SOVAman
Smash Hero
hold up why is Charzard a disadvantage?????? I have played Charzards and I destroy them on the ground and in the air and off the edge it should be an advantage I don't understand this.
plz explain.
plz explain.
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I'm pretty sure that yoshi can use his jump armor to burst out of pkf, I noticed on the ness boards (he's my secondary) that yoshi is in the impossible part of the PKfire to rising Dair as he's the only character that breaks out with ease.Ness is definetely equal to Yoshi.
They both have great air moves, and decent ground game.
A b-sticked PKF is hell, (Yoshi is heavy remember) and batting him after it is easy. Of course, both recoveries can be gimped, (yoshi wins out due to his projectile Egg throw)
Im definetely on the grounds of 5-5.
I'd say DK has the advantage, but dair to footstool on him is a viable weapon until they wise up to it (doesn't take long for that though)Do we agree that DK has an advantage?
I agree with the MK being 4.4:5.5 but it might be ?????4:5??????
Double post oh noesss
I've been spiked by kirby, I think he has to hit with every hit in his dair though and that'll shread the heavy armor. I did however beat a good kirby around here as they tend to underestimate yoshi's jump speed so Uair one getting ready to "rock" makes an easy kill as he's so light.I believe Yoshi counters Kirby. Because Kirby can't D-air spike Yoshi with his SAF double jump. And Yoshi can KO Kirby pretty easily since Kirby is light weight, and Yoshi is faster too, so its hard to avoid getting comboed by Yoshi. Kirby can combo Yoshi too, but with Yoshi's amazing aerial DI, he can easily escape a combo.
I think it's just characters that don't go into free fall...snake, G&W, don't know any others. I think a DK did it when I tried and he just used recovery again.If you grab anyone they don't have there recovery anymore if they used it previously
Only reason I can think is that charizards Fair shreads right through yoshi's armor so he can gimp you pretty easy to (it has tremendous knockback when used at the right time)hold up why is Charzard a disadvantage?????? I have played Charzards and I destroy them on the ground and in the air and off the edge it should be an advantage I don't understand this.
plz explain.
I already went over MetaKnight alot of times, I'll just quote my old discussion:K, this thread has been doing it for a while anyway, so why don't we just keep discussing a character we are all interested in and are fairly divided against. Meta-Knight time.
And here's my DK, if you missed it:And now he can Chaingrab him into a Fair spike to kill at 48%. Isn't Life grand?Anyways, I'll start on MetaKnight:
MetaKnight, The name itself strikes fears upon every Warrior and Creature in the world of Smash. However, Cute, Fun Loving, Egg Throwing Dinosaurs don't need to (Or Giant Dragon Turtles, or Gorrias, but that's another story). Yoshi has one important defence, and that's Pivot Grabs. They stop every ground based approach he has (Even his dreaded Tornado!). Yoshi's Usmash and Uair stops every Air Approach he has. Combine those two, and MetaKnight is going to have one hell of a time approaching. Even Spotdodging doesn't work because you can just spotdodge his Dsmash afterwards, then follow up with a Jab+Jab+Running Grab Combo. Plus every Grab basically leads into a 30 Damage Combo! Also, Release Grab to Usmash leads to a much easier time killing him, who is otherwise, very hard to Kill in the first place!
Course, MetaKnight isn't going to rush into your Impenetrable Wall of Yoshi, so you have to bait him into attacking. Well Spaced Eggs can give him the illusion of an opening, and same with a fake Pivot Grab, both which Yoshi can react in time to snag him. Course, even if MetaKnight does break in, Yoshi can still fight back quite well, and he can escape easily to get back into position. In the Air, he can't chase you with your amazing airspeed, and on the ground you can do a Falling Bair to Ftilt combo. Edgeguarding, MetaKnight can Edgeguard quite well, but his poor Horizontal Speed compared to your great Horizontal Speed hinders him. You can just breeze right past him with a DJ+Airdodge. However, it's pointless to Edgeguard him too. Eggs work good, but that's it.
Being Aggressive with MetaKnight is Pointless, you'll never win. His Defencive game is just too good. You both have great defencive games against eachother, but You have something he doesn't. A Projectile. So he has to be aggressive against you, which puts the game to your advantage. The more I talk about this matchup and the more I play against Enemy MetaKnight. I grow more and more confident about how well Yoshi does against MetaKnight, Maybe into the advantage territory!
Conclusion, Taking MetaKnight head-on will only lead to your death. However by playing defensively, you are basically putting all of Yoshi's Strengths into one Wall of Yoshi, which MetaKnight has to be very clever to break into. Even if he does, his Poor Airspeed allows you to relocate easily, plus He can defend himself quite well also. As long as you stay defencive, space well, and don't do anything stupid, You will stand a very good chance against the supersonic batwinged terror.![]()
Anyways, Enough about Luigi and Ness. I'll get started on Donkey Kong:
Donkey Kong is your stereotypical Big Character, except he's fast, and his range is unnatural. First of all, Donkey Kong is a ground based fighter, so he's going to stay on the ground for the majority of the match. He plays much better in a defencive style, but unlike MetaKnight, he is still a pain aggressive due to his redicious Ftilt which goes past your Pivot Grabs. However he's still going to be out of his element, so try to force him to be aggressive, it's much easier than dealing with him defencive wise.
It's very hard to get hits on Donkey Kong because his Defencive Ground game is much superior, and you don't have many ways to deal with it. He doesn't have a blind spot unlike Dedede, so you gotta pick your moment. However once you get in, then DK is going to be in trouble as his air game blows. His Bair is good, but thats it. DK is also probably one of the easiest to combo because when he gets hit, he "folds out", making himself bigger. However DK isn't going to spend much time in the Air, so you won't have much chances.
DK Still has some tricks that you going to have to look out for such as his classic Headbutt + Donkey Punch Combo, or his Cargo Spike. They're both pretty easy to see and avoid if you play smart. Also Yoshi's Eggs makes DK have a much harder time to charge his Punch. DK I find rather hard to edgeguard. His UpB seems really hard to get into, plus the initial frames have invincibility! I wouldn't recommend Physically Edgeguarding DK Either. DK also has a pretty tough time, but you still gotta watch his range on his ground moves, or his Bair.
Overall, Donkey Kong is very scary on the ground. He has all 3 of the elements, Range, Speed, and Power. However if you get hits in, and remain in control after you get him into the air, then he should fall apart rather quickly if you don't allow him to set up his guard. I say 4:6
Range. Link's range completely screws up Yoshi's approaches. If he has good timing and control, then he can completely keep Yoshi at bay at all times. His speed doesn't really matter, but he has a Dash Attack Cancel to Usmash that is really painful, but can be countered with a Pivot Grab. His Projectiles are fast and good. It makes it hard for Yoshi to counter spam.Why does Yoshi have such a large disadvantage to Link?
Well when they come, at least we go a trump card on him.yay (not like there is any links >_<)
How come O_O? Please explain how can yoshi beat da bannana spam :S?Oh, before I forget, Diddy seemed to finalized our matchup to 55:45 to our advantage.
Ice Climbers have us listed also as 55:45 Yoshi
How come O_O? Please explain how can yoshi beat da bannana spam :S?
This is pretty much their conclusion. Honestly, I'm confused too.The main disadvantage for Diddy is that Yoshi=no edgeguarding. He is extremely hard to edgeguard which is where diddy excells. The bad thing for Yoshi is that most of Diddy's moves have more priority than Yoshis.
It’s kind of like why luigi’s matchup is bad. When yoshi gets hit by a banana he slides farther than most chars which is makes it hard to follow up. Also Yoshi can chain grab diddy across the stage. YOSHI IS HEAVY. He prioritizes your attacks as well. So it’s more in Yoshi’s favor.
Easy just picks them up and then do the DJC toss and then you can just CG the diddy when you hit him with the Banana.How come O_O? Please explain how can yoshi beat da bannana spam :S?
If you can get close enough to a good Link to grab, the Link screwed up. Not to mention he will probably have a bomb in is hand which will likely save his life. It's just too hard for Yoshi to get close and if you do get close, the grab is the worst thing to attempt since if you miss, you'll be punished.But.... But Instant Kills! ;_ ;
I dunno, but he's defentily not a 3:7 anymore....
True, I haven't played many Links. But the ones I have played ALWAYS have a bomb in their hand. and if they need to do a melee attack they do that wierd bomb thing that I could never do (i always just throw it insteadIf you can get close enough to a good Link to grab, the Link screwed up. Not to mention he will probably have a bomb in is hand which will likely save his life. It's just too hard for Yoshi to get close and if you do get close, the grab is the worst thing to attempt since if you miss, you'll be punished.
It's not an impossible match-up, since once you get the eggs started, it causes trouble for him to get away but Yoshi grab doesn't make a difference in this match-up. I think it's still a 3:7.