Optihus9657
Smash Cadet
- Joined
- Dec 8, 2018
- Messages
- 27
- Switch FC
- 199978014389
My smash experience starts with Brawl, and a lot of Smash 4. I have taken a series of notes in the past week, and started by using Yoshi in order to learn the new game mechanics(I mained him in Sm4sh). I will follow up with more content. Feel free to critique constructively.
-Grounded movement has improved, made his options better
-Incredibly hard learning curve due to game mechanics and speed
-This makes his combos precise and conditioning more difficult and mix up heavy
-Game mechanics help Yoshi is certain ways, ruin him in others
-Egg Toss is a little better with bounce, can cover platforms well, and protect him while off stage, as well as pressure from a distance. Which isn't really that great, the game rewards offensive commitment
-Yoshi's neutral is match up specific and difficult with a weak kit. Can struggle against projectiles and disjoints(Once Again)
-His ground and aerial speed alike are exceptional
-Juggles pretty well in a game that rewards such an effort
-Shield grabbing has taken a considerable nerf against most characters that used to give Yoshi trouble
-Perry mechanic makes slower hitboxes start up a bad thing; this effects Yoshi's utility of Fair, making it more likely to be perry'd. Options for Yoshi out of a Perry(we'll call it O.o.P.) are relatively strong
-I can forsee his meta revolving around well spaced mix-ups in order to push his opponent off-stage. Relying on shield drops that are poorly-timed Perry's. -Yoshi plays like a wall, and uses precision to push his opponent off-stage and into disadvantage, or juggling.
-His Fair will not combo successfully until higher percent, this is a result of slight landing lag regardless of short hop buffering. Will combo at kill %.
-Dash cancelling into U-tilt, D-tilt, jab, F-smash, and D-smash are the most optimal
-Short hop buffering benefits his aerials and conditioning. Could be extremely powerful in a game that depends on shield drop timing mixups.
-Grounded movement has improved, made his options better
-Incredibly hard learning curve due to game mechanics and speed
-This makes his combos precise and conditioning more difficult and mix up heavy
-Game mechanics help Yoshi is certain ways, ruin him in others
-Egg Toss is a little better with bounce, can cover platforms well, and protect him while off stage, as well as pressure from a distance. Which isn't really that great, the game rewards offensive commitment
-Yoshi's neutral is match up specific and difficult with a weak kit. Can struggle against projectiles and disjoints(Once Again)
-His ground and aerial speed alike are exceptional
-Juggles pretty well in a game that rewards such an effort
-Shield grabbing has taken a considerable nerf against most characters that used to give Yoshi trouble
-Perry mechanic makes slower hitboxes start up a bad thing; this effects Yoshi's utility of Fair, making it more likely to be perry'd. Options for Yoshi out of a Perry(we'll call it O.o.P.) are relatively strong
-I can forsee his meta revolving around well spaced mix-ups in order to push his opponent off-stage. Relying on shield drops that are poorly-timed Perry's. -Yoshi plays like a wall, and uses precision to push his opponent off-stage and into disadvantage, or juggling.
-His Fair will not combo successfully until higher percent, this is a result of slight landing lag regardless of short hop buffering. Will combo at kill %.
-Dash cancelling into U-tilt, D-tilt, jab, F-smash, and D-smash are the most optimal
-Short hop buffering benefits his aerials and conditioning. Could be extremely powerful in a game that depends on shield drop timing mixups.
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