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Well, afaik, that is correct. It's certainly true for the large majority of moves, especially if you consider that when you uair people, they are usually airborne, and very few aerials are able to compete with even mediocore hitboxes below them. He never said always use it though, and his post even stipulated at least once instance when you probably WON'T want to use it (when you have already DJed and could get knocked off).The hitbox will either beat or trade with anything else.
I think you could really help out all the Yoshi peeps if you could make a post about dealing with DDWD camping. Yoshi is no doubt a difficult character, but I have never really struggled with any of his defensive options. They are all really good, and most of the time when I get hit it is because I simply messed up techskill. Smart opponents, however, understand Yoshi's defensive options are so good, so they will zone you out or simply stay on the ground and force you to overextend with stuff like hard read fairs, flimsy zoning bairs, desperation neutral-Bs, or just general CC & Pray tactics. If you (or any other Yoshis) feel like they could break down the method of approaching campy players, I think that would do a lot to make this character seem more solid overall. What can Yoshi threaten with to prevent characters like Marth just zoning with SHDF or Fox DD camping and grabbing any time he approaches? Relying on run up parries and tossing out random eggs just isn't cutting it for me, and I've seen virtually every other Yoshi struggle in this aspect.I'm actually watching you now again Purple.. I watched a few nights ago, but didn't get a chance to comment, so i'll be doing that today also
Are you referring to hitting them further off the stage with N-air? If you hit them towards it they can just wall tech it and you'll be in a worse spot. Reverse N-air is probably better in this case because the hitbox extends further behind Yoshi than in front of him.I also want to see you incorporate nair edgeguards. Run and shorthop nair, don't fastfall — you want to hit the opponent with the weak lingering hitbox of your nair to kill the opponent's recovery momentum and you'll recover easily. On platform stages, you can also run off the side platform and immediately nair.
I agree; I would like some advice on this too. I'm confident there's a way for Yoshi to deal with it but my guess is that Yoshi players haven't figured out an effective counter yet because of how he moves.What can Yoshi threaten with to prevent characters like Marth just zoning with SHDF or Fox DD camping and grabbing any time he approaches? Relying on run up parries and tossing out random eggs just isn't cutting it for me, and I've seen virtually every other Yoshi struggle in this aspect.
I had been working a good amount on shield drop -> N-air or shield drop -> Dj -> stuff, although I think I was trying to hard and simply missed too many of them. I definitely got some though. I also have two different controllers with two different types of joysticks, so I think committing to one would help.Logan, I just watched your matches versus Marth.
-Your shield dropping has gotten pretty consistent. You just shield drop though, I don't see you counter attacking.
-You don't run away then DJC nair towards the opponent ever. That's crucial for Yoshi's spacing game.
-I don't think I noticed you using f-air almost at all. Get comfortable using it with its large hitbox and its power against crouchcancellers.
-You have a bad habit of taking hits with your armor but not trading hits. You're just giving them free damage.
I'd say the second point is the most important. You wavedash back a lot but hardly dashdance to space and bait whiffed/misspaced attacks. My favorite point of references for dashdancing are old Ken or Darkrain videos. Though they're not Yoshi, they DD so well and you won't be distracted by new school metagame.
I also want to see you incorporate nair edgeguards. Run and shorthop nair, don't fastfall — you want to hit the opponent with the weak lingering hitbox of your nair to kill the opponent's recovery momentum and you'll recover easily. On platform stages, you can also run off the side platform and immediately nair.
I was just reading through the old posts and came across this. I want to mention that this is true because Peach can't shield stab Yoshi's shield with D-smash, making his shield much more effective for dealing with her pressure. I'm pretty sure you can even release your shield as the last hitbox of her D-smash hits you and run away; your hard shield's lack of shield stun will allow you to do this as early as possible and even roll away from some of her D-smash hitboxes. If she wants to do FC aerial -> Grab you can avoid that too (although it'll be hard to react to) because again, Yoshi's shield allows him to just roll away.(her ability to D-smash your DJ or pressure shield well don't really become a big factor.)
Depending on the character's weight and percent, it true combos into plenty of moves. Just a few second in Training Mode tell me that dair to usmash will start to combo on Mario around 110% (probably earlier because I couldn't C-stick). In an ideal scenario with a Puff on a BF side plat at 70%, you can just FH a dair and combo it into usmash for the KO. Obviously the set up has much to be desired, but considering the strength, I think it's worth looking into some setups for dair.I feel like in most situations you can use D-air, you won't be able to follow up after, and it is hard to set up, so I usually go for something else hard to set up, like a F-air, which will also do 30% if you can get and move after it, and has potential for more. The only situation I can think of is when you can't go to the ground to start a new attack, so really high (I don't plan on jumping over a floaty to start a D-air), or offstage. I think D-air offstage is the only time I would really want a D-air, and that is a high risk high reward kind of thing. . .
I definitely agree the startup is it's biggest limitation, but I also think there are a lot of instances where Yoshis use moves with a lot of startup (like fair) or use quick moves when they could have committed to a dair earlier and still hit them. Even simple stuff like utilting into a dair instead of trying to juggle them could lead to a lot of good stuff, especially because, like you said, it combos into dsmash or utilt. Just imagine the look on your opponent's face when you sneak in on him with a WD utilt, combo it into FH dair, and then dsmash his ass off the side with horrible DI.D-air offstage is pretty good against some characters like Falcon or Ganondorf. You can also use D-air as a reset when they miss a tech on a platform. The main problem with D-air is its long startup; if it was quicker it'd definitely be a very good option that can be used more frequently.
At the same time, Bones does have a point. We should work towards finding more times to use the move. It does an astonishing 44% total (36% in PAL), which is around half a stock for most characters. You can also follow it up with D-smash and U-tilt if timed right. If we manage find the proper ways to integrate it into Yoshi's playstyle, he'll have an aerial version of Peach's D-smash, barring the knockback.
Idk what you mean by specific percentages. There is a range where it has enough stuff stun to combo and not too much stun to knock them over. That's as specific as it gets. And Hbox has insane consistency with Puff's dair. Even I can combo with Puff's dair all the time so long as I don't miss the L-cancel. I think you need to go into Training Mode and get a feel for what dair combos into and at what percentages. You definitely do not need to AC it to combo into most moves, and especially not for quicker ones like jab, dsmash, and utilt. I hadn't even thought about trying to AC it (because I'm not very comfortable with the timing for it), but that's a great idea in itself if you can get it consistently, though you will probably only be able to AC it off of a plat I would imagine.D-air -> U-smash? Are you doing that at the certain % where it causes a tumble? It doesn't sound like a true combo at all. . . If you're jumping onto the platform you can't be ACing it. . .
If you're trying to combo out of Yoshi's D-smash hoping to get the tumble thing to work, I know you need to hit it at certian %s, and trying to get it reliably hasn't proved to be successful so far (for puffs), so I doubt it is worth pursuing.
Ummm... yeah I have. How would you know what I've been able to do with it? lol The whole thing that sparked my interest in utilizing dair better is when I rest punished a Jiggs with dair -> usmash on the top plat of YS and KOed him at an absurdly low percent. I've since used dair -> utilt a couple times vs. my main practice partner, and I've used Puff's drill utilt/grab/rest on tons of players. You obviously don't know what you're talking about. This board is by far the worst when it comes to fact checking. Not to sound like I'm bragging, but I've had multiple people tell me I'm wrong about stuff in this thread when I clearly was not. I don't understand how you can sit here and disagree with me when all you have to do is go into Training Mode and test it yourself.I don't think ive been missing l cancels, and u haven't been able to get dair d smash on players. I haven't really tried it training mode. I was talking about the pseudo tumble thing that allows puff to drill rest. I don't think ive ever seen a puff other than dphanna do that, and he has only done it in demonstration as far as I know.
The flip is only really relevant for Jiggs when she is trying to drill-rest, so idk why you continue to bring it up. Dair's hitstun isn't a constant 9 frames, so idk where you you got that from, but it's wrong unless it's talking specifically about stun in the air or something. The amount of stun is based on your opponent's weight and percentage, just like most moves are. That's why I can dair-usmash Puff at 70%, but not 0%. Obviously your calculations are wrong, which again, you would realize if you would just go into Training Mode and test it for about 10 seconds.D-air has 9(on all characters) frames of hitstun if the opponent does not crouch cancel, and the move is fresh. If they crouch cancel, all characters receive 6 frames of hitstun. Although, the frame data seems weird on this move (D-air), it only has two hitboxes listed. I'm assuming the same hitboxes repeat.
My calculations say that D-air shouldn't combo into anything unless it knocks an opponent into the semi-roll thing.
The semi-roll thing, is this what you have to do to combo D-air -> stuff?
http://smashboards.com/threads/drill-rest.113022/#post-2733904