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Recent content by smack

  1. smack

    Yoshi's shield : escaping when on the ground, punishing out of shield, and other tidbits

    v0.9 of the post (04/03/2020). Any updates will be detailed at the bottom Shielding and parrying with Yoshi Note : I'll use the abbreviation 'oop' to describe 'out of parry' (similarly to 'oos', for 'out of shield'). This is another long post, sorry. Maybe my last one. Perhaps the sections...
  2. smack

    The four stages of Yoshi armour, and why you should know your %

    v1.01 of the post, Last edit 2019/09/18 (see bottom of post for the changelog) (and a couple additional thoughts on Yoshi's Double Jump) This is a shorter post (well, shorter than my other post, anyway), focusing specifically on Yoshi's armour. People still don't seem to understand it...
  3. smack

    Yoshi infodump : Misinformation regarding the char, underdeveloped stuff, counterplay

    While Peach most certainly can rack up damage by baiting a yoshi dj into her, or possibly send him offstage at 0 with a cc dsmash on a djc nair, I think 2 DJC nairs at 0% was more of a big decision mistake on PerhapsMan's part than anything as meaningful on your part. He didn't have to take such...
  4. smack

    Yoshi infodump : Misinformation regarding the char, underdeveloped stuff, counterplay

    You can see the grab release thing happening once or twice in the aMSa vs Chudat set from GTX. As for egg toss notches, I guess they could have their uses, but I don't think there are that many angles that are hard to hit and especially useful at the same time (and given the fairly large amount...
  5. smack

    Yoshi infodump : Misinformation regarding the char, underdeveloped stuff, counterplay

    V1.210 of the post (Last edited Apr 16th, 2018, see bottom of the post to find out which sections were edited). Poking around and thinking about Yoshi is fun. The char has a lot of potential, lots of unintuitive and untapped strengths that haven't been developed or discussed much yet. Several...
  6. smack

    PAL/NTSC weight-dependent throws frame advantage differences

    (v 1.2 of the post, first version didn't explicit when a throw was merely shifted, a couple of numbers were incorrect, and also didn't include a couple other details, the second version had rounding issues, the details of which are linked further down in the post). Hello all. Quite a few...
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