Ssbm_Jag
Smash Journeyman
- Joined
- May 4, 2015
- Messages
- 246
I would preferably like input mainly from people who play yoshi in melee and PM. I am pretty good at PM yoshi and have been playing PM for at least a year now. Here are some concerns I have about PM Yoshi. Feel free to discuss and talk if you have other concerns.
1. His model is too big. For recovery purposes, I feel this is a huge disadvantage when comparing it to recovering in melee. Maybe it just so happens the top tiers in melee aren't good at edge-guarding yoshi, but trying to recover against pm ganon who has quite large, I'd even say disjointed hitboxes, on his fair, bair, and not-so-much his dair can be ridiculous, but luckily you can always recover high. Recovering against Ike can be ridiculous too. Yeah yoshi in brawl had to struggle with being bigger in brawl as well, but at least egg toss gave height and clanked with grounded moves. If he's not bigger in pm, and I'm seeing things, tell me. But I'm certain he is. Getting knocked out of double jump is a necessary problem for yoshi in melee and brawl, but in brawl if you were hit off stage, you could recover with up-b and float a bit and grab ledge. In pm, you're bigger/likelier to be hit out of your second jump, and you pretty much have to play it like melee and wiggle out of tumble or egg-roll which is not good imo because:
2. Egg roll is terrible and gimmicky and not the best design for a recovery imo. I might even say worse than melee in some regards. I could be wrong about this so correct me please if I am, but if you are hit off stage and you try to egg roll back, you don't get your dbl jump even if you never used it. If that's true, it's ridiculous. Even if it's not, egg roll still isn't that great of a recovery due to how obvious it is, because recovering smartly with dbl jump, dj+airdodge, or dj+bomber ledge snap always beat dj jump+egg roll unless you're already over the stage and you want to land in a tricky way, but melee egg roll is better for that because I'm pretty sure your fall acceleration in your egg is quicker than in pm and the main thing is that when you initiate egg roll, you stall your momentum. Superarmor on egg roll startup could possibly make this move better in neutral and for recovery, but I'm not going to advocate for that. The only practical use I see this move having is ledge hop egg roll, but that's it and abusing this is gimmicky play.
3. Egg lay, for the most part, is gimmicky, not good, better than melee, but not as bad as egg roll imo. In melee, egg lay has 3 uses. 1. Prevent sheik from shielding all the time. 2. Separate the ice climbers. 3. Desperate fast fall+egg-lay against fast fallers to cheese them out. That's it. Yeah it's longer in range in this game, and it's harder to punish as a result, but it doesn't rank with the other command grabs in PM, which is fine. I believe egg lay mechanics should work like smash 4, where the amount of time you're in the egg scales with your percent, even at the price of less range.
4. Grab. I don't really care that they took away grabbing aerial opponents, that's fine. What annoys me is how in project m, if you run and grab someone, it takes about a half-second worth of "eating" animation before allowing you to act. In melee, if you run and grab, it virtually warps the opponent into your mouth instantaneously and you can buffer down-throw quicker so they get less time to DI. In brawl, I don't think follow-ups existed, so the speed at which the grabbing animation grabbed the opponent didn't matter.
5.Down tilt. Still a great move in melee and pm. In melee, you can only get a guaranteed follow up if you perfect wave dash. In PM, you might be able to grab with a wave-dash dash grab as a follow up, but I think it'd be for the best if the move had lower set kb. If they never change this move, I won't care.
6. Down-b. I'm not sure it was fixed but in 3.5 the move's hits didn't always link. As for damage this move is fine.
7. Rising aerials. They're a good concept for yoshi offensively, but I feel they are very unsafe when not guaranteed. Even edge-guarding with them is unsafe I feel. If you jump out and try a rising aerial against falcon, and you get grabbed by his grab box, I'm pretty sure you're dead. In melee, djcs are great because you can land quickly with an aerial and if you get hit, you've probably touched the ground and can recover. If you throw out a rising aerial and miss, you better land smart or else you're dead.
8. Combo game. Not really gonna complain too much about this, it's pretty straight forward. If the pm devs think egg roll is an integral part of it, I think they're wrong, unless there's some godlike setup for egg roll that actually makes the risk low of using egg roll. Melee up-air was the best thing to happen to PM yoshi as I felt he was suffering from having few combo tools on regular speed-fallers.
9. No Parrying. This is honestly the reason I think PM yoshi is worse than melee yoshi. You have a giant model for yoshi and you can't use it to your advantage. Yoshi's roll is sooooooo bad, and I'm pretty sure if you let go of shield at the end of your roll, you still get exiting-shield animation, whereas in melee you are free to act immediately and d-tilt/jab/parry. I could be wrong about this mechanic not also being in pm. Parrying is so necessary to yoshi being good, I honestly think it's a reason aMSa didn't main pm yoshi. I think falco in pm is a worse matchup for yoshi in pm than in melee solely because this mechanic is gone.
10. Try being in full run and down-smashing in melee, then try it in pm. I'm pretty sure it's longer/harder to do in pm because you have to wait until your crouch is fully over to d-smash or else you'll dash attack, which is not a mechanic in melee. Why is down-smashing out of run important? In melee and I'm assuming brawl, yoshi is one of, if not the only character who's run is faster than his dash animation, I believe this way made because of how crucial run-> down-smash is to melee yoshi's follow up game while dash dancing with yoshi's giant model is mostly pointless in pure neutral, but whether or not yoshi was program this way for a purpose or by accident in melee, it works this way to yoshi's benefit. D-smash is slower in PM by one frame. The whole thing that makes yoshi's d-smash so good it that it's fast with a terrible frame disadvantage on shield. Make it slower and it's more risk more reward and that makes yoshi less consistent and ultimately a worse character. I'm pretty sure it's stronger in terms of kb though, and that helps but I don't think it was necessary at all. Wave-dash d-smash is still amazing, but d-smash doesn't edge guard falcon as good as it did in melee, as in pm if you d-smash falcon at the wrong time, his grab box literally warps you into his up+b and it's really janky and absurd. Overall, his up-smash and f-smash are fine.
11. The amount of freedom and control you get on egg toss is less than in melee, but the eggs are supposedly "high in priority" according to the pm site, but do 8 damage as opposed to 12 in melee. I think the move is worse and I think edge cancelled eggs suffers because of this. Still a good move. Running off stage and snapping to ledge with egg toss is harder to do in pm than in melee, but this specifically might be one of the many cases of pm yoshi just being different than melee yoshi and me not knowing this, just like the visual cues for wavelanding in pm and melee are different.
12. Pivot grab is great and even though it was nerfed, it's certainly better than melee's pivot grab.
My personal conclusion: PM 3.6 Yoshi has been given many tools to succeed and even lower the skill floor from melee so that he's more accessible. Unfortunately, his advanced techniques (ECE is worse imo and Parrying) have been removed and has been given high damage output on some attacks and some novel yet seemingly unimportant brawl tactics for a melee engine (rising aerials are really good but risky/not consistent). I think we will not be seeing consistent high level PM Yoshis until necessary changes are made to make yoshi more consistent, yet still technical, like Game&watch and Ike...or even melee yoshi (who's dair is better than 3.6 yoshi!). Made to be OP on a beginner level and lacking on a mid-high level is how I see pm yoshi. One of melee yoshi's flaws is lacking the ability to combo floaties (says on the wiki too, not just me), and this problem hasn't really been addressed in PM other than having rising aerials and f-air which are extremely inconsistent to land, whereas most characters in the game have better setups. At the end of the day, no one's forcing me to use rising aerials, so I don't, except for up-air and fair in select cases. Yoshi's still an ok character and I believe he ranks in the mid-low tier region while mostly benefiting from people not knowing the match-up, but it's really hard for me to say he's really good or better than melee yoshi at a high level of play. I really have wondered who on the pm team conceptualized yoshi's design for pm. I'm ok if his neutral is bad, as playing around the standard neutral is what makes yoshi so hard to fight and so good, but pm 3.6's yoshi's style by the nature of his design is very random and inconsistent.
If you read this all, thanks. From reading old melee boards, I know people are going to argue egg lay and egg roll are good moves, and that the gimmicks work for them so therefore they are objectively good. But I won't criticize you for it as my opinions are here, and if you can tell me how they actually work well as opposed to what I see are more consistent and reliable options, please let me know. Also, I'm pretty sure the recent nerf is a direct result of hamyojo beating strongbad, but I'm not saying it was.
1. His model is too big. For recovery purposes, I feel this is a huge disadvantage when comparing it to recovering in melee. Maybe it just so happens the top tiers in melee aren't good at edge-guarding yoshi, but trying to recover against pm ganon who has quite large, I'd even say disjointed hitboxes, on his fair, bair, and not-so-much his dair can be ridiculous, but luckily you can always recover high. Recovering against Ike can be ridiculous too. Yeah yoshi in brawl had to struggle with being bigger in brawl as well, but at least egg toss gave height and clanked with grounded moves. If he's not bigger in pm, and I'm seeing things, tell me. But I'm certain he is. Getting knocked out of double jump is a necessary problem for yoshi in melee and brawl, but in brawl if you were hit off stage, you could recover with up-b and float a bit and grab ledge. In pm, you're bigger/likelier to be hit out of your second jump, and you pretty much have to play it like melee and wiggle out of tumble or egg-roll which is not good imo because:
2. Egg roll is terrible and gimmicky and not the best design for a recovery imo. I might even say worse than melee in some regards. I could be wrong about this so correct me please if I am, but if you are hit off stage and you try to egg roll back, you don't get your dbl jump even if you never used it. If that's true, it's ridiculous. Even if it's not, egg roll still isn't that great of a recovery due to how obvious it is, because recovering smartly with dbl jump, dj+airdodge, or dj+bomber ledge snap always beat dj jump+egg roll unless you're already over the stage and you want to land in a tricky way, but melee egg roll is better for that because I'm pretty sure your fall acceleration in your egg is quicker than in pm and the main thing is that when you initiate egg roll, you stall your momentum. Superarmor on egg roll startup could possibly make this move better in neutral and for recovery, but I'm not going to advocate for that. The only practical use I see this move having is ledge hop egg roll, but that's it and abusing this is gimmicky play.
3. Egg lay, for the most part, is gimmicky, not good, better than melee, but not as bad as egg roll imo. In melee, egg lay has 3 uses. 1. Prevent sheik from shielding all the time. 2. Separate the ice climbers. 3. Desperate fast fall+egg-lay against fast fallers to cheese them out. That's it. Yeah it's longer in range in this game, and it's harder to punish as a result, but it doesn't rank with the other command grabs in PM, which is fine. I believe egg lay mechanics should work like smash 4, where the amount of time you're in the egg scales with your percent, even at the price of less range.
4. Grab. I don't really care that they took away grabbing aerial opponents, that's fine. What annoys me is how in project m, if you run and grab someone, it takes about a half-second worth of "eating" animation before allowing you to act. In melee, if you run and grab, it virtually warps the opponent into your mouth instantaneously and you can buffer down-throw quicker so they get less time to DI. In brawl, I don't think follow-ups existed, so the speed at which the grabbing animation grabbed the opponent didn't matter.
5.Down tilt. Still a great move in melee and pm. In melee, you can only get a guaranteed follow up if you perfect wave dash. In PM, you might be able to grab with a wave-dash dash grab as a follow up, but I think it'd be for the best if the move had lower set kb. If they never change this move, I won't care.
6. Down-b. I'm not sure it was fixed but in 3.5 the move's hits didn't always link. As for damage this move is fine.
7. Rising aerials. They're a good concept for yoshi offensively, but I feel they are very unsafe when not guaranteed. Even edge-guarding with them is unsafe I feel. If you jump out and try a rising aerial against falcon, and you get grabbed by his grab box, I'm pretty sure you're dead. In melee, djcs are great because you can land quickly with an aerial and if you get hit, you've probably touched the ground and can recover. If you throw out a rising aerial and miss, you better land smart or else you're dead.
8. Combo game. Not really gonna complain too much about this, it's pretty straight forward. If the pm devs think egg roll is an integral part of it, I think they're wrong, unless there's some godlike setup for egg roll that actually makes the risk low of using egg roll. Melee up-air was the best thing to happen to PM yoshi as I felt he was suffering from having few combo tools on regular speed-fallers.
9. No Parrying. This is honestly the reason I think PM yoshi is worse than melee yoshi. You have a giant model for yoshi and you can't use it to your advantage. Yoshi's roll is sooooooo bad, and I'm pretty sure if you let go of shield at the end of your roll, you still get exiting-shield animation, whereas in melee you are free to act immediately and d-tilt/jab/parry. I could be wrong about this mechanic not also being in pm. Parrying is so necessary to yoshi being good, I honestly think it's a reason aMSa didn't main pm yoshi. I think falco in pm is a worse matchup for yoshi in pm than in melee solely because this mechanic is gone.
10. Try being in full run and down-smashing in melee, then try it in pm. I'm pretty sure it's longer/harder to do in pm because you have to wait until your crouch is fully over to d-smash or else you'll dash attack, which is not a mechanic in melee. Why is down-smashing out of run important? In melee and I'm assuming brawl, yoshi is one of, if not the only character who's run is faster than his dash animation, I believe this way made because of how crucial run-> down-smash is to melee yoshi's follow up game while dash dancing with yoshi's giant model is mostly pointless in pure neutral, but whether or not yoshi was program this way for a purpose or by accident in melee, it works this way to yoshi's benefit. D-smash is slower in PM by one frame. The whole thing that makes yoshi's d-smash so good it that it's fast with a terrible frame disadvantage on shield. Make it slower and it's more risk more reward and that makes yoshi less consistent and ultimately a worse character. I'm pretty sure it's stronger in terms of kb though, and that helps but I don't think it was necessary at all. Wave-dash d-smash is still amazing, but d-smash doesn't edge guard falcon as good as it did in melee, as in pm if you d-smash falcon at the wrong time, his grab box literally warps you into his up+b and it's really janky and absurd. Overall, his up-smash and f-smash are fine.
11. The amount of freedom and control you get on egg toss is less than in melee, but the eggs are supposedly "high in priority" according to the pm site, but do 8 damage as opposed to 12 in melee. I think the move is worse and I think edge cancelled eggs suffers because of this. Still a good move. Running off stage and snapping to ledge with egg toss is harder to do in pm than in melee, but this specifically might be one of the many cases of pm yoshi just being different than melee yoshi and me not knowing this, just like the visual cues for wavelanding in pm and melee are different.
12. Pivot grab is great and even though it was nerfed, it's certainly better than melee's pivot grab.
My personal conclusion: PM 3.6 Yoshi has been given many tools to succeed and even lower the skill floor from melee so that he's more accessible. Unfortunately, his advanced techniques (ECE is worse imo and Parrying) have been removed and has been given high damage output on some attacks and some novel yet seemingly unimportant brawl tactics for a melee engine (rising aerials are really good but risky/not consistent). I think we will not be seeing consistent high level PM Yoshis until necessary changes are made to make yoshi more consistent, yet still technical, like Game&watch and Ike...or even melee yoshi (who's dair is better than 3.6 yoshi!). Made to be OP on a beginner level and lacking on a mid-high level is how I see pm yoshi. One of melee yoshi's flaws is lacking the ability to combo floaties (says on the wiki too, not just me), and this problem hasn't really been addressed in PM other than having rising aerials and f-air which are extremely inconsistent to land, whereas most characters in the game have better setups. At the end of the day, no one's forcing me to use rising aerials, so I don't, except for up-air and fair in select cases. Yoshi's still an ok character and I believe he ranks in the mid-low tier region while mostly benefiting from people not knowing the match-up, but it's really hard for me to say he's really good or better than melee yoshi at a high level of play. I really have wondered who on the pm team conceptualized yoshi's design for pm. I'm ok if his neutral is bad, as playing around the standard neutral is what makes yoshi so hard to fight and so good, but pm 3.6's yoshi's style by the nature of his design is very random and inconsistent.
If you read this all, thanks. From reading old melee boards, I know people are going to argue egg lay and egg roll are good moves, and that the gimmicks work for them so therefore they are objectively good. But I won't criticize you for it as my opinions are here, and if you can tell me how they actually work well as opposed to what I see are more consistent and reliable options, please let me know. Also, I'm pretty sure the recent nerf is a direct result of hamyojo beating strongbad, but I'm not saying it was.
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