How to properly fix Bayonetta without making her a toxic top tier.

I'm going to give my honest opinion on how to nerf/buff/fix Bayonetta without making her just as strong as she was in Smash 4. I just want her to be playable and consistent lol. I will go over her moves one by one then explain how the moves would work together to make her an actual fair character while staying true to her games.



NORMALS



JAB: Make the multi-hits do more damage so people don't just fall out of the move. Although you can't SDI the multi-jab as well as you could in Smash 4, since they reduced the damage most characters fall out more often than not.



F-Tilt: Make the move do as much damage as it did in Smash 4. Simple fix for people sometimes falling out of the move. (although tbh this move is pretty consistent lol. def not necessary buff)



D-Tilt: Decrease FAF. Decrease the damage the move does.



U-Tilt: Decrease FAF. Increase hitstun on the weak hits so it consistently hits into the strong hit of the move.



AERIALS



Up Air: Make it send at a 70 degree angle again lol if not that then 65-60 degrees. But increase/decrease the KB/KBG(I'm not sure about this, more in EXPLANATIONS)



Forward Air: Make the move send to the side more reliably again lmao. I think the jank F-Air123 combos off the top are stupid.



Back Air: This move is honestly fine. I'd like for the hitbox to be bigger but it's not necessary at all.



Down Air: Increase the base KB so the move reliably connects into itself/increase the size of the ground hitbox. DONT increase the base KB so it kills at like 0 offstage, just so it can connect into itself.



Neutral Air: This move doesn't really need to be changed. KBG increase would be nice since you can't really combo Up B N-air anymore anyway, but again it's not necessary.



SPECIALS:



Up Special: This move doesn't really need to be changed.



Side Special: This move doesn't really need to be changed.



Neutral Special: Allow a shield cancel before the move is fully charged. There's like no harm in this lol.



WITCH TIME!!!!: Ok literally just slap the old Smash 4 values on the actual witch time activation while leaving the Ultimate amount of lag/startup on the move.



THROWS:

tbh leave all of them unchanged. they're all fine



SMASHES:

tbh leave all of them unchanged. they're all fine



EXPLANATIONS



NORMALS:



Since you make most of her normals more reliable, she'll actually have ground options that make sense and reward her for the risk of throwing out high start-up moves. Because of the D-tilt FAF buff, I decided it would be better for the move to do less percent because then it would be less safe on shield and follow ups would be more strict despite the move having less lag afterwards. Because of the Up Tilt buff, she would actually be able to reliably anti-air characters without the risk of being punished on hit. The Up Tilt buff would also make it so she has a reliable kill confirm at higher percents so she can't kill until literally 240% anymore. And up tilt would actually work SO the literal only witch time setup(that puts them pretty high in the air for extra distance) for a fully charged smash would be gone. SO AGAIN witch time being buffed would be fine.



AERIALS:



Since I said Up air should have an angle that sends higher upwards, I feel the KB/KBG should increase and decrease in a way that doesn't allow for early ladder combos to kill, but ladder combos that kill around 80-100% should be completely fine because of how unsafe her kit is and because F-air 1 doesn't literally combo into death anymore. I don't know what values would have to change but I hope my explanation of that helped enough. I ALSO think the F-Air123 sending to the side is also completely fine because you CAN escape Up-b2->U-air by SDI'ing down and away, however F-air123 catches this SDI. If the move sent to the side as it should, you would get rid of early ladders if the opponent wasn't a literal CPU. I think the D-air change is simply fine. If it doesn't kill early offstage, what's the issue of buffing the base KB?



SPECIALS:



Literally I don't see a reason for Bayonetta not to be able to cancel Bullet Climax before it's fully charged, but it's not that big of an issue. Since Ultimate's balloon knockback sends people so far and so fast even in Witch Time, there should be not a huge problem for her to have her old Witch Time values. Because the lag of the move in general makes it so she gets hardly any follow up, replacing the values would be completely fine. With the current Witch Time there are actually points where you get punished for LANDING a Witch Time. Another stupid thing about Smash 4 Witch Time was the fact that you could D-tilt/U-tilt weak hit into fully charged Up smash. However in Ultimate, you accelerate so fast after getting hit in Witch Time Bayonetta simply CANNOT fully charge an Up smash after landing a Witch Time. The change to Witch Time would reward Bayonetta for the risk of throwing out the move in Ultimate, rather than punish her.



I apologize for any grammatical mistakes as this is literally a "rough draft". I still put all my thoughts into what I wrote, and I really hope someone important sees this.





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