Matchup Summary (Win Condition and Game Plan)
This matchup gives Mythra the first touch more often because of her speed and frame data, but Bayonetta still makes every overextension expensive through long vertical combos and landing traps. The danger is not failing to hit Bayonetta enough. It is hitting her in the wrong way and letting the interaction move upward where Bayonetta is most comfortable.
Mythra should stop Bayonetta’s horizontal movement first with Dash, Down Tilt, Forward Tilt, and pullback timing, then value the landing and ledge over direct vertical chase. Bayonetta can keep drifting and canceling through the air, but the moves that actually stop on the ground or leave real recovery are punishable enough that Mythra does not need to force every second hit immediately.
The frame table shows Jab 1-3, Rapid Jab Finisher, Forward Tilt (1-3), Down Tilt, Dash Attack, every smash attack, Down Air, Neutral B (1)(2), and Side B are all punishable mainly through Up Smash (9f), Grab (10f), and Up B (10f). By contrast, Nair, Fair, Bair, Uair, and Up B do not give stable shield punishes, and trying to force those spots usually just hands Bayonetta another escape route.
Kills are more repeatable from continued landing traps into Up Smash, plus ledge Bair or F Smash, than from center-stage guesses. Bayonetta’s recovery is too long to justify reckless deep chases, so Mythra gets more by reading the return-to-stage point than by trying to finish the stock in one offstage swing.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mythra OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 9 | -19 |
| |
| Jab 2 | 7 | -21 |
| |
| Jab 3 | 7 | -29 |
| |
| Rapid Jab | 6/10/14 | ** | ||
| Rapid Jab Finisher | 4/11 | -45 |
| |
| Forward Tilt (1) | 12 | -15 |
|
|
| Forward Tilt (2) | 12 | -23 |
| |
| Forward Tilt (3) | 14 | -21 |
| |
| Up Tilt | 7/10/13 | -19/-10 |
|
|
| Down Tilt | 7 | -15 |
|
|
| Dash Attack | 15 | -17 |
| |
| Forward Smash | 17 | -38/-39 |
| |
| Up Smash | 18 | -35 |
| |
| Down Smash | 17/22 | -32 |
| |
| Neutral Air | 9 | -6/-7/-16 |
|
|
| Forward Air (1) | 7 | -7 |
|
|
| Forward Air (2) | 7 | -8 |
|
|
| Forward Air (3) | 12 | -5 |
| |
| Back Air | 11 | -5/-6 |
| |
| Up Air | 9 | -5/-14 |
| |
| Down Air | 18 | -23 |
| |
| Neutral B (1) | 17… | -32 |
| |
| Neutral B (2) | 42/47/57/62… | -29 |
| |
| Side B | 15/51 | -25/-26/-15 |
|
|
| Up B | 6/11… | +0 |
| |
| Down B | 8 (start of counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Use Dash, Down Tilt, Forward Tilt, and pullback timing to stop Bayonetta’s horizontal movement first, then keep prioritizing the landing and ledge over direct vertical chase.
- After blocking Jab 1-3, Rapid Jab Finisher, Forward Tilt (1-3), Down Tilt, Dash Attack, any smash attack, Down Air, Neutral B (1)(2), or Side B, take the listed punish with Up Smash (9f), Grab (10f), and Up B (10f).
- Do not force immediate shield punishes on Nair, Fair, Bair, Uair, or Up B. Track the landing and escape route instead and touch on the second beat.
- Build kills through continued landing traps into Up Smash, plus ledge Bair and F Smash, rather than center-stage guesses or reckless deep chases.
- If Bayonetta lands the first hit, avoid turning the scramble upward again immediately. Reset to grounded movement and retake horizontal control.
Actions to Avoid
- Chasing vertically too hard and letting Bayonetta drag the interaction into the air where her combo game is strongest.
- Trying to shield punish every Nair, Fair, Bair, Uair, and Up B even when the moves do not actually stop long enough.
- Going too deep offstage to force one big finish and throwing away the easier ledge trap.
- Rushing center-stage kill reads instead of letting landing pressure create the opening.