Yoshi43DS
Smash Rookie
Neutral B being faster could bring some great edge guarding possibilities
Edit: Just remembered directional air dodge. Ouch
Edit: Just remembered directional air dodge. Ouch
Last edited:
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!
Such a glorious pipe dream.So It's been almost a year, so I guess it's not really a spoiler so if it's an ish just let me know Mods, but...
Anyone think Yoshi should get a Wall Cling option like he has in Mario Odyssey?
You can't deny that given the way Poochy works in Yoshi's Island he couldn't work as an AT. He'd either follow you around, or you could stand on him and he'd run in the direction you were facing. Naturally, he'd hit anyone he ran into. I don't think I'm the first to have this idea either. =PPoochy's role has almost always been just getting us past spikes and being invincible.
With that logic, nothing works because directional air dodge (AD). AD's seem to have long animations, so the speed of Egg Lay just makes it even better in light of AD because you recover faster for a follow up.Neutral B being faster could bring some great edge guarding possibilities
Edit: Just remembered directional air dodge. Ouch
You have received an 3-point infraction. Reason: Spoiling your moderatorSo It's been almost a year, so I guess it's not really a spoiler so if it's an ish just let me know Mods, but...
Anyone think Yoshi should get a Wall Cling option like he has in Mario Odyssey?
Absolutely! I just got to this part in Odyssey and made a tweet about it!So It's been almost a year, so I guess it's not really a spoiler so if it's an ish just let me know Mods, but...
Anyone think Yoshi should get a Wall Cling option like he has in Mario Odyssey?
He can extend his tongue and can cling to surfaces indefinitely. However he can't move and you have to jump off or use his tongue to cling to another surface. There's a part of the final level that utilizes this ability.I've had my switch since last december and haven't touched it this entire year cause KF2 Dec-april and now BL2 May to now, so Mario goes into Yoshi and he can cling to walls, or is it a wall jump he's about to do?
Regardles if it's clinging then it better be in, as an aside this also kinda makes the whole dinosaur dragon or lizard thing even harder to gauge on what Yoshi is cause Lizards obviously stick to walls and have long tongues.
Honestly, Smash 64 aside, I think Yoshi could always use stronger throws to begin with, they feel very underwhelming when you consider the risk a Yoshi player takes when attempting a grab. Either his forward or backthrow would be nice. If somebody like Ness can have a super strong back throw, surely Yoshi should be able to as well. Even damage-wise the throws the moves are underwhelming, like, who the heck thought a powerful spit into the ground should only do a measily 4%, when all the others, which are simple spit-outs into the air, do more than that (even if still very little)? I find this incredibly strange.3.) I think that fthrow should kill at earlier percent. It's a ferocious move and Yoshi has a lot of jaw/mouth/tongue strength, so why not? Either that or a confirmed dthrow up air.
Have you seen this thing called Advent Children? Cloud is an anime protagonist, of course his physical prowess is ridiculous.Sadly I don't think Yoshi is going to be able to wall cling, or even tether. Don't forget that Luigi is unable to wall jump as well despite being able to in a fair few Mario games. Heck, the Smash Bros. 3DS E3 demo back then allowed Luigi to wall jump but they took that out for some reason. This alone gives me plenty of reason to believe that Yoshi won't be able to wall cling and/or tether. And on that note, honestly I find it kind of insulting that CLOUD can wall jump of all characters. Cloud, the dude with the biggest sword, when no other sword fighter aside from the younger, more agile versions of Link. Who the hey makes these stupid decisions? If Cloud can wall jump, then why can't Luigi do that, and why can't Yoshi tether? For Christ sake, THESE are the things that grind my gears. I find it absolutely mind-boggling.
Honestly, Smash 64 aside, I think Yoshi could always use stronger throws to begin with, they feel very underwhelming when you consider the risk a Yoshi player takes when attempting a grab. Either his forward or backthrow would be nice. If somebody like Ness can have a super strong back throw, surely Yoshi should be able to as well. Even damage-wise the throws the moves are underwhelming, like, who the heck thought a powerful spit into the ground should only do a measily 4%, when all the others, which are simple spit-outs into the air, do more than that (even if still very little)? I find this incredibly strange.
Regardless of how powerful he is in something that's not even a video game, it still annoys me that Cloud can wall jump when other characters who are more famous for being able to wall jump can't. I swear if they don't allow BotW Link to wall jump in Ultimate I'm making Cloud my sandbag. I'm already annoyed enough by his presence enough as it is, let alone how annoyingly strong he is and all that. Ugh. Why is he here again? (...don't answer that.)Have you seen this thing called Advent Children? Cloud is an anime protagonist, of course his physical prowess is ridiculous.
That, was beautiful. I super dig that even. Nice job Nintendo.Good news fellow Yoshi lovers. The blog uploaded a remix of a Yoshi's New Island track.
AND IT ISN'T ****!!!
https://www.smashbros.com/en_US/sound/index.html
Anyway, I don't understand why Yoshi's b-air has to have more start-up lag than Mario's b-air, along with Luigi's b-air (which can KO Mario on Omega form stage centers at around 133% damage). Also, Yoshi actually needs a buff for the standing grab and Egg Lay so that they can grab sooner (around frame 8 at least).
DAir comes out 6 frames earlier (16-10)
Grab comes out at least 1 frame slower (14-15+)
BAir: Hit 2 comes out 4 frames earlier (17-13), hit 3 comes out 8 frames earlier (25-17)
Grounded Yoshi Bomb Hit 2 comes out 2 frames later (27-29)
Egg Toss has reduced startup lag (15 -> 14) (discovered by @BlobSSB, pointed out by Zinith )
BAir has reduced startup lag (11 -> 10) (discovered by @BlobSSB, pointed out by Zinith )
Individual hits of BAir each have 5-6 active frames instead of 1 (discovered by @BlobSSB, pointed out by Zinith )
Egg Lay comes out 2 frames slower (21-23)
I believe Yoshi is a combination of a heavyweight archetype (judging by his overall below-average frame data and mediocre recovery but fairly high weight) and rushdown (judging by his high ground speed combined with air mobility so good that only a Limit Broken Cloud can catch him in the air and mediocre KO potential). The problem with this blend of archetypes in a 1v1 is you end up with a character who can't deal enough knockback to punish but his moves are slow. Back air is slower because Yoshi is a heavy, so he has poor frame data, but he's a rushdown, so his KO power isn't too great. Also, the Mario Brothers have really good frame data, so having that on a heavy is not quite reasonable.I recently checked the list of changes that Yoshi has received, but I feel that some of the current buffs are not good enough by any means. Likewise, certain moves should NOT be nerfed at all; I'm looking at you standing grab and Egg Lay.
Anyway, I don't understand why Yoshi's b-air has to have more start-up lag than Mario's b-air, along with Luigi's b-air (which can KO Mario on Omega form stage centers at around 133% damage). Also, Yoshi actually needs a buff for the standing grab and Egg Lay so that they can grab sooner (around frame 8 at least).
That's pretty much the problem that Yoshi has. Just because his weight is above average does not mean that he should be following the same set of rules that characters like Ike and Captain Falcon are following. Even R.O.B. doesn't follow the heavyweight rules, as his overall KO power is rather weak.I believe Yoshi is a combination of a heavyweight archetype (judging by his overall below-average frame data and mediocre recovery but fairly high weight) and rushdown (judging by his high ground speed combined with air mobility so good that only a Limit Broken Cloud can catch him in the air and mediocre KO potential). The problem with this blend of archetypes in a 1v1 is you end up with a character who can't deal enough knockback to punish but his moves are slow. Back air is slower because Yoshi is a heavy, so he has poor frame data, but he's a rushdown, so his KO power isn't too great. Also, the Mario Brothers have really good frame data, so having that on a heavy is not quite reasonable.
See my moveset edit along the way. However, it seems that I've weakened the u-air's KO potential when I worked on improving its BKB; the KBG had to be toned down to keep the attack from KOing too quickly, but I didn't realize that the default u-air could KO Mario at around 119% damage when he's on the center Battlefield platform.God, this sucks. Why is is so hard to balance my boi? (see Project M *grumble grumble*)
I did. But why has that not been translated even by the FANMADE mod, let alone the official games?See my moveset edit along the way. However, it seems that I've weakened the u-air's KO potential when I worked on improving its BKB; the KBG had to be toned down to keep the attack from KOing too quickly, but I didn't realize that the default u-air could KO Mario at around 119% damage when he's on the center Battlefield platform.
Sadly, my work, along with the work made by the other moveset editors, will always fall on deaf ears in the eyes of the developers. Shame too, because characters like Wario, Palutena, King Dedede, Zelda, Jigglypuff, and Ganondorf, have just felt very sad in Smash 3DS / Wii U.I did. But why has that not been translated even by the FANMADE mod, let alone the official games?
All or nothing. If you don't give balance suggestions for EVERYONE there's good chance your suggestions will be dismissed as someone just trying to make his or her mains better regardless of what happens to everyone else. And even then they will probably scoff at your ideas without hard testing evidence. The only other recourse is the tried-and-true "rally everyone to your cause" tactic, but you can only do that so much without looking unreasonable.Sadly, my work, along with the work made by the other moveset editors, will always fall on deaf ears in the eyes of the developers. Shame too, because characters like Wario, Palutena, King Dedede, Zelda, Jigglypuff, and Ganondorf, have just felt very sad in Smash 3DS / Wii U.
Fixing Yoshi is half of it. The other half is having a healthy metagame...Let's just remember that even if Yoshi's flaws were to get fixed up, that won't guarantee that his overall competitive viability will be better.
Yeah, as meleebrawler mentioned earlier, even if Yoshi's issues were to get fixed, you still have to take into consideration his competition. No amount of buffs will help if Yoshi still suffers from several disadvantageous match-ups against the higher ranked fighters. After all, Yoshi does not have Bayonetta's brutal combo game, nor Cloud's disjointed hitboxes; stuff that has made the two very infamous in the Smash Wii U competitive scene.Fixing Yoshi is half of it. The other half is having a healthy metagame...
The main problem with Zelda I feel, is that due to her association with Sheik, the 1v1 queen, her own moveset is instead designed to mainly take potshots in free-for alls and sneak kills from distracted players. After all, it is acknowledged that she is far better in doubles with her moves synergizing well with another fighter's efforts. This may be the basis for her redesigned "assist" Phantom.Yeah, as meleebrawler mentioned earlier, even if Yoshi's issues were to get fixed, you still have to take into consideration his competition. No amount of buffs will help if Yoshi still suffers from several disadvantageous match-ups against the higher ranked fighters. After all, Yoshi does not have Bayonetta's brutal combo game, nor Cloud's disjointed hitboxes; stuff that has made the two very infamous in the Smash Wii U competitive scene.
But at least Yoshi's situation is less dire than what Zelda has been dealing with. All the buffs that Zelda has received since Melee did not save her from being ranked among the worst fighters in the entire series; Zelda's competition has always had some sort of advantage against her, and the buffs that she did get didn't exactly help her poor frame data problem.
You're vastly underrating how important the grab release chain grabs and follow ups were. Not only were they guaranteed damage, move unstaling, and potential kill setups, they also gave you complete stage control. Furthermore, the mental break of getting an easy chain grab can't be understated -- having easy routines to go through in tournaments saves you mental effort and staves off that tournament fatigue for just a while longer.But even with that good pivot grab, it didn't allow Yoshi much in terms of follow-ups. ..well, unless you went for the cheap grab-release chaingrab that only worked on certain characters, which still didn't help all that much (unless the opponent was Wario, which you could do this infinitely with... but that's absolutely cheating as the Wario player could do absolutely nothing about it).
I just meant that it didn't help Yoshi all that much in Brawl, if you look at his tier list placements. Sure, it prevented him from being even lower on said lists, but he was still pretty bad, and brawl Yoshi was arguably the worst of them all. I'm well aware of how important grab releases and chain grabs are especially in pre-Smash 4 games, it just barely did anything for our favourite dinosaur.You're vastly underrating how important the grab release chain grabs and follow ups were. Not only were they guaranteed damage, move unstaling, and potential kill setups, they also gave you complete stage control. Furthermore, the mental break of getting an easy chain grab can't be understated -- having easy routines to go through in tournaments saves you mental effort and staves off that tournament fatigue for just a while longer.
Also, you may need to rethink your stance on "cheap" moves and techniques -- although I understand there being a time and a place for using uninteractive techniques (I wouldn't really infinite Warios in friendlies, for instance), when there's your tournament life on the line, you should really consider using all options to their fullest.