In this deep dive into Bayonetta 3, we’re taking a closer look at the twin forces of elegance and wind: Simoon and Malphas. If you’re a fan of Bayonetta 2‘s Rakshasa, Simoon is going to feel instantly familiar—think of it as a spiritual successor with a bit more punch and wind-swept flair. This guide breaks down everything you need to know about these two tools of witch warfare: their movesets, utility, strengths, and how to get the most out of them.


Simoon: The Tornado Striker

Simoon feels fast, fluid, and aggressive. Its punch string is reminiscent of Rakshasa’s rapid jabs—quick, relentless, and focused on frontal pressure. Kick strings are best when Dodge Offset is used, letting you transition into stronger kick finishers without breaking the combo. The regular combo version plays slightly longer, while the Dodge Offset version gives you quicker results. Use what suits the situation.

Core Mechanic – Charge Attacks Simoon’s real gimmick lies in its charge attacks. Holding down the punch or kick button initiates a burst-style move, similar to Rakshasa. A fully charged hit is slow and situational, but here’s the trick: letting go just before full charge results in a sweet spot that keeps your momentum while dishing out more damage. It’s a high-skill tool that rewards timing over brute force.

Combo Building and Utility Simoon shines best in single-target encounters and frontal pressure. It’s not a true AOE specialist, but it does offer attacks that generate some area coverage:

  • Circle + Punch generates spinning wind tornadoes.
  • Forward + Punch gives you a thrusting strike, great for spacing and closing gaps.
  • Forward + Kick chains into a quick three-hit combo for aggressive engagements.
  • Back Punch/Kick deliver upward hits, good for anti-air or launch.

Advanced Combos and Finishers

  • Back to Forward + Punch gives you a short-range burst—perfect for quick interrupts.
  • Back to Forward + Kick produces a sweeping claw attack that can combo into other kicks.
  • Circle + Kick provides a multi-hit flurry—speedy, efficient, and effective.

Aerial Game and Gunplay Simoon also carries its power into the air:

  • A tornado finisher is available in air combo strings, great for big targets.
  • Gun (standard) fires fast wind blades with decent reach.
  • Hold Gun performs a slicing forward attack—useful for spacing.
  • Circle + Gun summons a barrage of wind blades around Bayonetta—ideal for melting health bars off large enemies.

Malphas: Control the Skies

Malphas is less about combos and more about airborne dominance. You ride this demon during its attacks, making vertical movement essential. While on Malphas, you need to constantly tap the jump button to maintain altitude, as Malphas slowly descends over time.

Grab Mechanics

  • While airborne, grab objects with Malphas, then:
    • Punch to throw them forward.
    • Kick to slam them down.
    • Gun tosses them a bit further than punch.

These variations allow for adaptive utility depending on spacing and context. Punch is quick and direct, Kick creates impact zones, and Gun increases throwing range.

Standard Attacks

  • Punch = forward charge (headbutt-style).
  • Kick = twin downward slashes—only viable when the enemy is below you.
  • Gun = short-range gust around Malphas, solid for crowding single enemies.

Directional Techniques

  • Back to Forward + Punch = stronger dash attack, great for quick rushdowns.
  • Back to Forward + Kick = fast dive toward the ground—a good repositioning tool.
  • Circle + Punch = rising swoop; great for vertical control and closing aerial gaps.
  • Circle + Kick = gust-style forward wave.

While these moves give Malphas a stylish edge, it’s clear that this demon excels more in single-target encounters and aerial skirmishes than crowd control.

Special Gun Attacks

  • Back to Forward + Gun = Malphas shoots homing feathers that strike multiple times—arguably its best damaging tool.
  • Circle + Gun = summons a tornado. This isn’t just visual flair: you can ignite it by chaining it with fire-based demon abilities (like Gomorrah), giving it extra elemental damage. This combo even interacts with the environment, picking up small objects to swirl into the vortex when used in city maps like Tokyo or France.

Final Thoughts

Simoon is your go-to for grounded, combo-heavy encounters with tightly clustered enemies or strong single foes. Its toolkit allows for charged cancels, rapid pressure, and subtle area denial. Malphas, on the other hand, turns the sky into your playground. It takes a little finesse to manage its elevation and positioning, but once mastered, it becomes a devastating mid-air threat.

If you enjoy weaving through enemies with grace, chaining stylish juggles, or just want to see a tornado explode into flames, these two are worth your time. Practice their rhythm, experiment with mix-ups, and remember—witches don’t need brooms when they’ve got wings and wind.

Want more guides like this? Let us know what weapon you’d like covered next!


Discover more from My Gaming Tutorials

Subscribe to get the latest posts sent to your email.

Leave a comment

Trending