Thanks to Bombco for pointing out that I've gotten your attention.
So, we've been stepping up Yoshi's game for quite a while, and I've got a few questions for everyone just to satisfy my own personal curiosity. These are simply to generate some in-depth discussion about our favorite character. I don't think there are any "right" or "wrong" answers here unless the question is something like, "Can Sheik chaingrab Yoshi?" Obviously, the answer is GG.
I thank everyone in advance for reading and responding, and I hope we get some awesome discussion going with this. Without further ado, here we go:
1] Do you consider Yoshi a power character? He is, pound for pound, one of the strongest characters in the game, I think. He has plenty of natural speed and his DJC only makes him that much faster at lower altitudes. He has trademark lag that follows the attacks of power characters and he also is plenty big enough and weighty enough to be considered one. However, power characters are known for nonstop offense and fairly weak defenses (save for Bowser or Falco)--Yoshi, however, excels more at defense and exploiting openings/weaknesses rather than creating them. Again, this is how I see it--please feel free to argue against this.
2] Where do you feel Yoshi has his worst matchups? I, personally, find the lower/bottom tier matches to be the most difficult, not because of the SWF "novelty effect," but more because lower-tiered characters I find are more gimmicky and rely more on trash % KOs than top tiers do (again, with the exception of Falco). Beating top tiers certainly requires more skill and an infinite wellspring of patience and hard work. However, do you find fighting Mewtwos, Pikachus, and the like more challenging at all for any reason?
3] Yoshi's Up+B is broken tier. This is not up for discussion.
4] How do you like Yoshi's air game? I love it, save for the gimped neutral aerial--even then, I've learned twist that move in a way to make it workable in my playstyle without the vulnerability. All aerials are quick, strong, and very comboable; these are qualities many characters' aerials don't have (for all aerials, that is). I've also been working real hard on some DJC stuff lately and more and more, punishing missed techs (hard falls), tech rolls, and predictable recoveries has become so much easier. Not to mention the defensive properties of the DJC which I have been experimenting with (accidentally, admittedly), Yoshi in the air is quite scary if he's not predictable.
5] How about his ground game? We all love his shield (I do, at least), and while his grab game is an acquired taste, it leads to some very destructive stuff for midweights and fast-fallers. Now, we all know his tilt game is really good (some have even expressed to me that it's Yoshi's strongest aspect), but how often have you used tilts as a go-to thing, and not just in links in combos or as a last resort/surprise move? The one thing I don't like about Yoshi's tilt game is that overuse of them kinda leaves him stuck to the floor. Some characters can just naturally flow from tilts to grabs or to shield or even to the air--I just don't think it's in Yoshi's nature to achieve this effect, though I could be wrong.
6] In general (that is, matchups aside), how do you feel about tournament stages? Which ones do you feel more comfortable on for Yoshi as a character? Where can you magnify his greatest strengths, regardless of who you're facing? Where can you squeeze the most out of his recovery skills (oddly enough, I prefer smaller stages despite not being able to live longer than 160-180%)? Do stages with walls help you (combos) or hinder you (disrupt KO ability)? Do stages with slopes affect your game play? Just a general question.
7] Smash 64 and Melee are two very different games. One of the reasons Yoshi was so good in 64 was the fact that he could parry with his shielding's invulnerability's frames in tandem with his constant barrage of destructive combos. In 64, offense ruled the day--the better attacker always won. In Melee, the defensive aspects of the game are much more magnified and with Yoshi not being able to jump out of shield, he doesn't really have a counter-attack game, save for the natural twisting of his body. In short, camping wins. The question here is, how do you approach more defensive/campy players (not necessarily characters)? If I were to play you and I had a stock lead and sat at the other end of the stage and did not press any buttons, waiting for your approach, what steps do you take to effectively approach me and not leave yourself too vulnerable? Lower tiers are notorious for having sub par approach games and it's one of my worst areas, in truth, so I'd like to hear what others have to say about this.
Sorry for the long post, but it's just been a while since we all got together and had a real serious pow-wow about the Yosh, and it's always good to hear what everyone has to say. ^_^
So, we've been stepping up Yoshi's game for quite a while, and I've got a few questions for everyone just to satisfy my own personal curiosity. These are simply to generate some in-depth discussion about our favorite character. I don't think there are any "right" or "wrong" answers here unless the question is something like, "Can Sheik chaingrab Yoshi?" Obviously, the answer is GG.
I thank everyone in advance for reading and responding, and I hope we get some awesome discussion going with this. Without further ado, here we go:
1] Do you consider Yoshi a power character? He is, pound for pound, one of the strongest characters in the game, I think. He has plenty of natural speed and his DJC only makes him that much faster at lower altitudes. He has trademark lag that follows the attacks of power characters and he also is plenty big enough and weighty enough to be considered one. However, power characters are known for nonstop offense and fairly weak defenses (save for Bowser or Falco)--Yoshi, however, excels more at defense and exploiting openings/weaknesses rather than creating them. Again, this is how I see it--please feel free to argue against this.
2] Where do you feel Yoshi has his worst matchups? I, personally, find the lower/bottom tier matches to be the most difficult, not because of the SWF "novelty effect," but more because lower-tiered characters I find are more gimmicky and rely more on trash % KOs than top tiers do (again, with the exception of Falco). Beating top tiers certainly requires more skill and an infinite wellspring of patience and hard work. However, do you find fighting Mewtwos, Pikachus, and the like more challenging at all for any reason?
3] Yoshi's Up+B is broken tier. This is not up for discussion.
4] How do you like Yoshi's air game? I love it, save for the gimped neutral aerial--even then, I've learned twist that move in a way to make it workable in my playstyle without the vulnerability. All aerials are quick, strong, and very comboable; these are qualities many characters' aerials don't have (for all aerials, that is). I've also been working real hard on some DJC stuff lately and more and more, punishing missed techs (hard falls), tech rolls, and predictable recoveries has become so much easier. Not to mention the defensive properties of the DJC which I have been experimenting with (accidentally, admittedly), Yoshi in the air is quite scary if he's not predictable.
5] How about his ground game? We all love his shield (I do, at least), and while his grab game is an acquired taste, it leads to some very destructive stuff for midweights and fast-fallers. Now, we all know his tilt game is really good (some have even expressed to me that it's Yoshi's strongest aspect), but how often have you used tilts as a go-to thing, and not just in links in combos or as a last resort/surprise move? The one thing I don't like about Yoshi's tilt game is that overuse of them kinda leaves him stuck to the floor. Some characters can just naturally flow from tilts to grabs or to shield or even to the air--I just don't think it's in Yoshi's nature to achieve this effect, though I could be wrong.
6] In general (that is, matchups aside), how do you feel about tournament stages? Which ones do you feel more comfortable on for Yoshi as a character? Where can you magnify his greatest strengths, regardless of who you're facing? Where can you squeeze the most out of his recovery skills (oddly enough, I prefer smaller stages despite not being able to live longer than 160-180%)? Do stages with walls help you (combos) or hinder you (disrupt KO ability)? Do stages with slopes affect your game play? Just a general question.
7] Smash 64 and Melee are two very different games. One of the reasons Yoshi was so good in 64 was the fact that he could parry with his shielding's invulnerability's frames in tandem with his constant barrage of destructive combos. In 64, offense ruled the day--the better attacker always won. In Melee, the defensive aspects of the game are much more magnified and with Yoshi not being able to jump out of shield, he doesn't really have a counter-attack game, save for the natural twisting of his body. In short, camping wins. The question here is, how do you approach more defensive/campy players (not necessarily characters)? If I were to play you and I had a stock lead and sat at the other end of the stage and did not press any buttons, waiting for your approach, what steps do you take to effectively approach me and not leave yourself too vulnerable? Lower tiers are notorious for having sub par approach games and it's one of my worst areas, in truth, so I'd like to hear what others have to say about this.
Sorry for the long post, but it's just been a while since we all got together and had a real serious pow-wow about the Yosh, and it's always good to hear what everyone has to say. ^_^