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He runs away, just liek yoshi does, and grabs. Spooky O_O
Edit: Agree to disagree on everything in advance eh? XD
Edit: Agree to disagree on everything in advance eh? XD
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If he runs back, then Yoshi can easily fall back. And what if he's got himself pinned on the ledge?He runs away, just liek yoshi does, and grabs. Spooky O_O
Edit: Agree to disagree on everything in advance eh? XD
I'm seeing a lot of "if Yoshi does anything wrong, he can get punished" in a matchup against a character that's all about punishing mistakes. Are all of Yoshi's options really so good that they even out all the **** Sheik can do against any one of many mistakes he's prone to make?To discuss the Shiek vs Yoshi matchup:
In the projectiles, Shiek has the better projectile. It easily adds dmg and has a fairly good range. Also, since they have no target box, you can't ping any of them. Yoshi's projectile has to be used sparingly, and yet, still incredibly smart. When used right, they can setup for a few more hits. When missed, however, Shiek can catch you quickly and punish the lag on it.
On ground, Shiek has a nasty tilt lock on Yoshi that can easily add dmg from low %s to higher %s. After that, shiek has quite a bit of trouble landing kill moves in her movebase (not including Zelda yet, but it is a factor). Since Yoshi can DJAD, gimping has to be worked for alot harder than other characters.
Yoshi can deal with Shiek on ground, but mistakes can get costly against Shiek. CG is a good plus. I believe her tilts outrange yours though (which is pretty bad since that's a viable way to keeping up with the speed).
In the air, Yoshi (my opinion) has the advantage here. Yoshi's aerial moveset (mostly Nair, Bair, Uair, and SH Dairs) are very valuable in keeping pressure to Shiek. The good thing about them is the autocancel, but abusing them will backfire.
Most of Shiek's aerials don't combo into each other (only one I've seen is Fair-Fair). They seem more like a "get off me" move. All of them are quick, but can be beaten (except Bair I think).
Recovery wise, I say Yoshi has a small advantage in it. Him getting an invincible recovery is truly helpful. I think that Shiek wouldn't be able to recover if she's sent too low (Yoshi has a better chance), but her UpB is odd in the way it can combo into a finishing hit, and give her invincible frames for a small time.
I can't really pin point the ratio right now, but I think it's fine where it is. I guess that if we factor in the DownB, then it could be a 4.5:5.5 if the Shiek players use it correctly. If anyone disagrees, then let me know.
I'll agree that Yoshi could have quite a bit of trouble if he makes a lot of mistakes, but I definitely wouldn't say that Yoshi is prone to making mistakes. Yoshi has multiple match-ups that he has to play very smart, possibly more than most other characters, and I think that this fact trains Yoshi players to avoid making mistakes.I'm seeing a lot of "if Yoshi does anything wrong, he can get punished" in a matchup against a character that's all about punishing mistakes. Are all of Yoshi's options really so good that they even out all the **** Sheik can do against any one of many mistakes he's prone to make?
Not to mention that Yoshi is the character most prone to self-destructing off of his own moves if the guy using him doesn't know what he's doing, hehe.I'll agree that Yoshi could have quite a bit of trouble if he makes a lot of mistakes, but I definitely wouldn't say that Yoshi is prone to making mistakes. Yoshi has multiple match-ups that he has to play very smart, possibly more than most other characters, and I think that this fact trains Yoshi players to avoid making mistakes.
Spotdodge to dsmash is the choice of Drephen. Other than that, Sheik's fsmash sucks and her usmash is best left untouched until high %s to keep it undecayed for killing, if the Sheik player chooses the no-Zelda route.Well, I don't have good experience against Shiek players (and I normally lost to the ones I did play due to lack of knowledge), but if I'm correct, I won't be seeing alot of smashes (except Dsmash probably) when attempting to rack dmg.
Neither is a smart approach. Dash attack is punishable with a counterattack if the person who gets hit is at a low %. It's that slow. And Sheik should never use a smash attack on the initiative.I'll say though, is that Shiek will get punished from using smashes due to the lag, and dash atks can get punished too.
I generally don't approach (much) against Yoshi because if both Sheik and Yoshi are approaching, Yoshi steamrolls Sheik's approach in the process. The only time Sheik should approach is if Yoshi is playing defensively, which I feel is not a good thing for Yoshi to do in the long run.If the Yoshi player is quick, your approaches can get pivot grabbed, and Yoshi's shield pressure can allow him to shield poke Shiek's, allowing more hits to blast on Shiek.
I've been experimenting with this, to see if I can force a Yoshi to nair with something like "ftilt ftilt shield" and then just shieldgrab the nair he's trying to break out with. Of course, other times I just don't mess up the tilt lock and land three and a utilt for around 30% damage.I also know that if you mess up on the tilt lock, you're going to get Naired.
The landing lag from the Up+B is pretty short compared to how it was from Melee, which I guess is to make up for the fact that it can't sweetspot the ledge. Sheik has her chain, though.Um....Yoshi can force you to land on the stage to maybe get a free hit in (idk the lag time for the UpB when landing on stages).
Explain this please. I've rarely ever died from an edgeguard against Yoshi.Also, his edgeguarding can do pretty well against her.
Ok, how do you approach. Honestly tell me. The whole point is yoshi has to approach olimar, and this stops his bair approach. And any other one. I know of quick pivot grabbing and use it. Lots of situations where u use "traditional" pivot grabbing as well. Running behind an aerial opponent and pivot grab, and stuff like that. ETS, then run back and pivot grab an approach, etc. Quick pivot grabbing is just a fast pivot grab. Nothing special or advanced.If he runs back, then Yoshi can easily fall back. And what if he's got himself pinned on the ledge?
I never "traditionally" Pivot Grab anyways..... and I don't think any Yoshi does.....
Wait, you do know of Quick Pivot Grabbing right?![]()
Yes, several times. I would still say the match-up is about even and can tilt in either yoshi or D3's favor depending on in-match playstyle.Also, on Dedede, you think the Chaingrab will have any effect in this matchup? I wonder if Bwett faced Fogo yet...
???After that it's LOLs and seeing who can grab who first.
What is he pressuring with?Yoshi has a better pressure game.
How do you play against ZSS?Yoshi can play this match similarly to the Zero Suit Samus match and see fairly consistent results.
Yes, they are.Needles are kind of annoying.
What do you intend to pressure with? What do you attend to approach with? Or are you planning on just sitting there and hoping Sheik moves into tilt range?Don't back air.
Don't down air.
Don't dash attack.
Even with auto-cancels, your aerials are punishable from shield. Just... keep that in mind.Sheik's not a cheap @$$ anymore, but she can still do whatever she wants, so just play lagless close range and you should do fine. Mid range is a bad idea.
You don't want to SHIELD? This could quickly become a bad situation if you don't.Don't shield, it's a bad idea. Whenever you would shield, jab or up tilt.
Lol, true. I was, however, making the assumption that the Yoshi player really knows what he's doing.Not to mention that Yoshi is the character most prone to self-destructing off of his own moves if the guy using him doesn't know what he's doing, hehe.
OK, so you do have experience with this match-up. That's good.I'm coming to the conclusion of a slight advantage for Sheik (like, 6-4 or something) after playing a lot of friendlies with Scala. Yes, offline.
Nah, shielding against shiek(usually) just leaves you open, sometimes you need to shield tho. THis is just cuz yoshis shield is crap.What is he pressuring with?
Hes pressuring with jabs and tilts, and maybe bairs if u DI backwards to avoid punishment.
What do you intend to pressure with? What do you attend to approach with? Or are you planning on just sitting there and hoping Sheik moves into tilt range?
Short hop air dodge is fun. I guess you could rising bair or nair too.
Even with auto-cancels, your aerials are punishable from shield. Just... keep that in mind.
In general, yes, but DIing backwards after a bair makes it harder to punish, although that usually aint too smart cuz of needles.
You don't want to SHIELD? This could quickly become a bad situation if you don't.
Actually abusing it seems to work for a while, and if you SH bair into Ftilt, reapetedly, it seems to rack up some damage.So, you intend to approach without any intention of actually hitting, just so you can be in range for jabs and tilts? I mean, I understand the whole passive-aggressive strategy being great and all, but shorthop airdodges at Sheik sounds like you're asking for a dsmash to the face. SH bair sounded like a better idea, as long as you didn't abuse the hell out of it.
Since when can Yoshi grab release Ness? He always jumps break. Link at a 3-7 is a bit much. Im pretty sure Yoshi can at least break even with him in my opinion. (I don't know much about Link)I...... I CANT HOLD IT IN ANYMORE! I HAVE TO OPTIMIZE! >_<
This is what I feel should be changed
Ganondorf - 7:3 to 8:2 (He's already screwed enough as it is, CG to Spike is just cruel)
Jigglypuff - 6.5:3.5 to 7:3 (Release Grab to Uair makes killing much, much easier. Plus as a horizontal based character, she is rather easy to grab)
Luigi - 5:5 to 4.5:5.5 (Luigi just seems hard, at least compared to Mario)
Mario - 4.5:5.5 to 5:5 (I think they should be swapped. I have more trouble with Luigi than Mario....)
MetaKnight - 4.5:5.5 to 5.5 (I won't say what hasn't been said, but I will say that Yoshi has more stage advantages (8), then MetaKnight has (2). I think thats a pretty big factor)
Lucario - 4:6 to 3:7 (I said it once, and I'll say it again. Lucario is a ***** to fight with Yoshi. I swear, he really is that bad)
Ness - 4:6 to 5:5 (Grab Release options balance out Ness's pure kill strength he previously had on us)
Peach - 4:6 to 4.5:5.5 (I still think it's a pretty equal matchup)
Snake - 4:6 to 5:5 (I swear Chaingrabbing works, and I swear it hinders him alot. His recovery is so stiff, so it's really dangerous to him, and there's pretty much a counter to every recover option on release he has. I don't say it's an advantage because unlike Falco, he can counterpick stages, but it can still hinder him alot even on the platform heavy stages)
Zelda - 3.5:6.5 to 4.5:5.5 (I haven't played Zelda, but some Zelda Mains (And I had nothing to do with it!) are saying it's actually rather evenish....)
Falco - 3:7 to 6:4 (I swear the CG to Fair Spike changes the matchup completely into Yoshi's favour. I also swear he isn't that hard to grab either)
Link - 3:7 to 3.5:6.5 (I know Link is hard (or so it says....), but I don't believe he is the hardest matchup out there
I'm sorry Kiwik and Burnt, I failed you ;_ ;
But at least it will bring up discussion >_>
Since when can Yoshi grab release Ness? He always jumps break. Link at a 3-7 is a bit much. Im pretty sure Yoshi can at least break even with him in my opinion. (I don't know much about Link)
Also you can't grab release Upsmash Ness. I think I got an Nair on my opponent but...
Tactical. Spamming. What is the difference? I'm saying that it doesn't work! I know he wasn't as good as me (I think "Complete Grab Spammer" should give you the clue).Ok, the olimar wasnt very good. You just said mainly bair and i just said its pivot grabbable =P I am not talking about online, nubish, spammers. Im talking about tournament level olimars that are the same skill as you. 3 stocking a character doesnt really have much to do with the matchup, just that the player isnt as good as you. Nah i dont mindlessly bair from far away, its yoshis main approach move so i would use it to approach, and its pivot grabbable. Thats all. I think it slightly changes the matchup because it makes him very annoying to approach. Also, if u get grabbed at low percents, he can dthrow to fsmash to dthrow to usmash or fsmash again i think. Rather annoying 30ish damage from a poor approach.
RARed bairing is GREAT pressuring against Olimar. It beats out Olimar's upsmash and fsmash. Olimar can't grab it at all if you bair and then DI back away from Oli or over his head to the other side. From there, you can just jump again if he tries to grab. The grabbox is on the ground only.THey run back and pivot grab when u land, its perfectly punishable if you approach with it. You can, but you cant just run in and RAR a bair. Needz mindgames
The grab combo always works at low percents... i think. I know the dthrow to fsmash to grab does.
No, it was another Olimar. All he pretty much did was grab grab grab grab grabmmac, I hope you're not talking about our online matches, but some other Olimar you fought in person.