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Tier List Speculation

Alfonzo Bagpipez

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I think Yoshi's recovery is fine as is. Not every character needs a ridiculously good recovery. It also helps that Yoshi is one of the heaviest characters in the game too. People who are complaining just need to be smarter with their double jumps, imo.
 

Hulter

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Lordlings, Saprolings, Speedlings and Banelings. All coming in Legacy of the void. I'm changing my name to Hultralisk.

I think it's kind of weird how Yoshi has no other way to move upwards than jumping. It's not even like falco with his short up B. There's just nothing.
 

Airrogance

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I disagree about Yoshi, his recovery is fine

The thing with it is, imo, is he has so many mix-ups that he can do with it, especially if he still has his double jump. Combine that with egg roll and air dodging and it's perfectly fine. he's got some issues recovering from below but makes sense cuz you can get lucky with your super armor
 

Ace55

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Dude, you're seriously going to try countering my argument about Jigglypuff having a ****ty design by bringing up REST as your defense? Lmao.

Notice how I never said that I think Sing -> Rest should be a thing. The whole character needs major work. Rest is is part of the problem. That move is idiotic beyond belief.
Never said anything about countering your argument about Jiggs having a ****ty design. I don't like Jiggs one bit. I was pointing out that giving Jiggs a buffed sing would be absurd because of rest while also poking fun at your overly dramatic statement that she's a blemish on a otherwise creative and well designed game. Now if you expected me to assume that Jiggs would have a drastically different downB then the one she's had in every smash game, perhaps you should've elaborated on that.
 

Chevy

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Am I the only one who thinks they should take Marth's tether grab away? I understand that it's important to the character, but the it makes the game look bad when he grabs people from like 5 feet away. Give him stretchy arms or something.
 

didds

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Yet the most played characters are the ones most people would say are on the higher half on the tier lists so yes being able to look at a character and see what they are blatantly capable of do matter in finding out more about the character faster.Im not saying there isn't a lot to be explored with every character but saying its pointless is just stupid many people will play a higher end character because its nice to win and wont touch or play around with a character like Yoshi even close to the same amount.These things matter in how a meta will be shaped until it reaches its peak and since were in the middle of it I think it only makes sense to view it that way.Unto Samus theres still no reason to play her when all she got was a ****ty gimmicky move swap which doesn't do her justice I can also mention changes to how tethers work from Melee along with what.Yes people will play some Yoshi but his recovery will still turn many people away from him and having something so important be so terrible to being successful isn't fair to the idea of overall balance in the game, if thats what they are truly going for this needs addressed and a mediocre tether would be a good way to address the issue(at least as a start).
The general consensus on the Yoshi boards is that recovery is fine. Yoshi is heavier than da** Charizard.
His mix up is plenty.
Go high with double jump.
You can quickly change directions with side B at least twice.
Down B to insta ledge when they cover top option.
edge cancelled eggs.
Actually throwing out aerials.
The good 'ol reliable option of just tanking the hits (just not knees and ganons)

Yoshi is a strong character who stuggles against really powerful projectiles and the occasional sword (which still doesn't destroy him in my opinion.)
Is punish game is absurd and has barely been tapped into.

The main issue with the character is that you can't go far with just a good handle on fundamental skills.
Yoshi incorporates a high amount of more obscure and difficult tech. While you can get by with Shffling for some, Yoshi's have to get used to throwing out DJC aeirials. He has an unorthodox double jumb and even his mobility can seem limited if you're not proficient with wavelands.

That said, he has amazing tools that people just rarely use:
Amazing range on egg lay
egg roll as a tech chase/combo extender/what have you
punish game that should consistent 0>death spacies/falcons/etc...
amazing survivability (im always SD'ing unfortunately)
PIVOT GRAB, arguably the best in the game
Amazing edge guard game
Crouch Cancel D-smash (definitely used a lot but so good I feel wrong not bringing it up again.

Characters like squirtle and fireball need more adjusting than Yoshi, not that I actually believe either are in desperate need of tweeks.
 

FlamingForce

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390
Ooh finally someone who agrees with me on Yoshi being pretty damn underrated it seems.
The only questionable thing to me is the general consensus that yoshi has trouble with swords, he has a couple of good tools to threaten reach with like dtilt and dsmash and altough I can't speak for the rest of the sword wielders, Yoshi demolishes Roy imo
 
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Airrogance

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Ooh finally someone who agrees with me on Yoshi being pretty damn underrated it seems.
The only questionable thing to me is the general consensus that yoshi has trouble with swords, he has a couple of good tools to threaten reach with like dtilt and dsmash and altough I can't speak for the rest of the sword wielders, Yoshi demolishes Roy imo
I also agree that yoshi is bein slept on too. he just has a lot of good stuff and the super armor really messes people up
 

Empyrean

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As far as I know, Yoshi is the only character in the game who can actually not give a **** if there's a Falco at the edge (well, not really, but you get what I mean). Just a question though. Does he still have super armor on his double-jump, or is it just heavy armor?
 

didds

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I believe it's the same as melee whatever that is, Falcos dair still feels like roy's fair at low percent which is what's important.
Yoshi is great because of the satisfaction you get when you woop a** with him. More satisfying than winning with Falco at least.
 

Cassio

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thats exactly how that MU goes though, marth is worse in neutral but upthrow vs diddy is ridiculous as long as you don't punt.
I know, the examples werent the best but I wanted to emphasize the importance of a neutral game.

I also disagree with DMG's assessment, rofl. Marth isnt bad but diddy is broken.
 

DMG

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People tend to under perform when it comes to mitigation. Because of that, I don't value what Diddy brings to the table as much as other people. I would rather assume the other extremity: that people *usually* SDI out of his Dash attack, that they SDI to avoid the second hit of Fsmash, play efficiently against his projectiles, etc. We already have a glimpse into that kind of world, because many of those things are already possible without being TAS Balls to the wall frame perfect, but people are too lazy or ignorant to apply it as much.
 

TensenROB

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Part of the reason Yoshi is underrepresented is that parrying is still broken. I don't know what causes it but the parry frames seem to only act as a spotdodge. You can parry the first few frames of an attack but get hit once you try to jump-cancel it. He gets shield stun too but that's probably only going to be removed for the parry frames.
 

Hylian

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People tend to under perform when it comes to mitigation. Because of that, I don't value what Diddy brings to the table as much as other people. I would rather assume the other extremity: that people *usually* SDI out of his Dash attack, that they SDI to avoid the second hit of Fsmash, play efficiently against his projectiles, etc. We already have a glimpse into that kind of world, because many of those things are already possible without being TAS Balls to the wall frame perfect, but people are too lazy or ignorant to apply it as much.
Are you considering the fact that diddy has SDI multipliers on his DA and Fsmash to make them harder to SDI? It's not like..brawl sdi.
 

MonkUnit

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As far as I know, Yoshi is the only character in the game who can actually not give a **** if there's a Falco at the edge (well, not really, but you get what I mean). Just a question though. Does he still have super armor on his double-jump, or is it just heavy armor?
The armor on his double jump works the same way that it did in Melee. It's based on KB. so if a move breaks the armor, IIRC, whatever amount of KB that is left over is then applied to yoshi.
 

didds

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The armor on his double jump works the same way that it did in Melee. It's based on KB. so if a move breaks the armor, IIRC, whatever amount of KB that is left over is then applied to yoshi.
So is that why Yoshi almost has a dipping effect when he gets hit during his double jump, he takes negative knockback? On attacks that don't break his armor I mean.
 

DMG

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Are you considering the fact that diddy has SDI multipliers on his DA and Fsmash to make them harder to SDI? It's not like..brawl sdi.
Ofc, nothing compares to delicious Brawl SDI lol. Still, if you're given the option of eating 1-2 hits + you SDI through and possibly punish, vs eating all of it or shielding it and likely having 0 punish, it's something people should consider. Or not dying to Fsmash, and getting a punish on Diddy? I'd definitely be attempting that 75-100% of the time I think Diddy is gonna Fsmash me, and you can solve part of that issue if they go for it during tech chase/trips because it's much easier to read.
 
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Hylian

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Ofc, nothing compares to delicious Brawl SDI lol. Still, if you're given the option of eating 1-2 hits + you SDI through and possibly punish, vs eating all of it or shielding it and likely having 0 punish, it's something people should consider. Or not dying to Fsmash, and getting a punish on Diddy? I'd definitely be attempting that 75-100% of the time I think Diddy is gonna Fsmash me, and you can solve part of that issue if they go for it during tech chase/trips because it's much easier to read.

Yes but some moves you cannot SDI because of the multipliers. For example Diddys fsmash is only SDI'able outwards and only if you get hit by the end of it. If you are hit in the middle you cannot sdi outwards or through him or up.
 

Saproling

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Your opinion isn't fact. Don't expect anyone to treat it as such.
It isn't but I stated facts in it to prove my point.

he's got some issues recovering from below but makes sense cuz you can get lucky with your super armor
Is that how were judging things by?You get lucky and that the other person makes a bad decision if thats how it is there really is no point in arguing with you people.

The general consensus on the Yoshi boards is that recovery is fine. Yoshi is heavier than da** Charizard.
That still doesn't stop him from being extremely gimpable I never said he couldn't recover high even if it is still worse than some others its in a fine spot thats not the issue here.The issue here is armor on the second jump doesnt make up for the actual utility of having an actual recovery move that will always lower him to a bad spot.I know his on stage and ability to do damage upwards is in a pretty damn good spot but having such a huge whole there and people will abuse it heavily to win unlike some other characters weaknesses which as I see it are not as large.It doesnt neccesarily have to be a tether but I feel something about it needs to be addressed and the tether would do it.
 

didds

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It isn't but I stated facts in it to prove my point.

That still doesn't stop him from being extremely gimpable I never said he couldn't recover high even if it is still worse than some others its in a fine spot thats not the issue here.The issue here is armor on the second jump doesnt make up for the actual utility of having an actual recovery move that will always lower him to a bad spot.I know his on stage and ability to do damage upwards is in a pretty damn good spot but having such a huge whole there and people will abuse it heavily to win unlike some other characters weaknesses which as I see it are not as large.It doesnt neccesarily have to be a tether but I feel something about it needs to be addressed and the tether would do it.
Definitely don't agree that you should just be "getting lucky" with recovery using armor so I understand disagreeing with that, but just like any other time in this giant game of rock-paper-scissors, you need to mix up your recovery accordingly based on observing how your opponent has been attempting to edge guard. It's true that Yoshi has no true Up-B recovery and it's a major weakness, but it's really not as debilitating as it may seem at first glance.

Even coming from below there are ways to mix up recovery and stall by using down b, rising egg toss > grab ledge, air dodging, etc.. If you're able to DI well, you avoid the bad recovery position and if not, well Yoshi's still in better shape than a lot of other characters (Falcon, Ganon, Falco, maybe fox...).

I just see it as the trade off that Yoshi makes for some more unique, but still powerful tools:
double jump and all the shenanigans that go with
special shield
crazy, unorthodox edge game
other stuff I don't wanna list

Yoshi is awesome and can get gimped sometimes, but he can also live to 200% at times. Plus a tether would look super strange in my opinion.

It would also be my fear that any tweak would either make his recovery over the top, or just too goofy and out of place (Like a tether. It would look strange and his recovery would be soooo stupid. Armored double jump and a tether? nah.)
 

Saproling

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I understand he can still stall some from that position but I still look at it and just see what he has compared to a character like Lucas or Mario and see that everything for the most part is just worse.Those characters are much more explored though so I cant say I know everything I just feel its a pretty glaring issue that his recovery is so far behind some of the casts while having just as good if not better on stage aside from the shield stuff.I can see how Yoshis Recover might become over the top if they make it like Ivys tether but I meant more along the lines of Olimars.Overall I don't feel Yoshi is a terrible character but I feel they could fit in some love for his recovery.
 

didds

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They gave him a little love with side B, It just seems difficulty to come up with a way to adjust his recovery without altering other moves, and in turn, other aspect of his game. And honestly, even a Tink sized tether might be too much. So much mileage can be gotten out of a mixup that almost instantly brings you to ledge invincibility while being able to hover out of the range of an on stage edge guard. Yoshi seems like he was adjusted well to fit into P:M considering the kind of silly jank he was to begin with.
 

Saproling

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They gave him a little love with side B, It just seems difficulty to come up with a way to adjust his recovery without altering other moves, and in turn, other aspect of his game. And honestly, even a Tink sized tether might be too much. So much mileage can be gotten out of a mixup that almost instantly brings you to ledge invincibility while being able to hover out of the range of an on stage edge guard. Yoshi seems like he was adjusted well to fit into P:M considering the kind of silly jank he was to begin with.
I understand the concern but doing something like making him be able to wall jump in his egg (which was another idea I had)like Ike can with his quickdraw would be even more powerful than a weak tether so I was trying to keep some modesty in my ideas.Ill always stand by the fact that I think his recovery could use some love but its certainly hard to come up with a good and perfectly appropriate idea with his move set.
 

didds

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I understand the concern but doing something like making him be able to wall jump in his egg (which was another idea I had)like Ike can with his quickdraw would be even more powerful than a weak tether so I was trying to keep some modesty in my ideas.Ill always stand by the fact that I think his recovery could use some love but its certainly hard to come up with a good and perfectly appropriate idea with his move set.
The most reasonable idea I could think of for a recovery buff (although I thing we both seem to just disagree on if he needs it) would be a little bit more distance and pop to side B. Tether would be too much and egg roll wall jump wouldn't work since Yoshi loses his DJ when he uses Side B. It could be changed I suppose, but I'm still more inclined to just let things stay and see how it turns out.
 

SpiderMad

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Remember, most changes to Fireball or Boomerang wouldn't be on the projectile itself. Changes to those moves will probably be on cooldowns. Buffing those areas (at least by this significant of a margin), as we can obviously see now, was a huge no-no. It's kind of the same deal with Ness, but he has the drawback of being an otherwise poopie character in Neutral if PK fire wasn't that good.
With Pit they nerfed his arrow's cooldown, making it unable to be short hopped and then double jumped or wavelanded before you touched the ground (and AGT too, so it was basically like a better version of Wolf's SH Laser WL) besides obviously overall slower from it. So now he could do a lot less cool stuff/move with it. He needed the nerf, but you kind of wish they could do something else to nerf it. Watching Pits now, they just stand still and fire arrows making it even more detestable to me lol; and it still works wonders. I like the game to be about movement ya know, if you can keep a projectile to still have somewhat of techniques and movement to it without making it broken and super annoying (like Pit was able to DJ fire arrows off the ledge pretty goodly which is kind of lame), is that better than making it slower/more immobile while keeping the power?

The Pit thing was also akin to Demo v1 Zelda where she could air dodge out of din's fire and now she's similarly a lot more stationary with'em. Maybe some characters are suppose to be immobile with their projectiles, Diddy and Wolf though have an AD cancel but their projectiles are limited with range/weakness so they can move around and have a bunch of techniques with SH vs FH off Platform heights and AGTs and crap and even Mario can kind of be included in that group with such his low cooldown he can FH WL and bunch of stuff out of it. So if you nerfed the power of his fireball maybe it'd be better than the nerfing the cooldown (back to what it was before), but then again, maybe not all characters are suppose to be mobile and stuff with their projectiles. There's so much ideas of how you could get possibly something better though (but some of them are crazy and wouldn't pry happen, like I'd be suggesting some kind of you get three fast fireballs per minute and anymore fireballs are really slow and lots of cooldown or building some kind of meter like lucario for that where his hands start glowing with fire so he gets to use some of the 3.0 fireballs and then has to use the 2.0 fireballs until he refreshes his fire by getting dmg on people or gets a stock kill on someone or something) which are all pry too crazy of ideas for Smash where it's not the next BlazeBlueBlade5XX fighter but then again stuff like Snake's tranq and Lucario's charges are pushing new stuff that's overall pretty good and cool and makes the people that main them have to know their stuff (I don't like the tranq requiring mashing out of it all the time but I mean I kind of like how you have to count and remember the tranq amounts, which makes my idea of 3 fast fireballs per minute or something seem less crazy) you probably don't want a ton of that stuff though or you're pretty much changing the whole game (kind of like how they went with not adding a B+A attack to Wario because I guess you're just changing the game too much). Actually, it'd make kind of somewhat sense in that Wario charges farts over time, if time or something charged his fireball meter it'd fit somewhat in (and Luigi's got that misfire charge system thing now).
 
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Nguz95

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People tend to under perform when it comes to mitigation. Because of that, I don't value what Diddy brings to the table as much as other people. I would rather assume the other extremity: that people *usually* SDI out of his Dash attack, that they SDI to avoid the second hit of Fsmash, play efficiently against his projectiles, etc. We already have a glimpse into that kind of world, because many of those things are already possible without being TAS Balls to the wall frame perfect, but people are too lazy or ignorant to apply it as much.
Yo, which direction do you smash di Diddy's dash attack? Is it up? I need that info so I down't drown in banana barf here in MDVA.
Edit: Just realized I didn't say please. I'm sorry. Please help me out.
 
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XXXX1000

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oh, are there multiple people who think that Jigglypuff's design is the worst design in the game? fantastic

@ the guy people were arguing with: the point we were making was that buffing Sing while Jigglypuff still has Rest is the worst idea because it would break the character and make her even more one-dimensional than she already is. Of course if Rest were changed or removed then buffing Sing could be acceptable. Hell, I am an advocate of removing Rest entirely and heavily reworking the character, but the way you posted about it didn't really make sense because you assumed that we all knew you were imagining something different but we aren't mind readers

also re: yoshi talk - Yoshi's recovery is really fine, imo. He doesn't have a good recovery height, but he makes up for it by having a more safe recovery than other characters. He's received positive changes (Egg Roll in particular) as well as negative changes (parrying) so it's really hard to totally judge what type of state he's in at the moment. He's heavy, has pivot grab, DJC tricks, and other things that make his on-stage game really really good and I think buffing his recovery may be a bit premature. Besides everyone always complains that everyone's recovery is "too strong" so people will just be complaining about Yoshi if you make his recovery better. A world where people complain about YOSHI would be a strange world indeed
 

didds

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Except that you can usually make it back pretty easy.
@ Saproling Saproling outta curiousity, do you play Yoshi? Not tryna come at you, I'm just genuinely curious. On paper his recovery might seem lacking, but it really isn't.

You play with the knowledge that you only have a double jump (albeit an amazing one) so you alter your strategy to avoid this weakness. I know I'm useless without a jump off stage so I may hesitate to do DJC attacks at certain times. You describe Yoshi as if he's dead once you knock him off when in reality he can be one of the toughest characters to edge guard if you can't read him (importance of mixup). The armor on his DJ isn't even necessary more than half the time while recovering, he can just fly over or feint high, and quickly drop to the edge. He has more than just jump to survive.

And Yoshi can manage good recovery height the way Ganon does with proper DI.
 
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Terotrous

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I think nobody complains about the tranq and stuff because those characters don't have rest.
Rest is also a pretty badly designed move and should probably change. Guess right on DI = they die, guess wrong = you die just isn't great game design in general, PM isn't generally supposed to be that volatile. I'd much rather see Rest be more reliable but less powerful so you could actually use it more without just rolling the dice.
 
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