Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
why you asking us? you figured it out on your ownSomeone teach me how to play against squirtle plzzzzzzzz
https://www.youtube.com/watch?v=cdE0jnww2GQ&list=UUNQJBqULtyOg9flR1jYpeaw
This is the game that made me realize how good WarioWare actually is for me.
Well, I did pretty well game 2, but I think the stage helped me out a lot. I still don't quite understand the neutral game and how to deal with his approaches, especially on wider stages. His side b in particular I couldn't figure out. Eggroll is inconsistent and too slow to use on reaction, and DJC nairs ended up in trades where I lost my jump. I don't know if I just need to get the nair lower to the ground or do something else completely. I think diar works, but that has to be spaced and timed perfectly or else it is really punishable.why you asking us? you figured it out on your own
You CAN use eggroll to avoid squirtle's side-b. The little hop you do to start is it enough to go over the top of squirtle. Then you go the opposite way and either push him off the stage or get a free combo on him. If you don't do that, you can shorthop over him and then eggroll sice the mechanics behind squrtile's side b are very similar to Yoshi's eggroll. If he turns around, his damage is reset, if you're rolling at him, he'll be combo food. AND if he turns around, he loses his armor. Other than that, grab to downthrow to upair or nair or fair or upsmash. Lastly, if you're patient and your timing is excellent and the squirtle is not sweet-spotting the ledge (since he's confident in the disjoints in his upB) You can wait a spit second and then run in stopping just short of where he'll finish the upB and then immediately Downsmash, You'll catch (and kill) him. The spacing is crazy important and the timing is even moreso. You have to dash in at the correct time. I takes practice, just like when I showed you the gimp that makes Ike free, but it's crazy effective.Well, I did pretty well game 2, but I think the stage helped me out a lot. I still don't quite understand the neutral game and how to deal with his approaches, especially on wider stages. His side b in particular I couldn't figure out. Eggroll is inconsistent and too slow to use on reaction, and DJC nairs ended up in trades where I lost my jump. I don't know if I just need to get the nair lower to the ground or do something else completely. I think diar works, but that has to be spaced and timed perfectly or else it is really punishable.
that too, but you have to read the side-b beforehand because the side-b is faster than Yoshi's dash->pivot. Gotta do it early otherwise you get boppedIf squirtle approaches with grounded side-b you can run away from it and pivot grab him.
I agree with a lot, but disagree with a bit as well. I concur that Kirby sux to play against. He does well at covering all of Yoshi's recovery options and can wall Yoshi out very well. And when Yoshi does finally get in, he doesn't get much out of it.Having played for long enough and after getting enough experience with most characters, here's my list. Advantage or Disadvantage means from the perspective of the Yoshi.
The Matchups:
Significant Advantage:
Advantage:
Marginal Advantage:
Even:
Marginal Disadvantage:
Disadvantage:
Significant Disadvantage:
Explanations:
Fox:
Ice Climbers:If the fox is better than you he can outspace you and win, but if each player is of about equal skill level, and certainly if the Yoshi player is better, I believe Yoshi is a strong counter to Fox. Fox is a light fast faller, which is excellent for Yoshi's combos. All Yoshi needs is one grab to obliterate Fox's stock with regrabs, uptilts, upsmashes, and upairs to combo and nairs and downsmashes to kill or set up for an edgeguard. Yoshi can Nair out of upthrow->upair til about 50%, and jump out of it at higher percents. Jump armor in general can ruin Fox's approaches. If you've practiced your edgeguards, downtilt, downsmash, and rising nair destroy Fox's linear recoveries for an easy kill.
Olimar:I've played against the Ice Climbers once and 4 stocked them. They player using them wasn't exactly the best but I still noticed that they had trouble getting anything going. Egglay separates them, Downsmash destroys them, down tilt is good too. I don't have much experience with them so I am also bandwagoning off of what other people have said.
Wolf:I've never once dropped a game to an Olimar. I have a friend who is significantly better than me who plays Olimar, and he beats other players in my region who are a lot better than me, but I have absolutely no trouble beating his Olimar. Olimar is just not a very good character overall, and it shows in this matchup. Downsmash hurts and his recovery is pretty risk free to edgeguard, in addition to not working in the first place. He's pretty good combo weight but he can't really combo Yoshi. Grabs are really good on Olimar.
Just a Fox that does different stuff. Edgeguarding and comboing him are the same as Fox and he doesn't really have any extra tools against Yoshi Offensively like Falco does.
Captain Falcon:
DK:EZ juggles and easy edgeguards (downtilt, downsmash). Falcon can't combo you that easily unless you burn your jump and he has a hard time edgeguarding you.
Ike:
Marth:
Sheik:
Squirtle:
Bowser:
Falco:
Like Fox and Wolf, but lasers are a significant problem. He can shield pressure you a lot harder than the other two and getting hit by Falco leads to a lot more than from Fox or Wolf. Pillars are devastating. He's still easy to juggle and even easier to edgeguard than the other two though. He's difficult to grab because he can just laser you and your grabs are pretty slow and he can edgeguard you with shines and back airs a lot more effectively than the other two. Eggroll is hard to use in this matchup.
Mr. Game and Watch:
King Dedede:
Lucario:
Lucas:
Meta Knight:
Pikachu:
Charizard:Very little experience so I made a rough, safe guesstimate.
Diddy Kong:
Ivysaur:
Jigglypuff:
Mewtwo:
Ness:
Wario:
Yoshi:
Ganondorf:Mirror
Each Character has free edgeguards on the other. Ganondorf can take your jump super fast and there's not a whole lot you can do once he has. He hits you hard and far giving him plenty of time to set up for edgeguards. His forward tilt and forward stuff Yoshi's approaches pretty well. You can combo him decently well but if you mess up and he hits you that could mean your stock right then and there.
Mario:
Pit:
R.O.B.:
Roy:
Samus:
Snake:
Sonic:
Toon Link:
Kirby:Really easy to combo and kill but he can snag your jump early with fsmash, downair, and up b. A platform camping Toon Link is especially hard to deal with because he is fast and has great mobility. Yoshi doesn't have the best tools to deal with projectiles.
Link:
Luigi:
Peach:
Zelda:
Zero Suit Samus:This matchup has been scientifically proven to be 99-1 in Zelda's favor. All of Zelda's disjoints are extremely difficult to work around. Her moves have high base knockback and are multihit so they beat jump armor pretty quickly. Sweetspot on the toe beats your armor pretty quickly too. She's nearly impossible to edgeguard, her teleport has hitboxes and she can act out of it quickly, and Din's Fire can carve her an easy path back to the stage. It's really difficult to combo anything into an upair kill because of her floatiness and her "Love jump" (neutral b out of hitstun) and grabs are just about useless on her.
Her projectiles are hard to deal with. Her range and disjoints are hard to deal with. If you get stunned without a jump that's your stock. If you get caught in a nairplane with no jump, that's your stock. In fact, if you don't have your jump at any point in time, that's probably your stock. Backair and Forwardsmash both gimp your jump at ridiculously low percents (~50%). Getting grabbed hurts a lot. Not quite as bad as Zelda, but certainly a difficult matchup.
Looking back, i agree my opinion on fox is a little extreme. Its just a matchup that i like playing and i have a lot of experience with, and i enjoy beating people better than me. As for falco, its certainly a hard matchup, but i think yoshi still has the edge. You can lose the neutral really bad and still win because you are hard to kill and falco is not.I agree with a lot, but disagree with a bit as well. I concur that Kirby sux to play against. He does well at covering all of Yoshi's recovery options and can wall Yoshi out very well. And when Yoshi does finally get in, he doesn't get much out of it.
I don't see Zero Suit Samus as that bad, more like even in my opinion. She has enough end lag on her moves that Yoshi can get in with aerial mobility paired with his double jump cancels.
I think we have the advantage on Wolf, but for Fox and Falco you may be overestimating our punish game and and underestimating their neutral game. I'd be more inclined to say Fox is around even or slight advantage and Falco is more like slight disadvantage to even. Any smart Fox or Falco will kill you on neutral and force your approach and if the Fox has platforms then he can camp Yoshi pretty well.
I'd say Sonic is about even. In my experience the entire matchup is about who wins the neutral game. First hit can lead to strong punishes for both characters.
I agree on Ganon and even believe that Jiggs could be disadvantageous for us, but there are no Jigglies out there so it's kind of irrelevant lol.
Maybe drop Ike to marginal advantage. I think we still have the MU on our side still, but Ike has some of the same tools as Ganon with better mobility and some faster options as well (like bair which wrecks Yoshi), and you had Ganon as disadvantageous.
Just my quick thoughts
So Starting Spacies? Sounds good. When do we wanna start?That turned out a lot bigger vertically than I was hoping, but oh well. I'll finish the explanations later and move people around if my opinions change. The things I write here I'll use as preliminaries for when we start making our matchup threads which, by the way @ TomBoComBo , we should start up soon. I think Fox/Falco/Wolf is a good place to begin (a separate thread for each character of course). I think we should post detailed threads gradually (1-3 a week?) rather than start them all now and add the details as we go along.
We can start right now. The first post is going to be the hardest and is going to take the most time because that is how we are going to decide how to format the OP and what information to include. It's also going to be a test of community reaction/involvement as far as things like discussing who the matchup favors or which stages are good/bad. We mostly want to figure out what kind of information is most important so the post doesn't end up being a textbook with 90% filler.So Starting Spacies? Sounds good. When do we wanna start?
all of it sounds good. I need to get video recorded if we want so much footage. I have an above average falco/fox player I go against regularly. I know the matchups so well that 1 grab can be death with enough thought and mindgames. The key is, falco and fox can combo you for days, but as long as you keep from getting spiked or early upsmashed, you'll live. And at this point they only have the option of smash kills, which you can see coming and also can punish really really hard. Grabs are so essential in these matchups I can't stress enoughWe can start right now. The first post is going to be the hardest and is going to take the most time because that is how we are going to decide how to format the OP and what information to include. It's also going to be a test of community reaction/involvement as far as things like discussing who the matchup favors or which stages are good/bad. We mostly want to figure out what kind of information is most important so the post doesn't end up being a textbook with 90% filler.
I think we should have a section in the beginning to post videos of our matches with that particular character (I can not stress enough how helpful videos are and how disheartening it is that there are so few PM Yoshi videos out there.) prioritizing matches against notable players or players of high skill (watching a match against Mew2King is going to be a lot more helpful than watching a match against genericflaco69, and in general tournament matches are more helpful than friendlies.)
Then, a quick "overview" section where we list the strengths and weaknesses of each character in terms of raw stats and in relation to Yoshi. We could have a list of everyone's votes and quick-thought opinions on who the matchup is in favor of and by how much. Also, here we would list the little matchup-specific fun facts that players should really watch out for, like "Zero Suit Samus' bair breaks armor before 60%" or "Nair completely outprioritzes Wario's Side B."
After that, we'd have a more detailed analysis section broken into phases of the game such as Neutral Game, Comboing, Getting Comboed, Edgeguarding, Getting Edgeguarded, and so on.
Then, A stage counterpicking/banning guide, complete with a little section for disputes if some people think a particular stage is good for Yoshi in that matchup and some think it's bad. We could include little tidbits about why one stage is better or worse than another, like the differences between Smashville and FD. Talk about how the Smashville platform can be used to Yoshi's advantage or how it might be used against Yoshi so players know what to expect.
Then a little section on General Do's and Dont's as well as matchup tricks, hopefully complete with Gifs or videos. Things like how to Dash attack edgeguard Ike or how to drop from ledge rising nair a tether character. Point out common Yoshi Strategies that shouldn't be implemented in certain matchups, like Rising aerial edgeguarding Bowser is a bad idea.
And then maybe a tiny little section on how this matchup is different from the (insert semi clone, similar character) matchup. How is playing Falco different from Fox, Ness different from Lucas, Roy from Marth, Toon Link from Link.
If you have anything to add or think anything is redundant let me know.
We don't need a ton of videos when we make the post. I was thinking it could be more of an archive for everyone's matches as we go along. Some people go to weekly tournaments, so they could post all their stream matches to the respective match up threads.all of it sounds good. I need to get video recorded if we want so much footage. I have an above average falco/fox player I go against regularly. I know the matchups so well that 1 grab can be death with enough thought and mindgames. The key is, falco and fox can combo you for days, but as long as you keep from getting spiked or early upsmashed, you'll live. And at this point they only have the option of smash kills, which you can see coming and also can punish really really hard. Grabs are so essential in these matchups I can't stress enough
Yeah that's what didds said. Maybe I just suck at that matchup.Zelda should be the only one at the Dark red ZSS can be moved up at least 1 slot maybe 2
Roy should be in marginal advantage
Roy and Marth should both be in marginal advantage? I seem to have a lot more trouble with Roy, mostly in that I can't edgeguard him where I can gimp Marth hardcore.Marth can be moved down 1 slot
Funny that you say that. didds thinks Ike should be moved down a slot. Read his initial rebuttle to my list if you haven't already. As for Falcon, I wouldn't disagree with moving him higher. I have a friend who is 10x better than me and plays spacies and falcon, so he plays those characters in PM, and I beat all his characters no problem.Falcon and Ike can be moved up 1 slot
Thanks@ Mumbo kill her high or get her off stage and punish her for tethering. Eggroll in the air (after rolling off a platform) eats projectiles, including missiles. Downthrow sends her a bit high, high enough that she can bomb or jump away. If she makes bombing a first response, you can DJ through it and upair after eating it with armor. If she makes jumping the first response, just jump after her and apply pressure (or get the kill). It's a really lame matchup but it's very doable if you're patient.
Also, you can just ask me for matchup stuff (might as well tag me)
As a Kirby main. Yoshi is an extremely easy match up. Just swallow and Bair at the right times. Instant 20-50% kills.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.
Pros:
Cons:
- Nair is easy to land imo
- Dthrow links into u-air easily
- Kirby's light weight makes ceiling KO's good
- Difficult to continue comboing him after u-air
- Kirby's u-tilt combos into itself a few times at early %
- Kirby's b-air starts beating out DJ armour at 73% which with Kirby's offstage game makes it easy to get edgeguarded
won't do much, but I didhttp://www.eventhubs.com/tiers/projectm/
vote
The people who have already voted are not smart. And please, only vote on matchups you know.
My votes moved him from 38 to 34, yours and whoever else's have moved him up to 27. At least hes closer to 15-20 where he belongs.won't do much, but I did
Falco is an uphill battle thanks to lasers, but if you can outmaneuver, grab combos into techchase kills and you can kill him offstafe with rising Nair. Marth can't combo you in the air, just respect the tipper range and combo him like a slightly floaty royHaven't touched this game in a decade and need to actually learn some matchups...I take it Wolf and Roy are good for us because our ability to gimp them super early?
Also, Marth and Falco MU advice? Without looking right now (apologies) are there there any threads or writeups for these MUs?
Ness is HARD, because his pressure is so air tight and frame tight. I play against StereoKidd every tournament and since grab parry is not in 3.6b the MU only got harder. You have to be above him as much as you can, he has no tools to punish you being above him unless your spacing is too far (neutralB upB) or too close (Uair above, Fair horizontal). if you're almost anywhere below him, you're going to get comboed or grabbed.Sorry if this has been touched on. but in my local scene i do well against most matchups but at last tourney i got knocked out by two separate ness players. which is the matchup i have never played before.
Any things suggestions will help. i tried to look up yoshi vs ness vids with no luck. Ness is so quick with his djc fairs and pk fire setups.
Ness is HARD, because his pressure is so air tight and frame tight. I play against StereoKidd every tournament and since grab parry is not in 3.6b the MU only got harder. You have to be above him as much as you can, he has no tools to punish you being above him unless your spacing is too far (neutralB upB) or too close (Uair above, Fair horizontal). if you're almost anywhere below him, you're going to get comboed or grabbed.