Z'zgashi
Smash Legend
Thanks so much Beast, Ive always wondered what frame the cute sound comes out on <3
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1) Yoshi looooves the layout. His mobility makes it really easy to navigate, and he can run away from pretty much anybody here. Naturally, this means avoiding lava is really easy for us as well; Yoshi should never be getting hit by the lava unless he isn't paying attention or gets knocked into it/zoned out by his opponent.What's up Yoshis?
I have a couple of questions I want to ask and I'd like you guys to help me answer them. They're all related to Norfair by the way.
1) How does your character fare with just the stage? Does your character benefit from the layout and the numerous hazards or do they normally hinder you?
2) How does your character generally fare on this stage against certain matchups? Does he excel in a lot of them and only has a few bad MUs, or is he generally bad on this stage against a large portion of the cast?
3) What are some general strategies for your character on this stage? Controlling the center? Stalling? Staying mobile?
4) Overall, would you say that this stage is mostly good for your character, mostly bad, or depends?
Thanks in advance!
This mass survey across most of the character boards is admin approved.
1. Yoshi does extremely well with the stage. The layout provides him with many strong locations to hold, since he can Usmash through the bottom of platforms, and the arc of eggs is extremely well suited to the platform layout. He also has amazing mobility to take use of the stage, and he likes the ledges.What's up Yoshis?
I have a couple of questions I want to ask and I'd like you guys to help me answer them. They're all related to Norfair by the way.
1) How does your character fare with just the stage? Does your character benefit from the layout and the numerous hazards or do they normally hinder you?
2) How does your character generally fare on this stage against certain matchups? Does he excel in a lot of them and only has a few bad MUs, or is he generally bad on this stage against a large portion of the cast?
3) What are some general strategies for your character on this stage? Controlling the center? Stalling? Staying mobile?
4) Overall, would you say that this stage is mostly good for your character, mostly bad, or depends?
Thanks in advance!
This mass survey across most of the character boards is admin approved.
why don't I see this move being used that much?yoshi guide said:The ground pound can remedy both of these options' faults, used correctly. If you need to get down quickly, and the opponent isn't right below you (or isn't expecting it), try a down-b. You can also use it to get to the ledge from such a position. If you use a ground pound from just below the ledge, you'll grab it. If you down-b just as Yoshi's head reaches the ledge (very hard to do), you'll grab the ledge instantly without the ground pound animation. These methods eliminate Yoshi sticking his head above ground level, making him vulnerable to attack from the stage.
Dragonic Reverse.I'm sure it's just a simple move alone, but what does DR stand for?
Can't find a single thread to explain that.
From the Yoshi guide:Kk, my YouTube isn't working, but I know what it looks like.
Just not sure how to perform it at all in any way.
6. Dragonic Reverse (By Scatz/Bigman40)
Bigman40's Guide on Dragonic Reverse
The technique that most Yoshi players have been evading lately. When we think of this move, most Yoshi players have the idea that this is Double Jump Canceling (DJC). Others think that it's Wavedashing. This move is a mix of both; enabling Yoshi to use some of the same properties that Wavedashing gave in melee, but also limiting it's movement compared to its former look-a-like.
First off, Dragonic Reverse is NOT an easy technique that you'll have down within one day. This will actually take some amount of work to solidify the consistency needed to utilize this move. To actually make this move work, these are the only buttons that you need to press (in order):
1. Jump
2. Double Jump
3. Attack/C-stick (this does not matter on whether you do a B-air, N-air, F-air, or a U-air)
You're probably laughing at how easy it's asking you right now, aren't you? Well, you have a certain amount of frames to input these three buttons. AT MOST, you need to push those 3 buttons within 9 frames (I'll expand on that soon). Some of the people that loved Melee's tech skill will probably say that this move is nothing close to hard. Unfortunately, Dragonic Reverse has even more requirements that will choose whether this technique is a success or failure.
NOTE: All of this is starts on frame 2 AFTER pushing jump (jump on frame 1).
1a. 4 frames = (3 - jump, 4 - attack) This is the earliest you can input the buttons
1b. 6 frames = (3 - jump, 6 - attack) This is the latest you can input the buttons
2. **9 frames = (8 - jump, 9 - attack) This is a special one compared to the rest. Explanation later.
The restrictions that will not allow this technique to register correctly are listed here:
1. Pushing two jump buttons at the same time will NOT register DJ
3. Cannot push jump within 2 frames (will register as one jump)
4. On frame 7, if you input the jump then, you will not get a DJ.
5. Cannot register attack on frame 7- 9 if jump is on frame 6
6. As long as attack is done on frame 6, the jump can be inputted anywhere from frame 3-5
To get the just of what I said above, as soon as you input your initial jump, you only have 5 frames to input the last two buttons. But now, you're wondering why it can be done within 9 frames. Well, it's because Yoshi's cancel has two different looks. The first cancel keeps Yoshi completely planted onto the ground where it only happens when you input the buttons before frame 7. The second cancel actually shows the DJ rings just before he touches the ground. This can only be achieved by inputting it from what was said above (following the **).
The second cancel is quite useful if you are someone who would like to take a dare at things. Since yoshi IS in the air before he lands back onto the ground, you will have only 1 frame where you will get Heavy Armor to absorb the damage and knockback from almost any attack while you counterattack freely. This is what most of you Yoshi mainers are probably getting if you use a method such as X, X, A or Y, Y, A. The thumb is normally not fast enough to tap these buttons quickly enough, and get the DJ and attack to come 1 frame after the other without exerting some amount of energy.
Note: The differences with the first and second cancels are small, but I will still list them so you can figure out what you want to try to get.
1st cancel: You will get a slightly smaller slide compared to the 2nd cancel. You also won't get the heavy armor frame, but this method is easier to pull off given the window (at max, a 4 frame difference between pushing for a DJ and an Attack).
2nd cancel: The slide is longer than the first cancel, and you'll have 1 frame to counter your opponents if you hit the move correctly. While given these small benefits, you are given a 1 frame difference to input the DJ and Attack (DJ on frame 8 and Attack on frame 9).
If you choose to use the first cancel rather than the second cancel, understand that you WON'T get the 1 frame of heavy armor. You'll be vunerable from the start to the moment you touch the ground (that's a total of about 9 - 11 frames). So when using the first cancel, make sure that you pay attention to when you need to use it. Don't want to be getting hit by a Fsmash that you DR'ed into.
When you practice this technique, MAKE SURE that you take breaks inbetween every 5 - 10 mins of practicing. Since the inputs are soo quick, the technique will demand alot of energy. Continuing to practice without taking any breaks will not make you get any more consistent, nor will it make your thumb move any faster. A rested arm (yes, your arm can get tired from using up alot of energy to make you thumb tap that quickly) will always allow you to use this maneuver much more efficiently than an arm that's tired from attempting to force the technique for a good while.
As for incorporating the move, play with it in friendlies and find out what works best for you. Only use this tech when you have a fair amount of confidence that you'll get it when you want it to. Using it recklessly will help you learn quickly when and where the right/wrong places are when attempting to use this technique. Don't get frustrated, as it's not something that you can get down consistently within mere hours. Give it time, and you'll slowly (maybe quickly) see improvements in your Yoshi overall!
That's all for you to know! Go out there and start messing with it! Happy ing! ^_^