Delta-cod
Smash Hero
I think you misunderstoof me. I wasn't really thinking of Egg Lay follow ups, but more of you trying to mindgame/pressure in the air above/in front of us. It's a relatively safe option in that case. But I don't doubt you being able to dodge s a rising uair, just know we can potentially predict it and punish with Down B or some other aerial, though that's not too likely. =PWhat if we buffer jumps while getting off of your egglay, and are out of a fullhop uair range? What will be your options? If you dj uair, we'll just airdodge past you once we see your double jump activate (by the "cute" sound on frame 5, or the extra jump range/weird animation you'll be doing while starting it up), if you upB at us, we'll also fastfall airdodge, and if you don't do anything, we'll try and land far from you or on the ledges.
By no means am I saying that you don't have any options, but a well-played match will be seeing little to no uairs connecting on Kirby due to being an awesome multi-jumping character.
This Mu is really boring to watch, from my experience. It's usually really defensive on Yoshi's part, and really campy/tricky on Kirby's part with his jumps. Not too fun to watch. XD
Ah, cool. Just know that if we're far enough away, we can just egg you. Usually would hit, though sometimes the blade manages to block the egg and outrange the explosion, though it's not too likely.If we're retreating upB, our range is more than enough to keep away characters with no real mid/long-range attacks (like ZSS's sideB, DDD's ftilt, or transcendent priority projectiles like Falco's laser)... Which we can abuse to reach the ledge safely, as well as land on the stage and use our projectile to force you to jump/dodge (or shield if you're far enough and won't make it anyway) meaning a safe landing... So it's not really an attack we'll be using on you, more like an alternative to fastfall airdodging to the stage.
Yeah, I've made some Egg Roll (delicious) mistakes before too. One actually cost me a stock in a tourney set since I SD'd due to egg rolling off the stage instead of egging. >_<Yeah, the egg roll thing... Sad thing about that being his ONLY youtube vid practically, is that you can't realize that some things he might have made were mistakes... Like when I'm ZSS and dsmash close to the ledge, my opponent shields it, and I accidentally buffer a dair when I'm pushed off the edge. He used to tell me whenever he was doing egg roll (they taste good btw) that his intentions were upB reversals, but since he was already rolling he might as well try it since he's going to get owned anyway by a mortar slide/Kirby grab if he stopped to get out of it.
Yeah, I can (attempt) to draw a diagram...I'd like to see falling egg lays in action... In my mind, it seems like Kirby could evade them pretty well since we don't want to follow you while you're doing dairs and bairs, anyway.
. . . . . . . . . . . . Y
. . . . . . . . . . ./
. . . . . . . .. . /
. . . . . . . . . /
_______________________K
Basically, Yoshi is falling along that trajectory (/). At a certain height, he Egg Lays while retreating. It basically forces you to dodge, since it's un blockable, and due to it being a grab move, you can't beat it with an attack unless you get around the hitbox, which is hard due to the momentum. A Dair at a certain height will AC, making it pretty safe for landing since Kirby's uair is relatively weak (I think.)
Yoshi doesn't accelerate as fast as WArio, so this is entirely possible. It's still not too easy, but entirely possible. It gets harder when the Yoshi uses defensive options(above section).He's actually got a pretty average speed on the ground, but he's fast enough to start chasing as soon as we see where your aerial momentum is taking you, giving us the ability of reaching your landing site before you get there if you're not careful enough.
Sounds about right.Which is why our game would primarily revolve around lowering your chances of running away by getting in the way of your jumps, forcing you to DJAD by brickwalling escapes with bairs, then chasing your landing trajectories... PRIMARILY. Everything else is important, but our goal is to limit your escape options so we can stay on top of your character, stringing as much as possible.
Thanks for the info. They all seem really nice, though a Falling Egg Lay/aerial can potentially foil your frame traps. =POk, let's see...
1) Dash attacks' hitbox lasts long enough to punish landing lag, so predicting dodges of any kind by activating this attack beforehand would FORCE you into getting hit if you dodge.
2) Fsmash's hitbox is pretty weird... I actually think of it as a multi-hitbox, since it has two different phases in which the attack varies in knockback and damage, as well as the hitbox stays activated for a long while, like Jigglypuff's pound... The first 3/4 of the hitbox is the strong, early-killing crazy attack (kills light characters at ~80% if angled upwards, even if they DI), and the last 1/4 of it sends enemies upwards and is definitely weaker... It's a frametrap because we can activate it when you're about to land, and still hit you with the strong side of the attack, meaning a landing mistake might cost you a stock.
3) Dsmash's hitbox is active for a couple of frames, just like our fsmash, but its hitbox is always the same instead of changing into a weaker one(as well as it's pretty disjointed both vertically and horizontally), and it sends you upwards. It would kill light characters at 130-140%, but it's an EXCELLENT landing lag punisher since its horizontal range and long-lasting hitbox allows us to have a large error window and STILL hit (we can start the attack too early, too late, too far, too close [...] And still hit).
Aslo, Fsmash's power/speed ratio is so dumb. >_>''
It won't last too much longer, seems like we're nearly done. =PWhich is awesome, since it means the MU discussion is going places...
/Adding to massive wall.