Matchup Summary (Win Condition and Game Plan)
Wii Fit Trainer can control midrange with Sun Salutation, Header, and Deep Breathing, and the low crouch plus fast back air and up air make predictable high approaches especially risky, so Bayonetta loses pace quickly if she stops in front of the setup or jumps in on a fixed lane.
At the same time, Wii Fit Trainer’s grounded normals lean on high hitboxes and short reach, and the close-range defense is not built to hold for long. As the table shows, Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, and Side B all give Bayonetta practical answers through Up B (6f), Grab (10f), and OOS Fair (10f), so the goal is to bend the projectile lane with aerial movement, force a block or a swing, and then carry the first clean touch toward ledge.
By contrast, Neutral Air, Forward Air, and Up Air are not stable immediate punishes, and swinging back after every block often gives Wii Fit Trainer the chance to drift out, keep Sun Salutation stored, or reset into a Deep Breathing threat. After stopping the safer aerials, it is usually stronger to cover the landing spot and the next setup window at the same time.
For the KO, it is more repeatable to convert one carry into offstage pressure, then exploit the weak hitbox on Super Hoop and the exposed ledge hang with Fair, Bair, and Side B, rather than fishing for a center-stage smash read.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Bayonetta OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -18 |
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| Jab 2 | 3 | -23 |
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| Jab 3 | 5 | -30 |
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| Forward Tilt | 6 | -16 |
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| Up Tilt | 5 | -14 |
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| Down Tilt | 9 | -17 |
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| Dash Attack | 6 | -20 |
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| Forward Smash | 16 | -30 |
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| Up Smash | 11 | -33/-31 |
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| Down Smash | 18 | -25 |
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| Neutral Air | 9/12 | -5/-4 |
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| Forward Air | 9 | -2/-4/-3/-4 |
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| Back Air | 5 | -7/-8/-9 |
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| Up Air | 6 | -5 |
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| Down Air | 15 | -7 |
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| Neutral B | 4(+17) | -26 to -16 |
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| Side B | 15—31 | -11/-13 |
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| Up B | 6/23/40 | ** | ||
| Down B | 39 | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not let Wii Fit Trainer set up Sun Salutation or Deep Breathing for free. Use Bayonetta’s aerial movement and Side B angles to bend the front lane and make them commit to jump or shield first.
- After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, or Side B, punish immediately with Up B (6f), Grab (10f), or OOS Fair (10f) so the close-range reset ends on your turn.
- After blocking Neutral Air, Forward Air, or Up Air, do not mash in place. Take the landing route and the next Deep Breathing setup space before trying to force the second hit.
- Once Wii Fit Trainer is offstage, keep covering Super Hoop rise and the exposed ledge hang with Fair, Bair, and Side B so the stock ends before neutral resets.
Actions to Avoid
- Standing still too long at midrange and giving away free charge time for Sun Salutation and free space for Deep Breathing.
- Taking the obvious high jump-in route and running directly into Back Air, Up Air, or Header anti-airs.
- Forcing a big in-place punish after every blocked Neutral Air, Forward Air, or Up Air and handing back the drift mix plus setup time.
- Chasing offstage without actually threatening Super Hoop or the ledge hang and letting Wii Fit Trainer drift back to center.