Bayonetta (SSBD)

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Bayonetta
in Super Smash Bros. Dream
Bayonetta

50px
Universe Bayonetta
Availability Starter
Final Smash Infernal Climax

Bayonetta is a returning veteran in Super Smash Bros. Dream. She was confirmed by BeepYou on February 19th, 2016. Her moveset is almost unchanged from SSB4, but with nerfs to her damage output as well as Witch Time so that she is a more balanced character, yet still remaining a potent one.

Hellena Taylor and Atsuko Tanaka, Bayonetta's English and Japanese voice actresses in Bayonetta 2 and Super Smash Bros. 4, reprise their roles as her once again.

Attributes[edit | edit source]

Walking speed Dashing speed Falling speed Air speed Gravity Air acceleration Weight Traction
Value 0.87 1.7 1.79 0.99 ???? ???? 79 0.062

Changes from SSB4[edit | edit source]

Bayonetta has got a mix of buffs and nerfs, but was notably nerfed overall. Her whole moveset has suffered from a damage output reduction, going from average to poor, which makes her have to combo her opponents for a longer time to rack up large amounts of damage. Her aerials also have had their lag increased slightly. Witch Time has lost some of its utility due to its longer startup and endlag, as well as slowing down opponents for potentially less time, and being consistent in how opponents are slowed down at any percentage. She is also lighter, to the point of now being even lighter than Little Mac or Zero Suit Samus, making her more of a glass cannon.

However, Bayonetta has also obtained some important buffs: her grounded moveset has much faster startup on her moves, removing a weakness that plagued her in SSB4. Her previously average mobility has also increased, which helps compensate for her reduced output as it allows her to close into opponents easier to rack up damage. As such, Bayonetta remains a potent character, much like in SSB4, albeit in a more balanced way.

Aesthetics[edit | edit source]

  • Notice.png Bayonetta has a new idle animation: she looks around her on both sides.
  • Notice.png Bayonetta's secondary idle stance (when she holds her guns up) now ends only when she performs an idle animation.

Attributes[edit | edit source]

  • Nerf.png Bayonetta is much lighter (84 → 79), worsening her endurance.
  • Nerf.png Bayonetta walks slightly slower (0.9 → 0.85).
  • Buff.png Bayoneta dashes faster (1.6 → 1.7).
  • Buff.png Bayonetta's air speed is slightly faster (0.97 → 1.01).
  • Buff.png Bayonetta jumps slightly higher.
  • Buff.png Her wall jump is higher.
  • Nerf.png The majority of her moves have less range due to altered hitbox sizes and placements, with the trails on her moves moving closer to her limbs to reflect this.
  • Notice.png Spotdodging, rolling or air dodging no longer trigger Bat Within in the first few frames.
  • Buff.png Spotdodge, rolls and air dodge have faster startup and lower ending lag to compensate.
  • Nerf.png Bullet Arts no longer cause minor knockback when used at point-blank range.
  • Nerf.png Due to bigger blast lines, 0-death combos are more of a rarity.

Ground attacks[edit | edit source]

  • Buff.png First hit of neutral attack comes out faster (frame 9 → 6). The first three hits also deal slightly more damage (1.5% → 2% first and second hits/2.7% → 3% third hit).
  • Nerf.png First hit of neutral attack lasts for a shorter duration. The Bullet Arts version of the neutral attack's rapid hits also have increased SDI multipliers, making it easier to fall out of the move. The finishing hit also deals less damage (6% → 4%).
  • Buff.png First hit of forward tilt comes out slightly faster (frame 12 → 10).
  • Nerf.png Forward tilt deals less damage (3.5% → 2% first hit/3% → 2% second hit/8.5% → 6% last hit) and the third hit has less range in front of her.
  • Buff.png Down tilt comes out one frame faster (frame 7 → 6).
  • Buff.png Dash attack comes out faster (frame 15 → 11).
  • Buff.png Forward smash comes out slightly faster (frame 19 → 17) and its sweetspot deals 1% more damage (16% → 17%), making it negligibly stronger despite its reduced knockback.
  • Nerf.png Forward smash has reduced knockback (25 base/105 scaling → 22/100), which makes the sourspot weaker.
  • Notice.png Up smash now consists of two hitbox timings (clean and late) instead of three (clean, mid, late).
  • Buff.png Up smash comes out 1 frame faster (frame 18 → 17).
  • Nerf.png Up smash's late hit deals 1% less damage (15% → 14%). The attack also now has a sourspot at the fists' edges that deals weaker damage instead of consistent damage througout the hitboxes (17% → 15% clean/14% → 12% late). It also has more ending lag (42 → 46 frames).
  • Buff.png Down smash comes out faster (frame 20/25 → 17/21).
  • Nerf.png Down smash's first hit (on Bayonetta's shoe) deals less damage (5% → 3%) and the main hitbox now deals a consistent 15% instead of being stronger near the attack's startup, though its knockback scaling also remains consistent to compensate (80 clean/90 late → 90).

Aerial attacks[edit | edit source]

  • Nerf.png All aerials except back aerial deal less damage: 8% clean/6% mid/4.5% late extension → 7%/5% 4% (neutral), 3.8% first hit/2.8% second hit → 2%/2% (forward), 9% clean → 7% (up), 7% early sourspot/8% meteor sourspot/9% meteor sweetspot/5% landing → 6% early/8% clean meteor/3% landing (down).
  • Nerf.png All aerials also have longer landing lag: 10 frames → 12 (neutral), 14 → 16 (forward), 12 → 15 (back), 12 → 13 (up), 28 → 30 (down).
  • Nerf.png Back, up and down aerials have more ending lag: 16 frames → 24 (back), 11 → 16 (up), 8 → 16 (down).
  • Notice.png First two hits of forward aerial now send on the autolink angle (50°/26° 70° → 366°).
  • Buff.png Up aerial sends at a different trajectory (75° → 82°), making it better for combos and KOing.

Throws/other attacks[edit | edit source]

  • Nerf.png All throws except forward throw deal less damage: 3%/6% → 3%/4% (back), 3%/4.5% → 3%/4% (up), 3%/5% → 2%/4% (down).

Special moves[edit | edit source]

  • Buff.png Bullet Climax shots deal more damage (1.35% uncharged/2.7% charged → 1.5%/3%).
  • Nerf.png Heel Slide and both versions of After Burner kick deal less damage, with their knockback compensated: 9% clean/8.5% mid/8% late/8% hit 2 → 6%/5%/4%/5% (Heel Slide), 6% early/7% clean/6% late → 5%/6%/5% (After Burner Kick, up), 8%/5% landing → 6%/4% (After Burner Kick, down).
  • Nerf.png Heel Slide no longer has trascendent priority.
  • Nerf.png Witch Time/Bat Within has 1 frame more startup with its duration compensated (5 → 6 frames), and no longer slows down opponents the higher their percentage, only slowing them down for a maximum of two and a half seconds and a minimum of one. Additionally, it has longer ending lag after Bat Within ends (16 → 26 frames), making the attack's duration a total of 60 frames instead of 45. Despite this, it remains a potentially dangerous move.
  • Buff.png Bat Within lasts for a slightly longer time (13 → 17 frames).