MrEh
Smash Hero
We did do Ike. 50-50
As for Yoshi, just put it down as 40-60. That matchup is balls.
As for Yoshi, just put it down as 40-60. That matchup is balls.
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You forgot EggLay!Yoshi throws eggs. He pivots grabs until he grabs you, then he chaingrabs you.
Nothing else needs to be said.
Sounds fine to me.4:6 Squirtle
65:35 Ivy
55:45 Charizard
Lol, JayDeth:OP updated with PT and A2ZOMG's G&W and Mario. *sigh* Yoshi now...
You guys realize how easy it is to force an air release? Bowser's pummel sucks. It's slow. Just mash like crazy in between pummels. You have enough time where, after his first pummel, if you start mashing like crazy, you can pretty much always force an air release since you'll break out before his second pummel starts. It just takes a lot of effort, but with a lot of effort, it's impossible for Bowser to force a ground release. Bowser is one of my secondaries, and I know how impossible it is to grab release anyone when they know this.
Yes, Bowser can indeed chaingrab Yoshi and end it with an Fair. Yoshi isn't that vulnerable to Bowser's grab shenanigans, but they still work. I usually don't do it though, since it's usually not worth the risk to grab release someone like Yoshi, since his release animation is so weird. Personally, I just throw him and follow up. The Fair isn't worth it, since it's so weak and doesn't even kill. (provided you know how to DI, which I assume you do)
I used to play this matchup a lot with FingerP@ss, so I know how dumb it can be. Simply put, you can camp him, force an approach, and your chaingrab wrecks him. Bowser hits like a truck though, and his ground game is superior to yours. Your air game beats his, but then again, so does everyone's.
Don't rush his shield, otherwise you'll be hit with a Fortress OoS. (comes out on frame 6, invincibility on frames 1-5) This is the main reason why you can't get overly aggro against Bowser, since the Fortress will just eat up any attack you throw at it. Bowser can actually Fortress OoS a Nado. That's how good it is.
There are many playstyles for Yoshi, and good ones can mix and match the camp with the aggro. The type of aggression you described is the bad kind. A Yoshi who decides to go on the offensive in this Mu will be utilizing DJCEL mixed up with bairs. DJCEL, when spaced properly, will beat everything but a spot dodge. Back air will beat spot dodge. Back air can also be used to pass through and Nair behind you, which is generally safe. I'm not sure if this is safe against Fortress, however, just putting it out there.Right well, where do I begin? This is actually a pretty weird matchup, but it’s also one of my most enjoyable. First of all, there are two kinds of Yoshi players I find: There are angry Yoshi’s, those who often rush into the match without thinking like an angry old man wielding a crutch, and there are more cautious, safe Yoshi’s who look to abuse their mid-long range weapons and strengths. The former are bad players who don’t know what they’re doing, the latter is where things get tricky. Bowser’s have nothing to fear from aggressive Yoshi players, why you ask? Fortress OoS is just one of multiple reasons.
Dair is pretty godly against large targets. Very good shield pressure, good at poking damaged shields. If your shield is damage, Dair can and will hit you, and if you shield it all you risk getting shield broken.and maybe a silly Dair or two
As you get closer to Yoshi, powershielding becomes increasingly difficult. At the farthest range, we really only have one trajectory to hit you with. The closer you get, the more variations we have, which causes changes in timing to the shield. A properly angled egg can also bounce off a powershield and explode, so if you drop the shield right after hitting the egg, you might end up getting hit. This is much more common during ECE, however. For this to happen on stage, the egg generally needs to glance the top of the shield.It’s difficult for Yoshi to approach Bowser safely, so what better alternative is there then to bring us to them, and they have the perfect tool to do this, Eggs. The Egg Toss (ET), while not exactly a laser, gets the job done in this matchup. Because of its trajectory, Yoshi’s ability to control it, and Bowser’s gargantuan size, the move is borderline impossible to avoid, what are your options here. You could either spotdodge the move, Powershield it, neutralize (clank) it with a well timed, angled Ftilt… or Flame Breath it. As for the best option, that all depends on the distance between you and the camping dino, but you’ll find that turning to Powershield is the quickest, most reliable option. Not confident in your powershielding abilities? Well you’d better learn it now or you’re in for a world of hurt; you can spotdodge, but this is only good if there is a lot of distance between you and Yoshi, otherwise the animation will be punished by another ET or a dashgrab, and trust me you don’t want the latter coming your way.
A generally safe follow up on a successful EL is to space an usmash so you hit with the tip of Yoshi's head during the end of it. It's a good extra damage as well as being pretty much unpunishable. ET is another option, which adds a good 5-is percent. You're also forced into the air from an EL, making it a larger threat. Also, it's HA, not SA.Double Jump Canceled Egg Lay (DJCEL) is just one of these tactics to punish shielding, incapacitate you and setup for another move; it’s hard to react if you see this move coming but try to spotdodge it, we can’t force Yoshi back with a tilt or jab because of the Super Armor (SA) on the move, hence the DJC beforehand. Yoshi’s are smart with the way certain characters or people break out of their eggs, so try to mix-up the timing on when you’ll break out or watch to see what they do next before deciding when you want to come out. Some Yoshi’s may want to build more damage by attacking you in the egg, others may retreat and ET from afar once more, and some may even predict your break out and punish you again with an aerial reverse DJCEL, that’s not common though so it’s not something you should be too worried about.
Generally speaking, dash grab is very risky. A common mistake Yoshis make is seeing you shield an egg then rushing for the dash grab. While it's quick to come out, the end lag is terrible. Also, most Yoshis will slow down the munching after a certain amount of pummels so they're completely prepared for the release. While mixing up the break outs is effective,They could also revert to a Pivot/dash grab depending on how close you are to them, both being very effective against Bowser. While you’re busy regaining your composure after dealing with an oncoming egg, they can follow up with a grab that more often than not catches you when you least expect it. Yes, Yoshi can air release regrab (rg) chaingrab (cg) us, to the end of the stage and then attempt to get an early gimp with a sweet spotted Fair or Dair. Try to mash buttons and get out as quick as possible or force a ground release, they need to buffer their dashgrab in order to catch us again so if we screw with the release timing they might mess up which could result in us punishing a failed dashgrab.
Dtilt is a good spacing and poking move. It's also pretty useful for mixing up out of jabs, and for hitting you off ledges. It's trajectory is pretty dangerous for Bowser's recovery, since it hits pretty much slightly below horizontally, a weak semi-spike. It makes for a relatively easy edge guard.Another thing I feel I should mention here is Yoshi’s Dtilt. Watch out for it, it’ll probably catch you off-guard at least once or twice, it has range that rivals our own tilts and Yoshi is crouched to the floor when the move is in motion, which means our Ftilt will go right over his head if he is crouching. If you are in range of Yoshi and wish to Ftilt him (maybe a jab is just out of reach here) make sure you angle the tilt down, to ensure that you don’t get into this silly situation. I repeat, angle your Ftilt’s downward when trying to hit Yoshi with it.
Against a character as large as Bowser, you're pretty much screwed getting back from the ledge over 100%. A spaced ET will limit all options, including ledge dropping to DJ back on stage, assuming Bowser can do that. All options are pretty much covered by egg and pivot grab, so it's very difficult to return. If we Dair you offstage, you can potentially DI up and footstool us out of it, dooming us. Fair is pretty laggy and not incredibly useful in the air.The ledge is another field that deserves a bit of attention as it’s pretty important for both characters in this matchup. Depending on the circumstances, getting back from the ledge can be quite difficult against Yoshi. If they decide to space ET then there’s not much we can do aside from jumping from the ledge to try and get back unscathed. There’s also the chance we could get hit by an egg, which Yoshi can follow up with a Dair in an attempt to gimp us, if you find yourself amidst a Yoshi’s Dair over the ledge try and DI up and towards the stage to get out of it, or if the Yoshi is just about to Dair or Fair you, try and Fortress as quick as possible to override it. If they try to Dtilt you to hit you off the ledge go for a getup attack (below 100% of course) or jump up from the ledge again, the move comes out quick so don’t attempt a ledge Klaw.
Flame Breath should never remove a Yoshi's DJ if they're using ECE. Yoshis use tap off, so their DJ can be saved. you can hit him out of the egg, but odds are he'll just DJ through and Nair you, land and grab you, or Bair set up.(Referring to ECE)Flame Breath also works in this situation as it breaks the eggs and may hit Yoshi on the ledge and remove his DJ for a quick gimp, but it wears down after a short time and is very slow on startup, there is also the chance that Yoshi will abuse the Super Armor on his DJ to pass right through Flame Breath and make it back safely on stage… and punish the revolting drop lag of Flame Breath; it’s unsafe unless very well spaced and not as reliable as the Ftilt so I don’t recommend it over the former.
Recovery is a big problem for Bowser, generally. Recover low and it's an easy edgehog, or Dair. We can also grab the ledge, forcing you to go for the stage. If you try to knock us off the ledge or get to close, we can drop off and Uair you to set you up for juggles. It's a good killing tactic, especially since Bowser's a fatty.Offstage is a pretty simple, predictable scenario. If we are returning to the stage (perhaps after falling victim to an FSmash) we try and recover from mid-high levels. Do not recover low, it is far too risky and we can easily fall prey to Yoshi’s Fair or Dair. Yoshi can Fair us at mid levels, but we have an answer to that, the Klaw. Well timed Klaw’s will eat Yoshi’s Fair for breakfast and bring us back to the stage… or cause a Bowsercide, it’s your call (most of the time anyway). If we recover high it limits Yoshi’s options, he could attempt to attack us with a Fair or Nair which we can Klaw through if done correctly, or he could attempt to go for a Uair or an ET, both of which can be easily air-dodged.
Yoshi can also use a falling B-reversed egg lay to change momentum and grab you out of an attack. We can also wavebounce eggs in the air to try and mess you up, but it's not incredibly useful.If Yoshi is the one recovering the stage, we could follow him offstage for a Fair/Nair attack, but that’s relatively unsafe and can only be done if he is close enough, we suck in the air remember? But chances are Yoshi will throw an egg or two if we’re waiting by the ledge, those can be dealt with by quickly clanking or powershielding them, then it’s up to his DJ to get him back. If he goes for the ledge, obviously grab it before they do or tilt him. If he recovers high-depending on how well you know your opponent-USmash, Utilt or aerial Klaw are the best things options, or if you’re feeling brave you could try a Uair, or bait an airdodge with a full hopped Uair and hit him with Fair or another aerial if he’s close enough. Personally I prefer waiting patiently for an airdodge and either going for Utilt or a pg depending on our positions.
Fsmash will generally be used to punish something. You may get trapped trying to get back on the stage from the ledge and airdodge into one. Usmash is generally staled since it's such a good anti air and juggling move. Uair is godlike, since we can chase you with it and edgeguard you with it. Very useful. Yoshi bomb is also very good out of jab mix ups and for punishing attempts to return from the ledge. Nair also has KO potential for edge guarding, and it's much faster than Fair, so watch out.Yoshi’s KO potential, while not as impressive in comparison to other characters in similar tiers, should still be feared. Never forget that Yoshi can still gimp us offstage with his blasted forward and down aerials. His best alternative KO moves would be FSmash, USmash, Uair and the Yoshi Bomb (DownB); good Yoshi’s will land these. USmash is fairly deceptive and swings all the way around (like our Utilt) and KO’s uncharged at around 150% or so fresh on FD. FSmash is similar, but aims to KO toward the sides as opposed to upward, and can do so much earlier without DI, so make sure you aim toward the top corners of stages to survive longer. Very good Yoshi players can also space this move with their infamous character exclusive AT known as the Dragonic Reverse which I will address at a later point.
Then there’s Uair, it isn’t as powerful as our own but it is still mighty strong and can KO from the early-mid 100%'s if we’re caught pretty high in the air by it. It may be predictable and easily air dodged but god dammit don’t say I didn’t warn you if you fall victim to it and get KO’d at a stupidly low percentage. It is quick and powerful, we cannot challenge it with Dair/Nair or DownB so don’t even try it, spaced Klaw’s counter it though, but a Yoshi shouldn’t be going for it unless he in directly under us. It can also be short hopped and auto-canceled, something to note.
When trapped in a shield, most Yoshis will either wait for a move to spotdodge then use a quick move to get away, or shield a move and roll away. Yoshi's shield does indeed slide, and if you roll with the slide, you can get a massive boost, putting us in a much safer position. It's still a pretty bad shield, though it's not as bad as everyone thinks. I don't really ever get shield *****.Next I’ll bring up Yoshi’s shield; or as me and auroreon like to call it, the cage. It cannot be shield poked and slides around a bit when hit with high knockback moves. The trade-off is that Yoshi is completely trapped; he has no options OoS except to spotdodge and cannot even jump OoS, it is a terrible curse for a character that does not deserve it and Yoshi’s won’t be shielding often like other characters. If a Yoshi is shielding then using the Klaw is a good answer as is DSmash (if you’re close enough). Because of this terrible burden good Yoshi are more inclined to spot dodge in certain situations rather than shield, learn habits, predict and punish.
As ironic as it is, Yoshi's Island is actually not a very good Yoshi stage. Shy Guys interfere with egg camping. The platform also messes with egg toss. The slants mess up grabs, though they can be used for Yoshi Bomb slides, they're not so useful that we can just spam them over and over. Honestly, I'd say Smashville is a better stage than YI for Yoshi.- Yoshi’s Island is Yoshi’s best stage, sloped terrain in certain places on the field and a massive tilting platform allow Yoshi to slide about the stage, bombing like a madman, and you will quickly find that it is a pain in the *** and makes things oh so much more difficult. The ratio stays the same because while Yoshi becomes harder to hit and tougher to fight, his chaingrabbing is limited here thanks to the size of the fighting platform and the slopped terrain once again. The ghost helps also, and the side of the field offstage means we can DI a Fair spike and tech the wall, allowing Bowser to survive a potential gimp. It may be impractical to some, but the option is there
This stage is also very good for camping. In the first transformation, we can camp the left platform which makes your approach quite linear. The dip in the second part is also a very good camp zone.Counterpick
- Frigate Orpheon Limits Bowser’s abuse of shield-Fortress because of stage turning, as well as limiting his recovery on field 1 because the right side of the field has no ledges to grab. The stages are also small meaning there will be a lot of air time and offstage which is not something we want. Egg Lay is tougher to deal with here.
Mainly wanted to note here, that while being on a platform does put us in a bad spot, it's very possible for us to simply wait for you to hit the shield, then roll with the slide. It doesn't really allow for a set up since we'll be propelled quite far away. This stage also requires a pretty different playstyle, generally a more aggressive one, involving good use of Bair and egg lay. We can camp under platforms pretty decently, however, so don't rule out camping.Neutral
- Battlefield . Come to this place against Yoshi, it is your best friend. This stage carries so much influence for Bowser I say it knocks the matchup ratio to 50:50, it broadens Bowser’s options while limiting Yoshi’s further. With platforms comes Bowser’s ability to abuse the Klaw much more to get around the stage, Klaw cancel through platforms and such, Flame Breath from on top of a platform, whatever you wish. The platforms limit Yoshi’s egg camping to a very respectable degree; they mess with Yoshi’s chaingrab and leave Yoshi in a sticky situation if he is standing on one with Bowser underneath. He cannot shield Uair or USmash; if he does he will be pushed off the ledge allowing a free setup for Bowser (tilt ahoy). The top platform also allows Bowser to manoeuvre a successful Klaw onto it, bringing them both much close to the upward death zone, making the Klaw a much more viable KO move here.
Yoshi sux at Brinstar and it's always my ban. Not much for Yoshi to do here. The terrain completely messes with him. It'd probably be played similar to BF, except with less success. I always ban this stage. Always.Counterpick
- Brinstar has abuseable stage pieces for Bowser’s tilts and smashes. The stage terrain prevents successful chaingrabbing from Yoshi and the acid occasionally prevents spikes and gimps.
Guess i'll go tell the Jiggly's we're discussing them. I play a little bit of Jiggumz myself but not only am i not a top Jiggz I've barely done this matchup with Bowser so i won't be of much help with this one :/Well, I'm satisfied. Now, onwards! To Jigglypuff we go!
I have alot of experience in this matchup and I think its Bowser's best matchup outside of Ganon.Neither character is ever used so I doubt anyone has any experience.
I think it's 60:40 Jiggz but I haven't ever played a good Bowser so I really wouldn't know.
Woody/Wango, whatever name hes using now, and Dapuffster, both offline.Who do you have experience against?
Just curious.
loljigglypuff is in brawl??