Bayonetta - number 61

The Bayonetta amiibo from the Super Smash Bros. Series extends the functionality of the character beyond the screen. It stores fighter data, develops over time, and unlocks specific in-game elements. In practical terms, it is a write-compatible NFC figure. It can both be read by supported games and written with individual training data.
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Figures - Team
Updated: February 27, 2026 at 12:11 AM

Bayonetta amiibo – Super Smash Bros. Series

The name of the amiibo does not significantly differ between regions. It is sold as “Bayonetta” in Europe, North America, and Japan. The initial release took place in July 2017. In some regions, a Player 2 variant was released simultaneously, presenting an alternate design.

Physically, the standard Bayonetta amiibo depicts her in a composed yet forward-moving stance. She stands upright, weight shifted slightly to one leg. One arm is extended, guns attached to hands and heels, a direct reference to her combat style. The long black hair flows downward in sculpted strands, merging into parts of her outfit as seen in her original design. The suit is tight, detailed with subtle textures and red accents. The glasses are sharply molded. The base carries the Super Smash Bros. emblem in grey.

The pose reflects her appearance in Super Smash Bros. for Nintendo 3DS and Wii U. It resembles her neutral stance and gun-focused attacks rather than an exaggerated action frame. The figure avoids dramatic motion. It captures control. That fits the character as presented in-game.

Bayonetta originates from the action title Bayonetta, first released in 2009. Developed by PlatinumGames, the character is portrayed as an Umbra Witch awakened after centuries of sleep. She searches for fragments of her memory while confronting celestial enemies. On Nintendo platforms, the character gained renewed visibility through Bayonetta 2 on Wii U, later re-released on Nintendo Switch. Within the wider game landscape, she represents a collaboration between Sega, PlatinumGames, and Nintendo. Her inclusion in Super Smash Bros. followed strong player voting demand. The amiibo therefore documents a specific moment of community influence.

Compatibility centers primarily on Super Smash Bros. for Nintendo 3DS, Super Smash Bros. for Wii U, and Super Smash Bros. Ultimate on Nintendo Switch. When scanned in these titles, the amiibo registers as a Figure Player. It can be trained, its behavior adapting to the player’s fighting style. Statistics such as attack and defense can be adjusted with Spirits in Ultimate. The character levels up to 50. Data is written directly onto the figure.

In addition, the amiibo can be scanned in other compatible Nintendo Switch titles that support the generic Super Smash Bros. Series category. In most of these cases, it provides standard bonuses such as in-game items or small rewards. The functionality depends on the specific software. No exclusive Bayonetta-only modes are unlocked outside the Smash titles.

The practical value lies in persistence. Training data remains stored in the figure itself. The amiibo becomes a transferable opponent. It carries learned patterns between systems of the same generation. There is a certain continuity in that. Not dramatic, but noticeable during repeated matches.

As an object, the Bayonetta amiibo stands between collectible and functional game accessory. It reflects a specific design phase of the character as seen in Super Smash Bros. and preserves player interaction through saved data. The figure does not redefine gameplay. It adds a layer of customization and retention. Within the Super Smash Bros. Series, it marks the closing wave of fighters from the Wii U era, and that context remains visible in its design and release timing.

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