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* A strange matchup that can force Palutena to play much differently than usual. Bayonetta has some of the best aerial combo starters in the game via her specials {{clr|special|Afterburner Kick}} and {{clr|special|Witch Twist}} that can lead to very damaging combos at any percent. Because of this, it becomes much more risky for Palutena to threaten aerial space like she usually does. Neutral should be played slower and safer, focusing on capitalizing on the Bayonetta player's mistakes rather than trying to rush her down and oppress her with aerials.
** If one of these specials is whiffed near Palutena, she can likely start a punish, including with her own combo aerials. Make sure to understand and respect Bayonetta's threat range when possible.
* If Bayonetta is forced to recover from below the ledge, her up special {{clr|special|Witch Twist}} can very often reach past the ledge before she grabs it. This is vulnerable to {{clr|tilt|Dtilt}} and even {{clr|smash|Up Smash}}
* Bayonetta's Bat Within mechanic allows her to negate knockback from moves if she is hit during the early frames of her roll, spotdodge, or airdodge. This can allow her to escape many combos that have small gaps in between their hits, including many of Palutena's {{clr|grab|Down Throw}} combos. Be aware of this and prepare to punish airdodges from Bayonetta players who are trying to escape after getting thrown.
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Revision as of 15:10, 6 June 2023
![](http://static.miraheze.org/dragdownwiki/thumb/a/ad/SSBU_Palutena_Stock.png/50px-SSBU_Palutena_Stock.png)
- Banjo will often try to keep Palutena out of his space with his projectile specials, Rear Egg and Breegull Blaster. Palutena has the movement required to outmaneuver these, especially considering Banjo's aerial movment is relatively poor - just choose your positions carefully to slowly work your way in.
- Don't waste time and movement by trying to Counter/Reflect the projectiles, as they're not very powerful and will likely just get interrupted by another incoming projectile.
- Banjo's recovery is very linear - if he is recovering he must do it either from directly below or to the side of the stage. You cannot challenge Wonderwing, but simply dropping from the ledge and Nairing is very reliable at catching his low recoveries.
- Due to his bad air speed, Banjo is pretty weak to Palutena's juggling. If he's in disadvantage in the air, try to track his position and strike with Uairs to keep resetting the juggle. Just make sure to watch out for the occasional Rear Egg he will drop from above.
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Inverse Matchup
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- A strange matchup that can force Palutena to play much differently than usual. Bayonetta has some of the best aerial combo starters in the game via her specials Afterburner Kick and Witch Twist that can lead to very damaging combos at any percent. Because of this, it becomes much more risky for Palutena to threaten aerial space like she usually does. Neutral should be played slower and safer, focusing on capitalizing on the Bayonetta player's mistakes rather than trying to rush her down and oppress her with aerials.
- If one of these specials is whiffed near Palutena, she can likely start a punish, including with her own combo aerials. Make sure to understand and respect Bayonetta's threat range when possible.
- If Bayonetta is forced to recover from below the ledge, her up special Witch Twist can very often reach past the ledge before she grabs it. This is vulnerable to Dtilt and even Up Smash.
- Bayonetta's Bat Within mechanic allows her to negate knockback from moves if she is hit during the early frames of her roll, spotdodge, or airdodge. This can allow her to escape many combos that have small gaps in between their hits, including many of Palutena's Down Throw combos. Be aware of this and prepare to punish airdodges from Bayonetta players who are trying to escape after getting thrown.
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Inverse Matchup
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Inverse Matchup
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![](http://static.miraheze.org/dragdownwiki/thumb/a/ad/SSBU_Palutena_Stock.png/50px-SSBU_Palutena_Stock.png)