Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Bayonetta can secure the first real positional advantage before Pikachu’s low profile and quick movement make her horizontal starters whiff. Pikachu can drag one opening all the way to the ledge with neutral air, back air, and throw starters, but the actual kill routes are still more committal than the neutral advantage suggests, so surviving the first phase matters a lot.
Bayonetta is more stable when she avoids forcing direct grounded scrambles, instead using Up B, forward air, and grab to pick Pikachu up vertically and keep following the landing and post-Quick Attack landing. If she tunnels too hard on side-entry starters, Pikachu’s hurtbox and mobility slip underneath too often, so it is more important to bank stage position and chase the second landing than to greed for one oversized combo starter.
The frame table shows that jab, forward tilt, up tilt, dash attack, neutral air, forward air, back air, up air, every smash attack, neutral special, up special, and down special are all punishable by Bayonetta’s Up B (6f) or by Fair/Grab in the closer cases. By contrast, down tilt and shallow side special do not give clean immediate punishes, and trying to swing every time against Pikachu’s safer aerial rhythm usually hands the turn back. When the punish is not guaranteed, switch immediately to covering jump, drift, and Quick Attack landing instead of insisting on frame-trap guesses from shield.
For kills, it is more repeatable to corner Pikachu, then cycle back air, up smash, Witch Time, and aerial chase pressure than to fish for raw smashes in center stage. Pikachu’s recovery itself is too flexible to overchase recklessly, so the better exchange is often to trap the next ledge or landing rather than force the offstage hit.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Bayonetta OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 2 | -12/-13 |
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| Forward Tilt | 6 | -14/-15/-13 |
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| Up Tilt | 7 | -13 |
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| Down Tilt | 7 | -4 |
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| Dash Attack | 6 | -11 |
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| Forward Smash | 15 | -29 |
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| Up Smash | 10 | -24 |
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| Down Smash | 8/11/14/17/20/23 | -39 |
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| Neutral Air | 3/9/15/21 | -7 |
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| Forward Air | 11… | -10/-9 |
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| Back Air | 4/8/12/16/20/24 | -12 |
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| Up Air | 4 | -11/-11 |
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| Down Air | 14 | -16 |
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| Neutral B | 19 | -20 |
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| Side B | 18/18 | -11 to -2 |
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| Up B | 15/29 | -33 |
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| Down B | 13/** | -26 |
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| Grab | 7 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not chase Pikachu’s horizontal drift blindly. Use Up B, fair, and grab to pick upward first and make the matchup about repeated landing coverage instead of low-profile scrambles.
- On shielded jab, forward tilt, up tilt, dash attack, neutral air, forward air, back air, up air, any smash attack, neutral special, up special, or down special, cash out with Up B (6f) first and keep the guaranteed punish count high.
- Respect that down tilt and shallow side special are not reliable immediate punishes, and after blocking them, shift straight into covering drift, jump, and post-Quick Attack landing instead of forcing a swing.
- Route combos and pressure toward the ledge rather than maximizing raw damage in place, because Pikachu’s light weight makes repeated edge pressure and aerial chase worth more than one greedy extension.
- At kill percent, prioritize cornering Pikachu and mixing back air, up smash, Witch Time, and aerial chase coverage over gambling on center-stage smash attacks.
Actions to Avoid
- Throwing out side-entry pressure like aerial side special or loose fair strings just because Pikachu is small and hard to pin down, then getting low-profiled into neutral air, back air, or throw starters.
- Trying to punish down tilt or every safe aerial on reaction from shield, whiffing, and handing Pikachu another free landing cycle.
- Panicking about kills in center stage and making Witch Time or smash attacks too obvious while Pikachu still has room to weave around them.
- Overchasing offstage into Quick Attack angle changes and giving up Bayonetta’s better chance to win the next ledge or landing trap.