Everything...The fact that you're trying to impose the fact that we're wrong implies that you know something we don't about the MU.
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Everything...The fact that you're trying to impose the fact that we're wrong implies that you know something we don't about the MU.
No no, I understand, there's no way you could have been simply outplayed, it's the matchup.*facepalm*
You're an idiot. I used that match as an example because on that last stock he played the mu perfectly. You havent given any reasoning for your opinion. Please explain why you think this mu is a -1 I need a really good laugh.
*grabs popcorn*
ITT: No-name Falco mains telling top Yoshis they don't know how their character works.ITT : Yoshis that have no clue about how their neutral B works.
It's adv Falco of course, but just because you have to mix **** up doesn't mean it's a -2.
Yoshi's zoning tools are...eggs and pivot grab. These moves DON'T EXIST against Falco. How can we pivot grab someone that's camping us? There is ZERO reason to approach Yoshi as Falco.well yoshi has some decent zoning tools
I don't understand the idea of using Egg Lay to approach Falco. Egg Lay's best mobility and unpredictability comes from Double-Jump Cancel Egg Lay (DJCEL). DJCEL really only works when we're near the ground, certainly not above Short Hop height. And, magically enough, this vertical distance is EXACTLY WHERE FALCO IS RAINING LASERS ON US. Lasers interrupt Egg Lay AND halt our momentum, meaning we get literally nothing out of it if we get hit (which we will, lol).and the point of egg lay is to use it while falco is zoning. it's going to be hard to do what you want since the falco will use jab and ftilt but that's what egg lay is for, when he's throwing out his limbs.
Full hopping has been addressed above.full hop to avoid lasers or if you're on a stage with platforms, use them. that way you can escape the laser pressure and have a much easier time. you don't have to commit to falco, he's just really at making characters do that. i don't think it's as bad as -3
As someone who also has lost to Keitaro recently, I must say you're an idiot.No no, I understand, there's no way you could have been simply outplayed, it's the matchup.
Two things:I mean, it's not like you have the best air speed in the game so there's no way you could bait a side b by drifting in and out of Falco's unshdlable zone. And there's no way you can punish a poorly spaced shdl because you don't have enough range and mobility, so you're stuck with trying to get into close quarters.
Yep, cuz as we're running in to approach you, we definitely have the ability to jab. Yup. DASHING JAB GAIZ.And of course shield is the only option against phantasm, it's not like you have anything to interrupt it, like a fast jab, a lingering Nair or a dash attack with good burst range.
Man, I sure wish I had silent laser > kill move with Yoshi. It'd be magical!Oh and I forgot that you struggle much more than Falco to kill, I mean look at all the options he has and how reliably he can land them, man you sure wish you could Dthrow to bdacus people who fail their DI like him.
Please do. Maybe you can pick our character and beat Based God Keitaro for us. Because obviously we just don't know how to play him.Is your pop corn salty enough or do I need to teach you more about your own options ?
You're right. The addition of easy damage, priority, safety, zoning, lead taking, lead holding, stock taking, and a plethora of other advantages do.TL;DR : just because a character has horizontal zoning tools that beat yours doesn't mean it's -3.
<3I love you Delta.
I don't think the GR puts Falco in a reliable enough spot to get gimped consistently, but it's definitely a good tool to have (one of very few in this match up).I think the match up is -2 for Yoshi. The reason I don't think any worse is the grab release Yoshi has that puts Falco offstage and in a position to potentially get gimped. The other thing is that Yoshi is pretty heavy, making him able to survive at a pretty high % and good kill power.
Falco can shut down Yoshi pretty well and make the match up very annoying for him, but I don't see it being -3.
Everything has to be taken into context in the matchup.Well Delta I was gonna make a long answer to your post but then I read things like "dashing is the only way to approach" and "phantasm is unpunishable and impossible to zone" and "silent laser to Usmash is a reliable kill move" and such, so it's made it obvious to me that you're trolling.
You're the last person I'll ever think to teach about zoning, so please post again when you want to write something serious.
I mean "approaching", rly ? In 2012 ? It's just too obvious.
I agree, Egg Lay is super good. However, it's use is SIGNIFICANTLY mitigated by Falco's zoning. We still have to get onto an equal horizontal level to hit you with it, which means we still have to enter the zone where your lasers/jab are.lol delta i like how you didn't list egg lay as an option. that move is REALLY good.
Only option is phantasm? Egg Lay is just another grab, so spotdodge it...the only thing that falco can do to avoid it is phantasm but if the falco is phantasm happy you use retreating dair or nair to punish.
Because Yoshi's vertical spacing, at least from above, is bad. Falco still has a sizable advantage when we're landing (offensively, anyways). I've gone over his subpar options in previous posts, so I won't reiterate them here.teluo said that falco has "horizontal" zoning, why not approach from the air or take to the platforms? no lasers=less control and you want to be able to feel like you can move. once you have that going you go for egg lay mixups, put falco into the air and keep the pressure.
Landing coverage is basically all we can manage, and it still requires reads.egg lay puts falco in the air so trap his landings since it's pretty easy to juggle falco. from here you can throw eggs to cover his landings or dash attack>jab.
Again, Yoshi is bad from most of the other angles required to approach Falco.i agree that yoshi can't outbox falco but no character really can, they're supposed to approach from different angles since falco can cover the space in front of him very well. about punishing the phantasm i admit i was spitballing but yoshi has plenty of lingering moves that beat out phantasm.
I don't really care what number the MU is. But it's definitely not a -1, and it's one of our hardest match ups, if not THE hardest.yoshi has a great full hop with some pretty good aerials especially bair, one of yoshi's best moves too lol. but if i can't convince you that this matchup isn't -3 or something that bad then i tried =(
One thing I disagree with is the CG not being powerful in thematchup. Falco isn't good on the ledge and his recovery isn't versatile, so being able to put him offstage/on the ledge with every grab is a good advantage.Dashing gives us speed and gives us the option to dash grab, which is long ranged, disjointed (goes through your boxing moves like jab and ftilt), and obviously follows up with the CG. The CG itself isn't THAT powerful in this match up, however. Even better, if you're lasering well, even if we catch your landing with a grab, the silent laser will interrupt the grab, putting us in a boxing situation where you have the advantage with your amazing jab.
Agreed with that, although Yoshi's airdodge has some weird properties I fail to comprehend (it allows you to weave easier and briefly slows your fall ? Idk but it's clearly different from normal airdodges) that help your positioning.We can also jump out of a dash, but as I discussed before, being in the air in this MU isn't particularly powerful for Yoshi. Yoshi doesn't weave (so he doesn't apply effective pressure like Wario does in that respect), and his aerials themselves aren't incredibly powerful either.
Phantasm is stupidly good, but it's also extremely fragile : it loses half its power once you realize there is no hitbox to protect the hurtbox and that Falco simply teleports during the move, without it having even 1 frame of invincibility, and that if you manage to stop it you can punish the RCO with a Fsmash.However, I'm not going to back down on phantasm being stupid effective on Yoshi.
This. I can't believe how many people don't know that it gives invincibility frames AND that you can choose when to get out by varying your mashing speed.Egg Lay also becomes less scary when you realize you have advantage while coming out of the egg. There are invincibility frames on the break animation. We have no followups.
Phantasm has a 16 frames startup (22 for IAP) and the unpunishable part is rather restricted compared to the complète range of the move. It's totally possible to anticipate it or even just react to it with correct positionning.Nair is only truly effective if we hit with the first frames of the hitbox. The rest of the move is...bad. Unless you mean interrupting phantasm with it near the ground, but that still requires some hard reading.
Okay.One thing I disagree with is the CG not being powerful in thematchup. Falco isn't good on the ledge and his recovery isn't versatile, so being able to put him offstage/on the ledge with every grab is a good advantage.
Except you don't actually need to do any jab cancels. Just following through with jab works well because we can't SDI out of it and then shield grab it or whatever. It beats out our boxing game, so if you have rapid jabs going when we SDI out, our only real counter moves are grab/egg lay. Standing grab is too slow, so we need to Egg Lay or pivot grab. It's far from ideal.The other thing I disagree with is how you put Falco's jab on a pedestal. Ok, it's a good move but Yoshi can Jump Armor to Nair the jab cancels and other mindtricks. Zudenka has done it to me quite a few times and well it makes jab mixups a lot less safe.
Yoshi's airdodge makes him floatier or something. To be perfectly honest, I don't know it all myself. I know that it's super weird when we're landing with it, because we tend to float right above the ground until the animation is over. I've had people miss punishes on me because of that, and I've missed punishes on other Yoshis because of it.Agreed with that, although Yoshi's airdodge has some weird properties I fail to comprehend (it allows you to weave easier and briefly slows your fall ? Idk but it's clearly different from normal airdodges) that help your positioning.
The status quo changes, sure, but Falco still commands the battlefield if he isn't afraid of Yoshi's options. The more defensively/scared Falco plays in this situation (basically, shielding/spotdodging), the more opportunities Yoshi has to capitalize on. I think Falco actually needs to just throw out some good hitboxes to stuff Yoshi out if he can't SHDL anymore.And well tbh the matchup isn't about approaching Falco, it's more about getting into that particular zone where you're too close for him to SHDL safely, because once you reach that place the status quo has changed and you are now in range to punish some of Falco's options.
We can really only punish the RCO with Fsmash if we manage to stop the phantasm with Jab. Otherwise we get some options out of it, but nothing too significant.Phantasm is stupidly good, but it's also extremely fragile : it loses half its power once you realize there is no hitbox to protect the hurtbox and that Falco simply teleports during the move, without it having even 1 frame of invincibility, and that if you manage to stop it you can punish the RCO with a Fsmash.
Falco doesn't pop up particularly high from Egg Lay, so the invincibility + his fall speed means that we don't really get any spectacular positioning against Falco for landing it. I will always appreciate Egg Lay's use, but I think in this case its best purpose is to just mess up Falco's rhythm, which is always good (but still largely reliant on player vs. player).Nevertheless Egg Lay is still one of the best command grabs in the game, especially when you DJC it and it gives you a burst range the size of a BF platform + it puts Falco in a bad zone (above Yoshi).
I think the correct positioning for Yoshi to deal with phantasm in this MU is rather difficult for him to be in because it requires him to be in Falco's zoning range, which sucks. A lot of the positioning Yoshi does in this MU gives him the ability to deal with options, yes. But one position typically requires giving up the ability to deal with a large portion of Falco's other options in favor of being prepared to deal with one. It kinda sucks.Phantasm has a 16 frames startup (22 for IAP) and the unpunishable part is rather restricted compared to the complète range of the move. It's totally possible to anticipate it or even just react to it with correct positionning.
I don't think Yoshi has any unwinnable MUs, but I don't think this is one he should be winning consistently at high levels. I honestly think Yoshi can be more consistent against Meta Knight than Falco, because any MU where Yoshi is forced to approach typically causes him to suffer, and Falco really excels at stuffing Yoshi's approaches.I kinda agree with the rest, and can see this matchup as a -2 (-2 meaning "clear disadvantage but not unwinnable).
And he's totally valid experience, so don't worry about that.Ps : my only real Yoshi experience comes from Zudenka.