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pikachu may have an advantage due to his camping. and down b edge guard.Pikachu definitely has the advantage :s
And so does CAPTAIN FALCOOONEE
haha crap i forgot the most important part.and... uh... HIS CHAINGRAB >__>;;
Yer...I've been arguing my points for like 4 pages. The videos were of Mr. X' Olimar beating up Psycho ******'s Snake. This particular series of matches between two great players showed Olimar's superiority in his projectiles, aerials, and, pressure game. And them being even at ground game.Wait, so how does Oli beat Snake?
I remember you posting a video a while back showing Oli getting 2-stocked o___o
and Im not a main of either, and I don't know much about both of them.
I'll leave it to a snake main.
Yes the Usmash definitely will connect every time. I think putting it at neutral would be suitable at the moment because, as you have correctly pointed out, we should get more info on the infinite first before we can evaluate how it affects the matchup.And the Usmash will always work, I believe. He's probably too concerned about doing the CG to do the Usmash. I'm pretty confident that works.
At this time, it should be placed in the neutral territory.
We don't know enough about the infinite to move this to Yoshi's advantage.
What do you think, doctor?
Ok and what are his kill moves? What I was trying to say is that if you mess up a tiny bit around Wario at 100%, you think, "Oh boy, he can kill me with Fsmash or Waft or something powerful." When you mess up a little bit around Yoshi at 100%, you think, "Oh boy, I might get hit by a tilt or something kinda weak." It just seems like you have to mess up your timing in more occasions around Yoshi than around Wario before one of them gets a kill.Let me think of what ground moves Yoshi has that can be punished...
Grab (only if it isn't a pivot grab), d-smash (only if you're on the wrong side of Yoshi first), u-smash (which doesn't hit Wario on the ground anyway, so why bother?).
If you're playing an intelligent Yoshi, they shouldn't be doing these things anyway, since performing them right is so easy to do and none of them have any finishing lag if the attack hits.
Actually, coming from above is the best bet for Wario. If I get hit by an egg, it doesn't spike me and I can still keep going towards the stage. Plus, Wario can recover really high most of the time and the Eggs just can't travel that far up. I wasn't really serious when I said he can go under the stage when recovering but he can also change his mind halfway below and make it.I'm not denying that Wario's recovery is great, but let's look at it this way to see how Yoshi can shut it down...
From above: Yoshi spams eggs.
From below: Yoshi goes for a spike with fair or dair... if it doesn't land, he uses his DJSA and gets back to the stage. This is really Wario's best bet.
Under the stage: Yoshi waits for him to get to the edge, stays comfortably where he is, and starts egging Wario from across the stage.
I'll just gimp him while he is tossing eggs (unless he is really high up, then I'll just wait for him to fall.) Point is, Yoshi really has to go out of his way and recover in creative ways to avoid disaster while Wario can usually use the tried and true method of just using the bike and whatever else he has left.So to avoid Chompings, Yoshi either spaces his second jump in a way that leaves him on the ledge or just recovers from above. Egg Boosts don't give you much vertical space, but they can make him move horizontally quite well, especially when he's already double jumped to a high part of the stage. And footstools aren't a Wario-specific matchup point, so they really aren't relevant to Wario vs Yoshi... Yoshi will suffer from a Wario footstool just as much as a Bowser footstool.
Do they register as actual combo's in training mode? Cause Bite to Boost Smash does, Dair to Dair surprisingly can depending on how well you end it, fair to fair and fair to nair are, and even Uair can combo sometimes. If Yoshi's combos don't register, then what is stopping me from airdodging his second upsmash or his Uairs while he soars away by himself? The bairs probably do register as an actual combo although you do have to have good timing.Of course Wario can combo, I understand that. But Yoshi can do the same thing better. Bair to bair racks up more damage than any Wario combo except maybe the first two, but Yoshi can just do a billion damage with his own dair anyway. More Yoshi combos? U-smash to u-smash, f-tilt to f-tilt to uair to uair to uair? (No that's not a juggle. Yoshi uses the move three times while ascending.) Yoshi's f-tilt and u-tilt lead reliably into all of his aerials except fair, two of which are damage-rackers and two of which are potential KO moves.
They are a minor nuisance at best. His Nair is an ok combo breaker, but it really doesn't have that much priority and I have hit Yoshi with Fair plenty of times when he had it out (Head on, not from below him or above him either.)Until I started using Yoshi I thought his eggs were dodgeable too, but it turns out it's not so easy. And while they might not stop recovery, Wario was very likely to recover anyway, and the eggs are mostly just to rack up damage while he's coming back. And nair is a perfect combo breaker... it's a sex kick that hits in front of, below, and just behind Yoshi.
Wario has Better kill moves (Faster, do more damage, and have better knockback), Better recovery and edgeguarding, Air game and ground game are arguably about the same for both characters I guess, and they both can combo (although I still think Wario does it better).I know I'm not Doctor Mario Guy... sorry... but until the CG is fully developed, I still think this is in Yoshi's favor. I don't really see how Wario trumps Yoshi in any way.
i kinda agree with u...Does marth really have an advantage over link? I thought for sure this would be neutral.
First off Link has projectiles which will prove frustrating for marth and force him to approach. Marth has a good air game and will probably approach through the air. But Link has zair which can negate the approach.
marth has a complete advantage off the stage but I thought on stage link might have a slight advantage which is why i thought it was even. is there something I am not seeing because good links WILL spam zair against marth making it hard for him to get close.
It is also hard for marth to air dodge because ziar has 2 hitbox's (chain and claw)
Link will also just be waiting with a d-smash if marth does airdodge. and propel him away.
People will have biases no matter what character they main, but yeah the higher tier mains seem more biased than someone who mains Sonic or Jiggs for example.I think not enough credit is given to Link, and the mains of high tier characters, like Marth, tend to ignore the other character. Maybe not ignore, but they're biased to their own. Even though Emblem Lord would disagree with you, I feel Link is on equal footing with Marth.
Maybe they just suck with capt. falcon
Yeah... prime example:
my Link beats Metaknight pretty handely actually. In fact, I'd say Link has the advantage on MK.... unfortunately... his recovery is just SO bad that the best link can hope for is even footing
as I said... link WOULD have the upper hand... if it weren;t for his AWFUL recovery.PFFT. i main metaknight, although i agree a skilled link is tough to beat, i dont think link really has the upper hand.
I agree. but i do think marth should be shown as having an advantage over metaknight. its true and a lot of metaknight users would probably agree.I still dont see why Link would have an advantage even if he had the very best recovery.
The Zair isnt the most useful, and probably will only see use to stop the Mach Tornado.
MK doesnt have many issues with projectiles, as his approach is too sick.
Link has some range, but the pressure machine that is MK usually doesnt have issues versus those with this claim.
But with MK's amazing chase game, and Link's bad recovery, it's definitely not even.
But Link is still very good. I find him pretty hard as G&W.
Link has more range and more priority than you... and despite MK's sick approach, Link's projectiles, if used by a properly experienced player, will be a headache for MK.I still dont see why Link would have an advantage even if he had the very best recovery.
The Zair isnt the most useful, and probably will only see use to stop the Mach Tornado.
MK doesnt have many issues with projectiles, as his approach is too sick.
Link has some range, but the pressure machine that is MK usually doesnt have issues versus those with this claim.
But with MK's amazing chase game, and Link's bad recovery, it's definitely not even.
But Link is still very good. I find him pretty hard as G&W.
It's too bad you're not closer to the midwest, otherwise I'd play you in wifi.... but from so far away there would be lag. Oh well...I've never been that troubled with the Egg Toss, I have sometimes on the ground or on stages like Battle Field but other than that, it doesn't really phase me very much. He may have just been doing it too predictable or something; I'm gonna see who else plays him well in my town.
All of Yoshi's smashes have KO potential, as do his nair and uair. Even if you do get hit by a tilt or something weak, it will usually lead reliably into one of those aerial KO moves.Ok and what are his kill moves? What I was trying to say is that if you mess up a tiny bit around Wario at 100%, you think, "Oh boy, he can kill me with Fsmash or Waft or something powerful." When you mess up a little bit around Yoshi at 100%, you think, "Oh boy, I might get hit by a tilt or something kinda weak." It just seems like you have to mess up your timing in more occasions around Yoshi than around Wario before one of them gets a kill.
Yoshi can still jump or double jump and send an egg or two right in Wario's face. What can Wario do to stop Yoshi when he's above him/Actually, coming from above is the best bet for Wario. If I get hit by an egg, it doesn't spike me and I can still keep going towards the stage. Plus, Wario can recover really high most of the time and the Eggs just can't travel that far up. I wasn't really serious when I said he can go under the stage when recovering but he can also change his mind halfway below and make it.
Yoshi won't be throwing eggs unless he IS high up. And he can always get more horizontal distance and airdodge-land to avoid Wario's attacks. Or he could just downB... the priority on that attack is pretty low, but Yoshi can space it so that Wario is stunned by the stars rather than hit by Yoshi himself.I'll just gimp him while he is tossing eggs (unless he is really high up, then I'll just wait for him to fall.) Point is, Yoshi really has to go out of his way and recover in creative ways to avoid disaster while Wario can usually use the tried and true method of just using the bike and whatever else he has left.
I know that the bairs register, and so do the rising uairs. Even if Yoshi for some reason missed, a player with average reflexes could just downB while Wario is airdodging and catch him as his airdodge finishes.Do they register as actual combo's in training mode? Cause Bite to Boost Smash does, Dair to Dair surprisingly can depending on how well you end it, fair to fair and fair to nair are, and even Uair can combo sometimes. If Yoshi's combos don't register, then what is stopping me from airdodging his second upsmash or his Uairs while he soars away by himself? The bairs probably do register as an actual combo although you do have to have good timing.
Things like "messing up combos" are more of a reflection on the player, not so much the character. Even if Yoshi misses a bair, he can use another bair. The likelihood that it could be dodged is lessened because it's a multi-hit attack.If they don't register, what can Yoshi do to follow up and keep applying pressure? If I airdodge his Bair or an aerial of his, what can he do to keep me from evading too far away and keep me on my toes? If Yoshi messes up, he doesn't have very much of a follow up game. Wario can mess up a combo and follow up better than Yoshi can.
Yoshi can have trouble killing, I admit that. But his recovery really can't be edgeguarded since it's surprisingly versatile and it has SA frames. Also, if Wario is trying to chomp-edgeguard, Yoshi can just use egg lay, which has greater range. Or he could just airdodge over the chomp into a punishing dair, since the airdodge will continue his upward and forward momentum. See how it's all coming back to Wario's punishable moves?Wario has Better kill moves (Faster, do more damage, and have better knockback), Better recovery and edgeguarding, Air game and ground game are arguably about the same for both characters I guess, and they both can combo (although I still think Wario does it better).
T_TFor now lets put the matchup at even, does that sound fair to everyone else?
Fixed :DI think not enough credit is given to Yoshi, and the mains of high tier characters, like Wario, tend to ignore the other character. Maybe not ignore, but they're biased to their own..
Except Snake, but who does go even with Snake >_>Uhhhh. It was the Link boards that said Marth has slight advantage on Link. I though it was even originally.
Still Link has his problems so I can see why it would be Marth's advantage.
But who cares.
Marth goes even with EVERYONE IN THE GAME M I RITE?!?!?!!?
Waft can be released at haft charge and it has ridiculous knockback. We never save it for recovery unless we absolutely think it is necessary to survive (it usually is not necessary). This leads me to think you have not played an experienced Wario, but I'm not gonna pass judgment until I can play you.All of Yoshi's smashes have KO potential, as do his nair and uair. Even if you do get hit by a tilt or something weak, it will usually lead reliably into one of those aerial KO moves.
Also, does waft really have that much KO potential? It seems ridiculously weak for how long it has to be charged up, and it sends Wario high enough that it can't combo into anything else... I'd think that a good Wario would save it for recovery.
The chances of Yoshi "messing up" are slightly less than Wario's chances because Yoshi has more range on his attacks than Wario.
Airdodge? Dair?Yoshi can still jump or double jump and send an egg or two right in Wario's face. What can Wario do to stop Yoshi when he's above him.
Waft is not an issue and the bike is only an issue if they leave it on the stage. You can still use it on stage as long as it falls off shortly after. Most good Wario's avoid leaving it on the stage. Egg Toss is punishable for recovery and if Yoshi doesn't have a double jump left and gets knocked off again, it doesn't help him too much there.Yoshi won't be throwing eggs unless he IS high up. And he can always get more horizontal distance and airdodge-land to avoid Wario's attacks. Or he could just downB... the priority on that attack is pretty low, but Yoshi can space it so that Wario is stunned by the stars rather than hit by Yoshi himself.
The problem with Wario's recovery is he runs out of ground options when he has to recover. Can I use the bike to approach? Nope, I have to save it for recovery. Can I Waft? Nope, I have to use it for recovery. That's two of his specials that are basically unusable until Wario's in trouble. Sure, you can eat the bike, but we already talked about punishment...
I was sure the bairs do, but I don't see 3 uairs connecting very well. Down B for Yoshi is a terrible move in general, using it to punish is not too good of an idea as well.I know that the bairs register, and so do the rising uairs. Even if Yoshi for some reason missed, a player with average reflexes could just downB while Wario is airdodging and catch him as his airdodge finishes.
Wario's Dair is a multi hitter too. The thing is, if Wario messes up, his follow up choices are better than Yoshi's. He can punish defensive options with Chomp, he can get to the ground quicker than Yoshi, and he can change directions in midair better than Yoshi can IIRC. Yoshi has more range and a better double jump to catch people that flee high in midair, that's about it though.Things like "messing up combos" are more of a reflection on the player, not so much the character. Even if Yoshi misses a bair, he can use another bair. The likelihood that it could be dodged is lessened because it's a multi-hit attack.
Now you are dragging this into theoretical turf. "If Wario does this, Yoshi does that and he automatically gets out of trouble." I could say something like that for everything Yoshi does, but it is unrealistic to expect someone to be able to actually counter everything in a real match.Yoshi can have trouble killing, I admit that. But his recovery really can't be edgeguarded since it's surprisingly versatile and it has SA frames. Also, if Wario is trying to chomp-edgeguard, Yoshi can just use egg lay, which has greater range. Or he could just airdodge over the chomp into a punishing dair, since the airdodge will continue his upward and forward momentum. See how it's all coming back to Wario's punishable moves?
By the way, which moves of Wario's can kill? Just out of curiosity.
This brings up a VERY good point.have y'all taken in account wario's side of the matchup? You can't just say yoshi has an infinite and thus yoshi>>wario. IC has an infinite on every character, (AND IC ARE BETTER THAN YOSHI) but they aren't ahead of every matchup? Have you considered that it's very hard to grab wario among all the characters in the first place? All of these one line explanations are making me sick.
oh... and I'm not saying we need to change it... just that it needs to be further reviewed.This brings up a VERY good point.
Ness and Lucas might counter Zelda's Din's fire as a camping impliment... but who says that cripples her?
I still don't have any special problems with lucas or ness. I just have to play differently... but that doesn't mean that I can't win. in fact... Ness is not a problem at all... and lucas isn't any harder than most of the cast
go into detailSlooooow doooown STH. Wait until your other matches are change before you hint at some looking into
It's generally accepted that Zelda has a hard time in this fight. It's not just the Din's Fire.
And basing you're stuff off of whether or not you had trouble with so-and-so is a very bad way to get anything changed on this list. If you ever do want to argue Zelda v Ness, I'll be happy to oblige.