SaltyKracka
Smash Lord
DAM YOUUUUUUUUUUUUUUU LIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIGHT!!!!
Lulzcaps
Lulzcaps
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Cryptic, AB, very cryptic.online? its like the blind leading the blind.
Light, just where exactly in CA do you live?Cryptic, AB, very cryptic.
Until people from across the country want to come to my house to play Brawl, the only way to accomplish to goal is to use online
Blind as a Zubat.
A very strategic location, South Bay Area. Far enough away from both San Francisco and San Jose to make going to tourneys there a gigantic hassle (a bit less than 1.5 hours for San Fran...) and around 5 hours from LA and 7.5 from SD.Light, just where exactly in CA do you live?
You can inform them, if you'd like.I cosign what Light said, and...
You want to go let the Yoshis know about this, or shall somebody else go send the word...or should we just theory craft this? XD
You could probably try it yourself.Indeed...he's always like that. xD
This weekend I'll finally get to play a Yoshi offline...so that will be fun for sure. Not to mention seeing my good friend for the first time in 7 months.
*is excited*
Also, moreso on topic, are you sure Ike is CG-able? Because in all my matches with Yoshis, I've always been able to jump out before they could regrab. Or are they just doing it wrong? :o
I would try myself, but I'm currently at work. :/You could probably try it yourself.
For a while, people thought that Sonic wasn't CG'able by Yoshi, but I tried buffering the dash (forgot if I also hit grab asap) out of the release animation and I was able to CG just fine.
Pretty much no one is gonna read that unless you break it up into smaller paragraphs... D:For Yoshi, I would say if he's throwing an egg at you, time a jab and dispel the egg. Believe it or not, Jabs have incredible priority as well as Ike's QD. (Although, jab might not seem very practical). Silven's combo vid in fact shows QD stopping DDD'S Gordo in its tracks. But anyway, Yoshi is very, very, vulnerable in the air. Approaching Yoshi with F-Air should be fairly easily. However, Yoshi is pretty good at spacing as well and if several of his aerials connect, such as D-Air or B-Air, Yoshi can rack up damage pretty quickly. Spacing is pretty important if you're playing a good Yoshi. As for Yoshi's CG, truthfully, I have never seen a Yoshi CG before. If someone can show me a video of a Yoshi CGing, I'd gladly offer some more feedback. Back to playing Yoshi though, Yoshi's recovery is very vulnerable. Similarly to DDD, Yoshi's recovery can be punished severely. Yoshi's recovery is only a single jump where he goes "WAAOH". If you time your attack right while you're on the edge waiting for Yoshi to recover, you can knock Yoshi back without his jump. Another way to punish his very predictable recovery is to charge up a Smash if you see Yoshi coming up to land on the stage. Unlike DDD, Yoshi can't stop his recovery in mid-air. Also, if you see Yoshi just missing the edge and you presumably assume that Yoshi's a goner, think again and immediately run to Yoshi and pressure him. Even though Yoshi doesn't have a recovery move, he still has his handy eggs to give him a slight boost that just might grant him the sanctuary of the edge. Also, keep in mind that Yoshi's long jump activates Super Armor frames. Spiking Yoshi may require a bit of timing. Now for Yoshi's ground game: Yoshi has some ways that he can easily approach Ike. Side B and Dash attack are some examples. Yoshi's dash attack has a fairly decent hitbox so watch out for that. As for Side B, QD can stop Yoshi in his tracks and this can be followed up by a Jab combo. Ftilt works great and Counter is always an option as well. Watch out for Yoshi's kicks (A-A). They're really quick and they may connect with Ike before you even have a chance to start your own jab combo. Yoshi's smashes are formidable. His F-Smash can start killing from 100% I believe. His D-Smash has some merits in coming out quickly and unexpectedly. His Up-Smash is as strong as G&W's I think. For Yoshi's spike arsenal, Yoshi has two Spikes. His D-air spike is easy to connect, but will be pretty hard to use to spike Ike, because of Ike's SA frames when he activates Aether. The spike to watch out here is Yoshi's F-Air. I believe Yoshi can use a walkoff F-Air, but this spike is pretty hard to connect with Ike. But do keep an eye out for it. In conclusion, playing Yoshi just requires some good spacing, approaching well, taking caution of Yoshi's aerials, and punishing that predictable recovery of Yoshi. Counterpick is Corneria where you can start your infinite and the fact that Yoshi's recovery move is so predictable, Corneria will give you plenty of room to punish Yoshi. Battlefield is also an option, because you can abuse your F-Smash pretty well and Yoshi will have a hard time hitting you with his egg.
We Ikes BAIT air dodges so once your air dodge is read, consider yourself hit. You gotta read when Ike plans to attack you.If you think that Yoshi is easier to hit out of his recovery as a stationary target, then you are going to be SEVERELY mistaken/punished when you actually play a Yoshi that knows how to recover. If you think that all you need to do is just Smash off the ledge, then all Yoshi needs to do is just Airdodge, Drop Down, Fsmash, BOOM! You're dead!
I will hurt w/e Ike said that.I'm not even going to get started with people who think that Side B are our Primary Approach. If that Yoshi spams Egg Rolls, then he deserves to die. Well spaced Bair's/Nair's, Dair's, and Ftilts work well for approaches.
Some Yoshi's need to learn this xD that pivot grab = fail against Ike. Only Olimar can severely deteroy us with it.The most annoying thing about Ike is that due to his attack properties and natural range, he's actually the least vulnerable character to Pivot Grabs. However this is completely cancelled to more vulnerability from his Dash Grab (Which is surprisingly long ranged). He has a Chaingrab, but also a Tech Chase with Dthrow.
everyone plays this style usually.Yoshi should tend to avoid anything with lag on his attacks unless he is sure that it will connect. The slightest opening can cost heavily. Generally what he would want to do is play A Passively Defencive Style. An "Avoid and Attack", although really any style can work fine if it's reasonable.
Yeah... seriously...everyone plays this style usually.
We Ikes BAIT air dodges so once your air dodge is read, consider yourself hit. You gotta read when Ike plans to attack you.
Smash attacks can be charged. That's how you bait with a smash xD. You charge, Yoshi DJ with an air dodge, release smash. It's all about predicting when yoshi will dodge/attack Ike. Seriously, Usmash gains 40% killing power when fully charged. so yea, baiting with usmash yields kills. Course it's all mind games.You are going to bait an Airdodge with a SMASH, and THEN punish him? I understand where you're getting at, but I don't think you realized what exactly you quoted.
But really, any interception You are going to struggle against. You only have one shot at an aerial interception, and one shot at ledge camping. If you bait, you have to successfully follow it up, which is hard to do because he moves very fast in the air, and might be actually too high in the first place. If Yoshi foresees the bait, then Yoshi can easily counter attack.
What he means is that we bait the air dodge by making you think we'll attack you. If you do, we attack. If you don't, than we'll change our plan.You are going to bait an Airdodge with a SMASH, and THEN punish him? I understand where you're getting at, but I don't think you realized what exactly you quoted.
hour and a half from san fransico? thats just johns right there you should find people to carpool with. Take your wii to school one day you can probably find like 5 people who at least know what tiers are.A very strategic location, South Bay Area. Far enough away from both San Francisco and San Jose to make going to tourneys there a gigantic hassle (a bit less than 1.5 hours for San Fran...) and around 5 hours from LA and 7.5 from SD.
... QD has no priority. Grodos are like the only exception but QD has no actual hit box trough out the whole move unless there is a body to hit right in front of it. Besides actual characters pikmin and DDD's things are the only ones that activate QD's inexistent priority. Eggs don't do this.For Yoshi, I would say if he's throwing an egg at you, time a jab and dispel the egg. Believe it or not, Jabs have incredible priority as well as Ike's QD. (Although, jab might not seem very practical). Silven's combo vid in fact shows QD stopping DDD'S Gordo in its tracks. But anyway, Yoshi is very, very, vulnerable in the air. Approaching Yoshi with F-Air should be fairly easily. However, Yoshi is pretty good at spacing as well and if several of his aerials connect, such as D-Air or B-Air, Yoshi can rack up damage pretty quickly. Spacing is pretty important if you're playing a good Yoshi.
You actually can bait an airdodge with a smash but thats besides the point. Ussi wasn't really talking about smash attacks and the guy who said that was just dumb smashes shouldn't really be used to edge guard like that. Edit: guess he was lol.You are going to bait an Airdodge with a SMASH, and THEN punish him? I understand where you're getting at, but I don't think you realized what exactly you quoted.
But really, any interception You are going to struggle against. You only have one shot at an aerial interception, and one shot at ledge camping. If you bait, you have to successfully follow it up, which is hard to do because he moves very fast in the air, and might be actually too high in the first place. If Yoshi foresees the bait, then Yoshi can easily counter attack.
You guess correctly I was trying to prove you can bait with a smash xD Most deadly with fsmash. Fsmash is best used when you know your foe is trying to DI back to you then they air dodge into the fsmash. <3 that tactic so much.You actually can bait an airdodge with a smash but thats besides the point. Ussi wasn't really talking about smash attacks and the guy who said that was just dumb smashes shouldn't really be used to edge guard like that. Edit: guess he was lol.
I'm not sure how you can foresee a bait in my head it looks like this: OMG the Ike is getting ready to attack but maybe he won't I better not air dodge just to play it safe.
Haha, trust me, I'm actively searching for someone to carpool with. It's just that 3 hours total driving time is a bit excessive.hour and a half from san fransico? thats just johns right there you should find people to carpool with. Take your wii to school one day you can probably find like 5 people who at least know what tiers are.
Ah bloody. It'd take like 3 and a half hours for both of us to even meet up someplace. That's total balls. I can't even get an offline match.Haha, trust me, I'm actively searching for someone to carpool with. It's just that 3 hours total driving time is a bit excessive.
Though at school there's a handful of people who are actually competent, and I play those people frequently.
Smash attacks can be charged. That's how you bait with a smash xD. You charge, Yoshi DJ with an air dodge, release smash. It's all about predicting when yoshi will dodge/attack Ike. Seriously, Usmash gains 40% killing power when fully charged. so yea, baiting with usmash yields kills. Course it's all mind games.
Question: Does Yoshi's DJ sweetspot?
Mm, I guess you're right. I have never played any Yoshis who CG. It's just that the advice I gave applies to the Yoshis that I have played. =P.hour and a half from san fransico? thats just johns right there you should find people to carpool with. Take your wii to school one day you can probably find like 5 people who at least know what tiers are.
... QD has no priority. Grodos are like the only exception but QD has no actual hit box trough out the whole move unless there is a body to hit right in front of it. Besides actual characters pikmin and DDD's things are the only ones that activate QD's inexistent priority. Eggs don't do this.
I didn't read the rest of it because it sounds like you don't know the match up very well. Since you've never fought a chain grabbing yoshi.
You actually can bait an airdodge with a smash but thats besides the point. Ussi wasn't really talking about smash attacks and the guy who said that was just dumb smashes shouldn't really be used to edge guard like that. Edit: guess he was lol.
I'm not sure how you can foresee a bait in my head it looks like this: OMG the Ike is getting ready to attack but maybe he won't I better not air dodge just to play it safe.
I would also not want to pick corneria, its no better for Ike than it is for Yoshi, you CAN stall out if you are in the lead, though, but yoshi can just stay on the top and throw things at you (Note, you only have a small margin of attack area that will hit the floor)For Yoshi, I would say if he's throwing an egg at you, time a jab and dispel the egg. Believe it or not, Jabs have incredible priority as well as Ike's QD. (Although, jab might not seem very practical). Silven's combo vid in fact shows QD stopping DDD'S Gordo in its tracks. But anyway, Yoshi is very, very, vulnerable in the air. Approaching Yoshi with F-Air should be fairly easily. However, Yoshi is pretty good at spacing as well and if several of his aerials connect, such as D-Air or B-Air, Yoshi can rack up damage pretty quickly. Spacing is pretty important if you're playing a good Yoshi.
Eggs explode, and break through your jab except for POSSIBLY the third hit. QD isn't even in question, as it will just get hit, unless you are just using it to dodge them, like i said earlier yoshi is far from vulnerable in the air, its easily his favorite place to be.
Approaching yoshi with Fair will just result in him sliding backwards and throwing an egg, fair would probably be best used to defend against incoming bairs, or if you are fairly close
As for Yoshi's CG, truthfully, I have never seen a Yoshi CG before. If someone can show me a video of a Yoshi CGing, I'd gladly offer some more feedback. Back to playing Yoshi though, Yoshi's recovery is very vulnerable. Similarly to DDD, Yoshi's recovery can be punished severely. Yoshi's recovery is only a single jump where he goes "WAAOH". If you time your attack right while you're on the edge waiting for Yoshi to recover, you can knock Yoshi back without his jump. Another way to punish his very predictable recovery is to charge up a Smash if you see Yoshi coming up to land on the stage. Unlike DDD, Yoshi can't stop his recovery in mid-air. Also, if you see Yoshi just missing the edge and you presumably assume that Yoshi's a goner, think again and immediately run to Yoshi and pressure him. Even though Yoshi doesn't have a recovery move, he still has his handy eggs to give him a slight boost that just might grant him the sanctuary of the edge. Also, keep in mind that Yoshi's long jump activates Super Armor frames. Spiking Yoshi may require a bit of timing.
You seem to think yoshi doesen't have an up b, he does, and its fairly incredible. He also has multiple options with it, and its far from predictable. I don't see why you would assume that yoshi is a goner, he'll probably rarely die other than being KO'd.
Now for Yoshi's ground game: Yoshi has some ways that he can easily approach Ike. Side B, B-air, and Dash attack are some examples. Yoshi's dash attack has a fairly decent hitbox so watch out for that. As for Side B, QD can stop Yoshi in his tracks and this can be followed up by a Jab combo. Ftilt works great and Counter is always an option as well. Yoshi's B-Air is a bit of a problem, however. It can rack up some great damage and lead to some devastating combos. It's not as easy to punish either since it doesn't have really a delay. I would use a retreating F-air if you see Yoshi's back (You can clearly expect a B-air approach here). For Yoshi Bomb, just don't be so cocky. Yes, it's predictable, but you never know if a Yoshi might use it when he's practically 3 inches above the stage. I'm not sure, but I believe if Yoshi uses Yoshi bomb above an edge, he will grab onto it. It's very similar to the Bowser bomb, but comes out much faster. Even worse, Yoshi Bomb comes out with those two little stars when Yoshi lands on the stage. Just keep your space when Yoshi uses Yoshi Bomb.
First off, yoshi VERY rarely uses side b as an aproach, same with dash attack. If you use QD against egg roll, your attack will go off, leaving you with lag, while it will clash with and pop us out of the egg, laglessly, and able to attack you for free.
Yoshi bomb is almost worthless in the air, and very rarely used to snap to the edge, i'd imagine only if both are high in the air and yoshi wanted to get down first very badly. You mainly need to watch out for it on the ground.
Watch out for Yoshi's kicks (A-A). They're really quick and they may connect with Ike before you even have a chance to start your own jab combo. Yoshi's smashes are formidable. His F-Smash can start killing from 100% I believe. His D-Smash has some merits in coming out quickly and unexpectedly. His Up-Smash is as strong as G&W's I think. For Yoshi's spike arsenal, Yoshi has two Spikes. His D-air spike is easy to connect, but will be pretty hard to use to spike Ike, because of Ike's SA frames when he activates Aether. The spike to watch out here is Yoshi's F-Air. I believe Yoshi can use a walkoff F-Air, but this spike is pretty hard to connect with Ike. But do keep an eye out for it. In conclusion, playing Yoshi just requires some good spacing, approaching well, taking caution of Yoshi's aerials, and punishing that predictable recovery of Yoshi.
Our fsmash is almost worthless in this, and only usable for punishing whiffed smashes or dodge mindgames.
Counterpick is Corneria where you can start your infinite and the fact that Yoshi's recovery move is so predictable, Corneria will give you plenty of room to punish Yoshi. Battlefield is also an option, because you can abuse your F-Smash pretty well and Yoshi will have a hard time hitting you with his egg.