Matchup Summary (Win Condition and Game Plan)
The matchup gets rough when Corrin reads Bayonetta’s approach height and parks spear-tip fair, uair, pin, and long grounded pokes right where Bayonetta wants to enter. Bayonetta still wins once she gets close, but if she keeps approaching from the same lane, Corrin can slow the game down with disjoints and convert the stop into repeated landing pressure.
Even so, Corrin’s close-range escape options are not exceptional, and many grounded commits stay punishable on block. The frame table shows that the jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral Air, Back Air, and Down Air all lose to Bayonetta’s Up B (6f), Grab (10f), or OOS Fair (10f). Forward Air, Up Air, and Side B (1) are the thinner retaliation points, so Bayonetta should usually chase the landing or drift path there instead of forcing an immediate shield punish.
The stable win condition is to use Bayonetta’s air mobility and ABK angle shifts to enter from outside Corrin’s preferred spear line, then convert fair, Up B, or uair into a long landing trap. Corrin’s descent and ledge return become much more readable once she is above Bayonetta, so uair, bair, and offstage follow-ups give Bayonetta more consistent value than swinging for a rushed early stock.
Kills are more reliable through ledge bair, Up Smash, Up B routes, and offstage fair than through repeated center-stage trades with Corrin’s long hitboxes. The key is to keep changing the entry angle until one touch lands, then never give the landing or ledge back for free.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Bayonetta OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -19/-18 |
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| Jab 2 | 4 | -22 |
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| Jab 3 | 6 | -20/-19 |
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| Rapid Jab | 12/16/20… | ** | ||
| Rapid Jab Finisher | 3 | -32 |
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| Forward Tilt | 8 | -16 |
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| Up Tilt | 7 | -19 |
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| Down Tilt | 5 | -17 |
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| Dash Attack | 12/14/16/18/20/23 | -22 |
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| Forward Smash | 12/17 | -26/-26/-22 |
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| Up Smash | 13 | -31/-29/-28 |
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| Down Smash | 13 | -27/-28/-25 |
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| Neutral Air | 6 | -7/-7 |
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| Forward Air | 9 | -4 |
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| Back Air | 13 | -8/-9 |
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| Up Air | 7 | -5 |
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| Down Air | 12… | -21 |
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| Neutral B | 17—47 | ** | ||
| Side B (1) | 4 | -6 |
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| Side B (2) | 10 | — | ||
| Up B | 18… | — | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not challenge Corrin from the same height every time; use drift and ABK to enter from outside the spear-tip lane into fair, Up B, or uair starters.
- After blocking the jab string, any tilt, Dash Attack, any smash attack, Neutral Air, Back Air, or Down Air, punish with Up B, Grab, or OOS Fair.
- Treat Forward Air, Up Air, and Side B (1) as spacing-dependent resets, and cover the next landing or retreat instead of forcing a shield punish.
- Once Corrin is above you, keep the landing trap going with uair, bair, and offstage follow-ups so she cannot re-establish sword spacing.
- Finish stocks through ledge bair, Up Smash, Up B confirms, and offstage fair rather than accepting center-stage disjoint trades.
Actions to Avoid
- Repeating the same approach angle and jumping straight into Corrin’s fair, uair, or pin coverage.
- Swinging OOS after every blocked fair or pin starter and handing Corrin the opening to trap Bayonetta’s landing instead.
- Giving up the landing trap just to chase an early kill and letting Corrin reset the spacing she wants.
- Staying in center stage trades long enough for Corrin’s range to flatten Bayonetta’s mobility advantage.
- Diving too deep offstage and giving Corrin Up B or counter-based reversals on the way back.