Damp
Smash Apprentice
Also, LOL at it being just me who dislikes crippling bugs on our character.
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Implying that PMDT has a design philosophy other than "Strongbad plays these characters so we'll make them good."some thoughts of mine now that I've taken 3.6 yoshi out for an extensive test drive...
Perhaps hamyo could shed some more light on the PMDT design philosophy that led to these yoshi changes, but as it stands, I'm really unhappy and thinking a lot about using yoshi less this patch.
I was talking to @some thoughts of mine now that I've taken 3.6 yoshi out for an extensive test drive...
Perhaps hamyo could shed some more light on the PMDT design philosophy that led to these yoshi changes, but as it stands, I'm really unhappy and thinking a lot about using yoshi less this patch. Where are the legions of yoshi players that are winning tourneys across the country, chaingrabbing marths and falcos from 0 to 100% and finishing with an offstage egg roll combo into yoshi bomb? What made the dino so unbalanced that his already mediocre grab game (let's not forget yoshi is the only tether character that can't tether the ledge, folks) with very limited and predictable throw options needed to get nerfed hard in every situation outside of a tech chase? The egg roll nerf is laughable and I have all my fingers and toes crossed that it gets reverted. I fully admit to abusing the **** out of 3.02 egg roll, and the 3.5 nerfs were valid and respectable. These nerfs take away yoshi's only recovery mixup and chance of recovering out of wall tech or meteor cancel after DJ. I don't understand why such a heavy handed nerf was implemented, it doesn't make sense. At the very least, I hope that the secret nerfs//unintended bugs to new egg roll are reverted so the performance of the move matches what the changelog shows. Zero momentum from first use egg roll use means that immediately air dodging and hoping you make it back to the stage is a better strategy for recovering high or medium than ever getting into the egg.
- new upair: brety gud, at moderate % 30-60 depending on weight you can use the decreased KBG to get some very interesting setups that weren't possible in 3.5. Try mixing up your djc upair followups instead of just following them into the sky and use that weaker KB to bop 'em with nair or fair, and then do some fancy waveland stuff. Everyone is still afraid of yoshi's combos, keep them that way.
- yoshi bomb: got nerfed hard, mostly valid. It was a pretty stupid kill move in 3.5 and its troll potential has been nerfed understandably. Still useful for comboing into on floaties, or out of upair combos at low %. Secret nerf is that the SDI multiplier being changed to 1 affects ALL hits including the popup on grounded yoshi bomb. This makes no sense--what is the point of the sweetspot (popup) hitbox being nerfed in speed, duration, and utility all at once? As it is now, even panic DI or really ****ty DI on the popup will move someone at kill % out of the main hit, effectively making grounded yoshi bomb useless as a kill move. Hopefully this is a bug.
- pivot grab: calm your jimmies you can still tech chase people and I think the main point here was to make melee style chain grabs more difficult. Because of the grab box extension timing remaining the same on the move, I believe a lot of chain grabs on e.g., spacies at moderate % are still possible with excellent timing, just harder than 3.5
- dair: overall better than 3.5, less reliable at low %. Really stupid that you can be punished for hitting someone successfully with the move and landing in front of them, but having a reliable dsmash setup makes it pretty gahlike at high %, especially on floaties.
- weight nerf: RIP armor
- DJ buff: based. I would give up even more weight if yoshi was footstool-proof at all times ( ͡° ͜ʖ ͡°)
- parry change: partially based. Worth it overall since I was sick of parry glitch, but I'll miss parrying grabs. I've also noticed certain moves poking me out of shield--this was in 3.5 too so it's not new. Anyone have evidence of this?
- general grab nerf: what the **** why
- egg roll: why? WHY?! WHY?!?
I have no proof but this was in 3.5 as well for sure, possibly even earlier. Certain large disjointed moves with a hitbox that appears "behind" yoshi's egg poke him in the butt, I don't know the exact mechanic but I play a lot with Ripple and he mentioned these same moves had the same bug in Brawl so it's something to do with yoshi's shield mechanic independent of parry. I'll ask him about it.I was talking to @pugwishbone17
As for the shield change, the patchnotes say that invincibility was replaced with intangibility, but only on his nose and head, which would suggest that yoshi could get poked by a dtilt or something behind him? I don't actually know for certain, I haven't had the opportunity to test this myself frame by frame.
Looking at the numbers, that change is mindblowing. I'm thinking the strat now is the use eggroll once and immediately exit it because your natural max air speed is better than in eggroll and you have more options ofc).![]()
There it's not officially not a bug, everyone happy now?
most of us have figured that the eggroll nerf was intended to keep only on aerial charge instead of being able to use it more than once after being hit by certain moves. Either the nerf/fix/whatever did far more than intended, or someone on the PMBR hates Yoshi and secretly nerfed it further on purpose. Regardless of what's wrong with it, we can only hope that they re-fix it or revert it for 3.6 official.Perhaps hamyo could shed some more light on the PMDT design philosophy that led to these yoshi changes, but as it stands, I'm really unhappy and thinking a lot about using yoshi less this patch. Where are the legions of yoshi players that are winning tourneys across the country, chaingrabbing marths and falcos from 0 to 100% and finishing with an offstage egg roll combo into yoshi bomb? What made the dino so unbalanced that his already mediocre grab game (let's not forget yoshi is the only tether character that can't tether the ledge, folks) with very limited and predictable throw options needed to get nerfed hard in every situation outside of a tech chase? The egg roll nerf is laughable and I have all my fingers and toes crossed that it gets reverted. I fully admit to abusing the **** out of 3.02 egg roll, and the 3.5 nerfs were valid and respectable. These nerfs take away yoshi's only recovery mixup and chance of recovering out of wall tech or meteor cancel after DJ. I don't understand why such a heavy handed nerf was implemented, it doesn't make sense. At the very least, I hope that the secret nerfs//unintended bugs to new egg roll are reverted so the performance of the move matches what the changelog shows. Zero momentum from first use egg roll use means that immediately air dodging and hoping you make it back to the stage is a better strategy for recovering high or medium than ever getting into the egg.
- parry change: partially based. Worth it overall since I was sick of parry glitch, but I'll miss parrying grabs. I've also noticed certain moves poking me out of shield--this was in 3.5 too so it's not new. Anyone have evidence of this?
- general grab nerf: what the **** why
- egg roll: why? WHY?! WHY?!?
I saw ripple mention this but I can't seem to reproduce it. Can you post a video or a gif please?confirmed that yoshi can still be shield poked: for easy reproduction, go to battlefield, shield on one of the bottom platforms, and have a falcon on the ground right below you try uptilt. gg.
re: grab nerfs, I understand the intention, but it really bothers me that it's impossible to grab people out of the air in non-shffl situations. Example, in 3.5, I could get somebody at low % with djc upair on a platform, nair them off the platform, waveland, and grab them out of tumble as they were falling past the edge of the platform, very classy. In 3.6 I punish myself for using my own approach because as soon as their feet leave the ground for any reason, using grab to extend the combo is useless. Other tether characters can still grab people out of midair as well...
Lucas hasn't been able to since 3.5 unless they reverted it in the new patchI saw ripple mention this but I can't seem to reproduce it. Can you post a video or a gif please?
Link, Toon Link, Ivysaur, and now Yoshi can't grab out of the air whereas Lucas, Samus, and Olimar can.
I see, then that makes Samus and oli the only ones, unless they can't even do thatLucas hasn't been able to since 3.5 unless they reverted it in the new patch
Yoshi has always been difficult. The main recovery issue is in comparison to 3.5, Yoshi dies 50~% sooner. And he's much easier to edge guard thanks to the eggroll nerf. Yeah recovering high works against most, but we with the nerf we completely lose the ability to recover mid safely. Yes Yoshi is still awesome and can still dominate, but the nerfs take Yoshi from easy top 10 secret top tier to a solid mid tier.Yoshi's recovery isnt that bad. Against most characters you can recover high pretty safely. With pivot neutral B's it's not easy to catch him. Yoshi can get gimped but so can a lot of good characters. Egg roll nerf is lame af and I do wish it wasn't so, but you just gotta know when armoring a move is safe. This makes being an effective yoshi very difficult.
Just because nobody was playing yoshi optimally doesn't mean he wasn't super good last patch.
Also yoshi is not bad by any means (@Damp and whoever). Playstyle nerfs suck and I am usually not a fan of them, but yoshi is still pretty solid with the right playstyle. He just isn't one of the best. His combos are still money, his movement is good, his downtilt still WRECKS a lot of great characters, and the new downair at least gives us guaranteed downsmashes at certain percents for guaranteed kills.
Yoshi is hard, but still good. Playstyle nerfs suck because it sucks to give a character certain things and then take them away, but long-term i think the changes are mostly ok even though yoshi is no longer amazing.
it plays into armor enough to bother most, I barely notice it, but it's thereIn case any of you are concerned about the weight change, you only lost 3 points if weight. That amounts to a very small change in knockback. Like you might die 5% earlier give or take
toucheI honestly doubt anybody is noticing the effect it's having on armor, unless they literally have memorized all the percents every move breaks armor at. Just because a change was made, doesn't mean any noticeable effects it could cause are more than placebo.
You don't need to agree, being wrong is also an option^I don't agree drinkingfood.
@Tombo
Against some characters yoshi used to live to 170% which was dumb. Even with no jump he could recover from top corner of the screen.
I think having a single reverted egg roll would be fair because armor is risky and it sucks to automatically die from getting knocked out of armor onstage.
eggroll's horizontal distance has been super nerfed, that's what we're talking about, not the one use only thing, we understand that. We ant eggroll to be at least usable to get back to stage, not way off. And most characters can get back to stage from the top corners, that's why we use survival DI to aim for those....Sorry I meant about the armor being negligible. You're right that the weight nerf itself wouldn't matter. But if you know a matchup well you will know when you can armor certain moves, especially in neutral when armoring is so important.
But maybe I'm wrong about that too.
you're not *wrong* about it, you're just being placebo'd super hard. Which means you're expecting a difference, so you're seeing it. If a move broke your armor in neutral at like, 45% (it'd have been a pretty strong move in that case) it will now probably break your armor at 44 or 43%. That's why I say, it's ridiculous that yoshi mains feel this is causing a noticable change, because if they are noticing it, they have to know exactly what numbers their armor lasts for against those kinds of moves or else they'd miss it in the super-rare circumstance that the 108 makes a difference over the 111.Sorry I meant about the armor being negligible. You're right that the weight nerf itself wouldn't matter. But if you know a matchup well you will know when you can armor certain moves, especially in neutral when armoring is so important.
But maybe I'm wrong about that too.
The 20 frame fail window added was for performing footstoolsThey added a 20 frame fail window to meteor cancelling in 3.6, which means if you tried too early (16 frames after the meteor) then you have to wait another 20 before you can try again.
Cool, thanks for the quick reply. Granted I was in a similar situation with other characters and was able to do it fine. Gotta look over the vods again. Hopefully I'm just worried over nothing.http://puu.sh/iWRfK/12299d82fb.png
The 16 frames you have to wait regardless, you just can't be mashing jump now.
I don't think nerfing range on dtilt and dsmash makes gimping less effective unless you mean reduce the size of their hitbubbles at the end so they dont go so far below the ledge. I'm all for PMDT rewarding risky offstage edgegaurding and nerfing safe onstage edgegaurding though.Got 7/86th at socal regional yesterday, all yoshi.
Also beat lucky in doubles :D
Yoshi still very good. His neutral is so hard against some characters though >.>
Also any thoughts on these balance suggestions for making yoshi a less polarizing character in terms of his options in different matchups:
Nerf range on dtilt to melee range.
Nerf range on d-smash slightly
Make the tip of yoshi's bair a disjoint.
One decent egg roll recovery.
This would make yoshi's less able to get super free gimps on anyone who doesnt perfectly sweetspot the ledge, but give yoshi a better, more reliable neutral game and a slightly more forgiving recovery. Not sure if/how PMDT takes feedback.
I probably just need to get better. Dtilt is still broken though
I love Bair to Uair and it works just fine right nowI think a nerf to the range of his down tilt would be fair only as long as the hitbox actually comes out at the same time as the hurt box, or had a slight disjoint. As it is, it's a pretty polarizing gimp tool. Down smash is pretty okay, but I wouldn't fight against nerfing its range just a tad.
I'd love it if back air had slightly less range, a tiny disjoint, and a set knock back (or a very small BKB and KBG), allowing it to be used as a combo starter at medium percents. Back air to up air just feels right to me.