• 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 Vs. 'Master X' Collection

Oneirohero

Smash Rookie
Joined
Dec 29, 2015
Messages
16
NNID
litb007
-> Pre-release speculation thread <-

It's still all uncertain on some edge cases but we all know how Master Hand, Crazy Hand, Master Giant, Master Beast, Master Blades/Sabres, Master Shadow and Master Fortress works. But how do you think Bayonetta will be able to handle this kind on onslaught, what abilities and attacks could make it harder or easier for her to take them down compared to the rest of the cast?

Master Hand/Crazy Hand
+ With Bayonetta's aerial and combo game she should have a good time with the hand pair, only thing to watch out is extended landing lag catching her off guard when they go to strike.
+ Witch-Twist with Bullet Arts should deal a lot of damage in a short time frame. The only consideration would be whether the hands or Master entities are affected by witch-time.
+ Neutral-Air Bullet Arts could even be an option to hit both hands simultaneously if positioned mid-stage.

- Still can't do much better with the Star KO Card-games attack the duo employs sometimes, extended landing lag on the cards rising up (from a poorly timed combo attempt) could spell disaster.
- Assuming Bayonetta is a Light Mid-weight character, the hands' various attacks could be punishing to endure and a less than stella game could put her at a disadvantage when starting the Dark Masters phase of the stage.

Master Giant
+ Even easier to attack with Bullet Arts and Climax due to large hit box and being both on the ground and up above.

- Master Giant has a few attacks which can't be blocked and presumably can't be countered either. Such as his Windbox-Scream and grab-ball-chew-and-spit-out attack. Few opportunities to make use of Bats-Within or Witch-Time.

Master Beast
+ In comparison to Master Giant, has plenty of attacks that Bats-within could make opportunities of due to the quick though powerful strikes and stomps.
+ Large size makes Bullet Climax useful at all ranges.

Master Sabres
+ Bayonetta's air game will be helpful for this mostly aerial opponent.

- Some attacks like the charge-multihit-launch onslaught would be hard to use Bats-Within and impractical with Witch-Time even if it does work on Sabres.
- Bats-Within being less useful during Sabres' 'Four predictable slashes with powerful spike' attack since you can just use regular spot dodges and a roll/power shield to survive it.

Master Shadow
• Okay, so we're dealing with a Larger sized Bayonetta Ditto controlled by the CPU. We're basically watching out for it's use of Bullet Arts, any of it's specials and the probability it might use Bats or Witch Time against you. Considering the average player has lost a stock and gained a moderate amount of damage at this point, a Witch-Time against you with any attack of decent power could be the end of it.

+ At it's initial large size, should be easier to Bullet Arts/Climax while at the same time make it harder for the Shadow to hit you since it's that much taller. Though the disadvantage disappears close to destruction when it's size normalises.

• Even at difficulty 9, Shadow CPUs don't tend to be very aggressive with attacks or counters. Just got to make safe attacks and hope it does pop a Witch-Time on you and follow it up with something nasty.

+ Assuming Master Shadow operates like a regular character, it's likely Witch-Time will work on it and thus fishing for a WT for a kill is an option.

Master Fortress
• Being more of a Subspace Emissary inspired stage, things to watch out for are dark enemies and danger zones. Four targets to hit in two phases but thankfully there's a heart container to heal all damage provided you were skilled enough to have one or two stocks left.

- Bayonetta's combo-centric moves and lack of apparent kill-moves beyond her smashes could make it harder to get rid of enemies that have just as much potential to eff you up like a danger zone if they hit you with knock-back or a huge beam.

+ The size of her Smash attacks should allow her to hit enemies away from her line of sight, being a enemy-removal option if need be.

+ Bullet Arts/Climax should be able to hit at least the first and third heart of the Fortress from an appropriate platform, making it safer to tackle those hearts.

- The amount of aerial movement in her moves could prove dangerous in tight spaces with danger zones and acid pits about. Extreme caution to be taken especially in Hearts 2 and 4.

Master Core
• Should be easy to build damage with Bullet Arts spam and tilt combos before going in for a Smash attack. Just don't taunt too long in victory, that thing does explode after 45 or so seconds. We don't need repeats of Maximilian's Difficulty 9 Cloud-no-deaths-get-killed-by-Master-Core-for-trying-to-kill-it-with-Finishing-Touch-too-long bullshiz.



Big questions involve 'Does Witch-Time work on Master X?'. My prediction is probably not, since they're entities that don't really act like characters with their preset attacks and movements. I'd say it might only work on Shadow and the Fortress enemies. This may mean only bats-within will be an option for attacks.

Does Bayonetta's rapid-damage-output moveset benefit Stamina-based bosses like Master X? In my opinion it probably does but you have to rely on being able to do Bullet Arts/Climax at the right angle to hit them. Witch-Twist might work too since you can hold the button to use Bullet Arts there too. Excessive use of Neutral-Air's spinning bullet arts is another option for when they're too high to hit with the ground versions.

Wouldn't it be cool if Bayonetta finished off Master Core by summoning an Infernal Demon? Yes, it would, but we'd need the smash ball for that and the scenario turns off all items. Plus even if that were true, her final smash doesn't kill below 100% and it's not worth getting that high on such an inert boss. A few taunts should suffice.
 
Top Bottom