TomBoComBo
Smash Ace
- Joined
- Jan 31, 2014
- Messages
- 544
I have spectators that can affirm to it. I really wish I could stream, but I'm limited to a laptop right now and also living at home. I'll be at paragon and maybe I'll try to MM a big name on stream. The no-names statement was not directed at ham, I just see it all over the place and I don't understand why everyone is having trouble with it. I don't mean to "throw around" ken's name, he's one of the only big names I've played unless you count people like Wizzy and Christian.
Setups for grabs are rather easy, it's just managing micro-situations and knowing how to cover options and react to them quickly.
If you want me to make a chart of situations and spell out how to manage option coverage, I'd me more than happy to do it, I'd just need time. I could possibly record them too, but no promises on that one.
Grabs are bad on miss, that's a no-brainer that applies to the entire cast. If you miss, go to shield and just Shorthop Nair OoS to re-position and space yourself out for neutral again. If they chose to grab you as punish, You'll either grab parry them, or you get grabbed. If you get grabbed, do your best to pick the least expected option (DItech left, DI tech right, prone then wait, prone roll etc.) You'll learn what the opponent wants after getting comboed once. You'll learn what they like to do with momentum and it's as simple as acting calmly and taking the correct option to get out.
Yoshi is a character that has to commit, yes. BUT does that mean it's unsafe? Not necessarily. If you put thought behind what you what to do on that approach, then you can take the steps necessary to make it safe, to the point where you're basically unable to be punished.
here's an example. You get a Fair on shield and land in front of them. Most players will then attempt a shieldgrab. If you Lcanceled (or better yet, did a false fair {canceled before hitboxes exist}) you can parry the grab. then you get free anything.
say you get a Dair on shield and land directly behind them. L cancel and then use the reverse jab hitboxes to apply pressure, time them so that you can rhythmically hit jab-jab-jab-etc. Next time you do it, do a double jab, next time, jab and then do a reverse bomb (this will shield-break if you get half of a Dair). Any one of these options covers ways the opponent can escape. If they chose wrong the first time, you take the "correct" options away the second time and they have no clue what to do after that.
It doesn't have to be a Dair to start the pressure, it can be anything. If you apply the rhythm pressure with Jabs, they can only
1: stay in shield and risk a break
2: roll
3: grab at the correct timing to the jabs
You-1: everything else will be jabbed and you get a free dash grab from that.
You-2: roll gets a dash grab if you react quick enough
You-3: grab means that you can switch up to pressure 2 or 3.
If you want to space them, jab and Dtilt hold the jab rhythm so you can do that to make their shield slide out of range of a shield grab. ( I personally Like this on characters with no grab range)
Simplistically, jabs lead to near-free dash grabs since grab will hit aerial opponents and tank damage with grab armor. The only way to escape it is if they're light enough to jump away (marth^) or heavy enough to hit the ground and spot dodge (fox-ish) (if they do this, just Jump cancel grab instead of dash so the grab stays out slightly longer than their spotdodge).
IF they CC the Jabs, Dtilt them away. Even great players will be caught by this, after CCing the jab(s) they will input a tilt or a smash or something out of CC that the character can do. The Dtilt is faster than most of that so it will stuff the input for a spit second, then their character will do the thing they wanted (especially if they mash) then you get a free grab.
There are countless ways to use and abuse the character and the game mechanics to get grabs (sometimes that are super janky looking). Look at the tools as a whole, not by themselves
Setups for grabs are rather easy, it's just managing micro-situations and knowing how to cover options and react to them quickly.
If you want me to make a chart of situations and spell out how to manage option coverage, I'd me more than happy to do it, I'd just need time. I could possibly record them too, but no promises on that one.
Grabs are bad on miss, that's a no-brainer that applies to the entire cast. If you miss, go to shield and just Shorthop Nair OoS to re-position and space yourself out for neutral again. If they chose to grab you as punish, You'll either grab parry them, or you get grabbed. If you get grabbed, do your best to pick the least expected option (DItech left, DI tech right, prone then wait, prone roll etc.) You'll learn what the opponent wants after getting comboed once. You'll learn what they like to do with momentum and it's as simple as acting calmly and taking the correct option to get out.
Yoshi is a character that has to commit, yes. BUT does that mean it's unsafe? Not necessarily. If you put thought behind what you what to do on that approach, then you can take the steps necessary to make it safe, to the point where you're basically unable to be punished.
here's an example. You get a Fair on shield and land in front of them. Most players will then attempt a shieldgrab. If you Lcanceled (or better yet, did a false fair {canceled before hitboxes exist}) you can parry the grab. then you get free anything.
say you get a Dair on shield and land directly behind them. L cancel and then use the reverse jab hitboxes to apply pressure, time them so that you can rhythmically hit jab-jab-jab-etc. Next time you do it, do a double jab, next time, jab and then do a reverse bomb (this will shield-break if you get half of a Dair). Any one of these options covers ways the opponent can escape. If they chose wrong the first time, you take the "correct" options away the second time and they have no clue what to do after that.
It doesn't have to be a Dair to start the pressure, it can be anything. If you apply the rhythm pressure with Jabs, they can only
1: stay in shield and risk a break
2: roll
3: grab at the correct timing to the jabs
You-1: everything else will be jabbed and you get a free dash grab from that.
You-2: roll gets a dash grab if you react quick enough
You-3: grab means that you can switch up to pressure 2 or 3.
If you want to space them, jab and Dtilt hold the jab rhythm so you can do that to make their shield slide out of range of a shield grab. ( I personally Like this on characters with no grab range)
Simplistically, jabs lead to near-free dash grabs since grab will hit aerial opponents and tank damage with grab armor. The only way to escape it is if they're light enough to jump away (marth^) or heavy enough to hit the ground and spot dodge (fox-ish) (if they do this, just Jump cancel grab instead of dash so the grab stays out slightly longer than their spotdodge).
IF they CC the Jabs, Dtilt them away. Even great players will be caught by this, after CCing the jab(s) they will input a tilt or a smash or something out of CC that the character can do. The Dtilt is faster than most of that so it will stuff the input for a spit second, then their character will do the thing they wanted (especially if they mash) then you get a free grab.
There are countless ways to use and abuse the character and the game mechanics to get grabs (sometimes that are super janky looking). Look at the tools as a whole, not by themselves