Matchup Summary (Win Condition and Game Plan)
Samus can block the front lane with Charge Shot, Missiles, Bombs, and zair, then immediately reverse pressure with Up B out of shield. If Bayonetta keeps holding shield in place or tries to brute-force high approaches, Samus gets exactly the kind of defensive game she wants. Lazy aerial pressure in particular tends to get reset by Up B and then pushed back out into zoning again.
At the same time, Samus is slow to turn around and slow to land, and Bayonetta’s air mobility and combo carry are very strong against that. The point is not to win a pure projectile exchange. Shift the firing lane, make Samus jump or shield first, and once you touch her, keep managing the landing spot and the route to the ledge instead of giving neutral back.
The frame table also shows very clear punish windows. Jab 1, Jab 2, forward tilt, down tilt, dash attack, every smash attack, forward air, up air, neutral special, and side special are all practical shield-punish points for Up B, grab, or OOS fair, so close-range overextensions and post-shot lag should be taken back every time. The less room Samus has to reset Charge Shot and Missiles, the better this matchup feels.
On the other hand, neutral air, down air, and zair are not reliable immediate punishes on shield, and forcing buttons after blocking them often walks you into fair, Up B, or the next landing trap. For kills, it is more repeatable to carry to the corner, cover landings, and manage tether recovery height than to force one big center-stage guess.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Bayonetta OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
|
|
| Jab 2 | 6 | -15 |
|
|
| Forward Tilt | 8 | -17/-16/-15 |
|
|
| Up Tilt | 15 | -12 |
|
|
| Down Tilt | 6 | -26 |
| |
| Dash Attack | 8 | -23 |
| |
| Forward Smash | 10 | -29/-28 |
| |
| Up Smash | 11/15/19/23/27 | -24 |
| |
| Down Smash | 9/17 | -27/-18 |
|
|
| Neutral Air | 8/14 | -5/-5/-6 |
|
|
| Forward Air | 6/12/18/24/30 | -12/-12/-11 |
|
|
| Back Air | 9 | -9/-9/-10 |
|
|
| Up Air | 5… | -16/-16/-15 |
|
|
| Down Air | 17 | -8/-7 |
|
|
| Z Air | 8/16 | -4/-3 |
|
|
| Neutral B | 3(+13) | -17 to +4 |
|
|
| Side B (1) | 18 | -26 |
| |
| Side B (2) | 21 | -24 |
| |
| Up B (1) | 4… | — | ||
| Up B (2) | 5… | — | ||
| Down B | 33 | — | ||
| Grab | 15 | — | ||
| Dash Grab | 17 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Do not stop in front of Charge Shot and Missiles; use Bayonetta’s mobility to shift the lane and force Samus to jump or shield first
- Punish Jab 1, Jab 2, forward tilt, down tilt, dash attack, every smash attack, forward air, up air, neutral special, and side special on shield with Up B, grab, or OOS fair
- Against neutral air, down air, and zair, do not force an immediate punish; take the retreat path or landing spot and make the next projectile reset weaker
- Once you get in, do not reset center stage; carry to the ledge, trap the landing, and finish the stock from advantage
Actions to Avoid
- Holding shield for too long in front of Charge Shot and giving Samus free space to set up grab and missile range
- Pressing after your aerial or special hits shield and repeatedly losing the same exchange to Up B out of shield
- Mashing after blocking neutral air, down air, or zair and drifting into fair or another landing trap
- Chasing too deep offstage and letting Bomb drift or tether recovery flip the stage position back