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Actually, almost all of Yoshi's moves beat out almost all of Olimar's Pikmin moves. N-air especially.Not very good, back air doesn't have much priority. It's good for combating people who try to camp and approaching, but once you are close, it's not good to attack with it, Olimar's smashes will beat it out. It's good for hitting Pikmin he throws at you though as you make an approach.
Oh my gooooooooooooooooooooood. <3**** Post
As long as he's being played by me.Everything I've seen done by Yoshi players tells me he's the campiest character in the game.
It doesn't really matter how long it takes Yoshi to kill if he's not taking any damage in return. It's entirely possible to play INCREDIBLY safe against G&W that getting you up that high doesn't really matter. It also helps that our Usmash is one of the main anti-airs in the MU (well, always) and it kills, so if you're trying to punish a pivot grab by moving in too far you'll get killed for it.His weaknesses are really huge though. His biggest weakness is that he has a really hard time killing anyone he can't combo into usmash out of grab release on. As G&W I know it's pretty hard to get an offense going on Yoshi, and it's pretty hard to avoid taking damage, but it doesn't really translate to a Yoshi advantage since he has to get me to nearly 200% every stock to actually finish me off as long as I keep playing carefully and don't ever let him get more than he deserves out of any exchange. That's as G&W; I shudder to imagine what Yoshi's plan for actually ending one of Snake's stocks is.
Those tactics would be standing near the shield. I laugh whenever someone hits my shield because I use the slide from that and roll away, or spotdodge it and jab to get away.Not having a real shield really sucks a lot for Yoshi; his defensive game is so good otherwise, but he has to be actively working hard at defense always when other characters have easier answers, and there are so many things in this game that only are effective against Yoshi because every other character and easily block and punish while Yoshi can't. I think every character in the cast has Yoshi-exclusive pressure tactics just because of the myriad things that are unsafe on block in general but safe on block against Yoshi.
The grabs set up edgeguards/juggles and give an overall better position, allowing for follow up damage. Nothing is guaranteed, but it's quite useful. Damage racking also isn't too slow with proper air harassment. Eggs do 9% fresh, and they set up for some nasty frame traps in the air, and they're quite easy to set up off stage.A third issue is that, while Yoshi has some great ways to deal damage, they're all slow damage rackers. His jab does a lot to keep him safe but little to lead into real big damage as long as the opponent realizes "if I get hit by this, I work to back off always". In match-ups in which he can't grab release chaingrab, all those pivot grabs he has such an easy time landing don't translate to nearly as much damage as he would like since he has the overall least damaging throws out of the entire cast, and none of them lead to anything. It just limits Yoshi's ability to run away with matches; he has to be earning his damage every step of the way in a series of countless exchanges. That's really not good at all even if he's pretty decent at those exchanges.
I really can't see Yoshi in the same grouping with the rest of low tier. I just see so many more options with him than I do with the others.All of those issues I feel will always keep Yoshi in the low tier; it's kinda impossible to avoid being "bad" with that stacked against you. However, Yoshi has a solid game plan and a lot of tricks; I think he's one of the better low tiers. Among low tiers, I'd rank him below Jigglypuff but above all the others.
If you shine an egg, you're allowing for an approach. It's actually what I want Falco to do when I throw an egg during his SHDL.Overall I think Falco wins this match-up 6:4 or 65:35, Yoshi is lucky to have his grab release tricks, it would be worse without that.
Falco outcamps yoshi easily, he can't shield them like most chars would so he's more limited to spotdodge/airdodging them or just jumping above them ( running yoshi can also go below lasers if falco's shooting too high). Egg throw can be annoying at first because of it being hard to power shield and spotdodge, but shine easily gets that move down, retreating jump while shining works pretty well on a camping yoshi.
The Usmash isn't guaranteed, but get this:He can't usmash us out of a grab release like he does with more characters, which greatly increases our chances to live to high %, but can still chaingrab us most of the times ( we only get to platforms in specific situations in yoshi's, halberd, castle siege and lylat). Thankfully the spike after that is really hard to do and kinda situational.
Falco's jab cancel is unsafe on hit, IIRC. We can most likely Nair out of it. Or DJ Nair to be extra safe. The Match up is much closer to even than you think, probably 55:45 Falco.Besides that this match-up is pretty simple, Falco can either camp yoshi or try to beat him with his godlike jab mixup in close combat, but being risky of yoshi's grab. Falco still has to be careful about some of yoshi's trick like his dj super armor with uair that can kill him really early, but if the falco knows yoshi's gimmicks he should do pretty well vs him
It's about even with Olimar. Yoshi has the tools and air speed to get in, and the safe grab/Usmash/bait game to keep Olimar in the air. Naturally, Olimar still has his ground game to be stupid with, but the match up really can go either way. Bair rushing works pretty well in this MU, and our dash grab actually hops us over Olimar's grab, which is a fun little trick. I like this one.How does Yoshi do against some of the more obscure high tiers, like Olimar and Pikachu?
Pikachu's lack of range on his aerials actually make our pivot grab/Usmash game better than normal on him. We can camp Pikachu pretty decently, thought not really with eggs because in a projectile war, Pika should win.Yoshi and Pikachu is pretty close to even IMO, maybe slightly in Pika's favor. Yoshi can CG if buffered. Yoshi's up air actually beats Pika's down air as well. Yoshi's also pretty good at stopping Pika's QAC's with well timed and spacing bairs. Pika's priority can give Yoshi troubles, but Pika and Yoshi are close to even because they both have horrible range on their aerials, so they matchup closely there.
It's really hard to camp Olimar because Pikmin interfere with eggs at long range. At a closer range, you're getting hit by pikmin and Olimar can punish the egg toss. I'd rather just approach him.Yoshi and Olimar is a pretty close matchup too, as Olimar is champion of the ground Yoshi actually has some tools that takes that away with his long ranged grab and pivot grabs. It keeps Olimar from relying on his shield grabs and keeps him guessing. Yoshi also has the best air horizontal speed in the game, so approaching Olimar with bair's while he's throwing Pikmin doesn't cost Yoshi too much damage, and Yoshi has his ETS as well - ie Yoshi is a very hard character to camp. This might be even, I don't really know enough to decide
Diddy's pretty tough. You really need to be careful of bananas and try to play near the ledge a lot to avoid banana damage. I'm really not very good at this match up, but I know Yoshi doesn't use the bananas very well.Those are all valid points-and maybe it isn't as large of advantage for Diddy as I thought-but I just don't see what Yoshi can do against a Diddy that camps and utilizes side b and fair. Yoshi's eggs are great but I don't think they can compete with Diddy's camp game, particularly if the Diddy player has powershielding eggs down.
Watched the videos though. That Yoshi is impressive.
Lies, you can't beat the Blood God.I had a taste of Polter at Whobo 2. The problem, frankly, is that it's Yoshi. He's good, but I just abused his weaknesses as Wario and Diddy.
MK MU is interesting. Yoshi does have an answer to everything, but MK has a lot of other options that beat the option you chose. Yoshi CAN play the MU incredibly safe however, and it can be a pain for MK. But yeah, it's really not that good. Approaching him is bad, too.MK matchup against Yoshi isn't that great for Yoshi. The main problem Yoshi has is that he has NO reliable approach on MK. At all. Egg Toss simply is not enough. 6:4ish to 65:35 IMO. 55:45 is a BIG stretch I think.
Yoshi actually does have some approaches. Some very good ones, actually. you can't just sit there and PS eggs, they have two hitboxes and eventually you'll get shield stabbed by one. If you start to dodge however, Yoshi can jump at you and egg toss. If you shield, you're at a frame disadvantage. If you spot dodge, you've got Yoshi on top of you waiting to punish. It's a very good frame trap.ALL of Yoshi's best options are defensive, not offensive. By a LARGE margin. What does this mean? It means instead of trying to get inside close quarters with him when you have the lead, try standing midrange and have him come to you. Egg Toss is overrated in forcing an approach. Sit there and see what he can do. DJC Egglay real quick maybe? I mean really, Yoshi is pretty bad at successfully approaching. He has many options, but most of them are meh status.
So! Get lead, sit mid range or long range, Lol as he tosses Eggs and you avoid them (because most people forget that Yoshi is lagged for the egg toss, meaning even if you have to SH airdodge as Snake/someone sluggish that he can't punish it), and watch him have to play RPS with what option he will try to approach with. If your character is not someone who heavily frame traps him on Shield like Peach, Marth, MK, etc then maybe you don't need to be that close once you get some damage in. It's one thing if you are behind, by all means be cautious as you get closer to him, but dear lord I will cringe if I see another MK at like 80-90% start approaching when Yoshi has like 140% and ends up getting Pivot Grabbed into Usmash. Instead of, you know, waiting for Yoshi to come to him.
You can't just powershield egg toss. It does shield damage anyways because it hits twice.People assume too much by watching the yoshis that they play/live in their region.
Yoshi has offensive options because he can punish every defensive option except for like invincibility options (MK shuttle loop), coupled with huge air speed and combos(as well as easy punishes off reads, while many characters cant punish some things even if they know its coming).
Egg toss is only amazing because people dont know how to powershield. It would make people more inclined to play offensive yoshi, which is a lot of fun.
Im not entirely sure why yoshi is bad, i used to know, but now its kinda like "well he loses badly to MK, and if you arent playing your A-game you will not get away with it". He doesnt lose badly at all to marth or falco.
Run PS yes you can and its not hard.You can't just powershield egg toss. It does shield damage anyways because it hits twice.
You're not throwing it right.Run PS yes you can and its not hard.
Yes. Yes I did....
are...
are you really saying that im not throwing eggs right?
*facepalm*
You're welcome.Ok. Thanks for your feedback =]
Yeah, and I'm not even close to being finished. I'll finish my lecture on Yoshi's maneuverability when Scatz posts his stuff on Yoshi's ground game and the DR. For now, I'm just going to touch on to some different topics...You took the time to describe why Yoshi is meh?
Great Scott!
Irrelevance=/=Excessive detail.Airborne, ranting about irrelevant stuff since...well ever
<3
Hi.There are two main items which hold Yoshi back. The first is that optimal play with him is so technical that nobody I have seen even tries it. More on this later.
This is exactly why I claim DR is easy because implementing the first one does everything the second one can do except for the 1 frame for countering weak hits.NOTE: All of this is starts on frame 2 AFTER pushing jump (jump on frame 1).
1a. 4 frames = (3 - jump, 4 - attack) This is the earliest you can input the buttons
1b. 6 frames = (3 - jump, 6 - attack) This is the latest you can input the buttons
2. **9 frames = (8 - jump, 9 - attack) This is a special one compared to the rest. Explanation later.
The restrictions that will not allow this technique to register correctly are listed here:
1. Pushing two jump buttons at the same time will NOT register DJ
3. Cannot push jump within 2 frames (will register as one jump)
4. On frame 7, if you input the jump then, you will not get a DJ.
5. Cannot register attack on frame 7- 9 if jump is on frame 6
6. As long as attack is done on frame 6, the jump can be inputted anywhere from frame 3-5
To get the just of what I said above, as soon as you input your initial jump, you only have 5 frames to input the last two buttons. But now, you're wondering why it can be done within 9 frames. Well, it's because Yoshi's cancel has two different looks. The first cancel keeps Yoshi completely planted onto the ground where it only happens when you input the buttons before frame 7. The second cancel actually shows the DJ rings just before he touches the ground. This can only be achieved by inputting it from what was said above (following the **).
The second cancel is quite useful if you are someone who would like to take a dare at things. Since yoshi IS in the air before he lands back onto the ground, you will have only 1 frame where you will get Heavy Armor to absorb the damage and knockback from almost any attack while you counterattack freely. This is what most of you Yoshi mainers are probably getting if you use a method such as X, X, A or Y, Y, A. The thumb is normally not fast enough to tap these buttons quickly enough, and get the DJ and attack to come 1 frame after the other without exerting some amount of energy.
I was totally agreeing with shiri's first post, then I realized that it was a second discussion and not the one from 08.
Then I read what most of the BBR members were saying, and I once again agree with shiri's first post lmao
Yoshi at his current level of progress does not belong in mid tier. If people like delta and poltergust (stocky sorry I haven't been keeping up with you lately since that one tourney where your mom took you away =/ ) CONTINUE to do well, AGAINST PLAYERS THAT KNOW YOSHI (emphasis on this), then I might change my mind, but I just don't think he has what it takes.
For the most part I agree with what DMG said.
But excessive detail on irrelevence=fail
I do think infinate jump is amazing, and it does have its place but to say thats where his potential lies is silly. He already has lots of basic tools that nobody is using to their fullest, and while certain yoshis are good at some stuff they dont utilize all of his basic options. Infinate jump is good to mix things up and as a neat gimmick in some matchups, but its not a staple at all, because yoshi has no good down air
It is his best move. Without being able to airgrab, Yoshi would end up bottom tier. He wouldn't be able to beat shields (the exception of pivot grabs) and people would have extremely less fear of having to spotdodge vs Yoshi since there's no real pressure.Yoshi does have gimmicks, but those gimmicks work in conjunction with the rest of his moveset. Yoshi's entire moveset, properties, etc. are slight mirrors of other character's properties (I.E. Wario's air camping, Olimar's ground game, etc.).I feel like Neutral B is Yoshi's best move.
I'm just going to throw that out there and see what becomes of it.
Firstly, it was 2:31 AM. Secondly, my classes on Mondays and Wednesdays don't start until 1:00 PM.POLTERGUST, WHAT ARE YOU DOING UP AT 3:21 AM?!? DON'T YOU HAVE CLASS TOMORROW?
Jesus Polt, you leave Florida and you break out. Who are you going to be by the time we see you again (MLG DC :D) It'll be fun.