I actually have a bit of experience with this one. :D
I'll post in a bit.
EDIT: And by that, I mean RIGHT NOW!!!
- Pivot grab is our main tool. It shuts down soooooooooo many of his options.
If you lose, that probably means that you didn't pivot grab enough.
It really doesn't, since it's a low grab box. And our dash grab actually sends us over it, IIRC.
- Fsmash is really good for when he's tossing eggs from below you (like if he's planking on a ledge, the platform on the right side of Frigate, etc.).
Fsmash to pivot grab is also good for limiting his options on the ledge. He can do something with an effect similar to our Instant Return, but apparently it's too hard to actually use consistently anyway.
Olimar has some legit edge pressure. We do, however, have good options to get around it. There's ledge DR, which is basically a waveland onto the stage. There's also the use of our Heavy Armor. And, one of our greatest boons in this MU, is our air speed. We can outrun you, so getting off the ledge isn't too difficult.
- He can't CG us. Yay. I THINK he has something out of grab release on us, though.
I believe it's GR > Uair on the ledge.
- His main tools are going to be Grab/Running Grab, Neutral B (Egg Lay), and Nair.
Nair generally beats out our Usmash. The pattern is often Nair to Jab to Running Grab / Pivot Grab.
Dash attack can be used to put us offstage and Uair is one of his main killing moves.
He doesn't have to do an Uair immediately after using a jump, he can follow our float downward and rush up with his second jump for an Uair kill between our whistles.
Actually, my main tool in this MU is Bair. It fans pikmin toss, and it deals with Pikmin attacks in general very well. It's also a perfect approach in this MU, as it sets up for an utilt/usmash perfectly, which leads to juggling, which is our incredibly strong advantage in this MU.
Jab > Grab is really a wifi tactic and isn't used too frequently by more experienced Yoshis. Generally a mix up.
Dash attack is good for breaking walls and punishing landings, but in this MU, grab is much better to use in nearly all situations.
We're VERY good at following Olimar through the air and punishing. Whistling can be annoying, though.
- Don't stay on the ledge too long. His Dtilt sends us at a REALLY bad angle and can hit us on the ledge.
Fsmash and Dsmash can also hit us on the ledge.
I'd like to add that Yoshi limits Olimar severely when he's on the ledge. It's a really really awful spot for Olimar in this MU (and it probably is in general, too.)
- He has a useful gimmick, Egg lay to Dsmash.
Egg lay makes all of our pikmin vulnerable to attack for some reason and Dsmash does a good job of killing or scattering them.
I prefer egg lay to dtilt. Or to actually ignore the pikmin in general, although dtilting is a good idea. If we Dsmash, you can escape, and we lose the juggle and all our momentum. Since juggling Olimar and keeping him from landing is VERY important, I feel like it's better to not commit to pikmin very much.
- Camp from the ground and use Fsmash/Pikmin toss, depending on the angle and height.
Just be careful; Yoshi's got a very good rush down game in this MU. He has NO fear of pikmin toss at all.
- Stages-
Counterpick - FD or Halberd, depending on where he bans.
Starters - Strike YI and SV right-off. I try to strike for FD, Halberd, BF, or Lylat.
Ban - I ban Frigate, just because it feels like an uphill battle.
Don't ban Brinstar. Apparently, they don't like going there.
FD is NOT your friend, at all. Good luck landing without platforms to help you mix it up. Halberd is vastly superior as it gives you some better ledge options, although it gives us some good ones too. BF would probably be your best starter.
Yoshis don't hate Brinstar. We hate certain characters there (MK, Wario, GnW). Yoshi's a very flexible character and doesn't have problems with stages at all. The problems stem from said characters' ridiculousness on the stages. I would actually consider CPing Brinstar/Rainbow/whatever if pocket MK didn't exist.
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NUUUUUUUUUUUUUUU
I won't allow other Olimar mains to get familiar with the match-up! It's already annoying enough! D:
But seriously, if you would like my (or the Yoshi boards) help feel free to ask.
Chill, Olimar's not that bad.
Yoshi has no OOS options. Something to keep in mind while the match is going on.
Yoshi shouldn't really be shielding much in this MU anyways. If he does, he has a good spotdodge and a very good roll away on shield hit.
punishing yoshi when he's falling onstage is easy and i get most of my damage then. jab and dsmash will beat us in close range, so staying with shield it's pretty safe cause yoshi's grab is slow enough for us to react for it in close range.
Yoshi has very good landing mixups. Egg Lay (B reversed, wavebounced, etc.) gives him MASSIVE momentum changes and the move itself is VERY safe and VERY good for defending a landing. It's not that easy to punish him when landing, especially considering his massive air speed.
egg lay is dangerous not only because of he killing our pikmins, he can wait us to release from it and follow up with uair (it's not a true combo though but yoshis in europe like to follow up egg lay with another one or uair, maybe im not explaining it really well lol)
Characters have brief moments of invincibility after the pop out from the egg, making them safe to just swing at us. People just panic when they get Egg Layed. It's hard to get the Uair kill of Egg Lay.
If they try to camp us with eggs can't we just dash back and forth and dodge them all?
They have to predict where we will stay or go to so they can hit us so if you are camping would it be better to use different angles while camping?
Yeah, Olimar is short, so egg toss can be hard to land on him.
So, here's my take on the MU.
Olimar's gonna camp, and that's all good and swell. Yoshi has massive aerial mobility and speed and can get into Olimar's zone well. Once Yoshi penetrates the zone, the juggle begins, and Olimar struggles to land. Grabs in general **** your landings, and we can gradually grab you and throw you and knock you around until you're pushed to the ledge, further limiting your options. Then we can go for the gimp. Yoshi's mobility and ability to punish Olimar's landings are HUGE in this MU.
Yoshi cannot outright kill Olimar easily. Most of our kills are going to come through gimps or juggle set ups. Our kill range reaches from very low percent gimps to really high percents where we just can't manage to finish you off. Nair is a good fallback kill move, as is Dash Attack, if the need arises. Uair/Usmash are always good for killing if the opportunity arises.
And God help you if we get a stock lead. I will NEVER approach and I will run that timer forever. Olimar has a really hard time killing a Yoshi hell bent on running away. I don't care about how much damage your pikmin tosses will rack up on me. I'll just run that timer and take potshots if the opportunity arises.
The matchup basically comes down to you keeping us out of your zone. If you fail, you get *****. Since Yoshi's good at getting into Olimar's zone, this MU shouldn't be bad for him. I'd argue +1, no less than 0.