Matchup Summary (Win Condition and Game Plan)
Link should use Boomerang and Remote Bomb to cut off Bayonetta’s Side B entries before they start, then keep tagging her landing path with sword range while pushing her toward the ledge.
The table shows that after blocking Bayonetta’s Jab 1, Jab 2, Jab 3, Forward Tilt string, Down Tilt, Dash Attack, Neutral B, and Side B, Link can answer with Up B (7f), OOS Bair (9f), Grab (10f), OOS Nair (10f), and Up Smash (10f), so sloppy grounded starters should be punished every time.
At the same time, Bayonetta’s Neutral Air, Forward Air, Back Air, Up Air, and Up B are hard to punish immediately on block, and chasing too high only gives more room for Witch Twist and After Burner Kick scrambles.
Link should close stocks by keeping the juggle lower, using Boomerang, Remote Bomb, and Up Tilt to force either a landing or a ledge situation, then cashing out with Fair, Up B, or Up Smash.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Link 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
- Link should place Boomerang and Remote Bomb at midrange so Bayonetta has to show the Side B path or aerial drift first before Link commits with the sword.
- After Link blocks Bayonetta’s Jab 1, Jab 2, Jab 3, Forward Tilt string, Down Tilt, Dash Attack, Neutral B, or Side B, immediately choose the reachable punish from Up B (7f), OOS Bair (9f), Grab (10f), OOS Nair (10f), and Up Smash (10f).
- After blocking Bayonetta’s Neutral Air, Forward Air, Back Air, Up Air, or Up B, Link should not swing right away; take the landing spot, escape route, or ledge direction first.
- Link should not overchase vertically and should keep converting juggle pressure into landing traps and ledge pressure until Fair, Up B, or Up Smash closes the stock.
Actions to Avoid
- Letting Bayonetta’s jab string or Side B go unpunished and giving up Link’s close-range deterrent.
- Swinging after every blocked Neutral Air or Forward Air and getting clipped by Bayonetta’s airborne Side B or Witch Twist scramble.
- Chasing too high or too far offstage and abandoning the Boomerang plus Remote Bomb landing trap that actually keeps Bayonetta boxed in.
- Overcommitting to obvious Up Smash or Fair finishers at kill percent and handing Bayonetta a Witch Time comeback.