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.
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: