Bloshi
Smash Ace
I think I'll finally reply to this thread.
1.) I would have to conclude that Yoshi is indeed a power character. Just look at all his attacks: they all do great damage considering their speed. Also he lives forever.
2.) I'd say Yoshi's worst match-ups are those where the combos the other character has can either not allow Yoshi to DJ or break his DJ with the next combo move. Ganon and Falco come to mind. Yoshi without his DJ is a freaking juggle magnet. If a character can neutralize this aspect with their combos they will own Yoshi.
3.) Yoshi's up+b, great or greatest projectile?
4.) Yoshi's air game is teh pwn, with perfect spacing and timing. Sadly, that is hard to come by, and so many times Yoshi is forced to rely on the speed of his air game, which isn't bad, but isn't the best either. You need to know where the fairis longest, how long the dair lasts, how many bairs you can fit into your wall of discomfort until the enemy is within striking range, how gimp-able the nair is, and where the perfect spot for the uair is so that it outprioritizes Link's dair (YES I said uair. It's been done before.) Without these things the only thing Yoshi's air game is good for is combos (which is great, but not exactly teh pwn)
5.) I don't think much of his ground game. The only reason I would use it is to massively out-prioritize and outspace a priority-***** (like Marth), or start a combo after doing an aerial (missed or not). I don't normally attack with it, although I've haven't tried attacking with it that much.
6.) Tenaci-oops. Final D. There's just a nice clean surface to approach with. Yoshi doesn't like coming from above, so platforms are a no-no for me.
7.) Well...approach is difficult. I normally try some multi-hitting l-canceled aerials (no DJC), then add pressure with more ground attacks or roll away of they jumped out of their shield. This doesn't always work. If they start attacking me in the middle of my offensive I try to go back to defense to find an opening, but it's difficult.
1.) I would have to conclude that Yoshi is indeed a power character. Just look at all his attacks: they all do great damage considering their speed. Also he lives forever.
2.) I'd say Yoshi's worst match-ups are those where the combos the other character has can either not allow Yoshi to DJ or break his DJ with the next combo move. Ganon and Falco come to mind. Yoshi without his DJ is a freaking juggle magnet. If a character can neutralize this aspect with their combos they will own Yoshi.
3.) Yoshi's up+b, great or greatest projectile?
4.) Yoshi's air game is teh pwn, with perfect spacing and timing. Sadly, that is hard to come by, and so many times Yoshi is forced to rely on the speed of his air game, which isn't bad, but isn't the best either. You need to know where the fairis longest, how long the dair lasts, how many bairs you can fit into your wall of discomfort until the enemy is within striking range, how gimp-able the nair is, and where the perfect spot for the uair is so that it outprioritizes Link's dair (YES I said uair. It's been done before.) Without these things the only thing Yoshi's air game is good for is combos (which is great, but not exactly teh pwn)
5.) I don't think much of his ground game. The only reason I would use it is to massively out-prioritize and outspace a priority-***** (like Marth), or start a combo after doing an aerial (missed or not). I don't normally attack with it, although I've haven't tried attacking with it that much.
6.) Tenaci-oops. Final D. There's just a nice clean surface to approach with. Yoshi doesn't like coming from above, so platforms are a no-no for me.
7.) Well...approach is difficult. I normally try some multi-hitting l-canceled aerials (no DJC), then add pressure with more ground attacks or roll away of they jumped out of their shield. This doesn't always work. If they start attacking me in the middle of my offensive I try to go back to defense to find an opening, but it's difficult.