Matchup Summary (Win Condition and Game Plan)
This matchup is built around whether Bayonetta can make Captain Falcon swing first and miss. Falcon’s Dash Attack, Side B, and aerial burst are dangerous if Bayonetta stands in front of them, but his defense after the first lost interaction is much less stable. Bayonetta gets the better structure by using movement and retreating space control to bait the entry, then answering with Witch Twist, After Burner Kick, or Fair and carrying the hit as far as possible.
Once Bayonetta gets the launch, the priority is not rushing for an early kill. The stronger plan is to keep Falcon in the air, force jump and air dodge, and extend the landing trap until the corner appears naturally. Falcon is explosive when he gets back to grounded dash range, but much less comfortable when Bayonetta is already above or behind him controlling where he has to land. Repeated vertical pressure is what makes his ledge and recovery situations start to crack.
The frame table shows that Falcon’s Jab string, tilts, Dash Attack, Forward Smash, Neutral B, Side B, and Down B are all punishable by Bayonetta’s Up B, grab, Fair, Nair, and Uair. Those are the key moments where Falcon’s burst has to become Bayonetta’s turn. By contrast, Nair, Bair, many shallow aerials, and Up B are not always real on-the-spot punishes, so trying to hit every blocked move immediately often gives up the positional advantage Bayonetta actually wants.
Bayonetta wins by repeatedly turning Falcon’s first miss into long carry, then cashing out through ledge control instead of impatiently forcing a scramble kill. Keep the burst honest, keep the juggle going, and only hard commit once Falcon’s landing and recovery choices have already narrowed.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Bayonetta OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -11 |
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| Jab 2 | 5 | -10 |
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| Jab 3 | 6 | -20 |
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| Rapid Jab | 5/7/9 | — | ||
| Rapid Jab Finisher | 6 | -39 |
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| Forward Tilt | 7 | -14/-13 |
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| Up Tilt | 14 | -11 |
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| Down Tilt | 11 | -13 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 19 | -27 |
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| Up Smash | 22/28 | -17/-7 |
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| Down Smash | 19/29 | -19/-7 |
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| Neutral Air | 7/13 | -4/-4 |
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| Forward Air | 14 | -10/-15 |
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| Back Air | 10 | -5/-6 |
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| Up Air | 7 | -6/-6/-6 |
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| Down Air | 16 | -7 |
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| Neutral B | 53/62 | -28/-30 |
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| Side B (1) | 5(+10) | -12 |
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| Side B (2) | 5(+19) | — | ||
| Up B | 14 | — | ||
| Down B (1) | 13 | -41/-40/-37 |
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| Down B (2) | 14 | -25 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Make Falcon’s Dash Attack, Side B, and aerial burst miss first, then start your offense with Witch Twist, After Burner Kick, or Fair instead of contesting head-on.
- After the first hit, prioritize long carry and landing pressure over immediate kill swings so Falcon cannot reset grounded dash range.
- Punish Jab string, tilts, Dash Attack, Forward Smash, Neutral B, Side B, and Down B on shield with the table’s confirmed OOS options.
- Respect Nair, Bair, shallow aerials, and Up B when the shield punish is not guaranteed, and hold position for the next landing instead.
- Finish stocks through ledge control, corner traps, and narrowed recovery routes rather than overextending into a reversal.
Actions to Avoid
- Playing Falcon’s burst game directly in front of him and letting Side B or Dash Attack start the match on his terms.
- Abandoning the juggle early to force a risky kill instead of pushing Falcon toward the corner.
- Swinging out of shield at every blocked aerial and throwing away the positional advantage Bayonetta actually needs.
- Chasing too deep offstage and giving Falcon a reversal path back to center stage.