• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Bayonetta neutral guide (give tips!)

oy_vey_my_sheikels

Smash Rookie
Joined
Feb 5, 2016
Messages
4
NNID
sheikels
I think I have a firm grasp of Bayonetta's neutral already, but this could help me and new Bayonetta mains. I need some help, though. I wanna make this deep to, for i feel like Bayo can be played many different ways and I want to have them detailed.


ALL %

Generally lots of pew pews, aka bullet arts. Bair and dAPK is safe on shield so exploit that. DTilt bullet arts are great if you stop exactly when they approach. Nair bullet arts are good for a bit of extra damage if they jump. Fair and bair can be ok. Grounded sideb is always a good option for going under projectiles or catching a wiff.
SHFF nairs are good for damage and just throwing out hitboxes. Neutralb is good for stuffing air approaches or just halting some taller and bigger characters. Up close, try to get in some combo starters to get big combos.


LOW %
Many many pew pews. Here you wanna get them to a good percent, like 10%, so then you can get a fully true big combo.


MID %

You really can play defencive or offensive here. You can land a bunch of bairs for good defencive play, plus a bair gets them offstage to get edgeguarded. Bairs can help you play the conditioning game, aka getting them to think its best to stay in shield, then grab em. They wanna jump oos to punish? dAPK. You get the idea, Also, dAPK is safe af on shield and can get them killed at 60%. You can still camp like in low percent.


HIGH %

Alot of stuff from mid percent applies here, but camping isnt the best idea. It's better to approach and get in with kill confirms here. Fthrow is generally a last resort, try not to stale it. Dtilt->Dsmash at the ledge or Dtilt->Usmash both work at 80-100 depending on weight, air speed, etc. If they DI away too much for the usmash just do a sliding one. It should catch them.
 
Last edited:

Tobi_Whatever

あんたバカァ~!?
Joined
Oct 30, 2014
Messages
2,647
Location
Germany
NNID
Tobi_whatever
bAir is safe on shield, as is 236ABK. dTilt bullet arts deal massive damage and are safe if you stop as soon as they approach.
 
Last edited:

Stylin'

Smash Rookie
Joined
Jan 10, 2016
Messages
24
Short hop ff nairs are good for catching out approaches and just putting out hitboxes. Throw out neutral b's if they are jumping a lot or are too close/tall to force approaches. When up close, try for down tilts, up tilts, up b's, side b's and grabs to get yourself into a combo scenario. Dair Oos for kills in the neutral at late percents. Downwards ABK is also looks like a good approach tool

This is what I have gathered is good from the character's neutral game from mainly personal experience, so take this with a pinch of salt. It's early days so much more will be coming up in the weeks to come

These are just more generalised notes. Some of it has already been said in more detail above.
 
Last edited:
Top Bottom