Smash at Xanadu 167: September 23rd , 2016
Analysis: Jebb vs. Pinkfresh
In this issue, we return to week 167 of VGBootCamp's Smash at Xanadu. Player Jebb used Lucas against Pinkfresh's Bayonetta. The matchup was ironic due to Pinkfresh having previously been a Lucas main, comments were quick to point out. Interestingly, Jebb used Lucas' aerial power against Pinkfresh, whose tactics are similar pertaining to Bayonetta's powerful combos. This led to a lot of crazy instances, as Lucas is vulnerable while recovering, and Bayonetta is capable of dashing off and on stage with ease.
Let me spoil it for you: The final game was played on Final Destination with Jebb taking a quick lead gained from a down-air into up-smash combination. Pinkfresh only answered with a Witch-Time into back-air before falling to a down-throw into up-air from Jebb. I know; not very hype, eh?
Let's go back to the beginning. Note that we will see more of Pinkfresh's Witch-Time technique, though he really only took advantage of that final one. In the meantime, the matchup began pretty evenly, but there was a lot of off-stage gameplay because of the long delay involved with Lucas' recovery. Pinkfresh got some combos going and eventually we saw some shenanigans with Jebb below the ledge at about 120%. Pinkfresh almost appeared to be playing with his food, failing to kill even after completing a Witch-Time.
Neither seemed to take advantage of the off-stage situation since both first stocks went to on-stage moves. After respawns, Jebb made an effective performance of his zoning strategy, which put Bayonetta just above 100%, then stage-spiked her with Lucas' recovery move when she let go of the ledge at just the wrong time.
In the second game, Pinkfresh made it clear of how he felt by combo-ing Jebb into the lower-left corner, too far to reach the ledge, within the first thirty seconds. That was absolutely phenomenal. Next, Pinkfresh completed a Witch-Time that went to the cat as Lucas was able to grab the ledge in slow-motion. The third Witch-Time, again, didn't matter because Pinkfresh couldn't calculate his options in time, and so Jebb DI'd out of the combos.
A fourth attempt saw Jebb's recovery move Witch-Time'd, but he merely Witch-Twisted into a footstool, therefore canceling the Witch-Time and leading to Jebb's recovery. Later, Pink attempted to bait Jebb and Witch-Time him, but that became his downfall as Jebb was quick to use forward-aerials. Finally, Pinkfresh gave Jebb the ledge in order to trump him and end it with a back-air.
While this match was low-stakes, it was the hype moments we saw in game two that remind us why we play. Comebacks can surprise us with combos from deep off-stage, or we can be scared of what happens next when Bayonetta counters. The move has got to be naturally gut-wrenching for the victim, but it's even crazier to see so many completed in one game; especially when Bayonetta is lured away from the safety of the ledge. In the end, only Pinkfresh moved on to Grand Finals, but it seems Lucas still haunts him.