If you're close we'll throw eggs in the way we usually throw them, you gotta understand that eggs are really more of a defensive tactic.
That's what I said, you'll be throwing eggs at us and we'll use that advantage to land a hit/land and regain our jumps, but then you said you guys would never egg toss if we're close. Which is it, man?
super jump should work too
Uhhh... You're gonna have to help me out here. I've never heard of a 'super jump' tech before... Is it new?
You're starting to go more into the realm of mind games here.
I'm trying not to jump into that area. Right now, I'm just comparing option pools. To me, it seems like Kirby has more options than yoshi in this situation, and with Yoshi's lack of solid options to cover ours in the same way as our 'jumping out of your deceptive usmash's range, ready to land and regain our jumps/land a falling attack' covers most of all the options Yoshi can do in that position to my knowledge (since we'll be zoning you until you run out of stage to retreat to).
I tend to stay out of bair distance to not have to guess. We can upsmash you if you try to up b we can pivot grab the hammer and as for the inhale thats pretty legit the first few times wont lie but you can't always rely on that to absorb the upsmash while you're falling.
Okay, that's good. Any option of Yoshi's that covers most of Kirby's possible choices in this position? If Kirby is hovering just outside of your usmash range waiting for you to commit to an action so that he can land and hit you while randomly landing and regaining jumps to bait a reaction, what can Yoshi do about it to harass us in a way that we will feel threatened whenever we have to land? I really see this as a very advantageous position for Kirby, and seeing as Yoshi's metagame is almost all about retreating specials/pivot grabs/making space between him and his opponent, forcing you to run from us until you're near the stage's edge is very possible.
We won't be there long enough for you to jump and dair us cause that's the expected counter. Idk how down b will work so I'll just take your word for it. As for Fsmash, Yeah thought so.
Under normal circumstances a Kirby should never be able to gimp us, and i'm pretty sure i said we grab the ledge.
I'm sure we'll never gimp a good Yoshi, what with his super armor, nice air dodge, and great second jump. We'd be doing it to threaten you into reacting in some way, and if not and you have the advantage the player will probably get desperate and actually try dairing through you.
DownB will break through the egg and keep on going. I use it to punish every getup option, or to bypass ledgeplay from non-broken characters. Since we have such a good recovery, we can afford to downB straight through the enemy in an attempt to cause some major damage. If we miss we recover, if we don't it means we timed it right to go through your egg toss and hit you before you regrabbed the edge. Not really reliable since you'll be paying attention to us as we're hovering over you, but the threat of a downB happening and hitting them while they're offstage is enough to threaten characters who don't have good offstage games.
Fsmash is just a safe way of trying to hit you if you get too close to the ledge instead of sweet-spotting as far as possible. If we hit you you're probably dead, if we miss then we clash with your egg and return to a neutral position, no damage done to either character (which means we're on the attack and you're on the defense, advantageous for us unless you predict it and run around us back to the stage by ledgehopping an airdodge through us while we fsmash).
IMO Kirby's running after you threatening you with his options throughout the whole game, and you're trying to keep him away from you and punishing his mistakes. Thinking top play vs top play here and trying to keep fatal mistakes to a minimum, it's gonna be harder for Yoshi to find an opening on Kirby's game and punish it, since both characters will be being careful not to make mistakes in which to get punished. Kirby's advantageous positions near the edge after zoning Yoshi away from the center force Yoshi to play a keep-away game most of the match, running to avoid Kirby's damage-dealing threats... Yoshi has a fairly decent defensive game which is very effective against grounded approaches, but Kirby only has to go so far in the ground and when he's near enough, he'll take to the air to avoid Yoshi's usual grounded defensive threats.
I'm not saying the MU is our advantage (although I totally believe it is, but I won't go so far as to try and convince you it is), but I still can't feel it being dead even.
So I just ****ing ***** both of my tests today, and turned my mountain of work into a hill.
Discuss.
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