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Match-Up Discussion #23! Yoshi

Mmac

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If you are talking about DJAD past a marth that is edge hugging, then you will get side-b punished once you come out of invincibility.
Not really true, Marth will never send him at an angle which Yoshi will be vulnerable to it on recovery. Also, if Yoshi has reached the ground before Marth reaches him, you can actually counter it with a Pivot Grab. In fact I think you can even counter it with a Bair.
 

3xSwords

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so when does Yoshi SA frames take place in his DJ if he attacks during it?

Marth's bair is ftw. Seriously beats anything Yoshi tries on the SH level, even his bair. Also Yoshi is vulnerable from below. His dair has absolutely ****ty range, and the only real option he has is to mix up the timing of the down B. Other than that it is juggle fest!!!

However, if that Yoshi lands a grab on you his best throw is probably u-throw if he wants to get a kill, because Marth is absolutely horrible from below, and Yoshi's uair absolutely murders Marth's light weight. Nothing more to say, everything has pretty much been covered so......

That was actually a really good discussion. Very enjoyable read, 65-35, because most Marth's suck. :chuckle:
 

Steel

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**** it! I had a huge sentence but I deleted it :cry:

I'll just address some things briefly.

I think everyone is missing the concept of Yoshi's Recovery. Yoshi DJAD's to make it invincible, not because he has Armour. I also have no problem recovering even against Marth. He shouldn't hit you out of your recovery at all.

Also Yoshi isn't a Shield Character, so he can't really rely on his shield as a primary defence.

I had alot more to say, but I'm just too tired. I'm willing to go on with a 65:35.

I still don't think he that hard though, and his advantages aren't that sizeable.
We know he isn't a shield character, but Marth basically forces him into it. You really can't just pivot grab the whole time.

He does have sizeable advantages though, we've mentioned all of them and Yoshis haven't been able to provide a counter argument for them because Yoshi's tools don't allow him to escape Marth's pressure.

Like it has been said by previous posters, dtilt.

Also please realize that like 99% of marths are bad. That's why individual experiences don't really work well here.
 

Ryusuta

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Yoshi's super armor does occasionally carry a little bit into his attack animation. For instance, if I instantly cancel a super jump into his down B, he'll still have a little residual super armor as he goes into the little flip. Though with the lack of double-jump canceling (except B moves), I haven't done much experimenting with this aside from that application.
 

¯\_S.(ツ).L.I.D._/¯

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Dtilt seriously? I have yet to see a marth do just one Dtilt so when they do start the dtilt fest I use an autocancelled Fair.

Sure marth's fair is annoying, but they'll usually just swing it around to keep yoshi at bay, and being an aggressive yoshi i see this pretty often, however fair spamming just leads me to standing just far enough to no get hit.

Does marth seriously have better aerial mobility when he's ranked at 12th? having the highest aerial speed I thought yoshi would surely have decent aerial mobility too.

Yoshi's best kill move is Uair, and from what I've noticed marth's Dair isn't exactly a good defensive option against the speed of the Uair (marth's dair his slowest move?)...of course a good marth will try and stay near the ground at all costs.

Yoshi's biggest advantage(s) i think in this matchup is the better recovery and edge guarding game, rising Nair is pretty good.

I really don't have too much trouble against G&Ws myself, surely lucario is the worst. Marth is pretty difficult but not nearly as bad as those two. So seeing how marth can avoid yoshi's best advantages in the match I'd say its 65:35 in marth's favor...
Yoshi does not have a better edgeguarding game, and Marth won't need to use Dair if he shorthops because ther isn't a good chance Yoshi will get under him.
 

Zankoku

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Yoshi's super armor does occasionally carry a little bit into his attack animation. For instance, if I instantly cancel a super jump into his down B, he'll still have a little residual super armor as he goes into the little flip. Though with the lack of double-jump canceling (except B moves), I haven't done much experimenting with this aside from that application.
I thought his Down+B had super-armor frames on startup.
 

Ryusuta

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If it does, I never really noticed. Of course, I try not to abuse the move anyway, so it's hard to say.
 

Pierce7d

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From the air, Yoshi's down B is bad, lol. EVERYTHING in Marth's arsenal can own it except Dair.

If Yoshi uses eggs properly, it will be hard for Marth to edge-guard him, because the eggs repel edge-guard attempts over Yoshi far ahead of him, as he's moving toward the stage. We lose the option of shielding them as we appraoch, but can still fair them, and counter at close range.

Also, most special moves, including Dancing Blade (Marth's sideB), do not have the same priority rules, and will not cancel out a projectile attack. However, all of Marth's regular moves will break an egg, including Perfect Shield (best option), Fair (decent option in the air), and jab and ftilt (overrated options) will break an egg.

If Marth tries to meteor smash Yoshi with his Dair, remember we'll be applying tipper spacing with our sword, which is disjointed, so your Uair will lose, despite it's awesomeness (and that move is awesome btw). Furthermore, you'll probably be behind us and facing us, since we can hit with the back swing of the Dair. Your Fair will DEFINITELY lose with all that startup lag.
 

bigman40

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If Marth tries to meteor smash Yoshi with his Dair, remember we'll be applying tipper spacing with our sword, which is disjointed, so your Uair will lose, despite it's awesomeness (and that move is awesome btw).
How will Yoshi's Uair lose if it's just as fast (maybe faster), and has more range than Marth's Dair? You have to apply the same thing for us, We're not planning to be directly in your range to allow you to hit us. That's the only move where we beat yours (aerials wise).
 

Zankoku

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Marth has disjointed range on his dair from above, AND the sides. You may be able to somehow cover yourself if you see the dair coming from above, but there's not much you can do if Marth is going for a side tipper dair.
 

Remzi

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But dair is marth's laggiest aerial. If you miss you will be punished 95% of the time. For this reason most Marth's will choose to just air dodge and DI towards the edge in this situation. Yoshi being below marth is one of the few positions where he gains an advantage IMO.
 

feardragon64

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Marth has disjointed range on his dair from above, AND the sides. You may be able to somehow cover yourself if you see the dair coming from above, but there's not much you can do if Marth is going for a side tipper dair.
uair uses yoshi's own body as a hitbox. If you hit that hitbox with a disjointed, yoshi gets hit. That's why Marth wins every time in the scenario. Marth's sword will hit yoshi's uair and yoshi's uair will be canceled out because yoshi will have been spiked.

That's just the way disjointed's work

But marth's dair is useless unless you go for the spike. Just wait until after he does it and own him....
 

Mmac

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so when does Yoshi SA frames take place in his DJ if he attacks during it?

Marth's bair is ftw. Seriously beats anything Yoshi tries on the SH level, even his bair. Also Yoshi is vulnerable from below. His dair has absolutely ****ty range, and the only real option he has is to mix up the timing of the down B. Other than that it is juggle fest!!!

However, if that Yoshi lands a grab on you his best throw is probably u-throw if he wants to get a kill, because Marth is absolutely horrible from below, and Yoshi's uair absolutely murders Marth's light weight. Nothing more to say, everything has pretty much been covered so......

That was actually a really good discussion. Very enjoyable read, 65-35, because most Marth's suck. :chuckle:
Yeah, Yoshi cancels out his Double Jump Armour when he attacks. Maybe he retains some armour frames if he attacks out of it, but it's only a few frames and barley noticeable (I always think that I attacked out of it after he hit me)

Isn't Bair just a plain worser version of Fair? Also he has ways to get down fast. Moving away and coming back with a Bair, going for the ledge with DownB.

And Uthrow his Best Throw?!? It's his WORST throw! It's just a crippled version of Dthrow. Dthrow actually has Hitstun in it, and can actually Combo from it, or at least do tech chases

We know he isn't a shield character, but Marth basically forces him into it. You really can't just pivot grab the whole time.

He does have sizeable advantages though, we've mentioned all of them and Yoshis haven't been able to provide a counter argument for them because Yoshi's tools don't allow him to escape Marth's pressure.

Like it has been said by previous posters, dtilt.

Also please realize that like 99% of marths are bad. That's why individual experiences don't really work well here.
I guess you are right though. Maybe I'm just not playing good enough Marth's.

Yoshi does not have a better edgeguarding game, and Marth won't need to use Dair if he shorthops because ther isn't a good chance Yoshi will get under him.
Marth doesn't have anything to Counter the DJAD, and being under him will probably happen more often than you thing. Majority of his moves send him upwards. Ftilt, Utilt, Dthrow, Usmash. Egg Roll, Egg Lay, DownB. Also Jabs can be combo into a Throw.

From the air, Yoshi's down B is bad, lol. EVERYTHING in Marth's arsenal can own it except Dair.
Yoshi's DownB in the Air is just a bad move in general. I only use it in an emergency escape, which everyone should use it for.

If Yoshi uses eggs properly, it will be hard for Marth to edge-guard him, because the eggs repel edge-guard attempts over Yoshi far ahead of him, as he's moving toward the stage. We lose the option of shielding them as we appraoch, but can still fair them, and counter at close range.

Also, most special moves, including Dancing Blade (Marth's sideB), do not have the same priority rules, and will not cancel out a projectile attack. However, all of Marth's regular moves will break an egg, including Perfect Shield (best option), Fair (decent option in the air), and jab and ftilt (overrated options) will break an egg.

True, but I think the DJAD will be enough for Yoshi to make it back fine. I have to question if Attacking the Eggs is efficient? Even if it breaks it, Egg's have Splash Damage so if you attack too late, wouldn't you take damage anyways? Plus I would imagine that the attacks might leave you too open.

If Marth tries to meteor smash Yoshi with his Dair, remember we'll be applying tipper spacing with our sword, which is disjointed, so your Uair will lose, despite it's awesomeness (and that move is awesome btw). Furthermore, you'll probably be behind us and facing us, since we can hit with the back swing of the Dair. Your Fair will DEFINITELY lose with all that startup lag.
I think trying to beat out a Spike, is just completely dangerous, reckless, and plain stupid in general. Even if he can beat it out, I don't think it's worth the risk, especially since Marth's is one of the less lagier ones.

yoshi's a *** and will lose :\
You are probably one of the "Bad" Marth Steel2nd is talking about, so I shouldn't listen to you :dizzy:
 

cman

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Isn't Bair just a plain worser version of Fair? Also he has ways to get down fast. Moving away and coming back with a Bair, going for the ledge with DownB.


True, but I think the DJAD will be enough for Yoshi to make it back fine. I have to question if Attacking the Eggs is efficient? Even if it breaks it, Egg's have Splash Damage so if you attack too late, wouldn't you take damage anyways? Plus I would imagine that the attacks might leave you too open.
No, bair has more significantly more range, power, and it is always fresh, so getting hit by a tippered bair off the ledge usually means a stock at any decent percent. It is much worse if you plan on landing because it doesn't autocancel, but for ledge guarding, it is golden.

For the eggs, are you talking about on the ground or in the air? On the ground, his jab comes out quick enough, and has long enough range that marth won't take any damage from an egg. In the air, i would guess fair does the same, but i'll have to leave that to someone else for a definitive answer.
 

Zankoku

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Um, if Marth double jumps along with Yoshi when Yoshi does a DJAD, wouldn't Marth be in range to uair Yoshi after the airdodge even after missing through the beginning of it with some aerial or other (besides uair or dair)?
 

Steel

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Can we agree on 70:30 then? I will wait for more input before the final decision, but we have gone through pretty much all aspects of this match up and I can't see this match any closer.
 

ZHMT

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Can we agree on 70:30 then? I will wait for more input before the final decision, but we have gone through pretty much all aspects of this match up and I can't see this match any closer.
I agree with 70:30. The reasons are stated in the thread (obviously)
 

Ryusuta

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I don't think you'll get Mmac to agree, but as a dedicated Yoshi player myself, I've felt that the match was 7:3 in Marth's favor for some time now.

Don't get me wrong, Yoshi has some incredible match-ups nowadays. Marth just isn't one of them. He's not GUARANTEED to lose against Marth, but the odds are indeed stacked against him.

Yes, I'd agree to 7:3.
 

Mmac

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Know what, I'm actually not backing away from my previous 6:4 argument. Doing some more research, I actually found more stuff about Marth's zoning game, and how to counter it. It seems to be the number one issue right now.

I find that Yoshi's Ftilt is actually surprising good in this matchup. It both outranges Marth's Dtilt (Only by a small amount) and Outspeeds it also (It actually comes out faster than all of his regular attacks). It clashes greatly too. Cancelled attacks can actually disrupt Marth's spacing, and can be used to Yoshi's advantage. Dtilt is a good also, but doesn't work as well as Ftilt. Dsmash actually beats out Dtilt too, but it's completely picky as hell

It could actually be a good counter to Fair too tilted upwards, but it's so hard to judge the distance of it to tell what outranges what. Most of the time I can beat it with it, but sometimes it equalizes (He gets hit, but so do I with a Tipped), and sometimes I just get plain hit. So hard to test ground to airs accurately. It SEEMS like an effective counter though....

Another thing is Yoshi's Fsmash is actually an excellent Anti-Space. If there was one matchup where Fsmash would actually be useful in common use, this would be it. Now the initial attack is slow, of course, but it pulls back on the first frames. When used right, Yoshi can use this to avoid Marth's attack altogether, and then strike back. Yoshi's head has invincibility frames during the thrusting animation, which helps also. Although I would use with care though because it's easily punishable if shielded/missed.

So Yoshi actually has some options to counter Marth's Spacing/Zoning games, so I don't think this matchup is done yet
 

ChronoPenguin

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>.> you all talked without me just adding my own thing (sorry if you said it).
Marth completely outranges yoshi...(wait can yoshi's dtilt get through?) anyways if yoshi Does get in to marth and is able to attack, marth can really feel the effects, yoshi's u-air, N-air and b-air have relatively little lag, so if yoshi gets 1 of those in he can set up marth to an extent, by baiting the air dodges with Egg toss's which force marth to AD or take the hit, if marth AD's he gets punished for doing so, if he doesn't and takes the egg, he just took damage and knock back and could possibly be rebated, eventually Marth would escape, or yoshi would mess up. But yoshi is likely to get 2-3 more attacks in from a back air, if Marth isn't being very cautious.

From B-air to Utilt, marth gets sent straight up, I don't think marths D-air can ping the eggs, which means a quick upwards egg toss might hit Marth.

The problem is Yoshi getting in on marth (since marths range is good) but if Yoshi gets in, as there attack speed is very similar (to an extent) once yoshi is in, he's no longer at a disadvantage really, and Marth can't Tip.
Yoshi is one of the faster characters in the game as well, so retreating can be hard for marth.

I thought it was 60:40 before since Marth has the range to allow him to have that advantage over Yoshi for the most part.
Then I read some things in here (not everything) and thought maybe 7:3, then I checked again and thought if Yoshi gets in, yoshi can be alright, so 65:35. Marth >.> thats just my opinion, you can ignore me if you want though.


Also umm, I know match ups are considered when characters are at their best.
So wouldn't an expert yoshi completely abuse DR?
With DR yoshi should have better spacing control than Marth has, so a good yoshi I guess can cut the traction of something like a dash, and move backwards baiting one of marths attacks, although marth is not laggy so whatever right.
You can cancel a Dash with DR too to lead into F-smashes, which should help to make that less punishable, and sliding ftilts and the like should make it so Yoshi has an easier time getting in on marth.

Marth is easier to Gimp overall in this matchup but he has better range than yoshi right?
But yoshi has better spacing options. I don't know about base speed ( and I believe yoshi takes a while to accelerate) but wouldn't yoshi be faster (ground wise) than Marth with Draconic Trot, so that Marth has a bit more trouble retreating or chasing yoshi?

This is hypothetical, since sadly I am not a super pro level, can DR on demand at any time I wish kinda person, but shouldn't utilization of Techniques close that 7:3 to 6.5:3.5 or 6:4?

Like I said, you can ignore me if you want T_T.
 

Pierce7d

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Yeah, Yoshi cancels out his Double Jump Armour when he attacks. Maybe he retains some armour frames if he attacks out of it, but it's only a few frames and barley noticeable (I always think that I attacked out of it after he hit me)
Probably that.

Isn't Bair just a plain worser version of Fair? Also he has ways to get down fast. Moving away and coming back with a Bair, going for the ledge with DownB.
No. With Bair, Marth swings from low and ends high (upward). This is good for people recovering above Marth. With Fair, Marth swings from high and ends low (downward). This is good for people recovering below Marth. Also, Bair is used much less frequently than Fair, and has just as good, if not better knockback when tipped. This makes it and excellent candidate for that off stage finisher, especially since it's easy to tip, ESPECIALLY after baiting out an air-dodge.

I guess you are right though. Maybe I'm just not playing good enough Marth's.
Probably. Rare breed. Kinda like Yoshi mains in general, lol. I'm still sad that Pride quit. :(

Marth doesn't have anything to Counter the DJAD, and being under him will probably happen more often than you thing. Majority of his moves send him upwards. Ftilt, Utilt, Dthrow, Usmash. Egg Roll, Egg Lay, DownB. Also Jabs can be combo into a Throw.
Patience will always beat out an airdodge, and counter will always beat out an attack in the air. Well, actually, Yoshi does have egg lay in the air :chuckle:.

Yoshi's DownB in the Air is just a bad move in general. I only use it in an emergency escape, which everyone should use it for.
Of course. That and to quickly grab an edge, right?


True, but I think the DJAD will be enough for Yoshi to make it back fine. I have to question if Attacking the Eggs is efficient? Even if it breaks it, Egg's have Splash Damage so if you attack too late, wouldn't you take damage anyways? Plus I would imagine that the attacks might leave you too open.
I yell at other Marth's for not simply perfect shielding all projectiles. If I'm already in the air, I may fan one with Fair though, especially if they're being used to edge-guard.

I think trying to beat out a Spike, is just completely dangerous, reckless, and plain stupid in general. Even if he can beat it out, I don't think it's worth the risk, especially since Marth's is one of the less lagier ones.
Eh, it comes out quick, but there is HUGE lag on Marth's Dair. If a Marth misses this move offstage, hog the edge for a stock. If we miss it onstage, start charging a Smash attack.

You are probably one of the "Bad" Marth Steel2nd is talking about, so I shouldn't listen to you :dizzy:
Probably, lol

Um, if Marth double jumps along with Yoshi when Yoshi does a DJAD, wouldn't Marth be in range to uair Yoshi after the airdodge even after missing through the beginning of it with some aerial or other (besides uair or dair)?
Eh, maybe, maybe not, but IMO, you just start a ground zoning/juggle trap, and make it hard for Yoshi to land. Uair-> Utilt and Fair->dtilt is too good, amongst other things.

Know what, I'm actually not backing away from my previous 6:4 argument. Doing some more research, I actually found more stuff about Marth's zoning game, and how to counter it. It seems to be the number one issue right now.
Alright, we encourage further discussion. So far, Yoshi Boards have been very smart and pleasing to talk to.

I find that Yoshi's Ftilt is actually surprising good in this matchup. It both outranges Marth's Dtilt (Only by a small amount) and Outspeeds it also (It actually comes out faster than all of his regular attacks). It clashes greatly too. Cancelled attacks can actually disrupt Marth's spacing, and can be used to Yoshi's advantage. Dtilt is a good also, but doesn't work as well as Ftilt. Dsmash actually beats out Dtilt too, but it's completely picky as hell
Yoshi's ftilt outranged Marth's dtilt?!!? Are you sure? Even so, it won't outrange Marth's ftilt (more range, just harder to follow up). You're probably right on outspeeding it, our dtilt is frame 7 and IASA frame 21 I think. However, do remember that dtilt is disjointed, and crawls if used repeatedly, and we can shield at frame 21. (Bout a third of a second after using the attack). Dsmash doesn't beat fair, so it's not really relevant, since you really shouldn't Dsmash at an approaching Marth, who's almost always going to Fair before dtilting (that could just be me though, I find it easier to get my ground spacing by landing, since I'm probably going to be dashing a lot. Walking is still ftw though.)

It could actually be a good counter to Fair too tilted upwards, but it's so hard to judge the distance of it to tell what outranges what. Most of the time I can beat it with it, but sometimes it equalizes (He gets hit, but so do I with a Tipped), and sometimes I just get plain hit. So hard to test ground to airs accurately. It SEEMS like an effective counter though....
Once against, don't forget, Fair is disjointed. Marth's will often swing short of their opponent's, just to confirm their zoning. It is possible though that your ftilt beats our Fair. This needs testing and further discussion.

Another thing is Yoshi's Fsmash is actually an excellent Anti-Space. If there was one matchup where Fsmash would actually be useful in common use, this would be it. Now the initial attack is slow, of course, but it pulls back on the first frames. When used right, Yoshi can use this to avoid Marth's attack altogether, and then strike back. Yoshi's head has invincibility frames during the thrusting animation, which helps also. Although I would use with care though because it's easily punishable if shielded/missed.
Yeah, you'll probably not hit a fully spaced Marth even with a drawback attack. If we missed but we were going to tipper, you won't reach our hurtbox. Otherwise, our disjointed hitbox wins. Plus, Fsmash is not really safe. This has worked on me before, but not in a way that would affect the match-up, just when I've been spacing bad. Not to mention, Marth has counter.

So Yoshi actually has some options to counter Marth's Spacing/Zoning games, so I don't think this matchup is done yet
True, let's talk a bit more, though I still think this is 70-30 Marth, you may be able to persuade me 65-35 if you keep bringing up evidence like that.

I just remember something. A huge question here is . . . can't Yoshi crawl? The ability to slightly adjust forwards and backwards spacing all of a sudden a huge factor when playing Marth, since it affects our tipping ability. Crawling backwards and forwards a little is a lot more reliable than dash gimmicks.

>.> you all talked without me just adding my own thing (sorry if you said it).
Marth completely outranges yoshi...(wait can yoshi's dtilt get through?) anyways if yoshi Does get in to marth and is able to attack, marth can really feel the effects, yoshi's u-air, N-air and b-air have relatively little lag, so if yoshi gets 1 of those in he can set up marth to an extent, by baiting the air dodges with Egg toss's which force marth to AD or take the hit, if marth AD's he gets punished for doing so, if he doesn't and takes the egg, he just took damage and knock back and could possibly be rebated, eventually Marth would escape, or yoshi would mess up. But yoshi is likely to get 2-3 more attacks in from a back air, if Marth isn't being very cautious.
Eh, I see your point, but there are several holes in this.

A) Marth can fan eggs. And we'd do it with Fair, since Dair has uber lag. DI is too good in this game.
B) At close range, Dancing Blade probably comes out before most of your moves. What frame does your jab come out on.
C) We have the option to shield. Yoshi loses this convenience, and therefore, gets ***** by the spacing being reset.
From B-air to Utilt, marth gets sent straight up, I don't think marths D-air can ping the eggs, which means a quick upwards egg toss might hit Marth.
I'm thought Marth could Dolphin Slash out of any of Yoshi's Bair combos. However, I am glad that you are considering juggling, since Marth is weakest from below. If Yoshi's ground zoning is good (and it should be with that dash attack/ftilt/egg toss/grab) then Marth can be juggled to a degree.

The problem is Yoshi getting in on marth (since marths range is good) but if Yoshi gets in, as there attack speed is very similar (to an extent) once yoshi is in, he's no longer at a disadvantage really, and Marth can't Tip.
Yoshi is one of the faster characters in the game as well, so retreating can be hard for marth.
At that range, retreating fairs, pivoted attacks, grabs, and Dancing Blade will sink in. We won't need to tip, but might anyway. How much range does your jab have, and how fast does it come out? These will be key factors on if you get ***** in close combat.

I thought it was 60:40 before since Marth has the range to allow him to have that advantage over Yoshi for the most part.
Then I read some things in here (not everything) and thought maybe 7:3, then I checked again and thought if Yoshi gets in, yoshi can be alright, so 65:35. Marth >.> thats just my opinion, you can ignore me if you want though.
Marth's range advantage over Yoshi has not been eliminated, especially since we still have the disjointed sword of win.

Also umm, I know match ups are considered when characters are at their best.
So wouldn't an expert yoshi completely abuse DR?
With DR yoshi should have better spacing control than Marth has, so a good yoshi I guess can cut the traction of something like a dash, and move backwards baiting one of marths attacks, although marth is not laggy so whatever right.
You can cancel a Dash with DR too to lead into F-smashes, which should help to make that less punishable, and sliding ftilts and the like should make it so Yoshi has an easier time getting in on marth.
True, but seeing as there is no player in the world that can consistantly DR all throughout the match at the moment, this is not a super factor. Yes, DR should be taken in to account. No, it should not end the argument. Rmemeber that people are still playing these characters, and even at highest level of play, DR is not consistant (or Yoshi's would be placing much higher) Just like in Melee, at pinnicle of Fox's potential, the match starts, he hits with one laser, and retreats into JCShine bubble, in which he cannot be touched by any move in the game, and proceeds to run the clock out. This would automatically make him god tier and have a 99-1 match up on every character. However, this is completely impossible to do by a human player. At this day and age, DR is not consistent enough with any player to declare that Yoshi has a spacing advantage over Marth and his Fair and Dtilt.

Marth is easier to Gimp overall in this matchup but he has better range than yoshi right?
But yoshi has better spacing options. I don't know about base speed ( and I believe yoshi takes a while to accelerate) but wouldn't yoshi be faster (ground wise) than Marth with Draconic Trot, so that Marth has a bit more trouble retreating or chasing yoshi?

This is hypothetical, since sadly I am not a super pro level, can DR on demand at any time I wish kinda person, but shouldn't utilization of Techniques close that 7:3 to 6.5:3.5 or 6:4?

Like I said, you can ignore me if you want T_T.
Why would we ignore you? You have good points and valid inquiries. Simply see my above paragraph.
 

Emblem Lord

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I remember when Pride kept saying Yoshi had 60/40 advantage on Marth.

I loled and then next tourney we played I sent him to losers and 2 stocked him twice as I recall.

Funny times.

Emblem Lord...saving people from their delusions one player at a time.
 

Emblem Lord

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BTW...Yoshi's f-tilt doesn't outrange Marth's d-tilt. Yoshi's d-tilt does though. Don't know how safe it is though.
 

Zankoku

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185-ish? Are you spamming non-tippered fsmashes on him, or something?
 

YoshiIslander77z

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Every move?

Spaced fair and spaced dtilt (which has IASA frames) are perfectly safe on block and the two most used moves by Marth. If marth just isn't throwing out smashes randomly, which he won't, how is Yoshi going to get inside Marth's sword?

Yoshi will be tough to gimp, yes. But Marth's up b can be stalled with his forward B and can float there long enough to out last Yoshi's invinc frames on the ledge.
i kinda agree with mmac but if u see da down tilt coming it can canceld by our down tilt and ours had more range, and i think da same speed and if yoshi spaces da fair he should be able to find a way to punish da move a grab works well when they just touch the ground. but marth still ***** yoshi not 6.5 to 3..5 but more like 60 to 40
 

Emblem Lord

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There is just no way it can 60/40. Yoshi doesn't have the tools for the match to be that close.
 

Mmac

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BTW...Yoshi's f-tilt doesn't outrange Marth's d-tilt. Yoshi's d-tilt does though. Don't know how safe it is though.
You know, I thought so too, But when Yoshi is standing up, He stands like this: /

While Dtilt, he is lying down and adding more Width.

Also, When Yoshi Ftilt's, he "Pivots" on one foot, maintaining the same general stance, but it's more like a lopsided "T" now

So actually, when Marth is doing a Dtilt, It'll actually take more distance to close in and attack an Ftilt Yoshi than a Dtilt Yoshi, so thats probably why.

And for safeness, I tried to stop a Stabwalking Marth with Dtilt, and the majority of the time, I couldn't beat it. With the Ftilt, I could. I actually stopped him quite a bit.

No. With Bair, Marth swings from low and ends high (upward). This is good for people recovering above Marth. With Fair, Marth swings from high and ends low (downward). This is good for people recovering below Marth. Also, Bair is used much less frequently than Fair, and has just as good, if not better knockback when tipped. This makes it and excellent candidate for that off stage finisher, especially since it's easy to tip, ESPECIALLY after baiting out an air-dodge.
Yeah, I'm aware now. It's probably because, like you said, gets frequently less use. especially to Fair

Probably. Rare breed. Kinda like Yoshi mains in general, lol. I'm still sad that Pride quit. :(
Actually Pride came back. Also, you guys like generally outnumber us like the thousands. Then again, the "Majority" of us actually know how to use Yoshi, but you probably have the same number of people who know how to use Marth.

Patience will always beat out an airdodge, and counter will always beat out an attack in the air. Well, actually, Yoshi does have egg lay in the air :chuckle:.
Generally true, but a DJAD isn't like any regular airdodge... Also I don't think counter will hit an Uair strike unless close

Of course. That and to quickly grab an edge, right?
Yep. I think I applied it with "Escaping"

Eh, it comes out quick, but there is HUGE lag on Marth's Dair. If a Marth misses this move offstage, hog the edge for a stock. If we miss it onstage, start charging a Smash attack.
I know that the afterlag is horrendous, But it's still risky as hell trying to beat it out with an attack. When Yoshi attacks, he cancels out the DJA, which could actually save him if the attack connects. The Ending lag is terrible also, so even if Yoshi just simply Airdodges past it, he can simply come back and punish it easily.

Yoshi's ftilt outranged Marth's dtilt?!!? Are you sure? Even so, it won't outrange Marth's ftilt (more range, just harder to follow up). You're probably right on outspeeding it, our dtilt is frame 7 and IASA frame 21 I think. However, do remember that dtilt is disjointed, and crawls if used repeatedly, and we can shield at frame 21. (Bout a third of a second after using the attack). Dsmash doesn't beat fair, so it's not really relevant, since you really shouldn't Dsmash at an approaching Marth, who's almost always going to Fair before dtilting (that could just be me though, I find it easier to get my ground spacing by landing, since I'm probably going to be dashing a lot. Walking is still ftw though.)
Like explained on the top, it probably has to do with the way Yoshi stands. I know The Dtilt is disjointed and can Stabwalk, but it can still stop it effectively. Dsmash I was just talking about Dtilt, but it probably has to do good against both to be effective.

Once against, don't forget, Fair is disjointed. Marth's will often swing short of their opponent's, just to confirm their zoning. It is possible though that your ftilt beats our Fair. This needs testing and further discussion.
I'm well aware that it's disjointed, but it still seems like it works.

Yeah, you'll probably not hit a fully spaced Marth even with a drawback attack. If we missed but we were going to tipper, you won't reach our hurtbox. Otherwise, our disjointed hitbox wins. Plus, Fsmash is not really safe. This has worked on me before, but not in a way that would affect the match-up, just when I've been spacing bad. Not to mention, Marth has counter.
You are forgetting that Marth lunges himself forward when doing an attack. While Marth does outrange it, he is extending his hurtbox into the Range of the Fsmash . I tested this with Ftilt, Dtilt, and Fair at maximum spacing, and they all got hit by the Fsmash (Although Dtilt is probably already in range anyways). I know it's unsafe, but it can still help this matchup a bit.

I just remember something. A huge question here is . . . can't Yoshi crawl? The ability to slightly adjust forwards and backwards spacing all of a sudden a huge factor when playing Marth, since it affects our tipping ability. Crawling backwards and forwards a little is a lot more reliable than dash gimmicks.
Yes, Yoshi can crawl, but I never brought it up because I never really implemented it into my game, nor did I think it was a huge factor in this matchup :dizzy:
 

ChronoPenguin

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Spacing is a key thing against marth....kinda why I mentioned DR =P

When I said Yoshi was faster I meant due to Draconic Trot. I was under the impression that by utilizing it Yoshi can increase his speed.

if the dtilt outranges marths thats a very good thing, as Yoshi can use his dtilt out of a crawl (I guess you guys already knew this though).

Yoshi is terrible out of Shield but someone on Gfaqs (dont shoot me) did a test thingy ( dont know if it was also done here) on Spot dodges.
Yoshi, Link and a few others have the fastest Spot dodges (they get out of a SD quickly) and others take a bit longer. I don't know if Marth is with yoshi in that fast list or with the majority of others. But Due to Yoshi's Spot dodge speed he should be able to atleast get in, and save himself from quickly getting smacked out.
As you guys talk about shield options, I thought it might be helpful to bring SD speed in.

Also, what stages are we talking here Final Destination?

I know on Yoshi vs Metaknight, Yoshi can have an advantage on certain steps that puts it in his favor, and on other maps it's neutral and then on another it's MK's advantage...

What about Marth, could the playing field not be leveled by a platform stage?
You guys said that Marth is weakest from the bottom, on a platform stage wouldn't that make it more likely for one of marths weakness's to come up?


I am not highly experienced on anything, I'm more of just a pen and paper, theorymon dude =P.

Also someone said that when Yoshi is edge hogging, Marth can get around this by stalling for a second with Dancing Blade (or dolphin blade, sorry I have bad marth terminology, I think Dolphin is his ^B) anyways he stalls and can then ^B to go through yoshi's invinci frames and save himself.


However, I do know for fact that Yoshi can cancel his ledge hog with an egg toss forcing him to regrab the ledge. and gain the frames again.
So if Marth Stalled for a second, yoshi can edge cancel eggs, like he would normally due, except it would be used to grab the ledge.
In the occassion that he has used up all of the Eggs Boost, you can still drop and DJ and cancel your DJ with an egg toss to regrab the ledge.
Ergo, when are the IASA frames on Dolphin blade, because if there at like frame 15 or something, than Yoshi should be able to see The stall as it comes and then regrab the ledge indefinitely.


I know the jab comes out very fast, but another things that comes out fast is the dtilt.
actually I believe other than the jab, the dtilt is yoshi's fastest ground move, and it has better range than the ftilt as well....soo uh, I don't know if that helps at all, but both yoshi's Jab and dtilt are fast, and dtilt has decent range.
 

bludhoundz

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Dancing Blade > spotdodges.

Marth's best stages are platformed stages. Yes he is weaker from below, but he can attack from below the platforms really well (all aerials save dair, utilt and usmash), and has more options to do so than a lot of the cast.

There isn't usually a reason for Marth to be on top of a platform either, unless thrown up. While he is weaker from below he still has an extra option that many characters don't; counter. Not to say it's going to save him from juggling all the time, but generally Marth juggles better than his opponents can juggle him.

I really don't think Marth slaughters Yoshi, but I'd say he has a definite advantage, and a counterpick will only neutralize the matchup, I don't see it favoring Yoshi anywhere.
 

Mmac

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Nobody ever said that Yoshi > Marth.... except Pride..... but I think Pride is crazy <_<

Or there was a misconception of communication....


Generally I find Marth easier to play on Platform heavy stages like Battlefield or Lylat Cruise compared to something like Final Destination or Smashville, or even Yoshi's Island
 

Ryusuta

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ESPECIALLY Yoshi's Island...

That's one of my worst stages with Yoshi, ironically. :laugh:
 
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