KastroFoster
Smash Rookie
- Joined
- Apr 22, 2014
- Messages
- 1
Hey tombocombo , i have just visited to the link the you have posted and i watched the video , i really enjoyed that game. Thanks for sharing such interesting links. Keep on sharing.
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I agree. Roy can't sweet spot the ledge without showing a hitbox on the stage, so in the few frames after his sword passes through the ledge, Yoshi can dash attack and knock him off. It's tricky timing, but it's guaranteed every single time.I'm still in shock over people thinking Roy beats Yoshi, poor guy gets combo'd into the ground and dies to 2 dtilts or dsmash lol
Thanks, I try my best. More videos coming next weekendHey tombocombo , i have just visited to the link the you have posted and i watched the video , i really enjoyed that game. Thanks for sharing such interesting links. Keep on sharing.
I've found edgeguarding Ivysaur very easy, nair offstage can keep him away and rising nair at the ledge can knock him out of tether.What are you guys thoughts on the ivysaur matchup?
From what I have experience so far it is not very good for Yoshi.
A solid spacing and read game is necessary. Grabs destroy both characters hardcore. Upthrow on Falco leads to anything you want past like 20% (a simple uptilt is all you need to extend your options), and you can gimp Falco with 2 dtilts. Metaknight can be uptilted to 50%-60% off of a downthrow and then other downthrows lead to upair or a nair. Matchups are tricky, but not very difficult.First post n figured i'd make it in the yoshi sub.
Played a tournament today and have no idea how I can beat meta knight, he punishes super hard and can just body me until I get lucky and super armor something he throws out. Somewhat had a problem with falco but figure it's just a spacing issue cause his shine ruins all my follow ups. And I can't get anything guranteed out of throws against falco, he techs too fast. not sure what to do, anyone have tips for these two?
Marth can't deal with grab-parrys and being grabbed. Eggthrow when marth is off the ledge makes his recovery an easy gimp.Yoshi vs Marth
Wat dat like? Give me numbers to plz like 5:5 er something
Dtilt when he's trying to recover. After two dtilts he's dead. Grabs work wonders, and try exploring some egg rollage. ...Yes I say egg roll a lot. Don't rely too much on it though. Bair helps a lot in this MU too.Yoshi vs Marth
Wat dat like? Give me numbers to plz like 5:5 er something
UM.... yes you can be. I parry grabs on a regular basis. It's not that hard. Parry makes 90% of grabs whiff, the other 10% (being tether grabs) you have to be in the right spot. Marth is actually one of the easiest to grab parry, since it's easy to tell when he wants to grab you. Grab-Parrying is incredibly reliable if you have the ability to read when you're open to a grab. I am savvy on that, therefor I can parry grabs very reliably.And you certainly can't parry grabs reliably, they come out so fast, and parry doesn't even block them, so you have to be precise.
All of Marth's moves except his neutral B clang off of eggroll, so you have to be very creative with it to get in on him. Mrth is a character you want to trick. You want to make him do something so you can punish him for it. I like to dash in like I'm approaching then wavedash back and back n forth like that. Even a good Marth will throw out a tilt or a smash out of instinct. Yes, Yoshi dominates everyone with grabs, but saying Marth plays a spacing game doesn't change that. Say if the Marth shffl's at you with a forward-air, you can dash back and pivot grab him. Yoshi's versatility in getting grabs is honestly unmatched by any other character. If you approach a Marth in any way, unless you can get a grab on him or finish him off there, end the approach with a d-tilt; because of the set knockback, it will space you out again, give you the opportunity to tech-chase or gimp, and since Yoshi can cc most of Marth's moves at early percents, it's guaranteed. AND Grab-Parry. Yes it is slightly precise, and does take practice to master, but it makes every matchup much easier. It essentially removes a punish option for them, which is a really big deal. Do I parry EVERY grab? No, I'm not Godlike (yet), but I do it enough that people think twice about grabbing as the match goes on. Make sure to punish the missed grab along with everything else, since Yoshi's punish-game is ridiculous.I think to say Marth can't deal with being grabbed is pretty standard for almost anybody when you're playing Yoshi. And I don't really think a good marth is going to get grabbed often because alls he has to do is keep his spacing right which isnt that hard due to his dash dance. I just think it's a lil' too simple to say, grabs destroy this character. Well yeah, yoshi's grabs destroy most characters cause he can follow nearly all of them up.
I can't talk much tho, cause I dont have experience w Marth match-up. I definitely agree w/ devil, experiment with egg roll I think it'll be much easier to get in on him if you egg roll.
It's a 6 frame window, and most grabs only have 2-3 active frames (not including tethers) so that's not super hard timing. and I play against some badass opponents, including that sonic, it's not hard to realize you're vulnerable to a grab, even less to see that and realized it's your opponent's best option. The only reason they'd very the timing of their grabs is if you're already parrying them, even pros don't do that unless there's a real need to. AND even if they start doing that, Yoshi has a bazillion movement options, and the fact that you make them vary their grab timings means your forcing them to play your game. Count on 99% of your opponents grabbing the first chance they get, would you waste precious frames when your opponent is vulnerable to try and mind-game them with a late grab? especially when a grab right away is guaranteed? It's not efficient nor logical. Jumping OoS lets you punish after parrying a grab or to get out when you need to. And Yoshi's shield is the best in the game, so staying in shield isn't a bad option anyways.The point is you need a read. You can't reliably read a good opponent like that, he should be mixing his grab timings. You have 4 frames window for the grab parry if you want to jc it, because grabs have more than 1 active frame and you lose inv at frame 6 when you jump. Parrying grabs works exactly same as in melee, and even aMSa doesn't rely on parrying grabs vs marth.
Kinda forgot that you can jump OoS, so you don't need to leave shield, and have 5 frame window for it. Since shielding isn't so bad in this game, you can actually pre-emptively shield to get grab parrys. You were probably right.
POSTED RESPONSEAlright Yoshis! I have a favor to ask. Yoshi is a very unknown character thus far and a lot of the other threads don't know how to peg the MUs with their charracters so I need your input.
Any input on the general direction of MUs against other characters is appreciated. I do not need everyone, but the more the better. If you are unsure I can mark it even or Purple for unknown.
Thanks for any help!
The colors are basic:
Red: is really bad
Orange: kind of bad
Yellow: unfavorable
Light Green: favorable
Darker Green: good
Darkest Green: free win
Thank you to anyone who takes the time to give me a general consensus on what characters are known!
I think Yoshi vs Kirby is at least an even matchup, because while it's easy for Yoshi to land hits on Kirby, Kirby can easily combo Yoshi out of successful hits. It feels like comboing a Samus. In the Kirby threads the only justification for LG I've seen is someone saying that DJ armour makes it difficult to kill Yoshi.Alright Yoshis! I have a favor to ask. Yoshi is a very unknown character thus far and a lot of the other threads don't know how to peg the MUs with their charracters so I need your input.
Any input on the general direction of MUs against other characters is appreciated. I do not need everyone, but the more the better. If you are unsure I can mark it even or Purple for unknown.
Thanks for any help!
The colors are basic:
Red: is really bad
Orange: kind of bad
Yellow: unfavorable
Light Green: favorable
Darker Green: good
Darkest Green: free win
Thank you to anyone who takes the time to give me a general consensus on what characters are known!
Can you like, explain some of these? (Mainly just the marth one tbh) Cause' I'm really failing to see how Marth is a free win. If your reasoning for this is simply grab parrying that's kinda ridiculous. I just don't see how Marth is a free win in anyway possibleHere's My matchup knowledge. This won't be the Yoshi community's fully agreed on list, but in the way I play Yoshi, this is my list
YOSHI vs
(my opinion, in the way I play Yoshi)
Red: R
Orange: O
Yellow: Y
Light Green: LG
Darker Green: G
Darkest Green: DG
Unknown: P
ADDING: EVEN MATCH: E
Mario: E
Luigi: Y
Peach: LG
Bowser: DG
Yoshi: P
Wario: P
Donkey Kong: G
Diddy Kong: LG
Link: E
TLink: G
Zelda: O
Sheik: Y
Ganon: G
Samus: LG
ZSS: O
Kirby: O
Metaknight: Y
DEDEDE: DG
Fox: G
Falco: LG
Wolf: G
Pika: P
Jiggs: E
Mewtwo: LG
Squirtle: E
Ivysaur: LG
Charzard: LG
Lucario: LG
Falcon: G
Ness: LG
Lucas: E
Climbers: G
Marth: DG
Roy: G
Ike: G
GnWatch: LG/P
Pit: E/P
Olimar: P
ROB: Y
Sonic: Y
Snake: G
Because Marth is an easy character to gimp with d-tilt and mind games. Yoshi's grabs are ridiculous and (this is a bit absurd) Eggroll clangs off of a tipper forward-smash. Grab-Parries help a ton with approaching and keeping pressure off, but that's not my only reasoning. If you know how to space out his forward-smash (or clang it with eggroll) Marth has no way to kill you other than a spike or an up-b. Yoshi has more movement options and more punishment game and more ways to kill Marth than the other way around.Can you like, explain some of these? (Mainly just the marth one tbh) Cause' I'm really failing to see how Marth is a free win. If your reasoning for this is simply grab parrying that's kinda ridiculous. I just don't see how Marth is a free win in anyway possible
OK. Fast Fallers are hard to combo extensively right ff the bat, but they are very easy to gimp. Basically if you get like 20% on them, you can up-throw them and up-tilt them until they DI away then you tech chase. ALSO Yoshi's d-tilt has a set knockback, so a few of those of those well timed and spaced can get you a stock. The Key with Fast Fallers is Upthrow and DJC SHFFL Up-airs. D-tilt/D-smash are important too.I really struggle with Toon Link, Ness and fastfallers.
Any advice?
Toon Link and Ness in particular I just get out spaced and spammed with projectiles, I find it really hard to get in.
Fast fallers I play just bait and punish me all day long and I struggle to do max damage out of grabs, one hit at most.
Yes, that is definitely the case. Sometimes though, that may not be possible due to a lower angle of knockback. But viable when applicable, no doubt.I found that when Yoshi recovers high, it gets near impossible to footstool him just because of how high he goes. Of course, Yoshi has to be careful on the way down until he hits the ground but it's an effective tool against footstools.
Because You easily have the most match-up knowledge against Yoshi. You played me endlessly last semester, you're the only one who knows what Yoshi isLOL thank you
Unless the opposing character doesn't have a strong aerial like Ganon, Ike, DK, etc.... Yoshi can get away with recovering high with relative ease. Egg roll improves the mind game with recovering and because it's such a safe move on hit or block, it's pretty useful.
Man, I don't even play Yoshi. Why am I on here? xD
That's how Ian Mooney fights me lolJUST HIT YOSHI. HIT YOSHI UNTIL HE DIES AND DOESN'T COME BACK.