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Pazx Vs. Saucydancer (CS13 Losers Semis)
From M2's POV
Combos:
Game 1:
Nair-Fair
Dtilt-Uair
Dtilt-Fair
Phase Fair-Fair
Game 2:
Movement:
Game 1:
Confusion
Phasing
Foxtrot Dancing
Running
Rolling
Game 2:
Average Death Percent:
Game 1:
106%
Game 2:
Average Kill Percent:
Game 1:
105%
124%
Game 2:
Notes (Game 1):
0:00: Starts off by charging SB and then, predicting an offensive option, throws it out.
0:08: Mewtwo capatilizes on the closeness of Diddy and procedes with a mix-up DA, which clashes with Diddy's OoS Banana, winning the trade, Mewtwo proceeds to press the advantage with another DA.
0:10: Mewtwo overextends and is punished with a Fair, resetting to neutral. Mewtwo tries to phase in but hits the banana. Picking the same offensive option, he again approaches with a phase. Diddy blocks it and punishes the Mewtwo heavily.
0:25: Mewtwo goes for a Dtilt-Uair-DJ Fair string, which isn't true. However, the Diddy gets hit, suggesting lack of MU knowledge.
0:28: The Mewtwo again overextends and the Diddy punishes with a Bair and then gains stage control.
0:50: Mewtwo losses his first stock because he lost stage control
0:51: Using his invincibility, the Mewtwo gets the Diddy into the air and proceeds to apply pressure, leading to a tech read-Disable true combo.
1:10: Mewtwo tightens up his defense and starts using safer options and reading more.
1:20: Mewtwo uses more Nair and Dtilt to space out Diddy and get the small punishes in.
Notes (Game 2):
Thoughts:
Mewtwo always jumps from ledge and then stalls with confusion or a variant of this.
Prefers FC SB and rarely uses Mini SB.
Proficient in Phasing and Dtilt combos but not PP, LC or Utilt/Uair combos.
Likes to roll through the opponent.
Prefers Nair for edge-guarding.
Read based player. 90% of advantaged states started by Mewtwo where done with a read.
Tends to overextend.
Mewtwo rolls and Spotdodges a lot, but surprisingly, his rolls rarely get punished.
Mewtwo tends to go for the read option even if something is true. Example, he jabbed diddy, but then rolled behind and grabbed.
After a Dtilt at high percents, he likes to DJ aerial, usually to catch an airdodge.
Always airdodges after a Dtilt
Tends to airdodge into the ground after a light hit or land with an aerial like Nair otherwise.
From Diddy's POV
Combos:
Uthrow-Fair
Dtilt-Usmash
Dtilt-Grab
Uthrow-Uair
Dthrow-Bair
Movement:
Foxtrot
MF
MFBR
Running
Average Death Percent:
Game 1:
105%
124%
Average Kill Percent:
Game 1:
106%
Notes:
0:00: Starts with a banana
0:06: Diddy immediately approaches, but misspaces and ends up too close to Mewtwo. Mewtwo punishes.
0:10: Diddy resets neutral with a FF Fair and retreats to get a banana out.
0:12: Banana lost, approaches with a Foxtrot-Shield, but then retreats and pulls out another banana.
0:20: After getting punished for MU inexperience, the Diddy regains the stage and keeps Mewtwo in the air with a series of Aerials, punishing his options.
0:40: Diddy does a good job of punishing Mewtwo's landing options.
0:50: Punishes a landing option and gets the stock.
1:00: Diddy whiffs a combo and Mewtwo is able to keep stage control, leading to a stock.
1:10: diddy starts whiffing most aerials and moves.
Diddy gets punished for drawing banana at 1:20 and 1:40.
2:00: Diddy starts Mfing a lot for some reason. Costs him the game.
Thoughts:
Pulls a Banana whenever possible. Good idea, but Diddy gets punished a couple of times.
Diddy started playing offensively in the second stock, instead of the more reserved, punishing style showcased in the first.
Covers landing options extremely well.
Mixes up recovery options.
Wasn't able to challenge Nair or Phase.
Couldn't break Mewtwo's Dtilt defense.