Whew lad. Game 5 of ZeRo vs Rich Brown was super dominant.
I think someone better at analyzing sets should look at this, but from what I noticed, Rich Brown's evasion was generally really good the entire set. And Shadow Ball was definitely a consistent threat, allowing him to punish ZeRo a couple of times for throwing banana. Around game 4, ZeRo started to adapt by throwing bananas from higher up. This allowed him to get around the pressure exerted by Shadow Ball. That and ZeRo's own evasion went way up - I don't think I could time a jump to avoid Shadow Ball like that to save my life lol. By game 5, it seems that ZeRo just caught on to Rich's patterns - he sort of dominated the entire match. I think he just knew how Rich was going to avoid him and followed up better.
My takeaways - evasion is the way to go in this MU, on Mewtwo's side. Very much prevents Diddy from playing the game the way he wants. ZeRo almost lost game 4, due to smart evasive play and the ever-present threat of Shadow Ball limiting his options. Mewtwo's fair is insane, and airdodge > fair clutched out a few stocks in Rich Brown's favor. But scarier (imo) is the recovery time after Shadow Ball.
All that said, I think I've learned a couple of things about how to play the Mewtwo MU thanks to ZeRo - so that's always good. Jumping over Shadow Ball appears to be the best option to avoid it - without immediately going back to an aggressive option. Timing anything else is a nuisance, save for shield.
I wish I got to see another game on a tri-platform stage, because I think that's where Mewtwo is most dangerous.
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EDIT: Personally, I auto-ban Duck Hunt as a Kirby main. Only exception is if the opponent has shown a proclivity for aggressive play OR their character doesn't benefit from Duck Hunt much.
I think someone better at analyzing sets should look at this, but from what I noticed, Rich Brown's evasion was generally really good the entire set. And Shadow Ball was definitely a consistent threat, allowing him to punish ZeRo a couple of times for throwing banana. Around game 4, ZeRo started to adapt by throwing bananas from higher up. This allowed him to get around the pressure exerted by Shadow Ball. That and ZeRo's own evasion went way up - I don't think I could time a jump to avoid Shadow Ball like that to save my life lol. By game 5, it seems that ZeRo just caught on to Rich's patterns - he sort of dominated the entire match. I think he just knew how Rich was going to avoid him and followed up better.
My takeaways - evasion is the way to go in this MU, on Mewtwo's side. Very much prevents Diddy from playing the game the way he wants. ZeRo almost lost game 4, due to smart evasive play and the ever-present threat of Shadow Ball limiting his options. Mewtwo's fair is insane, and airdodge > fair clutched out a few stocks in Rich Brown's favor. But scarier (imo) is the recovery time after Shadow Ball.
All that said, I think I've learned a couple of things about how to play the Mewtwo MU thanks to ZeRo - so that's always good. Jumping over Shadow Ball appears to be the best option to avoid it - without immediately going back to an aggressive option. Timing anything else is a nuisance, save for shield.
I wish I got to see another game on a tri-platform stage, because I think that's where Mewtwo is most dangerous.
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EDIT: Personally, I auto-ban Duck Hunt as a Kirby main. Only exception is if the opponent has shown a proclivity for aggressive play OR their character doesn't benefit from Duck Hunt much.
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