YoshiYoshi
Smash Apprentice
I've always felt that Yoshi Bomb is critically underrated. Maybe the top 1% of Yoshi's know what I'm talking about, but it seems like while the vast majority of wifi-level Yoshi can space F-air, I've only seen two out of hundreds ever pull of a successful down-B reversal, while I'm know to do three or four every match.
The frame data for the first hit of down-B is absolutely dominant. Frame 7 within standard grab range for 19% that kills around 100% is amazing. There are so many punish situations that opponents unwillingly walk into, and many more ways Yoshi can create those situations.
Yoshi can down-B out of shield as quickly as he can grab out of shield (7 + 7 = 14), but he can up-smash faster than that (11 < 7 + 7). You have to have a constant awareness of where the enemy will be OoS and what move you should punish with. If they land away, you might be able to grab them. If they're in your face, you'll probably want to JC up-smash. If they end up just behind you, you can down-B reversal for the optimal punish. If they end up too far behind you, give them credit, they spaced a move.
Of course, jab OoS, tilt OoS and N-air ouf of shield are both faster and safer, but if you study some frame data a bit and learn the landing/end-lag on most moves, there are so many things that can be punished with down-B. Down-B is one of Yoshi's fastest kill moves, so every opportunity to hit with it is a good one.
Moves with +14 landing lag are viable targets for Yoshi Bomb punishes. Unless the move connects the instant the opponents hit the ground, you should have a couple extra frames to get out of shield-stun and down-B. Perfect shielding makes it even more dominant, and the only drawback to the move is it's fairly short range, a little less than f-tilt.
It can also be used to extreme success off of spot dodges. Dodge a grab, punish grab with only move that can kill within that time frame, Yoshi Bomb. Run up, spot dodge, Yoshi Bomb. Read a roll, Yoshi Bomb, even if you don't hit with the frame seven, the landing frame of 27 coincides with the vulnerability frames of most rolls and spot-dodges. It's a read machine if you use it right.
Since the move is technically a disjoint, it does a great job of stopping advances as long as you time it right. If you time and b-reverse Yoshi Bomb perfectly, you are a God on the ground. You essentially have a tilt that hits for almost 20%.
To be honest, with all the mileage I get out of eggs and Yoshi Bomb, I honestly think Yoshi's best stage is FD because Battlefield screws with these moves to the point of them being kind of useless.
I'm sorry for making a whole thread about this, but considering how good the down-B has been for me, I feel like every Yoshi who plays the game besides me has agreed never to quarter-circle backwards while using the move and refuse to acknowledge how powerful it is when you put yourself in situations to abuse it. I want to see the day when Yoshi's down-B is as feared as Sheik's or ZSS's.
(I have seen Slice and the Wall do it before, so I'm not pretending I'm the only one, although it's probably a bigger part of my game-plan than anyone else's)
The frame data for the first hit of down-B is absolutely dominant. Frame 7 within standard grab range for 19% that kills around 100% is amazing. There are so many punish situations that opponents unwillingly walk into, and many more ways Yoshi can create those situations.
Yoshi can down-B out of shield as quickly as he can grab out of shield (7 + 7 = 14), but he can up-smash faster than that (11 < 7 + 7). You have to have a constant awareness of where the enemy will be OoS and what move you should punish with. If they land away, you might be able to grab them. If they're in your face, you'll probably want to JC up-smash. If they end up just behind you, you can down-B reversal for the optimal punish. If they end up too far behind you, give them credit, they spaced a move.
Of course, jab OoS, tilt OoS and N-air ouf of shield are both faster and safer, but if you study some frame data a bit and learn the landing/end-lag on most moves, there are so many things that can be punished with down-B. Down-B is one of Yoshi's fastest kill moves, so every opportunity to hit with it is a good one.
Moves with +14 landing lag are viable targets for Yoshi Bomb punishes. Unless the move connects the instant the opponents hit the ground, you should have a couple extra frames to get out of shield-stun and down-B. Perfect shielding makes it even more dominant, and the only drawback to the move is it's fairly short range, a little less than f-tilt.
It can also be used to extreme success off of spot dodges. Dodge a grab, punish grab with only move that can kill within that time frame, Yoshi Bomb. Run up, spot dodge, Yoshi Bomb. Read a roll, Yoshi Bomb, even if you don't hit with the frame seven, the landing frame of 27 coincides with the vulnerability frames of most rolls and spot-dodges. It's a read machine if you use it right.
Since the move is technically a disjoint, it does a great job of stopping advances as long as you time it right. If you time and b-reverse Yoshi Bomb perfectly, you are a God on the ground. You essentially have a tilt that hits for almost 20%.
To be honest, with all the mileage I get out of eggs and Yoshi Bomb, I honestly think Yoshi's best stage is FD because Battlefield screws with these moves to the point of them being kind of useless.
I'm sorry for making a whole thread about this, but considering how good the down-B has been for me, I feel like every Yoshi who plays the game besides me has agreed never to quarter-circle backwards while using the move and refuse to acknowledge how powerful it is when you put yourself in situations to abuse it. I want to see the day when Yoshi's down-B is as feared as Sheik's or ZSS's.
(I have seen Slice and the Wall do it before, so I'm not pretending I'm the only one, although it's probably a bigger part of my game-plan than anyone else's)
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