WalrusBiscuit
Smash Journeyman
No this is not a joke. I have a lot of trouble in this MU for some reason. Help would be appreciated.
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So I might have found a pretty cool way of beating the ditto aggressively. Change of playstyle and it seems to be perfect against yoshi. I will see how it goes though.
Im pretty sure tap jump Is extremely sensitive on the gamecube controller. "Stalling" egg toss's jump is a pretty good way of recovering against sword players if you got launched far enough off stage to save your double jump and you can up B over the stage.gamepad with tapjump is CLEARLY superior. i don't know how you guys manage to use GC controller with the empty push space on L/R buttons, strangely placed y button, and harder-to-push analog stick. gripping that tiny thing just makes my hands sweaty.
[/i'm half serious]
as for tap jump, it seems to just work out on yoshi? it makes ETS feel really natural, since you only have to do one fluid motion for it. and since i've always had it on, i'm used to not wasting my doublejump by using upb, but if i'm REALLY that far away from the stage i'll just use doublejump before upb anyways.
so secretive!
Isnt the first part reversed? Going torwards a yoshi from above is pretty dangerous. I found that getting in and having a really good time spacing nair and fair make the MU alot easier. Also I found out that edge guarding is ridiculously good if you can do it.If the other Yoshi is above you, move away. If you are above the other Yoshi, move towards.
This matchup pretty much revolves around which person is better at spacing that fair, the ideal position for it is just slightly above your opponent. Keep this in mind at all times and it becomes relatively easy.
Over thinking hurts this matchup a lot. I like to focus on this one single fundamental aspect and the rest all seems to slot into place. Just remember that Yoshi likes to be above his opponent for approaches and you know when you should be retreating versus attacking. Just get yourself in the better position.
i got the pummel grab release into multi jab combo, will cut the video, its uploaded just needs to be trimmed lolNo. It's exactly as written. Fair works better when you're above your opponent so you should be pressing to get that hit. If your opponent is above you then you should be running to avoid his fair.
Focusing on this fundamental of the matchup translates to avoiding all Yoshi's aerial approaches, which always occur with the approaching Yoshi being slightly above the opponent.
Avoid staying grounded in the matchup. A grounded Yoshi is easy-pickings for an airborne Yoshi, not only do they have the position advantage that they want for applying Yoshi's bread and butter aerial approaches but a grounded Yoshi vs an airborn Yoshi is at a very distinct speed disadvantage. Airborn Yoshi is the fast aerial character in the game, a grounded Yoshi has no hope of retreating against it, don't be underneath an airborn Yoshi.
By fighting to be above the other Yoshi you win the matchup by having the best positioning to maintain your aerial advantage by delaying your descent with SHeggthrows, you have a speed advantage when the other Yoshi becomes grounded, you have the option advantage because you can deploy egglay from that position while they cannot, while you have the spacing advantage for deployment of fair and dair.
Sure Yoshi has uair and usmash as counters to this, but vs that myriad of options and the superior speed the air gives Yoshi I argue it's the superior strategy.
A final parting word - Unlike some characters in the game that can punish Yoshi for mis-spacing his eggthrow>egglay approach. Yoshi's slow grab can't punish it with an early grab before the egglay connects.
A Yoshi above the other has every option under the sun while having speed and offensive play on their side. The defensive Yoshi can't run for lack of speed and can't shield for lack of effectiveness.
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But, like I said earlier - Don't over think it. Boil it down to the one fundamental to keep in mind - don't let Yoshi be above you in the matchup. It is where he wants to be.
Not a true combo right? I feel like Its a safe tactic though.i got the pummel grab release into multi jab combo, will cut the video, its uploaded just needs to be trimmed lol
I know you said you wanted to see a regrab in the works, but i wasnt thinking about that. So if i manage to get one off ill keep ya posted.No. It's exactly as written. Fair works better when you're above your opponent so you should be pressing to get that hit. If your opponent is above you then you should be running to avoid his fair.
Focusing on this fundamental of the matchup translates to avoiding all Yoshi's aerial approaches, which always occur with the approaching Yoshi being slightly above the opponent.
Avoid staying grounded in the matchup. A grounded Yoshi is easy-pickings for an airborne Yoshi, not only do they have the position advantage that they want for applying Yoshi's bread and butter aerial approaches but a grounded Yoshi vs an airborn Yoshi is at a very distinct speed disadvantage. Airborn Yoshi is the fast aerial character in the game, a grounded Yoshi has no hope of retreating against it, don't be underneath an airborn Yoshi.
By fighting to be above the other Yoshi you win the matchup by having the best positioning to maintain your aerial advantage by delaying your descent with SHeggthrows, you have a speed advantage when the other Yoshi becomes grounded, you have the option advantage because you can deploy egglay from that position while they cannot, while you have the spacing advantage for deployment of fair and dair.
Sure Yoshi has uair and usmash as counters to this, but vs that myriad of options and the superior speed the air gives Yoshi I argue it's the superior strategy.
A final parting word - Unlike some characters in the game that can punish Yoshi for mis-spacing his eggthrow>egglay approach. Yoshi's slow grab can't punish it with an early grab before the egglay connects.
A Yoshi above the other has every option under the sun while having speed and offensive play on their side. The defensive Yoshi can't run for lack of speed and can't shield for lack of effectiveness.
***
But, like I said earlier - Don't over think it. Boil it down to the one fundamental to keep in mind - don't let Yoshi be above you in the matchup. It is where he wants to be.
SHAD Is actually pretty bad. Maybe if you read your opponent though. But shad is really reactible and I never see it in high level play anyways. Its alright though.Yoshi ditto is a swingy, sloppy mess that is further exacerbated by Yoshi’s poor defensive options. A lost of Yoshi’s tools are safer and more effective against Yoshi, usually giving the player who presses the most buttons the victory.
Yoshi’s full shield (while the best for blocking D-air), has especially limited vertical radius, thus is sub-optimal for stopping F-air and eggs. The shield is more efficient blocking horizontal blows than vertical/diagonal ones. There is not very much space between Yoshi and the attack when shielded, leading to late responses when compared to how these moves interact with bubble shields.
Yoshi’s lack of a frame 7 or below grab also hurts a lot, since Yoshi tends to be THE character to shield grab. Fortunately, OoS N-air exists.
The two primary ways I’ve seen decent Yoshi mirrors play is excessive F-air/D-air spacing or excessive egg tossing. Either one is fairly difficult for Yoshi to get in on, but it just takes patience.
I think SHAD > N-air/U-air is good in the MU when used as an air-spot-dodge or while retreating. If Yoshi approaches with dash or dash grab, there is typically enough endlag to SHAD U-air for the stock. Yoshi can SHAD > N-air forward through grounded egg toss and punish his endlag, but the timing is very strict and only works well against grounded egg toss. For SH and FH egg toss, I’ve found U-airs and rising D-airs to be effective.
I feel like Yoshi is more easily hit by Jab-1 > Yoshi Bomb than most other characters. It seems to catch his big nose pretty well. That’s a 22% combo that is very likely multiple times early in a stock, so it’s worth a shot.
The Yoshi ditto tends to go to the player with the most energy who wants to win more. I’m generally apathetic to the Yoshi MU, so I tend to be the more defensive player in the MU and suffer for it (sometimes, rarely, only once recently actually).
I knew this was generally feasible.I know you said you wanted to see a regrab in the works, but i wasnt thinking about that. So if i manage to get one off ill keep ya posted.
ive got alot of time off work coming up so ill be able to make the new yoshi lab post, theres more options im going to put into vids(such ass up air outa eggroll hit cancel kill.source muddykips), pretty much @ YoHeKing and i are going to make vids and how to's for the new labs to have a better organization for the yoshi community.I knew this was generally feasible.
I know a bunch of people have pointed out that it's shieldable by all of the cast. But I've found it's possible to punish the shield use, and it's even more possible to punish someone that counter-jabs with a quicker jab as we can shield that instead of jabbing, so there's a lot of potential for it to be a mixup that the opponent has to guess with about 3 different possibilities.
It's definitely possible for jab1>grab to be used situationally I think. As people get better at performing Yoshi's jab cancel we're going to see interesting things come from this.
Our two posts should probably be in the lab though rather than here as it's not only relevant to this matchup. Sorry Delta.
Yeah. I need to update some of my tech videos also.ive got alot of time off work coming up so ill be able to make the new yoshi lab post, theres more options im going to put into vids(such *** up air outa eggroll hit cancel kill.source muddykips), pretty much @ YoHeKing and i are going to make vids and how to's for the new labs to have a better organization for the yoshi community.
fullhop nair oos is pretty good ngl, ucan lead it into a few different things, i didnt think about full hop nair but i thought about the dj nairYeah. I need to update some of my tech videos also.
But to keep on track of the thread I would say running into shield then into full hop nair is ridiculously good in the ditto and other MUs.