Matchup Summary (Win Condition and Game Plan)
This matchup gets much worse for Hero if he keeps opening the command menu or charging spells at close range and lets Bayonetta start her offense for free. Hero does not want repeated vertical scramble situations, so the first priority is stopping Bayonetta’s initial contact rather than trying to out-mash her once the combo already started.
Hero should use sword spacing and Zapple/Kafrizz lanes to make Bayonetta approach first, then rely on Up B (3f) as the main shield punish to cut the sequence off immediately. The frame table shows Bayonetta’s Jab 1-3, Forward Tilt hits, Up Tilt, Down Tilt, Dash Attack, smash attacks, Neutral Air, Forward Air hits, Back Air, Up Air, Down Air, Neutral B, and Side B can all be answered by Up B (3f) or by OOS Uair (9f), Grab (10f), and OOS Nair (11f) when Hero is ready.
Bayonetta’s Up B is the main place where Hero should not overforce a same-spot punish. If the punish is not real, Hero gets more value by watching the landing or drift route and resetting stage control than by scrambling upward and getting looped back into Bayonetta’s air game.
The win condition is to make Bayonetta respect Hero’s heavier kill threat with Fair, Bair, Up Smash, and strong spells once Hero has stopped the entry. Deep offstage chases are much less reliable than forcing Bayonetta to recover or land at the ledge and stacking kill options there.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Hero OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 9 | -19 |
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| Jab 2 | 7 | -21 |
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| Jab 3 | 7 | -29 |
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| Rapid Jab | 6/10/14 | ** | ||
| Rapid Jab Finisher | 4/11 | -45 |
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| Forward Tilt (1) | 12 | -15 |
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| Forward Tilt (2) | 12 | -23 |
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| Forward Tilt (3) | 14 | -21 |
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| Up Tilt | 7/10/13 | -19/-10 |
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| Down Tilt | 7 | -15 |
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| Dash Attack | 15 | -17 |
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| Forward Smash | 17 | -38/-39 |
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| Up Smash | 18 | -35 |
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| Down Smash | 17/22 | -32 |
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| Neutral Air | 9 | -6/-7/-16 |
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| Forward Air (1) | 7 | -7 |
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| Forward Air (2) | 7 | -8 |
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| Forward Air (3) | 12 | -5 |
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| Back Air | 11 | -5/-6 |
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| Up Air | 9 | -5/-14 |
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| Down Air | 18 | -23 |
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| Neutral B (1) | 17… | -32 |
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| Neutral B (2) | 42/47/57/62… | -29 |
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| Side B | 15/51 | -25/-26/-15 |
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| Up B | 6/11… | +0 |
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| Down B | 8 (start of counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Hero should keep close-range menu time low and use sword spacing plus projectiles to make Bayonetta initiate first.
- After Hero blocks Bayonetta’s Jab 1-3, Forward Tilt hits, Up Tilt, Down Tilt, Dash Attack, smash attacks, Neutral Air, Forward Air hits, Back Air, Up Air, Down Air, Neutral B, or Side B, cash out immediately with Up B (3f) or the reachable OOS follow-up.
- Hero should not force a scramble after Bayonetta’s Up B; take the landing route or drift route and reset stage control instead.
- Hero should finish stocks by carrying Bayonetta to the ledge and threatening Fair, Bair, Up Smash, and strong spells rather than overchasing offstage.
Actions to Avoid
- Opening the command menu or charging too close to Bayonetta and giving her the first clean starter for free.
- Blocking Bayonetta’s entry tools and then failing to use Hero’s Up B (3f) punish window.
- Fighting Bayonetta upward after a blocked Up B and letting her drag Hero back into the vertical scramble.
- Chasing too deep offstage for the kill and giving Bayonetta the air mobility battle she wants.