heynivek
Smash Apprentice
One of Yoshi's most frustrating properties include having poor priority on its quicker tools, making it a challenging task to effectively approach the opponent, as well as keeping the opponent from constantly pressuring you.
Ordinarily, grabbing would be a great way to maintain control in this close "in-fighting" range, but another one of Yoshi's weakness is that his grab is slow and awkward. It tends to leave Yoshi vulnerable too long, and the hitbox's minimum range is what mostly prevents this attack from effectively keeping enemies away.
Now here comes the entrance of a new technique that will address all of these issues: Double Jump Cancelling (DCJ) the neutral B Egg Lay.
Benefits of This Technique
For future discussion when a neutral b has connected they will be "egglaid" to disambiguate from being "grabbed". The process of performing a neutral b will also be called "egg lay" or "egg laying".
This technique combines the aerial mobility and quickness, with Yoshi's ability to perform a unblockable attack in the air to create a powerful and versatile tool. Some sample situations:
1. Jump away, and double jump forwards for a quick counter attack on an approaching enemy
2. Double jump forwards for a quick and unexpected egg lay on a sheilding opponent
3. Double jumping in the air after being moderately knockbacked against an opponent who has too much lag to recover
Benefits of DJC+ Neutral B:
1. Mixing up grabs and quick leads like neutral air and back air makes it difficult to defend against on attack
2. Mixing DJC and aerial neutral b's will frustrate opponents who like to constantly short hop/shffl
3. When executed in the air, cannot be blocked unless the opponent air dodges, which should give you opportunities either way
4. Strategically, when implemented should frustrate an opponent who likes to constantly stay in close-range, thus keeping him off your nuts and giving you room to breathe, which is what all Yoshi players love to have.
How to Not DJC Like a Noob
Ever wonder why DJC leads never work? It's because whenever you double jump and fast fall out of it, you kill all of your horizontal momentum, and your low priority, low reach aerial lands right in front of your opponents sheild grab.
But wait! we now have a new tool don't we? by DJCing your neutral b, you can surprise your shielding opponent when landing short. You actually have plenty of time and distance.
When DJCing the nuetral b, make sure you input the b within the first few frames of Yoshis falling animation if you want to get the falling momentum,
Also get comfortable with all sorts of aerial movements and neutral b combinations, and not just djc, its really versatile.
He's in my Mouth, What's Next?
Some players complain that its impossible to do anything after successfully laying someone in an egg. I heard a pretty good player used to just taunt afterwards cause he couldn't think of anything.
Well, I think thats nonsense, I think theres actually more possibilities with neutral b than down throw because theres less control and DI that can be done when trying to escape an egg.
First, you must observe how your opponent reacts when caught in an egg. Most players will be surprised the first few times, and then start mashing quickly afterwards. Then observe if they are mashing attacks, or air dodging or whatever. And also observe the characters weight/fastfall, because it determines how they shoot out of the egg, if you want a chance at comboing.
Get under/overlap the egg
This is actually the safest spot to be because the character has to shoot up from the egg when escaping. Some options are:
1. charge up smash- quite possibly the sexiest option if your opponent is a mid range fall speed because you can charge up smash for a while, and your head is invincible
2. down b- flashy, unexpected, works on mid-float characters, and good KO, combo option
3. djc up air- here you have the freedom to control tempo and adjust height and reach. and lots of combo options
4. down/forward smash- wait for the mid/heavy to perform a laggy attack to get a good hit for KO/edgegaurd
Egg lay to Egg toss
The thing I do the most out of egg lay is actually toss an egg. The key here is to read how long it takes your opponent to mash out, and lob your egg high, so the invincibility frames will be gone before the egg connects.
This option is much better if your opponent DI's far away from you, or mashes out too fast to get close. It also is the safest option if you screw up because you have plenty of distance if you mess up. Eggs are beastly for combos and just damage in itself is nice.
Chaingrabbing with neutral B
The theory behind this is that the opponent has no control of when he escapes the egg, and the assumption is that there are a few frames after escape invincibility in which the player will always have no control. Thus whenever you egg lay someone, you have an intellectual frame advantage.
So with good timing and control, you should be able to re egg lay any character the first few moments after their invincibility frames disappear. Obviously easier said than done, but if successful, will frustrate and tire the opponent from having to mash out all the time.
Ordinarily, grabbing would be a great way to maintain control in this close "in-fighting" range, but another one of Yoshi's weakness is that his grab is slow and awkward. It tends to leave Yoshi vulnerable too long, and the hitbox's minimum range is what mostly prevents this attack from effectively keeping enemies away.
Now here comes the entrance of a new technique that will address all of these issues: Double Jump Cancelling (DCJ) the neutral B Egg Lay.
Benefits of This Technique
For future discussion when a neutral b has connected they will be "egglaid" to disambiguate from being "grabbed". The process of performing a neutral b will also be called "egg lay" or "egg laying".
This technique combines the aerial mobility and quickness, with Yoshi's ability to perform a unblockable attack in the air to create a powerful and versatile tool. Some sample situations:
1. Jump away, and double jump forwards for a quick counter attack on an approaching enemy
2. Double jump forwards for a quick and unexpected egg lay on a sheilding opponent
3. Double jumping in the air after being moderately knockbacked against an opponent who has too much lag to recover
Benefits of DJC+ Neutral B:
1. Mixing up grabs and quick leads like neutral air and back air makes it difficult to defend against on attack
2. Mixing DJC and aerial neutral b's will frustrate opponents who like to constantly short hop/shffl
3. When executed in the air, cannot be blocked unless the opponent air dodges, which should give you opportunities either way
4. Strategically, when implemented should frustrate an opponent who likes to constantly stay in close-range, thus keeping him off your nuts and giving you room to breathe, which is what all Yoshi players love to have.
How to Not DJC Like a Noob
Ever wonder why DJC leads never work? It's because whenever you double jump and fast fall out of it, you kill all of your horizontal momentum, and your low priority, low reach aerial lands right in front of your opponents sheild grab.
But wait! we now have a new tool don't we? by DJCing your neutral b, you can surprise your shielding opponent when landing short. You actually have plenty of time and distance.
When DJCing the nuetral b, make sure you input the b within the first few frames of Yoshis falling animation if you want to get the falling momentum,
Also get comfortable with all sorts of aerial movements and neutral b combinations, and not just djc, its really versatile.
He's in my Mouth, What's Next?
Some players complain that its impossible to do anything after successfully laying someone in an egg. I heard a pretty good player used to just taunt afterwards cause he couldn't think of anything.
Well, I think thats nonsense, I think theres actually more possibilities with neutral b than down throw because theres less control and DI that can be done when trying to escape an egg.
First, you must observe how your opponent reacts when caught in an egg. Most players will be surprised the first few times, and then start mashing quickly afterwards. Then observe if they are mashing attacks, or air dodging or whatever. And also observe the characters weight/fastfall, because it determines how they shoot out of the egg, if you want a chance at comboing.
Get under/overlap the egg
This is actually the safest spot to be because the character has to shoot up from the egg when escaping. Some options are:
1. charge up smash- quite possibly the sexiest option if your opponent is a mid range fall speed because you can charge up smash for a while, and your head is invincible
2. down b- flashy, unexpected, works on mid-float characters, and good KO, combo option
3. djc up air- here you have the freedom to control tempo and adjust height and reach. and lots of combo options
4. down/forward smash- wait for the mid/heavy to perform a laggy attack to get a good hit for KO/edgegaurd
Egg lay to Egg toss
The thing I do the most out of egg lay is actually toss an egg. The key here is to read how long it takes your opponent to mash out, and lob your egg high, so the invincibility frames will be gone before the egg connects.
This option is much better if your opponent DI's far away from you, or mashes out too fast to get close. It also is the safest option if you screw up because you have plenty of distance if you mess up. Eggs are beastly for combos and just damage in itself is nice.
Chaingrabbing with neutral B
The theory behind this is that the opponent has no control of when he escapes the egg, and the assumption is that there are a few frames after escape invincibility in which the player will always have no control. Thus whenever you egg lay someone, you have an intellectual frame advantage.
So with good timing and control, you should be able to re egg lay any character the first few moments after their invincibility frames disappear. Obviously easier said than done, but if successful, will frustrate and tire the opponent from having to mash out all the time.