WhiteCrow
Smash Journeyman


(Stolen concept from @


I. Videos:
Deviljho (Yoshi) vs Angel (Zelda) | friendly
Deviljho (Yoshi) vs Angel (Zelda) [2] | friendly
KoreanDJ (Zelda) vs Qwinn (Yoshi, Ness) | CEO 2014
II. Overview:
Yoshi's Strengths: Double jump cancelled aerials are incredibly hard to break with Zelda's multi hit moves, giving Yoshi a sound approach through Nayru's, nair, and forward smash. DJC Nair OoS is terrifiying for Zelda's who don't know how to pressure Yoshi's shield. Zelda is also vulnerable to Yoshi's upwards KO power of up air and up smash. Zelda's shield grab is also relatively slow, making it difficult to properly punish Yoshi's side b on our shield.
Yoshi's Weaknesses: Work in progress. I'm interested what the community thinks about Din's as an edge guarding tool and a neutral space controller.
III. Matchup Analysis:
Neutral Game: Work in progress
Comboing/Punishing Yoshi:
- Work in progress
Escaping Yoshi's Pressure:
- Work in progress
Edgeguarding Yoshi:
- Work in progress
Recovering against Yoshi:
IV. Stages
Ultimately, Stage striking, banning, and Counterpicking comes down to personal preference. People will also have conflicting opinions as to which stages are better or worse for certain matchups. Use this as a rough baseline, understand the reasons why each stage may help hurt a particular character, and learn what your opponent might want to ban/counterpick against you.
Counterpicks:
- Work in progress
BAN:
- Work in progress
V. Do's and Don'ts:
Don't:
- Shield Yoshi's side b
- Freely give Yoshi the ledge when he is recovering
- Underestimate the knock back and hitstun of Yoshi's eggs
- Work in progress