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* FanNickname: Fans generally call the Bayonetta variants based on their places of origin plus the suffix -netta, hence we have Japanetta/Shibuyanetta (β1), Chinanetta (β2), Egyptnetta (β3) and Frenchonetta (β4).

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* FanNickname: Fans generally call the Bayonetta variants based on their places of origin plus and then adding the suffix -netta, hence we have Japanetta/Shibuyanetta (β1), Chinanetta (β2), Egyptnetta (β3) and Frenchonetta (β4).



** Viola's Witch Time is loathed by a significant portion of the fanbase. On paper, it's just a variation of Bayonetta's Witch Time: The closer Viola is to being hit when she blocks, the longer the Witch Time duration is. Problem is, whereas Bayonetta can dodge to any direction including ''towards'' the enemy to start whacking them, Viola's block pushes her ''away'' from the attacking enemy, which means that unless she parries an attack ''perfectly'', what little Witch Time she gets will likely be wasted for simply closing the gap, negating any advantages it would've given (particularly catastrophic in Niflheim chapters where Viola must deal damage in Witch Time). Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. Lastly, unlike Bayonetta who can dodge at virtually any moment, Viola's moveset includes throwing her sword either for her kick combo or summoning Cheshire, leaving her ''without the ability to even block''. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.

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** Viola's Witch Time is loathed by a significant portion of the fanbase. On paper, it's just a variation of Bayonetta's Witch Time: The closer Viola is to being hit when she blocks, the longer the Witch Time duration is. Problem is, whereas Bayonetta can dodge to any direction including ''towards'' the enemy to immediately start whacking them, Viola's block pushes her ''away'' from the attacking enemy, which means that unless she parries an attack ''perfectly'', what little Witch Time she gets will likely be wasted for simply closing the gap, negating any advantages it would've given (particularly catastrophic in Niflheim chapters where Viola must deal damage in Witch Time). Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. Lastly, unlike Bayonetta who can dodge at virtually any moment, Viola's moveset includes throwing her sword either for her kick combo or summoning Cheshire, leaving her ''without the ability to even block''. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.
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** Viola's Witch Time is loathed by a significant portion of the fanbase. On paper, it's just a variation of Bayonetta's Witch Time: The closer Viola is to being hit when she blocks, the longer the Witch Time duration is. Problem is, whereas Bayonetta can dodge to any direction including ''towards'' the enemy to start whacking them, Viola's block pushes her ''away'' from the attacking enemy, which means that unless she parries an attack ''perfectly'', what little Witch Time she gets will likely be wasted for simply closing the gap, negating any advantages it would've given. Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. Lastly, unlike Bayonetta who can dodge at virtually any moment, Viola's moveset includes throwing her sword either for her kick combo or summoning Cheshire, leaving her ''without the ability to even block''. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.

to:

** Viola's Witch Time is loathed by a significant portion of the fanbase. On paper, it's just a variation of Bayonetta's Witch Time: The closer Viola is to being hit when she blocks, the longer the Witch Time duration is. Problem is, whereas Bayonetta can dodge to any direction including ''towards'' the enemy to start whacking them, Viola's block pushes her ''away'' from the attacking enemy, which means that unless she parries an attack ''perfectly'', what little Witch Time she gets will likely be wasted for simply closing the gap, negating any advantages it would've given.given (particularly catastrophic in Niflheim chapters where Viola must deal damage in Witch Time). Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. Lastly, unlike Bayonetta who can dodge at virtually any moment, Viola's moveset includes throwing her sword either for her kick combo or summoning Cheshire, leaving her ''without the ability to even block''. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.
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* FanNickname: Fans generally call the Bayonetta variants based on their places of origin plus the suffix -netta, hence we have Japanetta/Shibuyanetta (β1), Chinanetta (β2), Egyptnetta (β3) and Frenchonetta (β4).

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** Viola's Witch Time is loathed by a significant portion of the fanbase. On paper, it's just a variation of Bayonetta's Witch Time: The closer Viola is to being hit when she blocks, the longer the Witch Time duration is. Problem is, whereas Bayonetta can dodge to any direction including ''towards'' the enemy to start whacking them, Viola's block pushes her ''away'' from the attacking enemy, which means that unless she parries an attack ''perfectly'', what little Witch Time she gets will likely be wasted for simply closing the gap, negating any advantages it would've given. Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. Lastly, unlike Bayonetta who can dodge at virtually any moment, Viola's StanceSystem combat may leave her without her sword, a.k.a. ''without her ability to even block'', if you're not careful. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.

to:

** Viola's Witch Time is loathed by a significant portion of the fanbase. On paper, it's just a variation of Bayonetta's Witch Time: The closer Viola is to being hit when she blocks, the longer the Witch Time duration is. Problem is, whereas Bayonetta can dodge to any direction including ''towards'' the enemy to start whacking them, Viola's block pushes her ''away'' from the attacking enemy, which means that unless she parries an attack ''perfectly'', what little Witch Time she gets will likely be wasted for simply closing the gap, negating any advantages it would've given. Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. Lastly, unlike Bayonetta who can dodge at virtually any moment, Viola's StanceSystem combat may leave moveset includes throwing her without sword either for her sword, a.k.a. kick combo or summoning Cheshire, leaving her ''without her the ability to even block'', if you're not careful.block''. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.


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** Demon Masquerade can feel like this. It takes a long time of regular gameplay to build up the rage gauge, and when you finally use it, you'll often find that Masquerade Rage tends to deal heavy damage at the cost of ''tanking your combo'', meaning that Pure Platinum hunters will likely be forced to use it strictly as a flashy FinishingMove, negating whatever advantage it may have in normal combat. There is one way to speed up increasing the gauge, but that is to take damage, something obviously medal hunters will ''never'' want. There's also the fact that it can only be activated when standing idle on the ground, making it hard to use following ground combos and ''impossible to use'' if you prefer aerial combat.
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** Viola's Witch Time is loathed by a significant portion of the fanbase. When Viola perfectly (and we do mean ''perfectly'') parries an attack, she enters Witch Time. However, what the game never tells you is that the length of that Witch Time ''isn't a set time limit.'' Instead, the amount you can get varies based on how close you were to being hit. This means it's entirely possible to enter Witch Time and then get booted back out almost immediately after a parry, negating any advantages it would've given. Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.

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** Viola's Witch Time is loathed by a significant portion of the fanbase. When On paper, it's just a variation of Bayonetta's Witch Time: The closer Viola perfectly (and we do mean ''perfectly'') is to being hit when she blocks, the longer the Witch Time duration is. Problem is, whereas Bayonetta can dodge to any direction including ''towards'' the enemy to start whacking them, Viola's block pushes her ''away'' from the attacking enemy, which means that unless she parries an attack, she enters Witch Time. However, attack ''perfectly'', what the game never tells you is that the length of that little Witch Time ''isn't a set time limit.'' Instead, she gets will likely be wasted for simply closing the amount you can get varies based on how close you were to being hit. This means it's entirely possible to enter Witch Time and then get booted back out almost immediately after a parry, gap, negating any advantages it would've given. Worse still, the block button is mapped on the same button for gap-closing dash (single-tap R for block, double-tap R for dash), so accidentally tapping one too many time will send her straight towards the enemy instead. Lastly, unlike Bayonetta who can dodge at virtually any moment, Viola's StanceSystem combat may leave her without her sword, a.k.a. ''without her ability to even block'', if you're not careful. It was eventually patched to allow Viola a greater window (even giving her an equivalent to Bat Within) as well as a longer duration.
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* ContestedSequel: ''Bayonetta 3'' quickly proved the most divisive entry in the series among fans. One camp enjoys the game for its fine-tuned combat, varied locales and diverse gameplay. But on the other hand, one camp dislikes it for its perceived overreliance on GameplayRoulette, a plot considered to be [[TheyWastedAPerfectlyGoodPlot undercooked]] in many respects and a highly-controversial ending. While many fans consider this game to the weakest in the trilogy, whether or not it’s good in its own right remains up for debate.

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* ContestedSequel: ''Bayonetta 3'' quickly proved the most divisive entry in the series among fans. One camp enjoys the game for its fine-tuned combat, varied locales and diverse gameplay. But on the other hand, one camp dislikes it for its perceived overreliance on GameplayRoulette, a plot considered to be [[TheyWastedAPerfectlyGoodPlot undercooked]] in many respects and a highly-controversial ending. While many fans consider this game to be the weakest in the trilogy, whether or not it’s good in its own right remains up for debate.
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* ContestedSequel: ''Bayonetta 3'' quickly proved the most divisive entry in the series among fans. One camp enjoys the game for its fine-tuned combat, varied locales and diverse gameplay. But on the other hand, one camp dislikes it for its perceived overreliance on GameplayRoulette, a plot considered to be [[TheyWastedAPerfectlyGoodPlot undercooked]] in many respects and a highly-controversial ending. While many fans consider this game to the weakest in the trilogy, whether it’s good in its own right or not remains up for debate.

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* ContestedSequel: ''Bayonetta 3'' quickly proved the most divisive entry in the series among fans. One camp enjoys the game for its fine-tuned combat, varied locales and diverse gameplay. But on the other hand, one camp dislikes it for its perceived overreliance on GameplayRoulette, a plot considered to be [[TheyWastedAPerfectlyGoodPlot undercooked]] in many respects and a highly-controversial ending. While many fans consider this game to the weakest in the trilogy, whether or not it’s good in its own right or not remains up for debate.
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* ContestedSequel: ''Bayonetta 3'' quickly proved the most divisive entry in the series among fans. One camp enjoys the game for its fine-tuned combat, varied locales and diverse gameplay. But on the other hand, one camp dislikes it for its perceived overreliance on GameplayRoulette, a plot considered to be [[TheyWastedAPerfectlyGoodPlot undercooked]] in many respects and a highly-controversial ending.

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* ContestedSequel: ''Bayonetta 3'' quickly proved the most divisive entry in the series among fans. One camp enjoys the game for its fine-tuned combat, varied locales and diverse gameplay. But on the other hand, one camp dislikes it for its perceived overreliance on GameplayRoulette, a plot considered to be [[TheyWastedAPerfectlyGoodPlot undercooked]] in many respects and a highly-controversial ending. While many fans consider this game to the weakest in the trilogy, whether it’s good in its own right or not remains up for debate.
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** The fact that Bayonetta and Jeanne have gone from [[LastOfTheirKind the final two Umbran Witches in existence]] to [[ThereIsAnother being joined by a third Witch of a new generation]] gets little more than a surface level acknowledgement from Jeanne due to the situation demanding the group focus on the multiversal threat and Bayonetta's other selves above all.
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* EndingFatigue: The game's final boss [[spoiler:Singularity]] flat-out has too many phases, each separated by about a collective half-hour of cutscenes that serve to drag out the fight far longer than it reasonably should. [[spoiler:The fact said fight leads into [[AudienceAlienatingEnding the already-controversial ending]] does not help matters. Said ending also drags too, with ANOTHER completely different boss fought after the first credits.]]

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* EndingFatigue: The game's final boss [[spoiler:Singularity]] flat-out has too many phases, each separated by about a collective half-hour of cutscenes that serve to drag out the fight far longer than it reasonably should. [[spoiler:The fact said fight leads into [[AudienceAlienatingEnding the already-controversial ending]] does not help matters. Said ending also drags too, with ANOTHER completely different boss fought after the first credits.credits followed by the traditional pole dance credits (mixed with the bonus verses from the last two games) then another mid-credits scene, then the infamous dance before the game finally calls it quits.]]
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* IKnewIt:
** Some fans have predicted that Creator/JenniferHale is the new voice of Bayonetta instead of Hellena Taylor months before it was officially confirmed by Platinum.
** With Viola's appearance, some fans had theorized that [[spoiler:she was Bayonetta and Luka's daughter, due to her having Cheshire the cat doll, her "[[PunctuatedForEmphasis My name is Viola!]]" reaction anytime Bayonetta calls her "[[EmbarrassingNickname kitty]]," her love of lollipops, and her clumsiness.]]

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