Matchup Summary (Win Condition and Game Plan)
Bayonetta can turn a single opening into a long aerial carry and landing trap, using Witch Twist, After Burner Kick, and forward air chains to drag Mii Brawler toward the corner or high above the stage, then pressure his narrow recovery from there.
At the same time, her grounded buttons are not especially strong in startup or raw hitbox strength, and the frame table shows that Jab 1-3, Rapid Jab Finisher, Forward Tilt 1-3, up tilt, down tilt, dash attack, all smashes, dair, Neutral B (1)(2), and Heel Slide can all be taken back almost immediately with Mii Brawler’s Up B (3f), OOS Nair (6f), Up Smash (8f), and OOS Uair (9f). This matchup turns on whether you convert that first block into your own close-range advantage.
By contrast, fair 1-3, bair, uair, and Witch Twist give much thinner direct punishes than they look like they should, and forcing a big swing every time makes it easier for Bayonetta to escape with Bat Within, drift, or another aerial special route. It is more stable to stay grounded, shield well, and take the second landing instead of chasing her high.
Because Bayonetta often struggles to close stocks while Mii Brawler can finish reliably once he has pushed her to the ledge, the better game plan is usually to take the guaranteed punish, carry her outward, and convert ledgetrap pressure into up smash, bair, or Up B, instead of gambling on oversized hard reads in center stage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Brawler 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
- Stay grounded and shield more than you chase upward. The moment Bayonetta’s first entry is stopped, turn it into point-blank advantage.
- When you block Jab 1-3, Rapid Jab Finisher, Forward Tilt 1-3, up tilt, down tilt, dash attack, any smash, dair, Neutral B (1)(2), or Heel Slide, punish immediately with Up B (3f), OOS Nair (6f), Up Smash (8f), or OOS Uair (9f).
- After stopping fair 1-3, bair, uair, or Witch Twist, do not force the biggest punish on the spot. Track the drift, re-landing, or second rise instead, then cover it with nair, up smash, or bair.
- Once you get your turn, do not brawl in center longer than needed. Use dash attack, nair, up tilt, and uair to push Bayonetta toward the ledge, where her kill problems become even worse.
- At kill percent, respect Witch Time and panic escape buttons. Prioritize ledge coverage with up smash, bair, and Up B over repeated timing patterns in direct scramble situations.
Actions to Avoid
- Chasing Bayonetta higher and higher into her preferred aerial routing and extended scramble.
- Swinging big every time after fair 1-3, bair, or uair, then letting Bat Within or aerial specials erase your close-range advantage.
- Blocking Heel Slide, Bullet Climax, or her grounded strings and still reacting too slowly, allowing Bayonetta to rebuild aerial movement for free.
- Overcommitting offstage for the kill and failing to cover her Side B and Up B recovery mix, only to make your own recovery worse.
- Repeating the same timing at the ledge without accounting for Witch Time, and giving up a stock off one successful slowdown callout.