Dinowulf
Smash Journeyman
1. Good luck put there purpletuce.
2. Are the videos for melee being posted here from on now? Like for cnc
2. Are the videos for melee being posted here from on now? Like for cnc
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To use the Egg toss a little more effectively i input a jump command with the X Button and when i get ready to throw a Egg I input a slight up/left or up right + The B Command after Yoshi puts his hand out to toss a Egg then i move the analog stick in the general direction i want it to go.I have a stupid question: When I try to jump and toss an egg, it always makes me double jump and cancel it with the egg, so that I lose my second jump, any tips?
Isn't it 11 frames? I think you'll still land if you dj on the 2nd aerial frame.DJC Nair can hit in 10 frames
Hmm, I always try to jump as late as possible to get margin for error.Of course, if you're jumping on frame 6 you won't have time, but there's never a reason to jump that late.
But the formula definitely gives falco's shine a hitlag of 5 frames. Or maybe the victim has 1 frame more hitlag? Or then @Stratocaster was just wrong. This question needs to be cleared.1. Hitlag - There are 4 frames of hitlag for you after you hit, this means you press Y later, but the Y to B motion that I've been stressing is still EXACTLY the same.
The Bair > Usmash was very specific percents that I don't remember, but it felt like it worked. I don't play enough with people at a high enough level to really know if it does. xDIf these are options that you can remember and execute in a real match, then it certainly doesn't hurt to explore them!
Now that you've explained it, it makes more sense to me. I also remembered that shielding can be a problem when you land in front of them. They can CC shield and then punish your Dsmash. Bair cross-up, on the other hand, is really good, because it still works if they shield, since you're landing behind them and they can't grab you. You can then react and Dsmash (if they grab), Utilt/Ftilt (if they try to SHFFL something), or start DJC Nair shield pressure (if they stay in their shield or try to wavedash away).
The Bair > Usmash might be a stretch, but would be awesome if it worked.
My practice partner does this constantly by jumping backwards from run and then hitting me with tip of his nair and using aerial mobility to back out. I find it very hard to parry counter. Retreating pivot bair is also very hard to parry counter.Is outspacing Parry > Nair a common thing? I've never encountered a spacing that I couldn't solve by extending my range with a forward or reverse DJC.
I don't know, I guess Texas just has some really good Kirby's I don't know how to deal with yet .-.My experiences have led me to believe that the Kirby-Yoshi matchup is basically unwinnable for Kirby... maybe I'm not playing good Kirby mains
- His recovery is very easy to edgeguard (I make him waste his jumps with eggs, then either dash attack or grab the ledge).
- The swallow gimp is a problem, I suppose, but swallow is a pretty bad move anyway and doesn't work as a viable strategy imo
- He's got no good KO moves for someone as heavy as Yoshi
- General Yoshi stuff seems to work well against Kirby, and the neutral game doesn't have to be played specifically to the matchup imo. I don't think Kirby can chase Yoshi on the platforms, and on the ground you can crouch cancel/parry/dashdance etc and then just combo him/wall him out like Puff. If you get him above you, dashdance > Usmash will outprioritize anything he's got except down+B (lol)
I just spent the afternoon playing friendlies with a G&W and a Link main. I know your troublesWe're all pretty weird around here.
Every non parry-capable yoshi should evolve into parry-capable yoshi asapTo address what I wrote a few days ago, I am mightily impressed. I have parried like a FREAK. Every parry-capable yoshi must at least try this out. I will have to learn how to lightsheild with the other trigger now, but it really feels like it's worth it.