SPIRE_FAN
Smash Cadet
- Joined
- Dec 26, 2010
- Messages
- 54
So months after the first thread about my personal Rising Aerial Problems, I have drastically improved my game to incorporate it and I have gotten a lot more used to it.
But... while I can do DJC or Rising Aerial by my command now, last night at my weeklies I kept doing neutral air rising aerial when I wanted DJC Netural.
I think a lot of it was just me in a tournament environment (At times I let people/spectators around get to me just from their presence... but I am working on it as a personal goal), but I will say that stuff like this will just take more practice.
Yes it can be hard playing Yoshi in 64, Melee, and P:M at the same time. But I love it so much, in fact, playing N64 a little bit more has helped me with my double jump cancel up air in the other games. And the use of Yoshi's up-tilt in P:M has helped me use it in 64 a lot more (A LOT).
As for matchups, here are the ones I have found the most troubling after 2 to 3 months of Tourny Play in P:M (please throw in any advice or your own personal views on such matchups) (these are just short summaries)
Ganondorf: We have a pretty Good Ganondorf player here in my scene and though I would say our win ratio's in tournaments have been pretty even. I've noticed he has improved quite well in our matchup.
- His Down B can be a killer for me when we go into a grounded neutral game.
- Trades sometimes are in his favor in terms of damage and Knockback
- It can be hard to escape a 2nd grab (Re-grab) from Flame Choke
Bowser: We also have a very good Bowser Player. While I think Egg's and Down Air are crucial in this matchup, here are the general problems I've been having
- A lot of my game is based upon good ground game, so I often make approaches with Side-B or Aerials (DJC or R.A.). The problem with this is Bowser's Armor and how it can soak in the approach and dish a HEAVY punish.
- Any mistake (referring mainly to my Rising Aerial Problems) could potentially cost me Major Damage or even a stock.
Zelda: This one can seem pretty obvious.
- Approaching can be hard.. really hard. Yoshi is a very approach heavy of a character, if a lot of that is shut down... ouch.
- I don't Parry reliably and even if.. at times Zelda's aerials will get the KO or Hit they desired.
Mario: Tough, tough, tough, tough. One of my Best Friends plays Mario and he definitely beats me more than I beat him.
- Fireballs control my approaches A TON. I often have to switch up the way I jump and run when fireballs head my way when it comes to approach and neutral game (and anything really). And in fighting games (and anything competitive really), you NEVER want to play the opponents game, you want them to play yours (Mindgames 101), and the fireballs do just that, make me play his game.
- Cape is a big obstacle for Egg's. Though I can start making bait games once I predict it well.
- Forward smash at above medium percent.. Done (KO).... (often a fireball will go into one for the KO)
- Down B is a really good Counter to DJC approaches. My friend can often set-up frame-traps with Down B when we play this matchup
- If I don't act out of shield and mix it up.... Back Throw... Done.
- The Doc hit, yet another tool for Mario that alters and controls my approach and neutral game more
Those are my "Fearsome 4" atm, but I will continue to work out these matchups. Right now I do second Ness and only use him against these 4 in tournaments. And man, what a difference. A secondary like Ness has helped me SO MUCH against these 4 atm. But I do really really wish to get better at these matchups with Yoshi.
But... while I can do DJC or Rising Aerial by my command now, last night at my weeklies I kept doing neutral air rising aerial when I wanted DJC Netural.
I think a lot of it was just me in a tournament environment (At times I let people/spectators around get to me just from their presence... but I am working on it as a personal goal), but I will say that stuff like this will just take more practice.
Yes it can be hard playing Yoshi in 64, Melee, and P:M at the same time. But I love it so much, in fact, playing N64 a little bit more has helped me with my double jump cancel up air in the other games. And the use of Yoshi's up-tilt in P:M has helped me use it in 64 a lot more (A LOT).
As for matchups, here are the ones I have found the most troubling after 2 to 3 months of Tourny Play in P:M (please throw in any advice or your own personal views on such matchups) (these are just short summaries)
Ganondorf: We have a pretty Good Ganondorf player here in my scene and though I would say our win ratio's in tournaments have been pretty even. I've noticed he has improved quite well in our matchup.
- His Down B can be a killer for me when we go into a grounded neutral game.
- Trades sometimes are in his favor in terms of damage and Knockback
- It can be hard to escape a 2nd grab (Re-grab) from Flame Choke
Bowser: We also have a very good Bowser Player. While I think Egg's and Down Air are crucial in this matchup, here are the general problems I've been having
- A lot of my game is based upon good ground game, so I often make approaches with Side-B or Aerials (DJC or R.A.). The problem with this is Bowser's Armor and how it can soak in the approach and dish a HEAVY punish.
- Any mistake (referring mainly to my Rising Aerial Problems) could potentially cost me Major Damage or even a stock.
Zelda: This one can seem pretty obvious.
- Approaching can be hard.. really hard. Yoshi is a very approach heavy of a character, if a lot of that is shut down... ouch.
- I don't Parry reliably and even if.. at times Zelda's aerials will get the KO or Hit they desired.
Mario: Tough, tough, tough, tough. One of my Best Friends plays Mario and he definitely beats me more than I beat him.
- Fireballs control my approaches A TON. I often have to switch up the way I jump and run when fireballs head my way when it comes to approach and neutral game (and anything really). And in fighting games (and anything competitive really), you NEVER want to play the opponents game, you want them to play yours (Mindgames 101), and the fireballs do just that, make me play his game.
- Cape is a big obstacle for Egg's. Though I can start making bait games once I predict it well.
- Forward smash at above medium percent.. Done (KO).... (often a fireball will go into one for the KO)
- Down B is a really good Counter to DJC approaches. My friend can often set-up frame-traps with Down B when we play this matchup
- If I don't act out of shield and mix it up.... Back Throw... Done.
- The Doc hit, yet another tool for Mario that alters and controls my approach and neutral game more
Those are my "Fearsome 4" atm, but I will continue to work out these matchups. Right now I do second Ness and only use him against these 4 in tournaments. And man, what a difference. A secondary like Ness has helped me SO MUCH against these 4 atm. But I do really really wish to get better at these matchups with Yoshi.
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