Ussi
Smash Legend
Pikachu still has the advantage of being able to move forward or backwards during his tjolt. But Eggs can be aimed accordingly.First things first. Pikachu does not outcamp Yoshi on most horizontal stages. There, I said it. I don't care if you don't believe me. It's the truth. Yoshi can fire off eggs at the same time that Pikachu jolts; even if Pikachu runs, Yoshi can still keep up with the fleeing opponent by using his best weapon against Pikachu's incoming Thunder Jolt; his jab. Yoshi's jab stops most forms of projectile camping cold and not many players realize this. Smaller stages, stages with lots of platforms (or the moving one on Smashville), and vertical stages are where you can find Pikachu beating you out on the projectile part of the game. Pikachu not getting hit is fine, but giving Pikachu more unique angles at which to fire projectiles from makes your job not getting hit extremely hard since, in order to camp Pikachu in return, you must be standing still. Yoshi cannot camp Pikachu while moving; it does not work. Throw eggs and jab incoming jolts--that is the recipe for success long range. The fight won't last that way for long. If you can keep up not getting hit and manage to land an egg, even just occasionally, you will find that the egg's superior damage right off the bat (combined with using jabs on the jolts to keep eggs mostly fresh) will eventually force Pikachu to enter mid-range combat in order to gain some momentum. Even the most patient Pikachu players know when something like jolt camping just isn't working the way it should and they are smart enough to know how to enter mid-range to neutralize the situation and try again.
Pikachu lacks long range besides his fsmash but the tip is very weak. However, Pikachu can easily punish anything you do due to his running speed. Since Yoshi's shield is horrible for shield grabbing, pikachu can fair pretty easily on it then follow up with a grab. If you spot dodge, fair will end before your spotdodge ends and Pikachu will punish with a tilt.Once Pikachu moves mid-range, things get difficult. Pikachu's superior priority at mid-range is essential to his battle plan. High pressure aerials and trots can make any player second guess themselves at this range, since one hit usually leads to a few more and although the hits may not do lots of damage, one can certainly feel the momentum of the match change. Spotdodging at mid-range against Pikachu is generally a very bad idea and you can expect them to stay grounded when attempting to bait and punish defensive maneuvers like shielding, rolling, and spotdodging. Trotting upsmashes and dash grabs can be very characteristic of mid-range aggression by Pikachu. Forward aerial also makes an annoying addition to his arsenal, leaving Yoshi locked on many options, both ground and air-based. What makes it even more difficult is that Pikachu can stop almost on a dime and shift to a passive-aggressive mode or go straight into defensive spacing depending on how Yoshi reacts. Passive-aggression usually entails baiting ground approaches into carefully spaced forward smashes and pivot grabs. Defensive spacing options include down tilt (sometimes canceled into a retreating forward smash), neutral or retreating forward aerials, and retreating jumping jolts.
QAC is a means of movement mainly. It can cross 2/3's of SV in one QA. QAC is also useful for following and tech chasing. QAC can even lead to rising aerials out of them so it can start combos as well as be an attempt to kill (nair at higher %'s) QA is versatile, as it has 2 directions it can go in one QA. Instead of going straight at you it can go around then at you and etc. Its mind games and great for reseting positions, retreating and closing the distance.Oh, yeah...I forgot about the Quick Attack Cancel. By the way, this move is your friend. "Now he's off the deep end more than usual," you are probably saying to yourself. Pikachu's dreaded Quick Attack Cancel strikes fear into the hearts of many characters and rightfully so. It's quite potent against a good deal of characters and players. Here's the skinny on this technique, though. There's nothing to be worried about unless you've fallen and missed a tech (which is entirely your fault; don't let anybody tell you otherwise). I'd say out of most of the movement techniques in this game, it is one of the easiest to take advantage of. The weapon of choice for Yoshi here against this technique and against most of Pikachu's mid-range assaults is the ever-reliable pivot grab. Pivot grab stops aggressive Quick Attack Cancels cold and punishes reckless dashes in. In fact, grabbing in general tends to keep Yoshi's viability at mid-range in this matchup somewhat intact. From dash grabbing on passive-aggressive trots, to standing grabs for spotdodges, and pivots for expected aggression, Yoshi can and should rely on intelligent grabbing to keep him safe in this tumultuous area of the battle. This is the area where Pikachu has the easiest time and where he has the highest chance of shifting momentum his way; expect opposing Pikachu players to abuse this range to their utmost ability.
Both Pikachu and Yoshi have pretty fast tilts so its whoever lands it first. Pika will be relying on utilt to begin combos with uair/nair/bair at low %'s. Fair also starts combos and leads to grabs. Pika's dtilt has range, but Yoshi's dtilt compares to it minus the lag Yoshi's has. Pikachu's dsmash is normally a panic attack (bad habit or just wants to use it. Its good when used to just aim with the last hit) Dsmash also shield pokes but Yoshi does not have to worry about that. Dsmash has its uses, as if can be used to beat out other moves with its priority. When you DI out of it, be wary how pikachu will tech chase you. Some will try to follow you if you roll with an usmash.Close range is where Yoshi can really shine. However, this is still no walk in the park. The biggest part about this matchup that may be discouraging for many Yoshi players is that there is no rest for either player if both are playing intelligently and to their characters' strengths. In the Snake matchup, you can go easy when you spot your grab openings. In the Meta Knight matchup, you can go easy when you are waiting for Meta Knight to return to the edge or when you are chaingrabbing. In this matchup, even in your most advantageous area of the matchup, there is no rest. Yoshi is blessed with the ability to create an early momentum lead in the match very easily; keeping that lead as the battle shifts into different phases is key to winning matches and sets. Close range, Pikachu will be working on lots of obvious aggression. The reason it can still be potent is because of Pikachu's good priority, great attack speed, and the ability for his attacks to flow into each other naturally for the most part. One can expect lots of grabs, rapid jabs, forward tilts, dashing neutral airs, and the occasional upsmash. The only defensive maneuvers present are shield and spotdodge. Spotdodges will be followed up most likely by jabs or (more often) by downsmashing (which you should be prepared to DI at any point in time). Shield is followed up mostly back out of shield tactics like up aerial, back aerial (sparingly), and the dangerous neutral air.
I am questioning this by if Yoshi lands a 2nd jab, Pika doesn't have enough time to do anything about it? Jabs don't normally have much shield stun so i don't see how Pikachu can't spotdodge at least since Yoshi's grabs do take a while besides pivot grab.Yoshi's most reliable and dangerous weapon at this phase in the battle is his jab. Single jabs tap on Pikachu's shield to prevent OoS retaliation on apply almost infuriating levels of pressure. Successful double jabs lead to highly successful dash grabs and dash attacks.
Close range by no means is bad for Pikachu. Pikachu has his own options and Yoshi has his.As Pikachu learns that close-range is not the best bet for this fight, the player will either lean toward extreme aggression or extreme defense. Pikachu can easily retreat and reset by Quick Attacking up and away to stabilize the momentum and try to spot some openings in your play. On the other hand, Pikachu can try to force his way through your options by abusing super high priority aerials that can take advantage of Yoshi's blind spots, hoping to either knock you into mid-range, off the edge, or into your shield...these are all places where Pikachu can begin to space himself into a comfortable range and attempt to fall into a rhythm. If, for some reason, you are getting forced out of close range, you should just run out and attempt to reset and long range. Rolling and excessive spotdodging or airdodging will get you punished in a match-altering way and you honestly can't afford to make simple mistakes like these; remember, if you have to get out of close range, don't walk (or roll)--run.
Ah Prince of Tennis.. good anime, good anime. Are the OVAs being translated? Its been a while since I last checked for OVAs 20+Yoshi's job in this match is to stay grounded. If you're a fan of Prince of Tennis, you can appreciate the mystifying effectiveness of Tezuka Zone (although I prefer the more comical movie version).
Almost everyone can combat aerial foes easily. (I think it was Sakurai's way of trying to make battles aerial based like Melee)Similarly, Yoshi wants to stay on the ground and avoid unnecessary dashing, dodging, DRs, trots, or many other tricks. Jumping is also bad for Yoshi in this matchup similarly to how jumping is bad for Snake in his matchup against Yoshi--there are too many ways to take advantage once the character hits the ground to try to make unnecessary jumping a viable tactic or even an option.