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Recent content by pugwishbone17

  1. pugwishbone17

    Neon's Match-up Discussion

    b-b-b-but melee
  2. pugwishbone17

    Yoshi's Overall Design

    Yoshi's egg roll is about as good of a stall/momentum shift as an air dodge and I'm not even exaggerating. The whole distance traveling lingering hitbox doesn't apply to the move while it's in the air. Also the current speed that it falls is so slow, that sure it might avoid a continuation of...
  3. pugwishbone17

    Tier List Speculation

    While we're on the subject of Yoshi (sort of), Scatz over on the Yoshi board made an excellent post that really analyzes why Yoshi currently struggles (pretty evident given the past few pages of home made tier lists). He goes super in depth on each problem and offers solutions that fixes the...
  4. pugwishbone17

    Thoughts on the Design of PM Yoshi

    *sigh* Okay, in 3.5 and before Yoshi had that parry problem on the first 6 frames of shielding. 3.6b fixed that where if Yoshi is hit during the first 6 frames, he just automatically goes into shield anyway. This is the same on every character. Shield is active frame 1 for everyone. The...
  5. pugwishbone17

    Thoughts on the Design of PM Yoshi

    Talking in theory like Leffen isn't really something I care about. Once the opponent realizes you're baiting out multihit move or any other anti-parry tech, then they can adapt and counter you just as well, except the chance of their character having more tools than yoshi is far more likely...
  6. pugwishbone17

    Thoughts on the Design of PM Yoshi

    I'm fully aware of how parrying works and I do implement it when I play in the same way you say aMSa does through prediction and just overall pattern recognition. That said, parrying is still useless on several moves like fox's down air, or drill shine in general. It's also absurdly difficult to...
  7. pugwishbone17

    Thoughts on the Design of PM Yoshi

    Having priority on eggs is way better for covering yourself or edge guarding. Not to mention the fact that the eggs don't break on a timer means that you can actually control space meaningfully while in melee literally everyone and their mom's aerial will break it. 4% does mean much anyway...
  8. pugwishbone17

    What are all the Yoshi bugs?

    Shield poke from specific point under his shield Stuck in shield if released shield button as roll ends Can't jump out of first 6 frames of shield First active frame of aerial neutral b Off the top of my head
  9. pugwishbone17

    Thoughts on the Design of PM Yoshi

    3. The move has a few more uses than that. It allows for pretty fast air to ground tech chases, as well as a pretty dramatic momentum change via b-reverse and wavebounce, which mixes up movement, and even recovery if you choose to go the high route over stage. It also basically gives free stage...
  10. pugwishbone17

    The Crystal Caves - The Yoshi Social Thread

    Alright I think I get what you're saying, moves that would beat the hitbox are going to hit anyway and that it's really just a matter of being a really unpolished animation. But it sometimes doesn't seem like that's just the case, like the times where a command grab teleports you without even...
  11. pugwishbone17

    The Crystal Caves - The Yoshi Social Thread

    http://gfycat.com/JampackedAdoredAztecant There are really dumb looking things to come out of this that would be avoided if there were an active hitbox. A clank is much better than being straight out beaten with an invisible hurtbox
  12. pugwishbone17

    The Crystal Caves - The Yoshi Social Thread

    Hey guys, this is frame 31 of Yoshi's down tilt running at 1/4x speed, where frame 32 is the first active hitbox frame. This is why Yoshi gets grabbed/hit/janked. tl;dr: I think the game processes hitbox collisions at probably 4x the speed than is actually shown. Yoshi is hit in between frame 7...
  13. pugwishbone17

    Q&A New to Yoshi? (or not) Ask your questions here!

    I used no tap jump until I started playing Melee seriously, and have since changed PM to match that. not screwing up DJC up airs is easy once you get used to. Also tap jump is actually superior to not having it because of how it will buffer a double jump during yoshi's jump squat making DJL in...
  14. pugwishbone17

    PM 3.6 | Yoshi's aerial neutral b hitbox misplaced

    Title of the bug: Yoshi's neutral b hitbox misplaced Version found in: PM 3.6 Hackless Full-set / Netplay Build Hardware you are running: Wii / Dolphin 4.0-7161 Loading Method: Hackless loader / ISO Details: The first active frame of Yoshi's neutral b on the ground and the air do not match...
  15. pugwishbone17

    The Crystal Caves - The Yoshi Social Thread

    Hey real quick can we talk about how bad the aerial neutral b's first active hitbox placement is? cuz I truly do completely enjoy missing this move at point blank. In fact, comparing it to the grounded version, the first active frames are identical with the fat purple grabbox being Yoshi's...
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