I want to go a little deeper on the points I brought up earlier. I just watched Trelas winners finals match (4 matches) where he won 3-1 in a pretty big tournament and I looked at every single attack he did (which was close enough to hit) and saw how he fared, it shows how useful Mewtwos attacks are and highlights some issues.
The most important numbers there are the hit % and the punish %. Having a high hit % and a low punish % is what makes attacks very useful and effective.
Its no surprise to see dtilt with a gigantic 80% to 5% hit to punish ratio as easily mewtwos most reliable attack. But take a look at dash attack, it has an even HIGHER ratio than dtilt. Trela uses it so well and it is so safe that it is basically free damage whenever he uses it and with literally ONE punish across 4 matches, using it safely is very possible.
Shadowball of course, has a 100% positive rating since he uses it from a safe distance and jab was cancelled into dtilt so the numbers arent accurate there.
Now look at the problem attacks in red. Ftilt and fsmash receive a complete fail rating as attacks, not a single hit and punished often. The way to look at this, is imagine if Trela used a dtilt or dsmash in every instance of going for those other attacks. Ftilt and fsmash are horribly unsafe and slow, using them is a liability. Really, not a single hit in 4 games while getting punished.
The reason why I posted this though is to look at fair and bair. People said I was very wrong for ranking fair and bair so low, but look at how it worked for trela. bair was an even split in the amount of times he hit the enemy vs him getting hit, its kind of a neutral situation. But fair is awful. Punished 15 times for using the attack and only hitting 9.
If you are using an attack which is resulting in you getting hit more than the enemy, its time to stop using that attack. I think in every situation where he tried to fair he would have been better falling into a uair or just trying to camp the landing with utilt, dash attack or shadow ball.
I hope people can see what I'm getting at here. You should maximise your use of attacks that are very likely to hit, and minimise the use of attacks that get you punished.
Basically, more jab, dtilt, shadow ball and dash attack with less fair, bair, fsmash and ftilt.
I just redid your table since it was completely wrong and biased.
Before anyone reads the results here are some keynotes:
1-) I did not count any attack that was obviously NOT intended to hit UNLESS it was punished. That means that any attack thrown randomly just for showing off or due to "nerves" was not taken into account UNLESS the attack was punished.
2-) I could and probably did miss some Neutral B's. I accounted for all of the ones that landed but there might have been some that missed that I just didn't see at the time.
3-) Charging of Neutral-B was NOT taken into account anywhere, not even when punished, which it was. So the numbers in "Neutral-B" category do not reflect any punishment from a charge.
4-) Any Side-B used STRICTLY for recovery is NOT accounted UNLESS it was punished. So, like stated in rule number 1, if the Side-B was obviously not meant to come close to hitting it will not be counted unless it was punished by the opponent.
5-) Anything that HITS, even if it only hits one of the attacks (N-Air or Multi-Jab) or even if it hits the opponent's shield was counted as a hit. Miss is only counted if the attack whiffed completely, was dodged or out-prioritized/cancelled.
6-) I watched the video around 2-3 times, one of the times at 1/4th speed, so I am pretty certain that all numbers I have are accurate BUT I might have missed some attacks which might mean I am missing some data, but I am sure that I do not have extra data on any field.
7-) Some of the attacks are not readily visible to the eye unless paying very close attention. Sometimes he goes for a smash that gets punished before the smash even starts but watching at 1/4th speed you can clearly see the sparkle AND the animation of which smash is coming out.
8-) Otherwise any attack MEANT to hit the opponent was counted even if it missed horribly by a long margin. Otherwise I would be pick and choosing whatever I like and that's not the way an analysis should be done.
Here are the results:
Pivot/Dash-Grab
Total: 19
Hit: 8
Miss: 11
Accuracy: 42%
Punished: 5
Danger: 26%
Standing/Shield Grab
Total: 31
Hit: 17
Miss: 14
Accuracy: 55%
Punished: 7
Danger: 23%
Jab 1:
Total: 10
Hit: 6
Miss: 4
Accuracy: 60%
Punished: 3
Danger: 30%
Multi-Jab
Total: 3
Hit: 2
Miss: 1
Accuracy: 66%
Punished: 1
Danger: 33%
U-Tilt
Total: 6
Hit: 3
Miss: 3
Accuracy: 50%
Punished: 0
Danger: 0%
F-Tilt
Total: 12
Hit: 1
Miss: 11
Accuracy: 8%
Punished: 3
Danger: 25%
B-Air
Total: 36
Hit: 12
Miss: 24
Accuracy: 33%
Punished: 7
Danger: 19%
D-Air
Total: 13
Hit: 1
Miss: 12
Accuracy: 8%
Punished: 2
Danger: 15%
Neutral-B
Total: 27
Hit: 14
Miss: 13
Accuracy: 52%
Punished: 3
Danger: 11%
Side-B
Total: 14
Hit: 3
Miss: 11
Accuracy: 21%
Punished: 6
Danger: 43%
Down-B
Total: 15
Hit: 1 (Aerial)
Miss: 14
Accuracy: 7%
Punished: 8
Danger: 53%
U-Smash
Total: 8
Hit: 1
Miss: 7
Accuracy: 13%
Punished: 5
Danger: 63%
D-Smash
Total: 7
Hit: 3
Miss: 4
Accuracy: 43%
Punished: 2
Danger: 57%
F-Smash
Total: 6
Hit: 2
Miss: 4
Accuracy: 33%
Punished: 5
Danger: 83%
The following attacks have been separated by me so I can make notes on them!
D-Tilt
Total: 50
Hit: 29
Miss: 21
Accuracy: 58%
Punished: 6
Danger: 12%
Note: 1 of the punished D-Tilts was actually a "nerves" input and wasn't meant to be an attack, he was punished with some needles which is why I included it. Another of of the punished D-Tilts was actually a mis-input on Trella's part as he performed the D-Tilt backwards, if he had performed it towards the correct side then he would have actually hit instead of being punished, this is why I would like to do a recalculation with the following!
Total: 49
Hit: 30
Miss: 19
Accuracy: 61%
Punished: 4
Danger: 8%
I think this reflects the true nature of D-Tilt much better and with more accurate figures!
U-Air
Total: 33
Hit: 18
Miss: 15
Accuracy: 55%
Punished: 2
Danger: 6%
Note: U-Air has extremely inflated values because Trella likes to follow up all of his D-Tilts with U-Air which is a TRUE COMBO. Most Mewtwo players I know instead like to follow D-Tilt with F-Air (some like to follow up with U-Tilt->N-Air), but Trella likes to try and perform U-Air strings at which he was only succesful about 2 times through all 4 games. Nevertheless, the fact that he ALWAYS goes for U-Air after D-Tilt inflates the "accuracy" and the "safety" of the move since it's a true combo.
N-Air
Total: 31
Hit: 19
Uncompleted (Landed before last hit): 11
Completed (Hit with last hit): 8
Miss: 12
Accuracy: 61%
Punished: 22
Punished LANDING BEFORE LAST HIT: 6
Punished WHILE BEING HIT: 6
Danger: 71%
Danger of Landing Before Last Hit: 55%
Danger FOR LANDING the Attack: 63%
Follow Ups From Landing Before Last Hit: 2
Follow Up From Landing Before Last Hit: 6%
Note: This is a really interesting one. Many people have been clamoring N-Air as the godsend of Mewtwo's kit. It's also a move I see spammed by Mewtwo's very much. Even @
Browny
has it as his TOP ONE move in his list. Yet look at that. He was punished almost every single time he missed it. Even when LANGING the attack Trella STILL got punished 63% of the time.
Basically the move has an 71% punish ratio on miss and an 63% punish ratio on HIT. I understand that there are better ways to use the move than how Trella was using it, but even then the ratios are way too horrible.
It's good to note that the when "punished" on hit the move normally does 1-4% so you almost ALWAYS end up losing that trade.
Dash Attack
Total: 32
Hit: 15
Miss: 17
Accuracy: 47%
Punished: 3
Punished %: 10%
Note: While @
Browny
wants to make this move seem much better than it truly is, it is imperative to take in mind that Trella was using Dash Attack as a tech chase read from D-Throw. This means that these numbers, just like U-Air numbers are inflated. The thing is Trella could have been using Kara-Forward Smash, Dash Down-B or JC U-Smash instead of Dash Attack and they would have also connected every single time as it was a tech chase. There was nothing exactly explicit about Dash Attacks' own attributes outside of this chase, just the fact that Trella was choosing Dash Attack as his option in that specific scenario.
About a little less than half of the "hits" were actually tech chases, which would mean that the actual TRUE dash attack hits are around the 8-10. Let's do a pass with 9 (just to make it fair).
Total: 26
Hit: 9
Miss: 17
Accuracy: 35%
Punished: 3
Danger: 12%
These numbers better reflect the nature of using Dash Attack outside of an assured Tech Chase, which is what we should be evaluating the move with, instead of inflated numbers.
And for the last one, the "controversial" on for @
Browny
.
F-Air
Total: 47
Hit: 14
Miss: 33
Accuracy: 30%
Punished: 14
Danger: 30%
Note: Now here's the thing, I took note of EVERY single punishment he got for performing F-Air and I noticed that some of the punishments were actually NOT punishments as Trella was already out of lag and had ENOUGH frames to perform another F-Air, an N-Air, land, shield or air dodge. There were also several times when Trella threw an F-Air at random for NO reason, I labeled those as "Not Neutral" as the value me and the other members of the board are putting on F-Air is how safe it is to space in neutral, we are not advocating that you spam the move everytime you jump, just that you use it correctly. You can check the video yourself, I was very fair with what was considered as performing it to attack and what wasn't, if the attack was performed randomly for no reason then that will be labeled as such.
Here are my notes for every single punish:
1. Performed the F-Air while completely out of range (was at the blastzone) and was out of lag by the time he was punished with a Bouncing Fish, could have easily air dodged, he was just surprised.
2. Grab->D-Throw Possible Follow Up. This was a real punish, no way to evade it.
3. F-Air. Real Punish. He missed the attack itself (it's Trella's fault for miscalculating his second jump speed, he could have landed the F-Air)
4. Was already out of the lag of the attack, could have dodged, don't know why he didn't pretty obvious when Sheik short hopped
5. B-Air. Real Punish. He missed the attack itself (again Trella's fault for miscalculating, he could have landed it if he has timed his jump correctly)
6. Grab->B-Throw into F-Air. Death. Real Punish
7. Threw a completely random F-Air at nothing, Sheik was behind him. Real Punish. - Not Neutral
8. He went into Sheik's Up-B in order to hit with F-Air and missed - Not Neutral
9. F-Air. Real Punish
10.He was out of lag AND he had already landed, he could have shielded, dodged, rolled or anything, he just didn't.
11, 12.N-Air. Real Punish
13. B-Air. He got out of lag before Sheik, he could have N-Aired or U-Aired, or he could have also DIed away from her beforehand.
14. Real Punish
First, number 3 and 5 where MISTIMINGS on punishments by Trella. If he has timed his momentum correctly he would have landed both F-Airs, but for FAIRNESS sake I will count both of those towards the end result (even though it should have been a hit instead of a miss + punish).
Moving forward, number 1, 4, 10 and 13 were all NOT punishes. In all 4 of those cases Trella was already out of lag and could have acted with an air dodge or something similar. He didn't because he either thought he didn't need it or didn't react fast enough. Since he was not in end lag this will not be counted as "punishment".
Number 7 and 8 were 2 completely random F-Airs. Trella F-Aired in front of him while "drifting" away from Sheik who was behind him. I suspect he wanted to B-Air and not F-Air, but the F-Air was obviously going to miss since Sheik was behind him.
That's a total of 6 (should be 8 but whatever) occasions where the punishments should not be taken into account (with 2 of the F-Airs being completely random), that leads us to a total of:
Total: 45
Hit: 14
Miss: 31
Accuracy: 31%
Punished: 8
Danger: 18%
These numbers better reflect the nature of the move we are trying to analyze.
According to the previous analysis that was done, we shouldn't be using Jabs or Grabs almost at all since they have a horrible hit-punish ratio. N-Air, Side-B and Down-B or any of our smashes should never be used with those HORRENDOUS ratios, according to his rules, since those moves ALWAYS end up getting punished. Neutral-B, D-Tilt, U-Air, U-Tilt, F-Air and Dash Attack is where it's at apparently and it's the only thing that should be used since it's the only attacks with decent enough ratios to guarantee not losing a match.
According to me though these ratios are meaningless.
D-Tilt, Neutral-B, Jab and Grabs (Throws really, our grab is actually very crappy) are godlike and is your bread and butter that you should be using for everything. F-Air, B-Air, Side-B and U-Air are our combo moves and it's what you should be using all the time. N-Air and Dash Attack are good for mix ups every now and then. Down-B or Smashes should be used on reads or frame traps. U-Tilt and D-Air have niche utility but are both AWESOME moves at what they are meant to do.
I agree that F-Tilt is mostly useless.
TL;DR:
Browny's table was all wrong, it did not have correct values of what happened in the match. The correct values do not support his theory and instead make it look like Jab and Grab are horrible choices for Mewtwo with N-Air and Mewtwo's Smashes being the worst attacks ever to be in Smash.
This is in no way an analysis that should be done to "evaluate" a move's viability and this was an exercise to prove just how wrong this "analysis" was.
Even though I do not believe this to be a valid analysis of an attacks viability, it is still VERY interesting to see N-Air's value and just how horrible it fared in the match. more than 70% of the times Trella performed an N-Air he ended up losing a trade (normally 1% damage for around 6-12%) and being edge guarded right after.
Also for those of you who thought N-Air had legit follow-ups, you can clearly see Sheik turn around and jab Mewtwo before Mewtwo can grab Sheik out of a land cancelled N-Air, which makes it an 100% fact that Mewtwo does not have any guaranteed follow ups from N-Air, at least not from what we know (there might be some very specific scenario we do not know of yet, like landing during an specific hit).