Because some people are still stuck on the idea that vectoring was totally replaced with traditional DI in the 1.0.4 patch, when it's really a combination of those two systems plus a separate "launch speed" factor that changes whether you're holding up or down. Holding up-left or up-right (perpendicular to B-throw's trajectory), depending on which way you're being thrown, gives you exactly the same horizontal knockback as simply holding left/right, but it sends you closer to the top blast zone as well. I just retested Mario myself to make sure about all this. When Ness is on the closest edge of FD, Mario dies at the exact same percents whether he's holding left/right or up-left/right (94% in my case; he lives at 93% for both). But move closer to the middle of the stage and he ends up dying off the top first if you're holding up as well - from the very center of FD, the death percents become 133% and 115% when holding left/right vs. up-left/right. And on the far end of FD, only holding down-left/right will save Mario from dying below 160% - every other direction kills him earlier. Because of the way this system works, holding the stick in the same direction you're being thrown, as opposed to opposite, kills you earlier horizontally as well, so trying to "DI toward the corner" in the same way you would in previous games is a bad idea.
Also @
Noa.
, since Mewtwo's stats were added to the table, the mean and standard deviation values for each of the three ranges should change as well. Not by much, mind you, but for the sake of accuracy I went and calculated the new values:
All Fighters
Distance | Mean | Standard Deviation
Closest | 93.5102 | 8.08322
Middle | 129.69388 | 12.3764
Farthest | 155.6939 | 14.7411
Without Shield Shulk and Smash Shulk
Distance | Mean | Standard Deviation
Closest | 93.08511 | 6.98383
Middle | 128.7234 | 9.35229
Farthest | 154.57447 | 11.36881