetta enough time to take the stock.

Stages

  • Battlefield:
    Terrible. Triplats isn’t Young Link’s best layout, and they allow Bayonetta to force Young Link to ledge/extend combos.


  • Final Destination:
    Good. Lack of platforms for Bayonetta to extend combos. Strong stage that allows Young Link to execute his game plan, though it becomes more footsies and shield based.


  • Smashville:
    Indifferent. Not much space compared to the other stages, plays similar to FD.


  • Town & City:
    Terrible. This is one of Bayonetta’s best stages. It's a risky pick because of this, but still provides a large amount of space to camp.


  • Lylat Cruise:
    Good. The slants on Lylat and layout exaggerate Bayonetta’s issues against zoners. Both zoning and use of shielding in footsies is strong.


  • Pokémon Stadium 2:
    Great. This stage gives Young Link a large amount of space to camp Bayonetta. This space is useful for both camping, and using shield to hinder Bayonetta.


  • Kalos Pokémon League:
    Good. Same reasons as PS2. Kalos is more punishing on poor recovery, but gives side platforms to help get off the ledge.


  • Yoshi’s Story:
    Terrible. Same reasons as BF.

Reference Images