Yeah if you're below your opponent and they air-dodge you've got a guaranteed followup if you're fast enough. you can go a fair distance left and right and up incredibly fast.Yoshis double jump is one of the most amazing things in the game :/
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Yeah if you're below your opponent and they air-dodge you've got a guaranteed followup if you're fast enough. you can go a fair distance left and right and up incredibly fast.Yoshis double jump is one of the most amazing things in the game :/
We've also had that same side-b for a number of games now too but I wouldn't call that a strength.From a game design perspective, yes. Yoshi requires the armor because of how his recovery is designed. I'm not debating whether this is good or bad design - it's not relevant to the discussion.
From a game play perspective, we have armor on our double-jump. It is a strength of the character and denying it is simply putting your head in the sand. There's no point arguing, "We would suck if we didn't have it!", because we do have it and have had it for a number of games now.
Side B can cancel momentum. Example.. if fox's down smash hits you at a kill percent and you Di down and slide off the edge into a side B you cancel all that momentum and you hit the edge of the stage with the egg lay. Technically Its not completely useless and barely any characters have a momentum stoper.We've also had that same side-b for a number of games now too but I wouldn't call that a strength.
Yeah thats like the only reason sheik Is so good right now. If fair and back air had 10 frames of lag and started on atleast frame 5 people really would stop using her and act like it was a "big nerf". TBH her combo throws are not anything that special its just that she has them but they don't do high damage.@White_Pointer Like, you can take that logic with anything really. Sheik wouldn't be good if she didn't have low lag moves. Sheik's low lag moves aren't a "strength" they're a "necessity"
tbh the armor hardly helps with recovery in the first place, it's often better to airdodge if you're trying to avoid getting hit away. He has a high DJ, the fastest air speed, is floaty and his eggs which act as little jumps. These little things allow him to reach the stage from somewhat far distances and mixup where he's going. It's not the best, or free, but it works well enough for the most part.
Utilt -> Uair isn't just a true combo at low %. It works well over 100% and the training mode counter counts it as a true combo even at 150% if you do it right. It works better if you jump then immediately double jump while you upair because it extends your range if they di up and awayBut yes Utilt uair is a true combo
at low percents.
I've actually been under this impression that Yoshi is one of Ryu's worst MUs, and even outside some personal experience, I could also bring up The Wall vs Trela in their first set.Yeah I must have been salty that's too much lol. My outlook on Yoshi has changed a lot though so maybe it's that too.
OH YEAH, Ryu too. **** Ryu. Does anyone else struggle against Ryu?
As mentioned in the OP...not many. It's pretty slim pickings at majors. Certainly not the representation you would expect out of a top tier character.I was wondering, how many Top 16 placements has Yoshi made at majors and by whom?
Then again, most smashes are unsafe on block.Smashes -> NONE of yoshi's smashes are safe on shield.
The thing is, all top tiers have things that are mostly safe on block or pose an HIGH risk on block (i mean, higher risk than killing at 130%+ in average).Then again, most smashes are unsafe on block.
I honestly think this is more a case of people not quite being so encumbered with the Mario MU. True, his frame data is better than Yoshi's, but he doesn't really have a large enough hitbox to force people to respect them considering none of his moves are particularly safe on block either. Fast characters can easily punish him for such responses as much as they can punish Yoshi (though Mario arguably gets it worse).Mario lol. Frame data galore.
The way you describe it sounds like his disadvantage state, and if that's the case, then I absolutely disagree. I mean, it rarely happens to me even when I play against competent players.Yoshi has one of the worst recovery moves in the game. If you use your jump to escape a combo, you are in for a bad time against a good player.
Won't make a difference, they call him braindead (and "easy to play", "mash face into controller") anyway, despite the fact that they probably haven't tried to play him in any kind of competitive sense. It's pretty frustrating really.Edit: Now I may come off as a fanboy for saying this, but I don't need Yoshi needs an "auto" move. Not only would that kind of destroy the basic design of his character (frantic and reckless), but it would give lower-leveled players more of a reason to call him "braindead".
Well the funny part with that is I don't seem to have a problem killing in the 3 stock format at all.You are so pessimistic. I still think he might be a solid Top10.
I don't really see much things that go against him except killing Problems that are more of a problem in a 3 stock environment and more match-up pending.
While I don't agree with the pessimism myself (specifically from Slush), I do find it rather justified in a sense. Skeptical disadvantages in a game where those probably hold first priority can really make someone question your viability (Villager also kinda suffers from this, but at least he's got the camping game for him).You are so pessimistic. I still think he might be a solid Top10.
I don't really see much things that go against him except killing Problems that are more of a problem in a 3 stock environment and more match-up pending.
It's not that killing is harder, it's that the difficulty in killing becomes more pronounced the longer the game goes.Well the funny part with that is I don't seem to have a problem killing in the 3 stock format at all.
Well, that's just a concrete example to get the point across.
Maybe it's not always a percent differential. But the effort that must be put forth is larger, since we don't have the auto pilot kills. Maybe this means putting your opponent into bad positions more often. Against safe characters (Sheik, Diddy), this can be a MONUMENTAL task. It means you have to outplay your opponent for much longer to win, which makes it a pretty horrible disadvantage in the end.
Especially once they realize Yoshi's neutral isn't that great and outside of command grab, they can't get punished too hard if they sit in shield or roll.
That's why camping works decently well against Yoshi, especially Needles.