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Balanced Yoshi

Xebenkeck

Smash Lord
Joined
Mar 30, 2008
Messages
1,636
Location
My Head
So if yoshi mains want to keep there grab-release combos, why don't you let them? You let the other chaingrabbers keep at the very least a tech-chase, or a good compansation for their loss. I would suggest change the frame data so that when a character is released the only thing they can do is air-dodge a yoshi follow up. That way it is in esence a aerial tech chase. If they don't air-dodge yoshi can hit them with uair, nair, usmash ect. but if they air-dodge yoshi can still pursue them and punish the air dodge. and maybe go into another grab.
 

bigman40

Smash Master
Joined
Oct 11, 2007
Messages
3,859
Location
Just another day.
That wouldn't work as a tech chase simply cause they'll have a DJ to get away. Airdodge takes normally 3-4 frames, and since jumping starts on frame 1, they'll just jump out of danger then proceed to getting away safely.
 

Y05H!

Smash Cadet
Joined
Jul 30, 2009
Messages
43
Location
Middle East, LOL
Make his eggs killable at 120+ damage =)





Ok, farfetched and just plan evil. I shudder at the loss of CG, but I understand why to get rid of it. But it was a huge, HUGE, part of his game IMO, and I feel that damage buff's alone don't fully compensate. Making his bite do more damage as well might help, but if you tally up damage done with CG and compare it to more throw damage minus the CG....the compensation's just not there. CG in a nutshell had 2 prime uses: Rallied up damage, and kill set-up's. No CG with more throw damage nerf's both of those uses, IMO.

My 2 cents.
 

kesterstudios

Smash Journeyman
Joined
Aug 15, 2013
Messages
440
Location
Your Mom's House
NNID
kesterstudios
yoshi got more shield damage on aerials so thats good
im pretty sure yoshi is a much better character in bbrawl
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
 
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