TomBoComBo
Smash Ace
- Joined
- Jan 31, 2014
- Messages
- 544
No prob. Lucas has a weight to him that makes him easy to string combos on.I saw that post you made on my video thanks for that. Now i have a counter attack for lucas.
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No prob. Lucas has a weight to him that makes him easy to string combos on.I saw that post you made on my video thanks for that. Now i have a counter attack for lucas.
I feel like all of Yoshi's aerials should be used equally as much, but all but bair should be used when it's right. Bair is a very nice combo starter and a nice move to keep combos goin, but again, only when it's appropriate.Entirely too much fair. Fair should be your least used aerial, honestly. If you wanna hit stuff in front of you, you should usually nair. Fair is for spiking offstage, or setting up tech chases on airborne opponents, it's not a good default followup or approach. The grabs at the beginning of game1 were good, do more of that, but follow up with djc uairs instead of going for fairs. Grabs are the bane of Bowser's existence, and Yoshi's grab game is too good for him to handle.
You also use too much downb. It's a habit I catch myself doing a lot too, but it's soooo easy to punish. Honestly, only use it if you think you really need to touch the ground NOW. In terms of actually trying to hit opponents below you, there are much better options. You really shouldn't try to hit anyone with it unless you know they're committed to something you will beat, and most characters can beat you with a well spaced uair.
"using every aerial equally" and "only using them when it's appropriate" don't mean the same thing at all. Of all Yoshi's aerials, Fair has the fewest situations where it's the best option, therefore it should be used the least. Nair and Bair have tons of situations where they are the best option, and Uair is the best option in pretty much any situation where the opponent is above you.I feel like all of Yoshi's aerials should be used equally as much, but all but bair should be used when it's right. Bair is a very nice combo starter and a nice move to keep combos goin, but again, only when it's appropriate.
I feel that you can approach with a late Fair and Lcancel it before the hitboxes even come out to force your opponent to shield, then you get a free grab or shield pressure. I've used it a good amount and it's very handy for mindgames like that"using every aerial equally" and "only using them when it's appropriate" don't mean the same thing at all. Of all Yoshi's aerials, Fair has the fewest situations where it's the best option, therefore it should be used the least. Nair and Bair have tons of situations where they are the best option, and Uair is the best option in pretty much any situation where the opponent is above you.
Zelda isn't a good matchup for Yoshi to begin with, but you back off the ledge so hard man, you have to be more aggressive than that. Yoshi has one of the best recoveries in the game, you can make them work for that ledge, even Zelda. Yoshi's wavedash is very useful, I personally use the dash-in > wavedash-back approach alot, and it makes the opponent throw out hitboxes or shield or just DO something. When they do, you get free punishes. You also seem to overestimate how far your grab reaches pretty often, that just comes with practice. Back-air is a great approach because it has vurtually no ending frames (even without an Lcancel) so you can do anything you want after it. (say they shield it and want to grab you after, you can spot dodge (or grab parry) the moment you hit the ground and punish them when they miss.Hey guys, I recorded a match of me VS a LVL 9 CP Zelda (I'll try to get matches up of me playing actual people sometime lol).
This isn't me at my best. I know that. At some points I just stood there and didn't react fast enough to act at my full potential. I missed some combos, and there were just some bad moments in there. I promise I play better usually. XD
https://www.youtube.com/watch?v=SOaJ8PujO-c&feature=youtu.be
CC me if ya'll want to. I'd love to hear your feed back. 'Sepcially if you guys see some things like idiosyncrasies that I have that are harmful.
Thanks for the feedback! I don't get to play with too many people, and I usually can't beat the Zelda I play, so COMs are usually my practice. As I stated, it wasn't my best run, wasn't doing so hot in those matches. Your comments are recieved nicely. I'll work on that. Thanks dude!Zelda isn't a good matchup for Yoshi to begin with, but you back off the ledge so hard man, you have to be more aggressive than that. Yoshi has one of the best recoveries in the game, you can make them work for that ledge, even Zelda. Yoshi's wavedash is very useful, I personally use the dash-in > wavedash-back approach alot, and it makes the opponent throw out hitboxes or shield or just DO something. When they do, you get free punishes. You also seem to overestimate how far your grab reaches pretty often, that just comes with practice. Back-air is a great approach because it has vurtually no ending frames (even without an Lcancel) so you can do anything you want after it. (say they shield it and want to grab you after, you can spot dodge (or grab parry) the moment you hit the ground and punish them when they miss.
Zelda is literally the last character you'd want to practice on, since it just makes it unnecessarily hard on you and it doesn't prepare you for a real Zelda player. COMs are good to polish tech skill and reflexes, so pick an opponent that will push those (like sonic or spacies or lucas).
Well, fair just has different situations. I've done bair ledgecancel -> fair before. It's not like they don't exist. But I see what you're saying, and agree."using every aerial equally" and "only using them when it's appropriate" don't mean the same thing at all. Of all Yoshi's aerials, Fair has the fewest situations where it's the best option, therefore it should be used the least. Nair and Bair have tons of situations where they are the best option, and Uair is the best option in pretty much any situation where the opponent is above you.
No problem. The Yoshi Brotherhood needs to be stronger. I really must stand by my previous statement though, don't play against COM Zelda. It will get you nowhere with too much frustration. She is at a strange gravity that makes her hard to play against anyways, and playing the COM won't get you the real matchup experience. My personal style with Yoshi is to read and deal heavy punishment from those reads. Almost every other character will help polish those aspects, Zelda is just unnecessary frustration for you. Play against Sheik and Lucas and Spacies and swordsmen.Thanks for the feedback! I don't get to play with too many people, and I usually can't beat the Zelda I play, so COMs are usually my practice. As I stated, it wasn't my best run, wasn't doing so hot in those matches. Your comments are recieved nicely. I'll work on that. Thanks dude!
Yeah, I'll get to probably one or two of them this week. I already have another person I need to write up. Though, I must warn you, I don't hold back on my critiques (shown of my recent ones done on Brawl Yoshi boards).Scatz Would you mind CNC my matches? That I posted a while back...
I remember asking your help in brawl (I used to be named DemonicDragon93) and your brawl advice is one of the reasons why I'm good in PM with Yoshi now lol. Bring it one be as critical as possibleYeah, I'll get to probably one or two of them this week. I already have another person I need to write up. Though, I must warn you, I don't hold back on my critiques (shown of my recent ones done on Brawl Yoshi boards).
Thanks for the input! I'll practice the wilder DI directions on dthrow. I'll also work on spacing bair, shield poke isn't easy for me. I can shield poke with it but only in one of the later hits which doesn't pop them up enough for me to follow up. Utilt is a great juggling tool but only works at some early-mid %s or else they're either sent too low to the ground or they're too high because of the endlag, I'll try seeing when it works.For the amount you're grabbing him you should be four stocking this bowser lol. First off I honestly don't think you're following up on dthrow fast enough, secondly you should do DJC uair as a followup on bowser, that should work. Also you can space bair on shield and should be your go to move in the m/u. You can overwhelm him pretty hard with bair and if you poke his shield (which you will) it can lead to free usmashes/uairs/w.e you want honestly. Additionally to dthrow, depending on his DI you can try usmashing or utilting him -> more usmash or uair.
Thank you! You're right, I need to work on my egg game to be more useful like covering tech options. I miss followups to successful egg throws a lot because I go for the dash grab when they're popped above it, so maybe I should wait longer before grab or just try nairing. I missed downb to the ledge a lot, but it's my favourite way to grab ledge. Downb from air works often but I get that they were just not punishing well, so I will cut back on it.I would also recommending more egg throws and use the sweet spot of yoshis down B to your advantage. I would also recommend cutting back on the ground pound(air)
Thanks, I played against another Bowser and you're right. Usmash is the best followup to DI away till at least 50%.Bowser is simple low percentages.... you downthrow and then dash under him and upsmash. And this stays viable until he's like 160%
Thanks I see that I was using fair way too much and in the wrong situations, I'll try to fix that. I do think fair has onstage use, melee Yoshis use it often to start juggles because its knockback on grounded targets is similar to dthrow. I will also cut back on the downb, I've only had success with it when the opponent wasn't properly punishing it.Entirely too much fair. Fair should be your least used aerial, honestly. If you wanna hit stuff in front of you, you should usually nair. Fair is for spiking offstage, or setting up tech chases on airborne opponents, it's not a good default followup or approach. The grabs at the beginning of game1 were good, do more of that, but follow up with djc uairs instead of going for fairs. Grabs are the bane of Bowser's existence, and Yoshi's grab game is too good for him to handle.
You also use too much downb. It's a habit I catch myself doing a lot too, but it's soooo easy to punish. Honestly, only use it if you think you really need to touch the ground NOW. In terms of actually trying to hit opponents below you, there are much better options. You really shouldn't try to hit anyone with it unless you know they're committed to something you will beat, and most characters can beat you with a well spaced uair.
I was a little more methodical with Brawl critiques because of the way the game plays, but since PM is similar to Melee, I'm much more straightforward.https://www.youtube.com/watch?v=APcWRCZa66A (10:49 - 21:27)
https://www.youtube.com/watch?v=oesLjNzoEwc (The Entire Video)
https://www.youtube.com/watch?v=KMHHPFXOZh4 (00:00 - 00:46) (Conclusion of the last match on previous video)
I know some of my Problems is not Jumping out of shield (Blame it on melee for that one)
The Foot has a solid Yoshi, but (in my own opinion) hehttps://www.youtube.com/watch?v=KmTJU2IDfNw
I'm gonna leave this here.. Dr. Robotnik's Yoshi Grand Finals at BreadnButter Weekly 1.
I'd love to have a critique for this Yoshi, and really for me too if you guys feel qualified... Thanks in advance!
Ain't going into deep detail.https://www.youtube.com/watch?v=KmTJU2IDfNw
I'm gonna leave this here.. Dr. Robotnik's Yoshi Grand Finals at BreadnButter Weekly 1.
I'd love to have a critique for this Yoshi, and really for me too if you guys feel qualified... Thanks in advance!
For the Yoshi I only have a few critiques for the first match. The egg roll usage was good but should stay careful about not doing it in punish range, like at 1:46 you were knocked out of it during the startup and lost your double jump. The MK wasn't challenging your up-air juggles so I think in that situation you should DJC the u-air because you'll get back to the stage quicker and have more time to follow up. Really solid with the pivot grabs! I notice that you miss the l-cancel on dair probably because you're not sure whether to do it early or late (because of hitlag when it connects). Dair has 30 frames of landing lag, and I've been punished often when l-cancelling it. Try l-cancelling it when you expect to be very close to the ground if it misses.https://www.youtube.com/watch?v=KmTJU2IDfNw
I'm gonna leave this here.. Dr. Robotnik's Yoshi Grand Finals at BreadnButter Weekly 1.
I'd love to have a critique for this Yoshi, and really for me too if you guys feel qualified... Thanks in advance!
Before I critique, is this online via dolphin? or is this same room matches?Whattup Yoshi's? It's been a while since you've seen my Yoshi! Well, thanks to my new capture card, I've got vids!
All are against Angel.
https://www.youtube.com/watch?v=HZmnbNVdTug (Yoshi Vs Zelda)
https://www.youtube.com/watch?v=ndZiRZONCPU (Yoshi Vs Pit)
https://www.youtube.com/watch?v=ORA2F0J4ymw (Yoshi Vs Zelda)
Feel Free to CnC me!
First of all, I don't feel comfortable critiquing people on stuff I don't personally have mastered yet, as an example, DJC aerials close to the ground. So if I miss something that's high level mechanics like that, assume that I leave it out because I myself haven't mastered it.Whattup Yoshi's? It's been a while since you've seen my Yoshi! Well, thanks to my new capture card, I've got vids!
All are against Angel.
https://www.youtube.com/watch?v=HZmnbNVdTug (Yoshi Vs Zelda)
https://www.youtube.com/watch?v=ndZiRZONCPU (Yoshi Vs Pit)
https://www.youtube.com/watch?v=ORA2F0J4ymw (Yoshi Vs Zelda)
Feel Free to CnC me!
Ahh. Yeah, I got ya. I'll work on it. Though, in my last tourney I was quite aggressive. Most of the people I played can attest to that.@ Deviljho most of my critique came from your match against Pitt. Yes, Zelda gives Yosh a hard time, but my concern is that your behavior that you say is because of Zelda seems to be your general mindset. You have to be more flexible and open minded.
Ok, here's how I critique people: I won't tell you everything you lack because honestly I'm lacking a lot in my game as well (I'm sure nobody's mastered every aspect of Yoshi yet so we're all guilty of this). BUT i will tell you the errors I see in your play and point out habits that I personally would have taken advantage of.Finally got some videos to share and looking for some criticism.
Be as brutal as you like, aim is to get better after all.
vs Mannon (Gannondorf) - http://www.twitch.tv/m/526860
vs Al_Bulmer (Lucario) - http://www.twitch.tv/m/526867
vs Okameed (Charizard) - http://www.twitch.tv/m/526877
vs Skrull (Metaknight) - http://www.twitch.tv/m/526889
vs Diabound (Wolf) - http://www.twitch.tv/m/526898
There's a few, and it's a pain to watch them all...but any advice would be really appreciated.
Thanks a bunch!
It's a bit of both. I'm honestly a bit confused about DJC aerials use from a grounded neutral game point of view. Should they be restricted to use when in the air? Or is using them on the ground unnecessary and risky? My thought was that keeping them as close to the ground as possible allows for less room for a punish and more time to follow up on. Is this wrong?You DJC early for little reason, this in many cases made you vulnerable to a possible gimp. I didn't see you actually die from getting caught in this many times, but it's not a good situation to be off the stage without your jump. I can understand if it's your playstyle and it's a way you space things out, but I noticed the pattern 3 stocks into the ganon fight and I'm surprised he didn't. I understand that you may be doing it for the DJC aerials close to the ground, but honestly, I think the other things I mention should come first before the DJC shorthop aerials can even be used properly
You got me, guilty. I normally use it a lot more when dash dancing, but I definitely need to use more in the scenario's you've mentioned.Wave-dashing, use it more. working wave-dashing into your dash dance will make your movement more irregular and unpredictable. And wave-dashing helps a great amount in tech chasing and in chasing DI (like if someone DI's away from you after a downthrow). I see some of it when you close out a stock, but obviously, that's not combat, therefore I'm mentioning it.
SIDE NOTE: as a side note, I am also working on this, but mostly trying to get wave-landing on platforms fluid, so again, I'm just pointing out what I see.
So keep moving for movement's sake? I find that moving (especially against fastfallers) sometimes open me for punishment...I agree though, regarding the rest of the cast, although I don't necessarily understand how hit-confirms help with follow up decision...do you mean knowing how the hit is going to affect them?Next up is speeding up your game. Wavedashing will help, but I saw somethig I see in a lot of players (myself included) when they didn't have movement down. What it is is a small pause in-between doing moves. whether it be a hit or a miss, there's a good quarter second pause before you make the decision to do the next thing. Learn to make decisions faster, learning hit-confirms will help that. A player that is always moving is harder to pin down, especially if the movement is fluid and at the same time looks erratic (which is what Yoshi can do very very well). Also working eggroll into your movement is a good way to start.
Agree with the egg roll turnaround usage...BUT it's very useful for when people expect you to use it the same way and you stay in just for you to roll straight through them and come back, especially when they're used to you using it a different way.Eggroll, you use it very well. You're the first Yoshi I've seen other than myself to use eggroll for tech-chases. (which is why I said your play is similar to mine) A word of warning about your usage, never do a full turnaround in eggroll, it's incredibly unsafe.