Nogzor'z
Smash Journeyman
Advancing Yoshi: The 3 Main things to abuse
AUTHOR’S NOTE: I’m writing this to try and play a part in the
Progression of the yoshi metagame. I know that the material is
Already covered in other posts. I’m just hoping to shed some light
Into how I think and play the game, and possibly give helpful advice
For improving someone’s yoshi playstyle. If I’m embarrassing myself
By posting nonsense or you feel differently about the content, please
feel free to tell me/ give critique or criticism.
AUTHOR’S NOTE: I’m writing this to try and play a part in the
Progression of the yoshi metagame. I know that the material is
Already covered in other posts. I’m just hoping to shed some light
Into how I think and play the game, and possibly give helpful advice
For improving someone’s yoshi playstyle. If I’m embarrassing myself
By posting nonsense or you feel differently about the content, please
feel free to tell me/ give critique or criticism.
After countless hours of contemplating about how to use yoshi effectively in the smash scene of 2010...I’ve finally decided to begin noting things down and have tried to isolate what I think are three of the most important tactic/move/ AT’s that all yoshi players should abuse at the top game. Keep in mind that these can change (probably will) as the smash society begins to adapt to new general play styles.
Also, Please keep in mind that these things should be practiced and applied AFTER one has become one with Yoshi as a character. This familiarization includes:
Yoshi’s gimmicky movement in general
DJC’s
RDJC’s
yoshi’s limitations to Edge-guarding
Egg application*
Recovering consistently and efficiently
Knowing yoshi’s general combos
L-canceling yoshi’s DJC’ed aerials (applies to combos)
Knowing shield uses and limitations
ECE and other ledge tricks
*egg application can be anything from defensive egg usage, aggressive/approaching with eggs, and edge-guarding with eggs.
**For a more in-depth explanation of Yoshi as a character, see Shiri’s thread: Project: Y.O.S.H.I. (Updated 11/06/2006) -- Reference Threads Added or the yoshi guide thread: How to hatch a healthy Yoshi: A Yoshi guide
Now down to business.
Number 1-- Neutral B
Along with this, allow me give my reasons as to why this move needs to be used more than it is now. All other characters in the game, except yoshi, can use their shield at almost any time and still have “Out of Shield” options. The most common ones are either a fast shield grab, jump out of shield, wavedash out, or up-B or some other quick attack out of shield.The point isn't whether or they can mash out before you get a single hit. It's main attraction is that it can shift momentum, it's annoying, at high percents it can induce some panic since it takes them outside of their comfort zone, and after repeated use make them less confident in their options. Furthermore, its range exceeds that of Yoshi's aerials (+ it's faster than fair!) so sometimes this is the only thing/fastest move to connect from certain positions in the air.
Some of the smasher’s mindsets might choose to use shield as a safety net to fall back on, even if the shield is only up for a second or two (since they have many OoS options). These shields can be commonly instinctive after: landing from a double jump, just missing an aerial and L-canceling, seeing approach coming in too fast, or even to have a “safe” spot to stop and think.
Catching onto these, even the tiniest of, habits is where egg lay plays its role. Not only can it be used when anticipating any shield, Neutral-B with its long range can be applied to shut down "walls" or otherwise "safe" moves of some characters, Where as dash grab may not have been sufficient.Obviously grab can replace Neutral B, but Yoshi’s grabs has its problems of shorter range, gimmicky hitbox, and slow start up (for standing grab). Not only that, but grab cannot be used in the air, unlike egg lay.
When on the retreat/defensive, a well spaced DJC or RDJC Neutral-B, reverse Neutral-B, or just a quick wavedash back Neutral-B will catch some generic/lazy approaches (which would have, in effect, been avoided) off guard. Although, canceling your second jump is still a risk and leaves yoshi incredibly vulnerable should you get hit. For example, A fox or falcos 'panacea' approach is a SHFFL’ed aerial, and if this does not connect... player might: shield/shine/jab or other fast move from an L-cancel for maybe even a split second in anticipation for a retaliation attack from their opponent. Unfortunately for them, shields are rendered useless against a versatile grab, and shine/jabs are of short range which get overcome by egg lay.
Hopefully, as yoshi becomes more popular, and egg lay is more commonly used, the general community will begin to change or question previously accepted styles of play.
Now that the obvious one ( to me at least) is settled, let us look at Yoshi’s more technical abilities.
Numbers 2 & 3--Double jump cancel counter (DJCC) and Parrying
#2
DJCC has been around, or at least known, for quite some time now, but I believe it has yet to be implemented to its full potential. The basis around this technique is…In using yoshi’s double jump just before an opponent’s attack, one can, essentially, nullify all knock back and hit stun of the attack and continue to have free control of their character. This allows players to “counter” an attack with their own desired aerial attack. The limitations of DJCC is that it cannot be used as effectively when one’s damage has reached greater than 100% (depends on the attack). I have efficiently been able to shut down many characters approaches with the DJCC reversal-ish attributes. Some Examples of attacks that this technique can be useful in stopping are:
Most jabs in general
Falcon’s Nair
Marth’s Nair and Fair
Falco’s Nair, Dair, and lasers
Fox’s Nair and shine
Puff’s Fair and Nair
Shiek’s Ftilt and Fair
ANY other somewhat weak attack that you can reliable anticipate.
3#
Parrying is, in an intense thought debate inside my head, essentially a higher technical demanding, negligible risk, high rewarding DJCC but it is used on the ground (as opposed to the DJCC which is used in the air). The details behind the parry are quite complex and can be found in SheerMandess’ thread: Revolutionizing Yoshi: Parrying (aka supershielding) NEW VID!!
But to sum it up…When yoshi shield, the initial frames of his animation has a sort of specialty that allow yoshi to actually jump out of his shield. The execution of a Parry is to place these few frames of yoshis shield and initiate them at nearly the same moment as you are attacked. The shield will still block the attack, and in the same way a power shield does, allow yoshi to grab (or more importantly jump) almost immediately after “super shielding” the attack. <<Did I get this right?
Initially, I dismissed parry as a not as not very useful tech, simply because my hands were not able to handle the technical requirements. That was in the past and boy was I WRONG. After I gave some intense practice to condition my fingers to instinctively press the correct inputs, Parrying came into a new light for me.
As one could infer, this tactic/AT basically allows yoshi’s “shield game” to be on par with all the other characters. I’m not sure about you guys, but this changes EVERYTHING that has to do with Yoshi shielding an attack. Parrying correctly makes yoshi’s grab much more viable, and opens up all out of shield options for yoshi that he previously didn’t have. It also works well against attacks that can be anticipated, such as:
Most projectiles (Mewtwo’s shadow ball is the perfect one to practice on)
Falco Nair and Dair
Fox’s Nair
Falcon’s Dair (though I’ve yet to try it much on this)
Characters that like to “wall of Bair”
Ganon’s Fair
I’ll allow your imagination to create the virtually limitless new abilities that parrying and DJCC gives yoshi.
**On a side note, I’d like to add that these examples given are attacks that I feel are easy to see coming. If you just so happen to know other characters so well that you can anticipate their attacks, feel free to try to Parry or DJCC it and watch your opponent drop their control in a state of paralysis.
***I'm sorry if the formatting is unacceptable or Ridiculous, but I tried... :/