Matchup Summary (Win Condition and Game Plan)
Bayonetta can keep landing traps and carries going through aerial mobility and special-cancel routes, but her grounded entries still lean heavily on jab pressure, forward tilt, down tilt, dash attack, and Side B, so the turn breaks if those routes run into shield.
Inkling wins by shifting the entry angle with the low-profile dash, pre-placing Splat Bomb to cover the landing and recovery height, and then punishing Jab strings, Forward Tilt, Down Tilt, Dash Attack, Side B, Down Air, and Neutral B immediately with OOS Nair (9f), Up Smash (9f), Grab (10f), or OOS Bair (10f) before pushing Bayonetta to ledge.
By contrast, Neutral Air, Forward Air, Back Air, Up Air, and Up B are not reliable in-place punishes, and forcing an answer there often loses to the next Side B re-entry or landing drift mix. After blocking them, it is more important to track the drift route and landing spot than to swing right away.
For the kill, center-stage Roller guesses are less stable than pinning down ledge jump with Splat Bomb and Back Air, then collecting the stock from above with Up Smash or Up Air before Bayonetta can reset with her defensive options.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Inkling OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 9 | -19 |
| |
| 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
- After blocking Jab strings, Forward Tilt, Down Tilt, Dash Attack, Side B, Down Air, or Neutral B, always answer with the reachable punish from OOS Nair (9f), Up Smash (9f), Grab (10f), or OOS Bair (10f) so Bayonetta does not get a second grounded entry for free.
- After blocking Neutral Air, Forward Air, Back Air, Up Air, or Up B, do not mash in place. Cut off the drift path and the next Side B re-entry first, then move into the landing trap.
- In center stage, keep changing the vertical approach angle with low-profile dash movement and retreat timing, while placing Splat Bomb early to narrow Bayonetta’s way in from above and her recovery height.
- At kill percent, trap ledge jump and high air dodge with Back Air, Up Smash, and Up Air, and reserve Roller for situations where the landing or escape timing is already narrowed down.
Actions to Avoid
- Chasing Bayonetta upward first and volunteering for her aerial Side B into Up B routes.
- Forcing Up Smash or Grab after every blocked Neutral Air, Forward Air, or Back Air and giving away the next landing drift mix or re-entry.
- Trying to track her only through grounded chase without Splat Bomb and letting Bayonetta rotate her high drift and landing options without real risk.
- Fishing for early KOs with center-stage Roller or oversized swings and turning yourself into an easy Witch Time or whiff-punish target.