Riddle
Smash Lord
Well the Yoshi boards are very inactive so I am going to try to improve them. Lets all get more active and make this a better place!
This is a thread in which we discuss specific stages and then I will put a summary in the OP along with who to counterpick that stage against and who to ban it against.
First Stage: Final Destination
Next discussion is Dreamland 64
Discuss!
This is a thread in which we discuss specific stages and then I will put a summary in the OP along with who to counterpick that stage against and who to ban it against.
First Stage: Final Destination
In my opinion, FD isn't a terribly great yoshi stage. Though it's probably my personal favorite stage, just because it's so easy and fun to move around, I think that yoshi loves platforms, and just a flat space like this kinda makes stuff hard for him. I'm not saying he can't make use of the room he'll get here, just that he can make more use of platforms than just empty space.
I dunno about anyone else, but I kinda find it a bit more difficult to tech chase on FD, because I'm a big utilizer of the platforms when it comes to it, otherwise I don't think yoshi's really fast enough to punish well, without good guessing, which puts him at a disadvantage to faster chars that can react to techs.
Average cieling, and walls are good, cuz yoshi's got the pretty decent recovery, but can't make full use of it like in DL64.
As far as character specific matches for FD, I'd say pretty much anyone who is better with platforms than yoshi, you can take here, but there's normally better options. I'd say it's not smart to counter any char with this stage, and this might actually be better as your banned stage in some sets, in my opinion, more in a bit. Yoshi can just get outcamped, outcomboed, and just outclassed here, so my advice is to avoid it most of the times, unless you're uber technical, and insanely fast.
2nd stage: Pokemon StadiumI'll try to drop my opinions on some of these.
Fox: No. Lasers and upsmash.
Falco: No. Lasers and running and no way to bait him to the edges.
Falcon: No. Random stomps and neutral airs.
Peach: Yes. Lip makes for super easy stage techs against downsmash and great stage to abuse her very diagonal KO moves.
Sheik: Maybe. Lots of open stage for chaingrabs, but her camping is reduced significantly due to stage size and the lip forces her recovery to be explicitly on point.
Marth: Yes yes yes. Nice open areas for DJC abuse against Marth's single swing aerials and his KO moves get more predictable as your percentage goes up.
Samus: No. CC and missiles and bombs and constant running and SWD and more running and more sh*t that explodes and maybe some more CC.
Jigglypuff: Nobody plays this character, but no anyway.
Opinion run #2.
Fox: No. Lasers and upsmash.
Falco: Yes, actually. The stage is very nicely set up to play against Falco; open area in the middle to perform powershielding wavedashes and low platforms at the ends to force tech rolls and bait for down tilt KOs. Falco's down air is still dangerous and his down air shine gay @$$ bullsh*t is still kinda gay near the platforms, but you can also retaliate with some nice DJCs, especially on the transformations. I see lots of Falcos that roll still (for some reason?), so you can use the edges to punish that very easily and without much preparation.
Falcon: Maybe. Actually, well, it's kinda tough. The stage's structure benefits Captain Falcon 100%, but Yoshi can fight back with some character advantages he maintains over Falcon. Just try not to CC too much and watch the tech rolls.
Peach: Yes. Pretty decent stage. You don't have to fear downsmash when she's above you as we all know that upsmash ties with Peach downsmash from below. Easy neutral air KOs and if you can spot some Yoshi bombs, the transformations give you different opportunities for them. My only gripe is that teching downsmash while recovering here is really really hard.
Sheik: Maybe. Transformations slightly hinder chaingrabs, but the terrain also promotes lots of her lagless aerials instead along with her angled needle camping. The impact on having platforms near the edge, however, is that if Yoshi can get launchers and DJCs happening, the platforms can lead into tech roll abuse or can even open up KO opportunities that are (conveniently) near the edge.
Marth: Mmmmm, maybe? I want to say yes, but the platforms mean you don't know exactly what swing is coming at you when he's under or around them. The big deal about Marth is that he commits to his swings, but when you don't know what's coming, he gets much more dangerous. I would recommend supershielding and using safe up tilt launchers off of Marth's laggy whiffs in order to play at your pace and not get wailed on.
Samus: No. CC and missiles and platforms = bad idea.
Jigglypuff: Yes. Lots of opportunities for some early KOs and her ability to knock you out of your jump is minimized by the short sides of the stage; that is to say, you won't really get KOd at a faster rate than you would on a larger stage while you can score earlier heavy hits on her. Upsmash is good as usual and surprise Yoshi Bombs are actually really good for once-in-a-while KOs on the transformations.
Next discussion is Dreamland 64
Discuss!