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Meta The World's Strongest : A Weekly Mewtwo Tournament Match Analysis

Y2Kay

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(This was brought to you by Me and Sonicninja115 Sonicninja115 )

This is not the Weekly Match Up Discussion thread or the regular video critque thread, those can be found below:

http://smashboards.com/threads/pokemon-stadium-mewtwo-general-matchup-thread.398034/
http://smashboards.com/threads/vs-recorder-mewtwo-video-critique-thread.398041/unread

Welcome to our new weekly series! The Match analysis thread was created for three purposes,

1. To further Mewtwo's Metagame.

2. To help us and the players we are critiquing through thorough analysis.

3. To analyze the possibilities and options showcased in the critiqued matches.
What Use is Match Analysis for Me?

Match Analysis is a great way to find out what a top player is doing, why a top player is using it, and should you use it. From analyzing matches, you can find new combos, new frame traps or knowledge about a tech or combo. You can learn more about optimal move usage and recovery tactics as well as general MU knowledge. All-in-all, it is extremely helpful.

Another thing that this does is help you develop the critical fundamental of analysis. The ability to look at another player and find flaws in their gameplan is priceless. On the flip-side, this also helps you analyze your on gameplay and find out what is wrong. This also equips you with the ability to successfully critique matches that show up in the video thread.
How to Analyze:

There are many points to look at below. I will also include a sample of a critique Sonicninja115 Sonicninja115 did of one of Abadango's sets.

1: Movement/Movement Options

2: Playstyle

3: Combos

4: Habits (Good and Bad)

5: MU specific things

6: Interesting tidbits you noticed

7: Mewtwo specific things

Now, you don't have to cover all of these things. Simply watch the video and focus on one or two sections. As you get better at analysis, push up the amount of categories you analyze.


Richbrown vs. Slayerz (Pink Fresh Saga, Top 32 losers)


Combos:
Game 1:
Dtilt-Fair
Jab-Utilt
Nair-Bair

Notes:
Didn't get many combos off. Mainly just small pokes and chains. Slayerz was able to dance around the combos and even capitalize on Mewtwo's advantaged state. often turning it around within a few seconds.

Game 2:

Movement:
Phasing:

Walking:
He used walking tilts to space out Slayerz and keep him at bay. He also used it as an approach option, as Peach isn't that fast so Mewtwo can walk and still keep up with her.

Running

Average Death Percent:
Game 1:
113%
139%

Notes:
He managed to avoid dying pretty well. Living about 15% longer then the usual death percents for Mewtwo.

Average Kill Percent:
Game 1:
124%


Notes (Game 1):

0:00: Starts off with an aggressive, but safe Phase-Fair.

0:07: Mewtwo spaces around Peach with Fairs, however, two fairs whiffed in a row and then Mewtwo Dtilt instead of the arguable safer option of Utilt, leading to a punish.

0:11: Mewtwo jumps away to reset Neutral and forces Peach to back off with a FF Fair. Mewtwo then slowly moves around with Walking, opening his options while still being a threat and keeping control.

0:16: Mewtwo walks forward and uses a Dtilt as a defensive and offensive option, both covering the opponents approach or shield. The peach rolls and Mewtwo punishes with a DA, establishing stage control.

0:20: Mewtwo tries to keep Peach off-stage with an SB, but whiffs. Mewtwo then uses the trifold mix-up of FH Fair-FF Fair-Dtilt, catching Peach with the Dtilt and restoring advantage.

0:23: Mewtwo whiffs the Fair and gets heavily punished.

0:30: Mewtwo carefully approaches with Walking Dtilts and Utilts, but the Peach catches Mewtwo and forces him to the ledge.

0:31: Mewtwo forcced into a recovery situation. Takes three tries. Peach punishes landing options, mainly Confusion above the ground.

0:50: Mewtwo recovers with an SB-Get-up, but misspaces the Fair wall and gets sent offstage.

1:00: Peach forces Mewtwo to go high and gets the stock with a parosal.

1:10: Mewtwo uses his invincibility to get a quick combo, sending peach off-stage. Continues the eddge-guard, but peach gets a mix-up in and regains the stage.

1:20: Neutral resumes, Peach wins.

1:30: Mewtwo starts hunting for the kill, but only gets punished for the Usmash, Dsmash is used as a bait, but doesn't lead to a stock.

1:40: Mewtwo starts focusing on getting the stock, and not on spacing or set-ups. Takes major damage.

2:15: Gets a grab and then gets the stock.

2:20: Full charges SB.

2:25: Actually hits.

2:30: Gets a Nair-Bair after getting onto the stage, however, overextends with another Bair and gets a Fair in the butt.

3:00: Losses neutral and gets edge-guarded for a bit, but then regains the stage.

3:02: Nairs and gets hit by a Nair. No DI, straight to his death.

Notes (Game 2):

Thoughts:
Rich knows when to use confusion when recovering.
Crisp walking game.
Misspaces aerials, but only slightly. Peach Jank and movement?
Unable to capitalize on advantage, Peach always turns it around.
Likes using Fair wall and has some really good mix-ups.
only hit once with SB.
Mewtwo won neutral a lot, but could never capitalize as well as Peach, often having Advantage turned around because of a whiff, never overextends.
Whiffed a few too many fairs in the first game and the peach was able to get long punishes off.
Peach read Mewtwo's get-up 90% of the time, leading to a stock once. However, this is to be expected.

Rules:
No overly harsh criticism. Remember, these are top players and I would beat solid money that they would whoop your fanny. Basically, try to be constructive, not nonconstructive.

No cursing and other generic rules

Critique the match, not the analysis unless specifically asked. Feel free to comment though. Ask the person why they came to that conclusion or where they saw that.

Thanks to Sonicninja115 Sonicninja115 and @--- for helping me make this thread idea into a reality! You're both the GOAT! :)

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Y2Kay

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Here is this week's match that we will be looking at! The deadline will change depending on activity, but it should be next saturday! I hope you all learn a lot!


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Revax

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Playstyle
Both played safe in neutral. The general gist I got was that SZ was more content with resetting to neutral and used a lot of retreating aerials. He didn't make it easy for RB to land when he had the advantage.
  • Game 1: RB liked mixing up landings between f-air and confusion, however SZ never got punished more than the initial confusion, however punished it with various hits
  • Game 2: D-tilt doesn't hit float d-air, which was something SZ used a lot to gain momentum at the start. RB used more aggressive n-air, it was initially effective but SZ started punishing it by outspacing (5:09) and attacking from below (4:58)
  • Game 3:RB used SB volleys at the start, which i found was effective in limiting what SZ could do (if Peach was floating, she'd have to beat the sb with an aerial or jump/airdodge it)
MU specific things
  • Peach is clearly an odd one to hit with conventional Mewtwo combos. With her double jump shifting her hurtbox upwards initially, f-air becomes more difficult to land (0:22) among other things (1:48)
  • I agree with how RB played the neutral, especially in game 3. Punishing Peach's attacks from shield is difficult, so using spaced aerials and SB worked well
  • I can understand the use of aggressive n-air (it beats d-air and can lead into things) however it appears Peach can beat that option with retreating b-air and f-air reliably
Interesting tidbits
  • 1:16 - SZ utilising the balloon to delay his landing
  • 4:20 - SZ pulling out a bomb while RB was using confusion. This meant RB didn't have the time to use confusion to send it back
Advice
The match was an insight into how Peach slips through combos and can cause a lot of damage to Mewtwo, especially as it is landing. I don't have much Peach experience apart from 10-15 friendlies I played with Umeki when he was in AUS (I found I benefited most from rolls, frame traps with shadow ball and u-air, and using u-air and b-air when I had the advantage), so take these observations above with a grain of incompetence.
  • Less dash attack - I feel like spaced d-tilt and f-air were safer options and Peach doesn't have much that can be punished with a dash attack, other than if you spotted Peach pulling a turnip too close
  • Rolling instead of spot dodging - Peach is pretty slow in the air and on the ground so it's fairly safe to retreat that way
  • Less confusion - It got RB punished a lot: when it was mis-timed (7:17), when it traded with SZ and didn't give RB much benefit when it hit (2:05). It's a good tool, but it would be better if used less as it stalls air time, which may make landing harder
 

Swoops

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Might want to tag @RichBrown to comment on his own match :p

Seemed like a lot of match up unfamiliarity. Could have used a LOT more shadow ball, like spam levels. Peach needs to be afraid of approaching how she usually does, which would open DJ UAir conversions. DJ UAir conversions seem like they would be very helpful racking up the damage where FAir and NAir weren't connecting.
 

Sonicninja115

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Might want to tag @RichBrown to comment on his own match :p

Seemed like a lot of match up unfamiliarity. Could have used a LOT more shadow ball, like spam levels. Peach needs to be afraid of approaching how she usually does, which would open DJ UAir conversions. DJ UAir conversions seem like they would be very helpful racking up the damage where FAir and NAir weren't connecting.
The thing I noticed most is how Slayer moved around Riches Fairs. At some points, it was insanely close, but the move just whiffed. Insane microspacing by Slayer.

Richbrown vs. Slayerz (Pink Fresh Saga, Top 32 losers)


Combos:
Game 1:
Dtilt-Fair
Jab-Utilt
Nair-Bair

Notes:
Didn't get many combos off. Mainly just small pokes and chains. Slayerz was able to dance around the combos and even capitalize on Mewtwo's advantaged state. often turning it around within a few seconds.

Game 2:

Movement:
Phasing:

Walking:
He used walking tilts to space out Slayerz and keep him at bay. He also used it as an approach option, as Peach isn't that fast so Mewtwo can walk and still keep up with her.

Running

Average Death Percent:
Game 1:
113%
139%

Notes:
He managed to avoid dying pretty well. Living about 15% longer then the usual death percents for Mewtwo.

Average Kill Percent:
Game 1:
124%


Notes (Game 1):

0:00: Starts off with an aggressive, but safe Phase-Fair.

0:07: Mewtwo spaces around Peach with Fairs, however, two fairs whiffed in a row and then Mewtwo Dtilt instead of the arguable safer option of Utilt, leading to a punish.

0:11: Mewtwo jumps away to reset Neutral and forces Peach to back off with a FF Fair. Mewtwo then slowly moves around with Walking, opening his options while still being a threat and keeping control.

0:16: Mewtwo walks forward and uses a Dtilt as a defensive and offensive option, both covering the opponents approach or shield. The peach rolls and Mewtwo punishes with a DA, establishing stage control.

0:20: Mewtwo tries to keep Peach off-stage with an SB, but whiffs. Mewtwo then uses the trifold mix-up of FH Fair-FF Fair-Dtilt, catching Peach with the Dtilt and restoring advantage.

0:23: Mewtwo whiffs the Fair and gets heavily punished.

0:30: Mewtwo carefully approaches with Walking Dtilts and Utilts, but the Peach catches Mewtwo and forces him to the ledge.

0:31: Mewtwo forcced into a recovery situation. Takes three tries. Peach punishes landing options, mainly Confusion above the ground.

0:50: Mewtwo recovers with an SB-Get-up, but misspaces the Fair wall and gets sent offstage.

1:00: Peach forces Mewtwo to go high and gets the stock with a parosal.

1:10: Mewtwo uses his invincibility to get a quick combo, sending peach off-stage. Continues the eddge-guard, but peach gets a mix-up in and regains the stage.

1:20: Neutral resumes, Peach wins.

1:30: Mewtwo starts hunting for the kill, but only gets punished for the Usmash, Dsmash is used as a bait, but doesn't lead to a stock.

1:40: Mewtwo starts focusing on getting the stock, and not on spacing or set-ups. Takes major damage.

2:15: Gets a grab and then gets the stock.

2:20: Full charges SB.

2:25: Actually hits.

2:30: Gets a Nair-Bair after getting onto the stage, however, overextends with another Bair and gets a Fair in the butt.

3:00: Losses neutral and gets edge-guarded for a bit, but then regains the stage.

3:02: Nairs and gets hit by a Nair. No DI, straight to his death.

Notes (Game 2):

Thoughts:
Rich knows when to use confusion when recovering.
Crisp walking game.
Misspaces aerials, but only slightly. Peach Jank and movement?
Unable to capitalize on advantage, Peach always turns it around.
Likes using Fair wall and has some really good mix-ups.
only hit once with SB.
Mewtwo won neutral a lot, but could never capitalize as well as Peach, often having Advantage turned around because of a whiff, never overextends.
Whiffed a few too many fairs in the first game and the peach was able to get long punishes off.
Peach read Mewtwo's get-up 90% of the time, leading to a stock once. However, this is to be expected.


Overall thoughts:
Rich mainly lost because he was never able to maintain advantage and getting off the ledge was a pain. The second one is just Mewtwo stuff, but he was never able to get more then 2 hits off in advantage.

Also, Peach cannot airdodge while in Float, and if you hit the opponent at a certain height with a mini Shadowball, it will actually true pretty early into Grab, because they cannot jump out in time and stuff.

Basically, it seemed that Rich was lacking in MU knowledge and got outplayed for most of the games. With MU knowledge it would become much easier, and he wasn't outplayed by much. Personally, I was surprised by how good Slayerz had become since we last saw him. I was expecting him to be a bit rusty, but instead he completely revolutionized Peach's movement.
 
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Y2Kay

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The Float Mechanic was giving Rich Brown problems because:
  • It allowed SlayerZ to cover a lot of Mewtwo's ledge get up options
  • It allowed SLayerZ to whiff punish a lot of Mewtwo's approach options, such as dash attack, and dash grab
  • It allowed SlayerZ to pressure his shield, which Mewtwo can have trouble dealing with
  • It allowed SlayerZ to dance around baby Shadow Ball camping
The float Mechanic itself seems pretty annoying to deal with. It let's Peach punish moves low to the ground with her own aerials, which pack a punch. Fair and Bair hit super hard, making it unsafe to challenge her off stage. I would like to look into this match up more closely . . .

As for ways Rich can improve? I think he needs to calm down some. Once he got into a deficit, he used some pretty predictable panic Neutral Airs against SlayerZ. That move would definitely lose a trade with Peach's aerials. I'd also like to see him use larger shadow balls. If he charges his shadow ball enough, Peach can't hover over them, which is most optimal. Rich used a lot of baby shadow balls, but they rarely hit thanks to Peach's float. Also, Rich should cut his usage of Dash attack and especially dash grab, because SlayerZ was able to whiff punish these the easiest with floated Aerials. Lastly, Rich should use Mewtwo's great anti airs more. A few Up smashes and up tilt conversions would have made SlayerZ think twice before comfortably floating all over the stage.

And the next video will be . . .


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Sonicninja115

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Abadango vs. Klept (Umebura 22, Winners Round 5)


Combos:
Dtilt-Fair
Dtilt-Uair
Dtilt-DJ Uair-Fair

Movement:
Walking
Running
Ledge-Cancelling

Average Death Percent:

Game 1:
---%

Game 2:
101%
0%

Game 3:
152%
147%

Average Kill Percent:

Game 1:
102%
96%

Game 2:
---%

Game 3:
102%

Notes (Game 1):

1:00: Starts off by approaching, and then utilizes walking Utilts to apply platform pressure and anti-air.

1:15: Retreats to center to charge SB, gives up stage control

1:25: Applies pressure with Nairs and Dtilts to keep Villager at bay. Has to utilize perfects shields in order to get the dtilt.

1:30: Mewtwo gets hit by a Dair, which leads to a string of Villager traps, dealing way too much percentwise.

1:37: Mewtwo regains the stage with a teleport but falls into another trap.

1:55: Villager continues to catch Mewtwo in various mix-ups and strings.

2:11: Mewtwo is starting to use Confusion more, but never gets anything off of it. The villager always shields or pockets it.

2:15: The Villager always gets off the ledge for free, leading me to assume that the Mewtwo doesn't know how to deal with Villager's ledge-game.

2:23: Abadango conditioned the Villager to use Lloyd right above the ground, this leads to a stock for Abadango.

2:40: Abadango gains Advantage through a series of Perfect Shields and perfectly spaced DA's through a rocket. He gains over 50% on the Villager for this.

3:00: Villager regains the stage by utilizing Slingshot to catch Mewtwo's hops.

3:10: Mewtwo knocks Villager off-stage with a Dtilt-Uair and then reads the airdodge, connecting a Fair.

Thoughts:
Mewtwo is unable to punish the villager properly and is continuously getting caught in Villagers traps.

Abadango isn't able to control the stage or win neutral. He sometimes wins, but is unable to caatilize on account of Villager messing up his sacing with Lloyd rockets and the slingshot

Abadango clearly isn't very experienced in this Match-up.

Notes (Game 2):
I am not even going to timestamp this game as there were some serious problems...

Thoughts (Game 2):
Abadango tried going for some Perfect shield Dtilt punishes, but Klept perfectly spaced all his aerials so that they would Hit the tall Mewtwo, while still allowing him to get a Nair off to beat the PS punish.

Although it seems really easy to read Abadango's LC's, it is actually insanely hard. At that position, Abadango can LC for about the next second while falling. If he notices the opponent covering that option, he will simply fall to the stage. Other times, he will go for an LC Nair or LC to a teleport to mix up the opponent. He really has it down. Still punishable if read properly, and there are ways to cover multiple options.

Abadango flubs an edgeguard 3 times, which leads to a disadvantaged state for him, which ends with himm losing a stock and villager holding a tree.

He reflected the tree.....

He flubs another edge-guard.... another stock...

Klept has the anti-Dtilt play down. Man, never seen so many perfectly spaced Nairs.

Klept did a really good job at keeping Abadango out and controlling the pace of the game. Abadango was continuously forced to pick the defensive option, which Klept would foresee and punish Abadangos attempt at offense immediately following.

Thoughts (Game 3):

Abadango starts overusing Confusion. Klept starts pocketing the reflected rockets and punishing the confusions lag.

Abadango uses confusion 10 times in a 20 second time period. He doesn't gain anything from it.

Abadango gains most of his percent through edge-guarding Klept. However, he only gets the stock once.

Abadango starts sitting under the platforms in Shield to avoid Klepts barrage. However, Klept keeps up the barrage and ends up with advantage, until he misspaces once and gets Usmashed.

A series of edge-traps and frame traps leads to Abadangos stock. All avoidable if he knew the MU and didn't hesitate.

On the second stock, Abadango keeps on approaching. Rather recklessly. Thus, he gets hit by too many slinghot pellets to count.

He really needed to slow down the game and think a bit.

Klept follows set patterns and set-ups. Abadango just wasn't able to see them and adapt.

Abadangos PF pressure in this match is suspect...

In Brief:
Abadango really needs to learn the MU better. He was punishing super well and his edge-guards were on point for most of the set, but Klept was able to sit back in his set rhythms and analyze Abadango. The set was too fast for Abadango, but was extremely slow for Klept.
 

Y2Kay

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@KillerJawz has clearly been lurking this thread and made a guide on how to analyze replays.

If you don't know how to contribute, give this video a watch! ^_^ '


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Y2Kay

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Yall thought I forgot about this place?

Time for a revamp!

(You guys got your work cut out for you this week)


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