THE adversary
Smash Cadet
- Joined
- Jan 23, 2015
- Messages
- 26
What are Yoshi's most hated/difficult matchups, and why?
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Yoshi is always going to struggle with strong walls pretty much. Swords can be difficult as can the spacies, minus wolf who doesn't have anything near as effective for walling as falco and fox's bair.What are Yoshi's most hated/difficult matchups, and why?
Why is roy problematic? I've never fought a good royYoshi is always going to struggle with strong walls pretty much. Swords can be difficult as can the spacies, minus wolf who doesn't have anything near as effective for walling as falco and fox's bair.
I could see people like Ike, DeDeDe, spacies, roy, ganon, hell maybe even jiggs in a world where jiggs is played, being problematic.
He also can have some trouble with heavy hitters due to the early percent they can hit Yoshi out of his armor.
The good news is, Yoshi doesn't have anything unwinnable and destroys most of these characters as soon as he manages to get in and get something started, or when he gets them off stage.
He also excels a bit more against fast fallers punish wise, but who doesn't really.
Honestly I'm a bit worried about a good jiggs ever appearing, I secretly suspect that it's not the best mu for yoshi, due to reasons why kirby can also be a struggle.
bob and weave around them and also powershield. Eggroll eats 99% of projectiles if you roll off a platform and the projectile hits in mid-airHow would I go about projectile spam? This goes for basically all games I guess..but I notice every time someone does it to me I end up racking up a lot of percent. (Most of these times it's been a Toon Link or just Link). I feel it's hard to escape multiple projectiles and they just end up racking up a ton of damage before doing in with some 1 hit kill move. Any advice for these types of situations?
to add to this, once you're proficient with djc aerials, yoshi becomes one of the best platform campers in the game.How would I go about projectile spam? This goes for basically all games I guess..but I notice every time someone does it to me I end up racking up a lot of percent. (Most of these times it's been a Toon Link or just Link). I feel it's hard to escape multiple projectiles and they just end up racking up a ton of damage before doing in with some 1 hit kill move. Any advice for these types of situations?
Be aware of when the opponent wants to footstool you and try to keep yourself away from them. (recover outward then in with an eggroll)I'm going to my first tournament this week, how do I handle footstools against my recovery?
Those frames can be used to ignore projectiles, like when samus platform cancels missiles. Other than that, I think it could be used in teams somehow but I have much less experience in that.How can I take full advantage of the few frames of invulnerability during the part of egg lay where Yoshi looks prego?
I'm slightly confused about this question, if you mean low profiling as just changing where your hitboxes are, then that is all about spacing. The list would contain literally every move within the range of a tipped Yoshi smash because you can outspace it ever so slightly with that animationgr8. Now for my next question, can you make a check list of every move in the game that Yoshi can low profile from point blank with the charge animation of his up and forward smash?
No, it's just a large hitbox. that is ever so slightly disjointed. So it can clank or beat out a lot of ground moves and can beat non-disjointed aerials. (or aerials that have less of a disjoint than Fsmash or Usmash)isn't yoshi's head invincible during the actual attack too?
My bad, you're right, I was searching for proof but instead I found out that I was wrong.No, it's just a large hitbox. that is ever so slightly disjointed. So it can clank or beat out a lot of ground moves and can beat non-disjointed aerials. (or aerials that have less of a disjoint than Fsmash or Usmash)
for me, it's really how all of this adds together to make an incredibly diverse character. Yoshi can be played in any form in any mentality. His punish game is ********, his grab game is godlike, and he has so many options that other characters simply don't have. People are forced to play different vs Yoshi and that alone gives you a significant advantageSo I've heard a lot of people talk about how Yoshi (among other characters) is under utilized currently. Is this mostly general DJC applications, movement, and grab parry, and fundamentals or are there any moves that stick out to you guys?
While I agree with the point you are trying to make here, I have to disagree on certain areas. You can always get advice from other players on your gameplay,no matter what level you are at. Obviously punishes and optimizing your character to the highest level is what we all strive for as competitive players, but there are certain options and ways to optimize a character that people are still finding out.I mostly cringe because I'm at that point in my smash career where I have the fundamentals, but lack optimization with punishes and don't always play the neutral in the safest way, so when I watch these videos I can pick out the points where I could have done a lot more. For example, there are times I get the pop up and begin juggling, then rather then extend the combo to the point where I could feasibly kill someone outright, I end it early with an easy nair or something like that.
The goal of every player should be getting to the point where you don't really need people to tell you your mistakes, where you can analyze your own play and pinpoint what you need to work on.
Hmm, not sure what dragonic reverse is. All Brawl tech with exclusion of a few character specific techs have transferred to PM. Yoshi can perform running UpB and snap to ledge, shoot UpB cancelled eggs from the ledge (look up any video by aMSa and you'll see him do this at least once per set), and in general performs the same. In PM, he has a better Ftilt & Utilt than previous game titles, SideB aka EggRoll is actually viable now, and combos are very similar to Melee. Hitboxes have been re-adjusted and are either the same or larger than Melee Yoshi. Also, Yoshi's grab game is better, if not one of the best grab games in Project M. Saved the best change for last, HE CAN JUMP OUT OF SHIELD. DJC NAIR OOS IS GODLIKE. WD OoS is possible as well as literally any move. If you double jump fast enough, he will actually land for about 1-2 frames in which any ground move can be performed, ie Tilts, grounded DownB aka GroundPound which can pop opponents close enough up and kill around 90-100%, and anything else you can think of. If you regular jump, any aerial / special / jump cancelled move (Upsmash/grab) can be used, as with every character.I picked up Yoshi in Brawl but recently got into PM and the transition is a bit awkward. Firstly, can Yoshi still Jump-Cancel Egg Toss to get a backwards sliding egg toss? Can he still Dragonic Reverse (would wavedashing down give the same effect)? I haven't been able to pull off either but it might just be a timing change.
Also, a bit of a broad question but how should your mindset change from playing him in Brawl to PM (if it should change at all)? i.e how do the physics/character differences change his meta-game?
Thanks!
So rapidly double jumping will give him a 1-2 frame window where he can do a ground move and then continue rising into the air? Or does performing the ground attack negate his DJ completely like a wavedash? If that's the case, why bother double jumping instead of just standing and doing it (unless you're thinking of using the DJC to stop a run/dash animation or shave off some OOS lag)? "DJC NAIR OOS IS GODLIKE" What's the reason to do a second jump just to cancel it with a nair? Why not just do a short hop/rising nair?Saved the best change for last, HE CAN JUMP OUT OF SHIELD. DJC NAIR OOS IS GODLIKE. WD OoS is possible as well as literally any move. If you double jump fast enough, he will actually land for about 1-2 frames in which any ground move can be performed, ie Tilts, grounded DownB aka GroundPound which can pop opponents close enough up and kill around 90-100%, and anything else you can think of. If you regular jump, any aerial / special / jump cancelled move (Upsmash/grab) can be used, as with every character.
I'll see if I can get a recording off my phone to show what I mean, since I don't have a PM ISO.So rapidly double jumping will give him a 1-2 frame window where he can do a ground move and then continue rising into the air? Or does performing the ground attack negate his DJ completely like a wavedash? If that's the case, why bother double jumping instead of just standing and doing it (unless you're thinking of using the DJC to stop a run/dash animation or shave off some OOS lag)? "DJC NAIR OOS IS GODLIKE" What's the reason to do a second jump just to cancel it with a nair? Why not just do a short hop/rising nair?
I am officially converted! That DJC Nair is RIDICULOUS OoS! Way faster than any other option included shield grabbing, and Yoshi's Nair can get kills in the 80-90 range EASY. Is it just me, or does Yoshi seem broken in PM?DJC Nair OoS means that Yoshi can be on the ground way faster than a regular Nair OoS.
Why the second account? :D It's inspiring to see you're still hard at work raising an army of Yoshi mains!! *Sniffle* It seems like just yesterday you were teaching all the youngins (myself included) how to do the YBC method of DR!Btw, I'm Bigman.
Unfortunately the tech is very hard to pull off so it's not as applicable in high pressure situations as a Nair OoS per say, but it's still an option that you have available if you attain the higher levels of tech skill with Yoshi. I'd say DJC/DJL DownB OoS is among the hardest tech I know of, and I play mostly spacies & Lucas haha.I could get DJL maybe 4/10 by tapping the Y then hitting R (which I have set to jump) but i'm not sure it seems super useful. CCing on the other hand, that's a goody! I got a double kill by running in, CCing and DSmashing. Is it Yoshi specific? My roommate plays Ivysaur and couldn't do it.
I am officially converted! That DJC Nair is RIDICULOUS OoS! Way faster than any other option included shield grabbing, and Yoshi's Nair can get kills in the 80-90 range EASY.
No. Just...no.Is it just me, or does Yoshi seem broken in PM?
Hitstun was amplified to match Melee and allow for combos, which is how aMSa pulls off those nasty hit strings. This is why you can't Nair immediately after getting hit, and you must be out of tumble animation to air dodge, which you only get to use 1 in the air and can be aimed in any direction. Jabs can still be punished if you are on the ground and get hit with them at low %. This is the effect of crouch cancelling- you take approximately 1/3 of the move's knockback, which is also affected by weight and fall speed (someone correct me if I'm wrong on this). Yoshi's CC is very good as he is very heavy and has a fast Nair, Dtilt, and Dsmash that can be used while CC'ing moves. If the opponent isn't careful, they could end up getting hit with one of these moves.Although it does seem like moves are harder to get out. It feels like you've always got hitstuns, end lag, land lag etc stopping you from doing moves. In Brawl if Yoshi got hit in the air he could Nair almost immediately after! Perfect for punishing jabs with low knockback. In PM it's harder to get out moves right when you need them? Is that just Yoshi or the PM engine? But then you see people like aMSa who can whip out ungodly DPS combos!
Haha well there's that, but it seemed like his character had to finish the sliding/end run animation before beginning the crouch animation whereas I was able to cancel a run with a crouchYour roommate is probably bad
This is most likely a noob question but are you talking about doing something with crouch when getting hit? Like if someone hits you while you're crouching do you take 1/3 the knockback and can attack again faster? Teach me your lab-monster secrets!!This is the effect of crouch cancelling- you take approximately 1/3 of the move's knockback, which is also affected by weight and fall speed (someone correct me if I'm wrong on this). Yoshi's CC is very good as he is very heavy and has a fast Nair, Dtilt, and Dsmash that can be used while CC'ing moves. If the opponent isn't careful, they could end up getting hit with one of these moves.
Lol, I stopped using Bigman as my name in the smashworld. Although everything else has the name, I chose to go with Scatz, since it's what I go by typically. I try to help others, but this time, I'm going in more for myself. I didn't truly get to the level of play that I wanted, and I want to change that.Why the second account? :D It's inspiring to see you're still hard at work raising an army of Yoshi mains!! *Sniffle* It seems like just yesterday you were teaching all the youngins (myself included) how to do the YBC method of DR!
I'd advise on reading up how Melee's engine works. It'll help you understand the differences between Brawl and Melee/PM.Haha well there's that, but it seemed like his character had to finish the sliding/end run animation before beginning the crouch animation whereas I was able to cancel a run with a crouch
Dash (not running) lengths are different for each character. Some characters are able to go into the running animation quicker, which allows for quicker crouch cancels.
This is most likely a noob question but are you talking about doing something with crouch when getting hit? Like if someone hits you while you're crouching do you take 1/3 the knockback and can attack again faster? Teach me your lab-monster secrets!!
With the stars? Or just hit in general? I've seen aMSa do egg edgeguards to force an angle where he can Down-B the ledge and kill his opponent. Outside of that, there's not many uses for Down-B. Oh, you could probably do the jank Down-B where he doesn't face the ledge and can still grab it. The hitbox lasts a little longer when done that way.Has anyone found any characters to edgeguard with down-B? I've been trying to experiment with it, though the timing has been hard and I've killed myself a few times already because my opponent got to the edge first. I'm thinking it could work well on Ike, and maybe a low recovering DK. Who else does this work with?
We're all here to get better, but it seems easier when you have people above you helping you outI try to help others, but this time, I'm going in more for myself. I didn't truly get to the level of play that I wanted, and I want to change that.
I'll definitely see what I can find! Any forums/articles/videos that you can think of would be way helpful!I'd advise on reading up how Melee's engine works. It'll help you understand the differences between Brawl and Melee/PM.
Why do you think I learn AT's in the first placeStick to guarantees. No need to be flashy.
Precisely. The knockback is lessened while crouching. If you're doing an attack and are interrupted before the animation finishes on your own, you can potentially do another attack, shield, etc. Crouch canceling can get really in depth, but for now know this: if you CC an attack and aren't knocked down or away, you can punish the opponent only to the point of the enemy's move end lag.This is most likely a noob question but are you talking about doing something with crouch when getting hit? Like if someone hits you while you're crouching do you take 1/3 the knockback and can attack again faster?
I honestly watch videos on YouTube and replicate the tech I see for the most part. About 1/8 of my knowledge comes from in-person tournaments and playing. Another part comes from messing around with all moves and characters. I read thru Smashboards articles and theory craft a lot. I know more about gameplay than most top players do because of all this. You just have to look around and read up on the game, play with the top players in your area, watch the best of the best, etc.Teach me your lab-monster secrets!!
Lucky that I have probably the best thread bookmarkedWe're all here to get better, but it seems easier when you have people above you helping you out
I'll definitely see what I can find! Any forums/articles/videos that you can think of would be way helpful!
I wish I knew real players in my area! One of my roommates is about my level but he's purely instinctive - he's never bothered to learn the mechanics but me just knowing techs doesn't make me automatically better and he still crushes me half the time (I still have nightmares about snake's disjointed tilts, and he doesn't even know what disjointed means haha). Ever since we switched to PM however, it's been a different storyYou just have to look around and read up on the game, play with the top players in your area, watch the best of the best, etc.
Mango once said something around the lines of: you can only teach 90% of the game. The other 10% is pure instinct and is up to the player.
I can see the implementation but is seems like in the heat of battle it's so much more instinctive for me to shield or spot dodge. How do you learn when and where to bring CC into your playstyle? Also, what about Yoshi's CC is better than normal? Just speed or potency?Say both my opponent and I are at very low % and I get knocked down. I do a getup attack on my enemy, he CCs it and Fsmashes me. I'm CCing the Fsmash and I can potentially punish that if I'm fast enough and I don't get knocked away
Or
At the beginning of the match my opponent wants to start with a jab into a combo. I CC the jab and use a fast attack that stops him before he can followup
tl;dr The more you play, the more you'll find what you can do with CC moves and when CC works. Protip: Yoshi's CC is extremely good
Don't mind if I bookmark that myself :D.Lucky that I have probably the best thread bookmarked
Yeah, it always helps having some advice from better players. I've learned most of this game from reading and learning on my own though. I feel that improvement highly depends on how easily things can be interpreted, and how you practice.