Mii Swordfighter vs Bayonetta

Bayonetta Matchup (Mii Swordfighter)

Mii Swordfighter vs Bayonetta

In Mii Swordfighter vs Bayonetta, the matchup is decided by stopping diagonal burst-ins with sword range and Up B punishes, then converting landing traps and ledge pressure before Bayonetta starts long air strings.

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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 MoveStartupOn ShieldMii Swordfighter OOS Candidate MovesBarely Missed Moves
Jab 19-19
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Jab 27-21
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Jab 37-29
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Rapid Jab6/10/14**
Rapid Jab Finisher4/11-45
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Forward Tilt (1)12-15
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (+2)
Forward Tilt (2)12-23
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Forward Tilt (3)14-21
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Up Tilt7/10/13-19/-10
  • Up B (8f)
  • Grab (10f)
  • Up Smash (+1)
  • OOS Bair (+3)
  • OOS Nair (+3)
Down Tilt7-15
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (+2)
Dash Attack15-17
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Forward Smash17-38/-39
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Up Smash18-35
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Down Smash17/22-32
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Neutral Air9-6/-7/-16
  • None
  • Up B (+2)
Forward Air (1)7-7
  • None
  • Up B (+1)
  • Grab (+3)
Forward Air (2)7-8
  • Up B (8f)
  • Grab (+2)
  • Up Smash (+3)
Forward Air (3)12-5
  • None
  • Up B (+3)
Back Air11-5/-6
  • None
  • Up B (+3)
Up Air9-5/-14
  • None
  • Up B (+3)
Down Air18-23
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Neutral B (1)17…-32
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Neutral B (2)42/47/57/62…-29
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Side B15/51-25/-26/-15
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (+2)
Up B6/11…+0
  • None
Down B8 (start of counter)
Grab7
Dash Grab10
Pivot Grab11

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.

Reference Links

Related Pages