 Oh, it looks like they have gone with the matchup. It does make sense. Tweedy has been grinding almost exclusively Gyrus for quite a while. One of the Premier Gyrus players out riding it now. It's going to be Tweedy versus Deoxys. Let's get this one stuck in. Looks like we're in. Oh, I'm going to. Yeah, there we go. We're back. Good to go. Looks like actually Deoxys gets the first significant hit. But it's the patience. What Tweedy's been doing all day is just this fearless use of down one. And oh, that actually I think would have crushed a little bit closer. That's one thing Tweedy has always been really good at. Just fishing for those counterhit crushing blows. The ones that still exist for a while. Empty jump down one and you know why it works. Because I empty jump and you're going to try and press. Eat this down one into a stolen turn. However, Deoxys has had a fantastic game so far. The flawless block consistently. That flawless block did not exist before the current patch. It was one of the main changes. That's actually both times we've seen that string. Both times Deoxys has flawless blocked. And I want to make sure I point out Deoxys was one of, if not the best like infinite warden player back when you know kind of Evo sees about six months ago. So you know if anyone's going to know about how to abuse the changes of the character, it's got to be Deoxys. That jump was almost a full jumping. The grab is going to be a good start, Tweedy. As long as the fatal blows ready. But Deoxys kind of risky there. I didn't want to go for a dash punch punish. Try to just be a little bit more free. But either way, it's going to be around for him all the same. This is the oppressive nature of upgraded. You can anti-air. You can interrupt. It's just the price you pay for messing up the execution is a full combo. And sometimes it just ain't worth the damage. Tweedy gets a big opening here. A late breakway. Most of the damage is already done. Body splash pressure, but interrupts the stagger. Deoxys snips it out. Good conversion to knockdown as well. It doesn't quite get the final hit. So there is damage left on the table. Deoxys, the second Tweedy, did a body splash at the most annoying range. Deoxys went for that advancing mid just to get out of the way. Oh, the conversion from Tweedy. Look at the damage. This is going to hurt so good. Crushing blow. Got it. Oh my god. 50%. Come on now. Oh no. I mean, we're talking about damage. I think we're about to see our own. And that's to keep things unbreakable. Keep the damage nice and high. He's dead. He's like mad dead. Oh yeah, for sure. I mean, even before it finishes, he's dead. He should rewind time or something. No, that never happened. I don't know what you're talking about. He doesn't rewind. It's Deoxys. Oh, shut up. However, game one is done and dusted. I mean, what a perfect way for that to go. A 50% curious combo. And Deoxys is like, I know a 50% combo. Does it immediately. I mean, let's not forget both of these players really made a name for themselves in Injustice 2. And I mentioned that because upgraded the leap pressure so similar to Blue Beetle, which was Deoxys' premiere character pick at the time. I mean, upgraded as a bit better than Blue Beetle was, but the mobility is there, right? Clearly doesn't mind playing these high-obtained quick characters. That looked like a buffer to me, just in case it connects. And here's the grab. Every time you grab, you put your life on the line. But Tweedy is just so fearless with it. When you whip a grab in this game, you are the most vulnerable you have ever been in any NRS title. But it doesn't stop Tweedy from just enforcing it and getting a full combo for the trouble. There's two grabs. And I think he just doesn't care. Tweedy just doesn't care about you. That's the way he plays, right? He enforces that mid. He enforces that throw. It doesn't matter who he plays with no fear. I have never seen him ever crumble under the pressure of playing games at a specific opponent. He just doesn't let it bother him. Tweedy said it earlier today. He is in this tournament. Oh, that is an unfortunate breakaway. And Tweedy had that clutch last game situation against Ninja Killers. Just didn't quite win it. But Tweedy has had quite the day. And Deoxys, that super close game against Tekken Master, these are two plays that have fought tooth and nails to be here. And now they will fight tooth and nail even more so. Tweedy mentioned earlier today he's looking to take out the big names. And he's every bit confident he can. But the conversion, Deoxys picks up the jump. Has to turn here. The low. I mean, no damage and very unsafe. But it just makes you fear. Jumpings are overheads, right? So the low. I mean, it's the mix. It is the eternal mix. And the mix continues. Speaking of mix, Deoxys is letting those low ground pounds go. One of the only things in Jackie's toolset that is just straight up unsafe. So the point that you rarely see it, which is probably why we're seeing it work so much. If it's unsafe and you use it sparingly, it's still a really vital tool to go for. The body's flash, throw escape, finally comes out from Deoxys who looks for it. They are going to trade. So it's going to give Deoxys a turn. And there's the tech knowledge. She's so small she can make some strings with and get a counter hit punish, which is exactly what just happened there. And why Geras players hate this matchup. But that was counter hit too. Because it's an active move, you're going to get those big boy damage combos. What's next? Goes in for that meaty jump. Doesn't want to overextend too much, Deoxys. And again, the gap. The floor is blocked. The side switch as well. This is a scary position if you're Tweedy. Wonderful throw tech. Now this is chip. Even at this point, Deoxys doesn't even need punishes. He just needs to keep him blocking. Keep blocking. You will block yourself into an early grave and a dash punch to the chrome dome. All right, here is that two games to zero. Now Deoxys looking absolutely unstoppable. Not at all surprising to see him with this level of matchup knowledge, right? Deoxys, he was one of the best infinite warden players back before Upgraded came out. Of course he's going to know how to abuse this matchup. Now this might inspire a character change. I think Tweedy is looking for it. He's going through the roster. He plays a simple and effective Geras. And there's the Baraka. Did you hear it? It was Baraka. Baraka. His first ever pick. I just think of what happens and he plays a very effectively but basic Geras game. The moment you have that knowledge to make the main strings that Tweedy uses with, it kind of shuts down that whole game plan. So I think he has felt forced to go for a character change. I mean, Tweedy just has that prime or Baraka. But it's Berserker. What? Okay. Well, question mark. We might see some tech right here. Berserker, Baraka. Very rarely used, but dangerous all the same. And there it is. More of that. The damage is pretty insane for this variation. And you should be able to get some combos. Yes. One of the Baraka variations that if he counter hits can actually get, especially on the end. We don't see very much Berserker Baraka at all, but it is the variation that gets the Blade Lunge. It gets the Baraka Zerker, which is like the Flurry. And it gets the Legkabob, which is the low stab. Legkabob is safe. Everything else is not. But there is a mind game between when you can flawless walk the ball up. It's a very tricky variation by Baraka's normal standards. However, D'Octis knew that Tweedy was going to come in swinging. And that's it. But no! The 1-1 whiff. You hate to see it too far away. He made the right read, but it was just a hares length too far away and the shift damage. And the very least, D'Octis gets himself in the corner. So Tweedy at least has that. But it's a shame how that all happened off the whiff of the 1-1. That was highly unfortunate, but nice pickup. And a punch to the jaw. Here comes Baraka. One of the stronger down twos for the angle alone. Backing up now has to be really careful. Opened up by the two hit and the breakaway was forced. Having to breakaway, upgrade the Jackie, can be a horrible situation. It just opens up off so much. Shuts it down with a forward two. And there's the leg kabob. It begins. Oh, nearly a chase down. Woo! Boy, there's even going on here. Never ending pressure, but Tweedy able to find some breathing space. But what do you do? At any moment, she could pull the trigger on the blast and you just became whiff punishable. One thing that is absolutely going to happen is upgraded is going to have so much more traditional just standing damage. But Baraka hits hard, but a lot of it is crushing low requirement universally. Oh, no! The tech and the knowledge. This is something Deoxys familiar with and caught on the ground. A valiant effort from Tweedy by all will account, but this time it's going to be Deoxys moving on. And although you can really see why the Baraka change came through, it was shutting down the gears. A character change was necessary, but Zirca Baraka is something that not everyone has ever experienced before. But that Baraka, Zirca and being flawless blocked at the last minute was, I think, all the information we needed. Deoxys was ready for this much ever step.