Matchup Summary (Win Condition and Game Plan)
This matchup swings on whether Bayonetta gets the first launcher into a long carry combo, or whether Mii Swordfighter keeps her grounded and punishes the entry. Bayonetta’s Neutral Air, Forward Air, and Back Air are hard to punish directly on shield, but Side B, Down Tilt, Forward Tilt, Dash Attack, and Down Air are all punishable according to the frame table, so the stable plan is to wait on the ground and punish the miss instead of chasing her in the air.
Mii Swordfighter should avoid being the first one to jump in. Walking shield, retreating Forward Tilt, and preemptive Forward Air narrow Bayonetta’s diagonal approach lanes and force her into grounded pressure or a larger After Burner Kick commitment. Even with Bayonetta’s strong air mobility, her landing after Side B or Down Air is more readable, and placing Up Air or Up Smash at the landing point is often enough to reclaim stage without overextending.
The frame table shows Jab 1-3, Forward Tilt (1)-(3), Down Tilt, Dash Attack, all smashes, Down Air, Neutral B (1)(2), and Side B are punishable with Up B (8f). Jab 3, Forward Tilt (2)(3), Dash Attack, all smashes, Down Air, Neutral B, and Side B also reach Grab or Up Smash. At kill percent, consistently taking those grounded stops and ledge trapping Bayonetta’s jump with Back Air or Up Smash is the cleanest route to close stocks.
The win condition is to repeat the cycle of sword poke, landing read, and ledge carry rather than turning the match into a long air chase. Deep edgeguards are much less reliable here because Bayonetta can reverse momentum with her recovery routes or Witch Time reads, so holding ledge is the higher-percentage plan.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Swordfighter 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
- Use walking shield, retreating Forward Tilt, and preemptive Forward Air to force Bayonetta into grounded pressure or Side B from farther away.
- Punish Side B, Down Tilt, Forward Tilt, Dash Attack, Down Air, and Neutral B with Up B (8f) first, then upgrade to Grab or Up Smash when kill percent or spacing allows.
- Do not force shield punishes on Neutral Air, Forward Air, or Back Air; track the landing and place Up Air or Up Smash at the second touch point instead.
- At kill percent, convert blocked Side B and Down Air into stronger punishes, then cover ledge jump with Back Air or Up Smash.
- Prefer ledge trapping over deep edgeguarding so Bayonetta has fewer chances to reverse the position.
Actions to Avoid
- Jumping first and feeding Bayonetta the Up Tilt or Neutral Air starter she wants for long air strings.
- Swinging after shielding Neutral Air, Forward Air, or Back Air when the punish does not actually reach.
- Letting blocked Side B or Down Air go unpunished and giving Bayonetta another chance to take air control.
- Fishing with obvious smashes at kill percent and handing over a Witch Time or whiff punish.
- Chasing too deep offstage and losing the ledge situation you already earned.