Wow, double walls of texts. I'm so proud of you all
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I guess I'll have to share some input here... for seven characters... and I hope none of you notice that I conveniently skipped Peach.
Zelda: I hate fighting Zelda. You absolutely cannot approach her from above, up air can kill at around 90% if you're a good distance above the stage and up smash seems to go through everything. Din's Fire, while easily dodged, is still a pain and her reflector makes it hard to use eggs effectively. Her aerials, while they don't combo into each other like Yoshi's does, are still dangerous and I'm always trying to maneuver while recovering so I don't get spiked or heeled. Thing is, I know that if you get spiked, you can recover if you happen to have your double jump still (happened to me on Yoshi's Island Brawl twice in an online match). Usually killing them upwards seems to work best for me, unless you can get an fsmash in, but with Zelda's prioritastic fsmash it's kinda hard to do. 7:3 Zelda
This matchup... this is awful. It's really the only one that makes me believe Yoshi belongs near the bottom of the tier lists. I mean, it's no DK<<<Dedede, but still...
Where to begin...
Like DL says, it's a tough one approaching in any way, shape or form. Dair is outprioritized by uair and usmash, bair is outranged by fsmash... it's lucky Yoshi has his trusty running grab or he'd be in huge trouble. Camping is tough against Zelda. It usually boils down to who gets the first hit... if it's Zelda, Yoshi has to advance, and if it's Yoshi, Zelda can just reflect them. Eggs are on the verge of pointless, except when she's recovering. It mostly just makes Yoshi either have to go for a running grab, or hang out just outside Zelda's range and punish her incoming fsmash with an ftilt or pivot grab (which is a lot harder than it sounds, but is very doable off wifi).Bair will usually outrange Zelda's lightning kicks and most aerials, so feel free to use it when she's in the air.
Uair is a saving grace in this match, so save it for KO's. It's Yoshi's one KO move that actually beats Zelda in any situation that it can hit with. Otherwise, it'll be tough trying to knock the princess off the stage.
...Bleh. You should be grabbing a lot. 7:3 Zelda.
Kirby: With Kirby, eggs are really useful. They outrange most if not all of what Kirby has, and they're a better projectile than Final Cutter. I find that usmash is useful against Kirby's who like to approach from the air (which they probably will), and bair is also useful against him as well. Kirbycides are definitely something to watch out for, or pseudo Kirbycides (when they inhale you, fall off the stage but spit you out farther than you can recover), but it can be pretty easy to tell when they're attempting it. Oh, and Kirby's dair is too good, so watch out for him when he's trying to edgeguard you. 5:5
Kirby's a small target so eggs won't always hit, but when they do they work very well, as even Kirby's most ranged moves won't outprioritize eggs. I don't think he should be using final cutter as a projectile anyway, but keep an eye out for it... it's a viable ground option for damage-racking.
When Kirby approaches (he'll have to) Yoshi has either ftilt or usmash to stop his bair and fair. Watch out for his dash attack, which has decent priority, and of course his fsmash, which he will be using a lot just because it's a great move and it beats your tilts. Aerial hammer will outprioritize everything but bair, and Yoshi will end up off the stage... somewhere he does NOT want to be in this matchup.
Once Yoshi is off the edge, Kirby will likely go for the dair-footstool combo, which hurts Yoshi more than anything else in this match. If you can afford it or see it coming, go for the uair, which will beat him. If all else fails, airdodge just after you begin your second jump and you'll fly by him.
Once Kirby is off the edge, you should hang way back. Remember that, when recovering, Kirby can inhale from quite a distance and will likely perform the dreaded "stick-under-the-stage" maneuver that Yoshi can't hope to beat. Just spam eggs, and don't try to gimp his stellar recovery.
This matchup sound horrible the way I've described it, I'm sure. But I'm focusing on the negatives... Kirby's air game = Yoshi's, Yoshi's ground game > Kirby's, and both can combo the living **** out of each other. Kirby excels offstage but if you keep your distance you should be fine. 5:5.
Ganondorf: Eggs, pivot grab, and chain grab all help make this match pretty easy. He's powerful yes, but Yoshi could camp him, chain grab him, and stop some of his favorite approaches. Repeated dair is pretty dangerous, but nothing an egg or a well placed bair can stop. 7:3 Yoshi
Honestly, there's little to nothing to fear here. Yoshi's moves come out faster than and outrange Ganon's. Egg spams are brilliant, CG is b0rked.
Note: Beware the Ganon-Stomp. Don't get psyched out, because it's pretty intimidating to have that big thing bouncing toward you like Yoshimitsu in Soul Calibur (Anybody? Nobody? OK). Any of Yoshi's rangy attacks will get the job done, and to make it worse, Ganon doesn't even have a good aerial to break Yoshi's combos. 7:3, possibly even 8:2 but that's a stretch.
Just a few suggestions, you should post the PT's Pokemon separate as a sub category. Like
Pokemon Trainer - 6:4
- Squirtle - 7:3
- Ivysaur - 5:5
- Charizard - 5:5 (I think that the chaingrab gave the boost to make it even. Plus even the PT's agreed)
I had thought of that, but I thought it cluttered up the main page. I guess it would be fine to add it. BTW I thought Ivy would be 6:4 Yoshi.
Also Wario should be an advantage to Yoshi, and I think we have enough agreement that Yoshi is Even to MetaKnight.
The matchup was in Wario's favor until the CG became fully fleshed out. Pivot grabs shouldn't be hard for anyone to pull off with a little practice.
And I'm still very skeptical on the MK matchup. I dunno, maybe I'm the only one he's good against, but to say it's even seems like an act of main bias, or at least treason.
R.O.B. - 6:4 Disadvantage
Gah! ROB is such an annoying character to deal with. Where do I start? First of all, his Nair and Bair are a pain to deal with! While it has alot of Start-up Lag in his Nair, It cover's it's entire body and just plain hard to counter, even with Yoshi's Bair. Bair is also pretty bad, but it only has hitboxes at the back, so it should be quite easier to delt with. The other Air's are easy to avoid except for maybe his Fair. Yoshi's best bet is to come from underneath with an Uair. His Egg's also deal with him quite nicely.
His Ground game's is not that bad, but **** his Dsmash is ANNOYING! He has some pretty mean Jab's too. Not much to say, His Fsmash is slow, and his Usmash is hard to hit with. The other big thing is his Projectiles, While an Uncharged Gyro is easy to see coming and easily Blocked/Dodged, his Laser is bothersome, but usually not Life Threating. Yoshi's Egg's are pretty good at scaring those who want to charge the Gyro, but he can also reflect the Egg's with the Side B also. Finally, His Recovery, while one of the best, is actually really easy to intercept because you can Airdodge out of it, making him really vernable. Conclusion, Fight ROB is like Fighting Lucario, A really hard to approach character. Unlike Lucario, Yoshi has more options and once he finds a hole, then he can quite easily take care of him. I say a 6:4.
Although ROB's aerials are tricky, do remember that he has a blind spot right behind him. There's enough startup lag on his bair to make it a lot less useful, but ROB won't really be facing Yoshi that often. Now fair and uair, THOSE are problems. Uair is mostly just useful for juggling, so don't use your second jump too often. Fair is great for WOPs... but unfortunately for ROB, Yoshi can just jump out of them. I would second the uair comment, as it outperforms ROB's dair any day.
Eggspam can keep ROB at bay for a while due to his slow aerial and ground speed, but keep in mind that once ROB gets closer, he can just use his reflector (no matter how laggy it is). I've found that it's actually brilliant for harassing ROB's recovery since he can't airdodge directly out of his jetpacks, but it's not like it will stop him from recovering anyway. ROB usually won't get a chance to edgeguard Yoshi either, unless he uses the laser to rid Yoshi of the second jump. ROB's spike is also pretty pointless since Yoshi has super armor.
If you're approaching ROB, go from a bair or from a ground option. Dair will get usmashed and you will die, to put it bluntly. Beware of his fsmash and dsmash on air and ground approaches respectively. I wouldn't say he's as hard to approach as Lucario or (gasp) Zelda is, but it's no cakewalk.
Basic stuff I may have forgotten: Yoshi can combo ROB well due to his size and weight. ROB lives forever so save up your kill moves. DownB from the ground is actually a good kill move if he's spamming dsmash.
I'm getting more and more tired as I'm typing this so I don't think I'll put in my input for a ratio until tomorrow.
Captain Falcon - 6:4 Yoshi Minimum
SHOW YOUR MOVES! Ok, so I haven't really played many Falcons yet, but from the what I can tell, He can't Approach Yoshi at all, Because all of them (Dash, SideB, DownB, and Airs) can be countered with a Pivot Grab, resulting in a Chaingrab for massive damage! Yoshi's Air beat out Falcons and Yoshi's Grounds beat out Falcons. Falcon cant really play a defencive game that well either. The only thing is that trying to Physically Edgeguard Falcon is pointless because you'll usually get yourself killed. Just use the Egg's. I haven't played many Falcon's yet, but Yoshi has a clear advantage.
Falcon's priority makes Yoshi look like G-Dub. Easy, easy match. CG's destroy him and so do combos. Avoid tossing an egg at the beginning, because he'll just run up to you and hit you with something. Ground speed is about all he has here, so just avoid eggspam and it will be smooth sailing.
Ice Climbers - 6:4 Yoshi
IC's Airgame is about Equal to Yoshi's. And on the Ground they're pretty Equal too. The specials though are a pain. DownB makes it hard to approach, and SideB can be quite annoying, but easily countered if on an even surface. Their legendary chainthrows are **** scary if they know how to use it.
That being said, Yoshi can outdo them on two accounts. The first being that Yoshi is probably the easiest character to use to separate them. Bair, Nair, SideB and Pivot Grab's almost always results in leaving Nana open, for you to easily pick on with her relatively stupid AI. Once she's gone, then this battle is all you.
The second is that Yoshi can gimp the IC's Recovery so easily, It's actually funny :D. One Dair is all it takes if they're using UpB and it will mess up the entire thing, if in the middle, or about to. In the middle it cancel's it out and makes them fall to their death. If before, it screws up Nana's AI causing her to attempt to UpB herself cauing her to die and as the result, Popo also dies. They're SideB is also pretty easy to gimp. Dair or Egg's usually cause them to scatter, making them SideB separate and losing the height and usually resulting in a death depending on the distance. Conclusion, When together, it quite even, but slants in IC favour. But if you can separate them or get them over the edge, then it should easily fall in your direction
I would actually say the IC's are very lacking in the aerial department... dair is an awful move, fair is just like Yoshi's fair, uair has range and can juggle but doesn't do much damage. Bair will occasionally pose a threat, however... think DK's bair, but less rangy and less killy.
Excluding CG's, their ground games are pretty equal. The main reason IC's falter slightly here is because Yoshi stays in the air and uses ranged attacks on the ground, leaving them with relatively few chances to get a CG going. Like Mmac says, Yoshi can separate the IC's fairly easily, but be CAREFUL. Don't do anything reckless or you'll get punished nine times.
Bah, I've got more to say on this matchup but I'll say it later. I'm going to bed >_>