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
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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
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.