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I think...Yoshi is a character which can't win stable if you guess what a person is thinking .Awesome! I can't wait to see how well you two do at EVO!
In the meantime, do any of you guys want to talk about anything specific (MUs, techniques, etc.)? aMSa, what are your thoughts on Yoshi as a whole?.
If you're referring to spamming them, then yeah I agree. Otherwise, they can be good if you can use them to beat out an opponent's approach and put yourself in an advantageous position (offstage or forced tech).Main bad habit to cut: smashes at mid-low percents. It still seems to be a panic habit, but go for short hop DJC nairs/uairs in these situations.
- If Falco up-Bs low, can you react in time with a WD off bair/nair/dair to gimp him? Also, I just thought of this so try it out next time a Falco wants to sweetspot. Stand by the ledge as far out as possible (either walk into teeter or roll into the ledge and unshield). As soon as his up-B is close enough to you, parry it and WD FF onto the ledge. I think the hitlag from his up-B might actually give you enough time to get to the ledge before him, and even if it doesn't, the really diabolical part about parrying his up-B is that the hitlag will potentially throw off his ledgehop timing and he will ledgestand/jump/roll/attack by accident. Other alternatives I have in mind are to shield facing the ledge as he up-Bs, shield DI off stage (Marth-killer style), then DJC back to the ledge to grab it before he can. Or if you wanna be pro-baller-elite-pwnage status, you can run towards the ledge, time it so you reach the ledge right when his up-B is close enough to you, parry it, have your parry ledgecancel as you slide off, then DJC to grab the ledge before he's even out of hitlag.Ok, so there's alot I wanna say, but I don't know exactly where to start... so I guess i'm going to start like this....
Went to an AZ tourney for the first time in nearly 2 years.. (i usually only go to nationals)... and I was the only player that had their entire bracket matches recorded... haha.. it was an honor but yeah weird.... I want to share alot of knowledge with the Yoshi forums on some new things/matchups... that I find useful etc.... I plan on doing a "timestamp" format similar with how I did with Purple's critique... but I am completely unsure... Besides that, here are the awesome matches that I had yesterday... In order of tourney/bracket(s)...
Winners Bracket...
vs Hawain (Falco) - http://www.youtube.com/watch?v=7eu9IOtswu8
vs Tai (Marth) *WQF* - http://www.youtube.com/watch?feature=player_detailpage&v=E6kEyBz0Jw4#t=242s
vs Wobbles (IC's/Doc) - *WSF* - http://www.youtube.com/watch?v=aRQcXs_AY00
Losers Bracket...
vs Neon (Peach) *LQF* - http://www.youtube.com/watch?v=d6Nh3GRpEtE
vs Tai (Marth)) *LSF* - http://www.youtube.com/watch?v=bYfSIgTxIl8
vs Axe (Pikachu) *LF* - http://www.youtube.com/watch?v=E7gxZh27GYI <--- Yeah I know you've all seen these.. XD.. but hey it's Losers Finals
Leave comments and/or thoughts... and I guess I'll go with what the Yoshi community wants...
I have so many thoughts I wanna put, and things I wanna talk about, and secrets I wanna share... I just have no idea where to start.. >.<
You can't really use Dair as an alternative to Uairs. Uairs are really good, chain well, build damage well and keep you in a good position. Dair shouldn't do as much damage as three uairs, because you shouldn't be in a position where you can hit with all the hits, and if your opponent ASDIs, it makes it so you can't, or it is really hard to follow up. Also, remember those percents I posted earlier are the minimum percents where you can follow up frame perfectly on an opponent who has chosen to not CC.
Parrying a Firefox/Firebird then grabbing the ledge sounds hilarious. . . but not useful. I you think they're going to a sweetspot, grab the ledge, if they're going slightly above the ledge, just Fsmash. . . I'm pretty sure the ledgecancel thing wouldn't work because Yoshi's parry stops momentum (watch Fumi's vids)
Throwing eggs destroys pikachu's recovery, because pikachu's hurtbox expands and contracts when he does the upB, you can cover a ton of options super easily. Unfortunately, doing an ECE risks them dodging the egg and grabbing the ledge (killing you), and standing on the stage and doing it is so laggy, that if you connect, all you'll be able to do is try for more eggs (they'll already be recovering again, so you don't have time to position well). It is a good way to build percent if the opportunity arises, but in my experience you forfeit an attempt at the ledgeguard.
Are you talking about WD off the stage into an instant aerial? Do you mean trading with them? Bair and Nair take so long that if you don't trade you'll need your whole jump to make it back, and it would be easy for them to edgeguard you if they made it back. Dair takes so long that you're dead unless you trade.
I don't mean to butt in, but I just kinda had to post something because I really don't agree with some of your thoughts about this matchup.I finally got enough free time to post my full thoughts on the Samus MU:
I disagree with this statement the most. If Yoshi really didn't have any options, then Samus would be his worst matchup by far, which it isn't. I've played against Darrell, one of the top Samus players, and had a close tournament set. I've also played against Violence, another good Samus, who actually has a lot of Yoshi experience, and our matches are always close and I have very little Samus experience. Yoshi does indeed have options that can help him win the MU.The important thing to remember is that, no matter what you think of Yoshi as a character, he does not have options in this matchup.
Although I generally stay in the air a lot with every character I play since it's part of my playstyle (even in the other Smash games), I don't believe I mentioned to stop her CC just so you can throw more aerials out. I mentioned it because being able to use aerials against her gives you more options in the MU. If you take away the CC, she can't get free punishes on most of your aerials anymore, allowing you to approach and attack her in many more ways. She can definitely counter Yoshi's aerial game, but that also holds true for any player who doesn't approach intelligently.The first part of your analysis talks a lot about anti-CC tactics to force Samus to stop CCing your aerials. I really agree with pointing out that CC against Yoshi aerials is a weakness of the matchup, especially at low percents. I don't agree, however, with prioritizing ways to stop her CC just so you can toss more aerials out. I think this has to be a ground-based matchup for Yoshi. Yoshi leaving the ground really puts him at risk in this matchup at virtually any percent that matters and even though Yoshi loses to Samus on the ground, he loses worse to her when he attacks her aerially while she's grounded and he loses absolutely when they're both in the air. This matchup is all about cutting your losses where you can and whittling away at Samus the entire time.
I agree with your view on approaching Samus efficiently. The 50% I mentioned is actually too generous; it's more around 70% where she can't CC most of your attacks. Yoshi's ground moves are pretty strong, except for jab, U-tilt, and D-tilt, so her CC should break for those too.Another thing you have to remember is that CCing aerials stops near 50%, but CC of your other moves doesn't, especially the important moves for making progress in the matchup. In terms of stopping CC, your ideas are mostly solid. Working your way in slowly is risky against Samus because the nature of her defense is that it gets more solid and more complicated the closer you get to her; getting to her slowly just makes this uphill climb a vertical trek without any gear to help you. The longer you take at any distance, the more you're allowing her to set up and put things on the screen that you have to deal with and where she can commit to actions without too much risk. I think a key to getting in on Samus is making your way in efficiently; move in behind eggs or powershielded missiles, but do that on the ground where you're less vulnerable and make sure you move in quickly. You really want to make her have to commit to a defensive action once you start closing in; you're on the offense and you have to make her guess. This is the best you're going to get (a guess) since she can't cover all your options at once and you can't cover all her options at once, but if you can make her commit to something when the risk is higher for her, you have a much greater chance to successfully start scoring some damage and seeing what the Samus player does in a decision-making situation.
In an emergency, parrying a charge shot is much better since it comes out on frame 1. Other times you will most likely be able to air dodge it if she's far away. Absorbing it with your superarmor should be used as a last resort if you're in the air and can't afford to let her punish your air dodge.Regarding approaches and projectiles, as a final note, Samus will always have a shot charged in this matchup--there is simply too much time for her to not employ charging shots. Powershielding missiles and tossing eggs carries risk when moving in on her if you do not always assume that she can let loose at any time. If my memory serves me correctly, you can reverse DJC neutral air fully charged shots if you have to in an emergency, but I don't need to explain how much of a coin flip that is if you're not extremely proficient at it.
I was giving general tips regarding what you should aim for. Against good players in Melee, everything you try to do will be hard. To be honest, I'm not sure how the matchup gets more difficult when you take away one of her tools against you. If anything, it gets easier because she loses a defensive option.You mention knocking Samus offstage very casually like that's a thing that Yoshi regularly can do in the matchup; unless Samus players have gotten exponentially worse, this is easily the hardest part of the matchup for Yoshi. Samus doesn't care if she can't CC your attacks to be honest. Whenever I played CC characters, I would only CC out of spite; CCing involves taking damage to retaliate which is the worst kind of counterattack. Samus has the speed, mobility and angles to move and counterattack without having to CC and eat damage. CCing just makes her job easier. In truth, you've made the matchup much harder for yourself once you've pushed Samus past her initial CC phase (50%). You can just down air her to rack up 54% right off the bat and eat the no-followup downsmash for 20-something and make it a good trade, but after that, the matchup gets much more serious.
Sorry for not being clear; when I was referring to KOing Samus vertically, I implied that you should do it when she is at kill percent. If she's not, then of course you wouldn't try to kill her vertically. I agree with limiting her options by knocking her vertically. However, I completely disagree with Yoshi having few options against Samus when she's above him. She can react, but if Yoshi doesn't do anything then she's still falling while above him; it's not like she can stay in the air forever. Yoshi also moves much faster in the air than Samus so he can chase her down if need be, not to mention he can waveland on platforms to catch up. Yoshi's U-air, U-smash, and eggs all help condition Samus on where to land so she doesn't get hurt, which put the situation in Yoshi's favor. Samus can't really do much aside from bomb jump and attempt a laggy D-air or maybe a N-air (which can again be beaten by U-smash or trade with U-air if she commits to it).An area where I completely disagree is how to KO Samus. This is mostly a subjective area, though, because different players have different recovery styles and different KO styles and different regions play different stages, all of which factor in to this area. I think that, universally, Yoshi has an easier time KOing off the side of the stage simply because you're removing Samus' options. This is one of the few times Yoshi can dictate how the match moves forward and one of the few times where he can really take the momentum of the game, even if only for a moment. Knocking Samus offstage horizontally means that she has extremely limited options and it's your job from there to remove the few she has left and punish the ones she commits to. Even her basic bomb recovery is completely shut down by proper egg control; sniping bombs is extremely easy and one of your few opportunities to actually have fun, so you should practice this if you're not proficient at it. Sniping bomb recoveries saves lives. When you attempt to KO Samus vertically, you're doing two things; you're giving her options and you're giving her time. Yoshi has very little to say about Samus being positioned above him outside of a few moves and if Samus is smart about coming down, she can always force a trade even though it might not always be in her favor. At the very least, she can react to Yoshi's movements and attacks from below; even if she cannot counterattack (which is the number two leading cause of death in this matchup), she has options to greatly reduce risk and land safely. Once she lands, you can consider the whole situations a loss (not a wash) because Samus at neutral again is a losing situation for Yoshi and you've effectively blown what advantage you had.
When writing that post I was thinking of KOing her vertically on Dreamland, which is a chore. I knew that fall speed in Melee affects vertical knockback more, considering it's the thing I dislike most about Melee compared to the other Smash games (along with maintaining edge invincibility after getting off, the fake "crouch" canceling that Melee has, and the fact that rolling on the edge is considered as grabbing it).Regarding KO moves, just in case it wasn't interpreted properly from Bringer's guide and from Project Y.O.S.H.I., weight only marginally affects vertical knockback. A character's weight primarily affects their horizontal knockback while a character's fall speed affects their vertical knockback. One move KOing at higher percents doesn't KO later than other moves because the victim is heavy, that move KOs later than other moves because that move is simply weaker than the other options if everything else is constant. Samus has a floaty jump, but actually has a decent fall speed coupled with some serious weight (which, again, only factors in here marginally), so vertical KOs do work, but are extremely inconsistent given what tools you have to vertically KO with.
I disagree with this. U-smash is actually a safe move if used properly, especially since Yoshi's entire head is invincible for the entire duration of the hitbox and a little longer. Most of the kills I got on Samus players were with U-smash.Up air ties with her neutral air and you will get approximately 0 chances to use upsmash in a non-screwed up situation. Upsmash is a strong move to use, however, and since you won't be using it often, you can count on it being fresh when you do (if you ever) get a chance to use it.
Yoshi has superarmor which prevents Samus from edgeguarding him at low-mid percents. If Yoshi recovers high, Samus can cover only one option, and whichever one she chooses, Yoshi can take the other one. For example, if she wants to cover the high option Yoshi takes, he can Yoshi Bomb safely to the edge and she won't be able to catch him in time.When it comes to edgeguarding, Samus has extremely varied and strong options against Yoshi. If you've made it back to the stage, Samus either screwed up, you're miles better than the other player or a miracle has just taken place right before your eyes.
I partially disagree with this as well. Yoshi can eat one of her aerials with his superarmor and counterattack. Her forward tilt has good range but it doesn't have nearly as much knockback as most of her other moves, making it less reliable when breaking Yoshi's superarmor. Her B-air isn't as reliable either since Yoshi can react to it much easier.Aerials is where Samus edgeguards get really gay. Without the restrictions of needing to be on the ground, Samus can dump risk free tilt-like power in the air however she pleases. Neutral air, which is essentially the bane of Yoshi's existence (next to forward tilt), is your mobile version of forward tilt and it's probably better; it lasts longer, does more damage and is more controlled. Back air is technically your moving up tilt, but since it takes a bit to set up, I don't consider it a practical go-to move for Samus to use in her edgeguarding. Up air gets mentioned because she can follow you with the drill as you recover; as long as she tags you with the last hit, she will be putting out DJ breaking knockback to stuff your recovery in angles that you might otherwise consider yourself safe.
I disagree. How do ECEs not provide a reward? They allow you to throw many more eggs in much less time and cover her recovery from below, leaving her with fewer options. They also allow you to hog the edge and refresh your invincibility. Using normal eggs leaves the edge free for her to take and makes it much less likely to hit her with one of your projectiles. Remember that Samus has some lag after grappling to an edge that is already occupied. Trying to go out and hit her with an aerial isn't recommended in all scenarios, but a well-placed backwards N-air can intercept it and make it harder for her to recover.I'm going to assume you meant using regular eggs when edgeugarding Samus (ECE seems way too risky for virtually no reward). I already touched on edgeguarding her, so I won't go into that again, but I will say that while it is tempting to jump out after her, Yoshi should really not be leaving the stage to combat Samus. Eggs should be doing your work for you, so unless you've successfully gotten Samus to the point where you've forced her to commit to something early and you can safely leave the stage to intercept a critical bomb that your eggs won't reach in time or to go force an aerial trade that will end in Samus getting KO'd, Yoshi should NOT be leaving the ground.
As a longtime Yoshi player I definitely remember Gabeyeah I don't think many of the yoshi players recall/remember Gabe's Yoshi, but I could be wrong... Hugs brother... yeah my pool was changed also.. I now Have KEN IN my pool also... so I have the winner of EVO 2007, and it's runner up Hugs.. haha.. im hype