Mmac
Smash Lord
Yep, More Grab Release good news for Yoshi. Yoshi can Grab Release to Fair spike Multiple characters, but most importantly, MetaKnight! All you need to do is just grab them when their near the ledge (Or Chaingrab them there), on release, Run off the ledge or Shorthop depending on the character and do an Fair (Dair on Lucas/Ike) as soon as you leave the edge. The closer you are to the ledge, the better the result.
Old Video of the Original Six (MetaKnight, Sheik, Fox, Wolf, Squirtle, Ganondorf):
http://files.filefront.com/YoshiSpikewmv/;11540443;/fileinfo.html
Inescapeables
MetaKnight: MetaKnight is probably the hardest of the 6, but it's MetaKnight, so who cares! If you time the Fair perfectly (A few frames after as soon as you leave the edge), then he'll be spiked, no matter what he does.
Vid: http://files.filefront.com/YshMKFairwmv/;11567549;/fileinfo.html
Note: A Fair attempt from right on the Edge is rather hard to do and is limited depending on MetaKnight does, but if you don't want to risk it, then you can just fall, and then follow it up with a Rising Nair. It can kill fresh and Sweetspoted at about 85%, and is 4 Times easier to do!
Snake! Yep, Snake can be gimped extremely well also! First of all, here's a Video: http://files.filefront.com/SSBBYoshiSnakewmv/;11626596;/fileinfo.html
First thing first: DO NOT CHEW! Chewing gives him back his UpB. Anyways, first thing is to get him on the Ledge, which can be done easily with ChainGrabbing. Now as soon as you release him, he can do one of 4 things. Here's a Rough estimate of his options:
Yellow: The Release from Yoshi to the point where Snake Recovers
Red: Double Jumping right away, will only reach the ledge and any interruption by you or himself with force to use his Cypher
Pink: Double Jump and using Cypher, Can be interupted by an Nair or Fair to make him go back and lower
Green: Delaying the Jump. Will never reach the ledge even with the Double Jump, and forced to use Cypher.
White: Cypher as soon as he recovers, will only reach the ledge, which can be snagged easily. If he fights back or Airdodge's, he dies
He can still C4 his way back (But it's very hard to do from a release!), but be ready to grab when he gets back up. It also does heavy damage to himself, and sometimes he'll be at over 150% before he can make it back safely! (If he makes it back at all, that is >_>)
Also, you can grab him before he can cancel and grab the ledge, which results in a Cypher Grab Break and killing him!
Ganondorf: First of all, if he tries anything (Fight back, Airdodge), he is dead, as demonstrated in the first part with him. He can still get away if he Double Jumps it, but only if your timing is alittle off.
Wolf: Wolf is pretty tricky because it requires Delayed timing. However once you get that down, it's pretty easy to do. Also just like Ganondorf, if he tries anything to defend himself, he's basically dead (Unless he has wicked control on his UpB)
Remember Delay the runoff by a bit, or else you'll do it too soon.
Squirtle: Pretty easy, but you need to react right away. Also pretty hard to sweetspot.
Sheik: Sheik is almost perfect for this. Only problem is that you can't Chaingrab Her (Or him >_>). Also it's alittle hard to sweetspot her than the others.
Fox: Same thing as Sheik, but easier.
Falco: *Update!* Yep! Falco's Fair Spike is indeed inescapeable! Just like MetaKnight and the others, If Yoshi reacts perfectly (Which is only possible offline), Yoshi can hit Falco exactly 1 Frame after he recovers from the release. What makes this better is that if you cancel out his Double Jump, he dies at ANY PERCENT!
Effective Mentions
Link: *Update* Fair doesn't really work that well anymore, but Dair does. Only problem is that unless you are quick to Edgehog, it will rarely kill him.
Diddy: Diddy is also one that puts him into a rough position. A Short Hop Fair is almost very Likely to Spike him, but he can go low. Only problem for Diddy as it makes it more likely for him to be Edgehog. He can also take him with you with his SideB, but Fair can usually beat it out.
Bowser: While he has some options, they all make him very vulnerable, and any type of ShortHop spike is almost certain death. He is also Bowser, and thus a Huge Target
Lucas: From Release, you can Short Hop Dair him,which is inescapeable. He will have a Tough UpB back to the stage though, which is still quite possible to do
*Update* Turns out it's not escapeable . Still effective though
Ike: I Spike for my Friends! Just like Lucas, you Dair instead of Fair, and relying on his poor recovery for the kill, you can also follow it up with a Footstool! Just look out for his Aether though
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The "Sweetspot"
There is a sweetspot on the stage, which you will have 100% Hitrate on MetaKnight, Wolf, Ganondorf, and Squirtle. The ideal spot is just near the edge, but not on it. Basically it's where the final "Arrow" Point is on Final Destination.
The Red Arrows mark the sweetspot.
What it does is that it makes Yoshi the perfect timing, distance, and height when he reaches his opponent at perfect. They can't do anything to react in time if Yoshi is in this spot.
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Spiking Chart KO Percents, for your enjoyment.
All Stages for Non-MetaKnight's:
Sheik: 21%
Ganondorf: 32%
Fox: 7%
Wolf: 17%
Squirtle: 10%
Link: 30%
Falco: 0% :D
Bowser: 30%
KO %'s for MetaKnight (Average is 48%):
Final Destination: 47%
Battlefield: 48%
Delfino Plaza - Main Platform: 48%
Delfino Plaza - Shine Spire: 48%
Delfino Plaza - Building: ???
Yoshi's Island (Brawl): 49%
Halberd - Platform: 51%
Halberd - Deck: 51%
Lylat Cruise: 46% (When Ship is Levelled)
Pokemon Stadium 2: 48%
Castle Siege - Left Side Tower: 48%
Castle Siege - Right Side Tower: ???
Castle Siege - Underground: 48% (Levelled)
Distant Planet - Right Side: ???
Smashville: 47%
Pictochat: 46%
Corneria - Left Side: 53% (It even kills him on a Non-Sweetspot. How cool is that!)
Corneria - Right Side: 48%
Pokemon Stadium 1: 48%
Anyways, Enjoy.
Old Video of the Original Six (MetaKnight, Sheik, Fox, Wolf, Squirtle, Ganondorf):
http://files.filefront.com/YoshiSpikewmv/;11540443;/fileinfo.html
Inescapeables
MetaKnight: MetaKnight is probably the hardest of the 6, but it's MetaKnight, so who cares! If you time the Fair perfectly (A few frames after as soon as you leave the edge), then he'll be spiked, no matter what he does.
Vid: http://files.filefront.com/YshMKFairwmv/;11567549;/fileinfo.html
Note: A Fair attempt from right on the Edge is rather hard to do and is limited depending on MetaKnight does, but if you don't want to risk it, then you can just fall, and then follow it up with a Rising Nair. It can kill fresh and Sweetspoted at about 85%, and is 4 Times easier to do!
Snake! Yep, Snake can be gimped extremely well also! First of all, here's a Video: http://files.filefront.com/SSBBYoshiSnakewmv/;11626596;/fileinfo.html
First thing first: DO NOT CHEW! Chewing gives him back his UpB. Anyways, first thing is to get him on the Ledge, which can be done easily with ChainGrabbing. Now as soon as you release him, he can do one of 4 things. Here's a Rough estimate of his options:
Yellow: The Release from Yoshi to the point where Snake Recovers
Red: Double Jumping right away, will only reach the ledge and any interruption by you or himself with force to use his Cypher
Pink: Double Jump and using Cypher, Can be interupted by an Nair or Fair to make him go back and lower
Green: Delaying the Jump. Will never reach the ledge even with the Double Jump, and forced to use Cypher.
White: Cypher as soon as he recovers, will only reach the ledge, which can be snagged easily. If he fights back or Airdodge's, he dies
He can still C4 his way back (But it's very hard to do from a release!), but be ready to grab when he gets back up. It also does heavy damage to himself, and sometimes he'll be at over 150% before he can make it back safely! (If he makes it back at all, that is >_>)
Also, you can grab him before he can cancel and grab the ledge, which results in a Cypher Grab Break and killing him!
Ganondorf: First of all, if he tries anything (Fight back, Airdodge), he is dead, as demonstrated in the first part with him. He can still get away if he Double Jumps it, but only if your timing is alittle off.
Wolf: Wolf is pretty tricky because it requires Delayed timing. However once you get that down, it's pretty easy to do. Also just like Ganondorf, if he tries anything to defend himself, he's basically dead (Unless he has wicked control on his UpB)
Remember Delay the runoff by a bit, or else you'll do it too soon.
Squirtle: Pretty easy, but you need to react right away. Also pretty hard to sweetspot.
Sheik: Sheik is almost perfect for this. Only problem is that you can't Chaingrab Her (Or him >_>). Also it's alittle hard to sweetspot her than the others.
Fox: Same thing as Sheik, but easier.
Falco: *Update!* Yep! Falco's Fair Spike is indeed inescapeable! Just like MetaKnight and the others, If Yoshi reacts perfectly (Which is only possible offline), Yoshi can hit Falco exactly 1 Frame after he recovers from the release. What makes this better is that if you cancel out his Double Jump, he dies at ANY PERCENT!
Effective Mentions
Link: *Update* Fair doesn't really work that well anymore, but Dair does. Only problem is that unless you are quick to Edgehog, it will rarely kill him.
Diddy: Diddy is also one that puts him into a rough position. A Short Hop Fair is almost very Likely to Spike him, but he can go low. Only problem for Diddy as it makes it more likely for him to be Edgehog. He can also take him with you with his SideB, but Fair can usually beat it out.
Bowser: While he has some options, they all make him very vulnerable, and any type of ShortHop spike is almost certain death. He is also Bowser, and thus a Huge Target
Lucas: From Release, you can Short Hop Dair him,
*Update* Turns out it's not escapeable . Still effective though
Ike: I Spike for my Friends! Just like Lucas, you Dair instead of Fair, and relying on his poor recovery for the kill, you can also follow it up with a Footstool! Just look out for his Aether though
--------------------
The "Sweetspot"
There is a sweetspot on the stage, which you will have 100% Hitrate on MetaKnight, Wolf, Ganondorf, and Squirtle. The ideal spot is just near the edge, but not on it. Basically it's where the final "Arrow" Point is on Final Destination.
The Red Arrows mark the sweetspot.
What it does is that it makes Yoshi the perfect timing, distance, and height when he reaches his opponent at perfect. They can't do anything to react in time if Yoshi is in this spot.
--------------------
Spiking Chart KO Percents, for your enjoyment.
All Stages for Non-MetaKnight's:
Sheik: 21%
Ganondorf: 32%
Fox: 7%
Wolf: 17%
Squirtle: 10%
Link: 30%
Falco: 0% :D
Bowser: 30%
KO %'s for MetaKnight (Average is 48%):
Final Destination: 47%
Battlefield: 48%
Delfino Plaza - Main Platform: 48%
Delfino Plaza - Shine Spire: 48%
Delfino Plaza - Building: ???
Yoshi's Island (Brawl): 49%
Halberd - Platform: 51%
Halberd - Deck: 51%
Lylat Cruise: 46% (When Ship is Levelled)
Pokemon Stadium 2: 48%
Castle Siege - Left Side Tower: 48%
Castle Siege - Right Side Tower: ???
Castle Siege - Underground: 48% (Levelled)
Distant Planet - Right Side: ???
Smashville: 47%
Pictochat: 46%
Corneria - Left Side: 53% (It even kills him on a Non-Sweetspot. How cool is that!)
Corneria - Right Side: 48%
Pokemon Stadium 1: 48%
Anyways, Enjoy.