Fynal
Smash Journeyman
- Joined
- May 6, 2010
- Messages
- 240
LINK TO OLD YOSHI DISCUSSION PAGE: http://www.smashboards.com/showthread.php?t=248028
LINK TO DANDAN'S YOSHI TECHNIQUES VID:
http://www.youtube.com/watch?v=HTpZY7WN4Uo&fmt=22
more info on this project:
http://www.smashboards.com/showthread.php?p=11371750#post11371750
Yoshi is a pretty fastfalling character who relies on DJC aerials to do most of his fighting.
-Double Jump Cancel (DJC): do an areal immediately after your double jump, thereby cancelling a lot of the lag and greatly extending it's range. This, obviously, cancels the jump, so beware of stupid deaths. Ness is the only other character who can DJC, unlike Ness Yoshi's DJCs are a lot slower and have their own individual timings.
-Double Jump Counter Cancel (DJCC): refers to when you djc an attack (most commonly for this case seems to be nair) and you get hit as the attack starts. You take the hit, but because of yoshi's superarmor you dont get any knockback and your own attack comes through immediately after theirs, hitting them.
-Double Jump Landing (DJL): Yoshi's double jump actually moves him down just a little bit, which means if you jump just over a platform and double jump, he will simply land on the platform. Useful for continuing combo with utilt or usmash, demonstrated here by Isai: http://www.youtube.com/watch?v=jsifUsJQBc8
-Recovery: yoshi's recovery can be problamatic, his upB gives no lift. His double jump is big, but often not enough. When he goes into his double jump, his head and feet are partially invincible until it ends or he attacks, hence at <100% you can effectively just take an edge guard hit w/o knock back. If you do, you can immediately do your own attack, which can be quite useful. All moves have a certain damage % at which they ignore this double jump partial invincibility, called "Super Armor", depending on their power. Grabs, including Falcon's upB, totally ignore SuperArmor.
-If you are at too high percent to ignore knock back totally, theres a good chance that you can take the hit and only a little bit of knock back, almost a negligible amount, but just enough to put you past ledgegrab range. If so, you can downB immediately after the hit in order to still grab the ledge and/or hit them as well. This is likely to prevent not being able to grab the ledge due to hitstun. Its a sweetspot similar to ness's downB ledgegrab
-SuperArmor combo escape: mashing jump while in a combo can get you out, or in some cases neutralize the knockback of a strong attack like Luigi's upB. Pros can use SuperArmor to survive at very high percentages.
-Parry: a yoshi "parry" refers to a yoshi-specific shield trick where you tap the shield button, producing no shield animation at all but getting you 4 frames of invincibility. Generally used vs projectiles. Very hard to time consistently. You can use a move "out of parry" as you could out of shield, for example parry and then immediately do an Usmash. You cant grab a parry the way you can a shielding yoshi, its invincibility frames not normal shield.
-Shield Breaks: yoshi has a lot. Basic ones are rising Dair into platform shielder, or djc fair/bair - djc nair - djc nair - usmash (if behind you) or dsmash (if in front of you).
-DJC timings:
Nair: fast. beware making the move stale makes it useless for shield breaks.
Bair: slower, commonly used to jump forward a bit then djc bair backwards into them (presumably as they stand up or leave shield).
Fair: slower. Interestingly, if you fair while next to someone ledgehogging you it won't hit, but if you do it while a bit above them (still ledgehogged) it will, and spike them, though you won't have time to grab the ledge afterwards.
Dair: depends, generally slower. Down/Left or Down/Right are the best ways to DI out of Yoshi's dair. max damage 56%
Uair: depends, generally faster. DJC uair is mainly useful for chains vs heavies. Even without zcancel this move will cancel it's self noticebly higher than other areals above the ground.
LINK TO DANDAN'S YOSHI TECHNIQUES VID:
http://www.youtube.com/watch?v=HTpZY7WN4Uo&fmt=22
more info on this project:
http://www.smashboards.com/showthread.php?p=11371750#post11371750
Yoshi is a pretty fastfalling character who relies on DJC aerials to do most of his fighting.
-Double Jump Cancel (DJC): do an areal immediately after your double jump, thereby cancelling a lot of the lag and greatly extending it's range. This, obviously, cancels the jump, so beware of stupid deaths. Ness is the only other character who can DJC, unlike Ness Yoshi's DJCs are a lot slower and have their own individual timings.
-Double Jump Counter Cancel (DJCC): refers to when you djc an attack (most commonly for this case seems to be nair) and you get hit as the attack starts. You take the hit, but because of yoshi's superarmor you dont get any knockback and your own attack comes through immediately after theirs, hitting them.
-Double Jump Landing (DJL): Yoshi's double jump actually moves him down just a little bit, which means if you jump just over a platform and double jump, he will simply land on the platform. Useful for continuing combo with utilt or usmash, demonstrated here by Isai: http://www.youtube.com/watch?v=jsifUsJQBc8
-Recovery: yoshi's recovery can be problamatic, his upB gives no lift. His double jump is big, but often not enough. When he goes into his double jump, his head and feet are partially invincible until it ends or he attacks, hence at <100% you can effectively just take an edge guard hit w/o knock back. If you do, you can immediately do your own attack, which can be quite useful. All moves have a certain damage % at which they ignore this double jump partial invincibility, called "Super Armor", depending on their power. Grabs, including Falcon's upB, totally ignore SuperArmor.
-If you are at too high percent to ignore knock back totally, theres a good chance that you can take the hit and only a little bit of knock back, almost a negligible amount, but just enough to put you past ledgegrab range. If so, you can downB immediately after the hit in order to still grab the ledge and/or hit them as well. This is likely to prevent not being able to grab the ledge due to hitstun. Its a sweetspot similar to ness's downB ledgegrab
-SuperArmor combo escape: mashing jump while in a combo can get you out, or in some cases neutralize the knockback of a strong attack like Luigi's upB. Pros can use SuperArmor to survive at very high percentages.
-Parry: a yoshi "parry" refers to a yoshi-specific shield trick where you tap the shield button, producing no shield animation at all but getting you 4 frames of invincibility. Generally used vs projectiles. Very hard to time consistently. You can use a move "out of parry" as you could out of shield, for example parry and then immediately do an Usmash. You cant grab a parry the way you can a shielding yoshi, its invincibility frames not normal shield.
-Shield Breaks: yoshi has a lot. Basic ones are rising Dair into platform shielder, or djc fair/bair - djc nair - djc nair - usmash (if behind you) or dsmash (if in front of you).
-DJC timings:
Nair: fast. beware making the move stale makes it useless for shield breaks.
Bair: slower, commonly used to jump forward a bit then djc bair backwards into them (presumably as they stand up or leave shield).
Fair: slower. Interestingly, if you fair while next to someone ledgehogging you it won't hit, but if you do it while a bit above them (still ledgehogged) it will, and spike them, though you won't have time to grab the ledge afterwards.
Dair: depends, generally slower. Down/Left or Down/Right are the best ways to DI out of Yoshi's dair. max damage 56%
Uair: depends, generally faster. DJC uair is mainly useful for chains vs heavies. Even without zcancel this move will cancel it's self noticebly higher than other areals above the ground.