Matchup Summary (Win Condition and Game Plan)
Bayonetta is dangerous because once she gets close enough to start Witch Twist and Side B routes, Samus can lose both stage and projectile time very quickly.
But Bayonetta does not hit especially hard per touch, and many of her pressure points become punishable if Samus is disciplined about where the string actually ends.
Because of that, Samus wants to use Charge Shot, missiles, and preemptive fair to steer Bayonetta into more predictable entry angles, then punish the real gaps with Up B and turn that into juggle pressure.
The clearest shield-punish points are jab, Rapid Jab Finisher, forward tilt, up tilt, down tilt, dash attack, the smash attacks, nair, fair (1)(2), bair, uair, dair, Neutral B, and Side B, where Up B (4f) is the most important tool by far.
By contrast, fair (3) and some late Up B end positions can stay relatively safe, so forcing a punish there often just reopens Bayonetta’s scramble game.
Samus usually wins this matchup by keeping center, punishing only what is truly unsafe, and converting Bayonetta’s floaty landings and ledge returns into repeatable kill setups.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Samus 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 Charge Shot and missiles mainly to shape Bayonetta’s route in, not just to rack up small damage.
- When you block jab, Rapid Jab Finisher, forward tilt, up tilt, down tilt, dash attack, forward smash, up smash, down smash, nair, fair (1)(2), bair, uair, dair, Neutral B, or Side B, check Up B (4f) first.
- If the block situation is uncertain, especially around fair (3) or the tail end of Up B, do not force the punish. Cover the landing instead with uair, fair, or up smash.
- After escaping one string, immediately reclaim center so Bayonetta does not get to restart angled air pressure for free.
- Look for kills from ledge fair, up smash, uair, and Charge Shot threat layered onto forced landings rather than from random hard reads.
Actions to Avoid
- Swinging back blindly at close range and walking right back into Witch Twist or Side B continuation.
- Trying to punish every fair (3) and every late Up B ending, then whiffing and giving Bayonetta the scramble again.
- Backing up too much just to charge projectiles and handing Bayonetta the diagonal approach lanes she wants.
- Chasing too deep offstage and letting Bayonetta scramble around your position instead of trapping the re-entry.
- Fishing too hard for up smash or fair kills and feeding Witch Time.