Copying some stuff from Skype chat;
I think
If you really lab it out
G&W goes even with Bayonetta
But that's hotly debateable
She IS pretty good at timing G&W out if she goes for it
But y'know
There are specific points in her combos where if she does a certain move or you read a certain move
You escape or even kill if she gets greedy and takes you high up
She certainly can't kill combo you from the ground until like 90% on the ledge which is much more than you can say for 80% of the cast
I think it's a MU where you have to change the way you play, kinda like DHD
But unlike DHD I think she's perfectly doable after adaptation
I have labbed the crapola out of her abut have only fought 2 capable Bayonetta secondaries and one actual main so I need more experience to be sure of all this of course
Anyway point is no one stays Bayonetta(including the main) after fighting my G&W because I either win or get really close to winning.
Some specific notes:
Pivot ftilt beats Side B aerial and grounded, and the grounded version is already punishable as hell
toot toot can kill obscenely early with rage and rage is wont to happen with Bayonetta
Witch Twist beats dair BUT I have found some success with bair and B Reverse Chef off ledge-Fire
Her smashes are garbo in the neutral if G&W jabs/ftilts for safety after a defensive option with good timing
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here's the thing with Corrin
A: Her sword doesn't beat usmash
B: He can't hazard attacking first except with very few moves
I can see the MU being -1
Just don't respect her too much
Dash attack out of shield is your best friend against Corrin
Marth is different from Corrin in Sm4sh to me
Math has crazier range and beats shield at low percents easier bc of Specials
Also faster yeah.
He's total combo food compared to Marthcina
Waaaay easier to end stocks offstage
TBH I think it's even but I won't challenge the current placing bc it may just be familiarity with this one Corrin
Later EDIT: Oh look a Corrin vs G&W that proves some of my points
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"Explain +1 against Pacman"-someone else
As a former Pacman main I second this +1 designation
You know how Hydrant is supposed to distract players?
Well
usmash makes it gtfo before it even hits the ground
dair kills it with no lag because the platform disappeared
dsmash sends it at awesome angles with both sour(pressure angle) and sweetspot(trap angle) for 50-50s that you don't even know
Also kinda combo food for double nair
Side B is free dair if timed correctly, and is in general gimpable by lingering hitboxes
Projectiles can be stolen and used effectively(But maybe just me as a Pacman player)
Shield is especially easy to harass(Poor Pacman)
Trampoline kill setups at ledge are nullified by Fire from the ledge and Pacman isn't particularly good at catching landings outside of well timed Key
And generally has a hard time beating defensive G&W
It's definitely not +2 or anything
Or even a really bad +1
Just a normal +1