#HBC | Red Ryu
Red Fox Warrior
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Sorry college move in, let me contact the yoshi boards and fix the title of the thread.
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Actually, Yoshi is fast enough in the air that he should be able to just air dodge away from Link's attempts to juggle. Yoshi's dair is also highly SDIable, so it's not really that effective. It's also pretty slow.Overall Yoshi Vs Link. I feel that Yoshi has the advantage. Fast Bair, Nair, and Uair for kills makes Yoshi pretty deadly in the air. Dair can be thrown out as well, but its rather hard to land the hit, but if it does you are in some serious hurt. Fair as most of you know can spike, though even if it doesn't it still hits pretty hard and may kill you anyway. Though if you're below Yoshi there isnt much he can do against Link's Uair.
None of these combos are particularly legitimate, but they are a little gimmicky.Yoshi's jabs are really fast, well kicks... He can dash attack> jabs before many of the cast can retaliate. They are even fast enough to Jabs>Jabs if you if you react just a bit too late. Yoshi's tilts are also really fast, though at the same time they have no killing power like Link's does.
We have an air release CG on Link, which sets up a pretty nasty position for you offstage. It really causes your recovery to be pretty linear.Yoshi's grab is evil. I believe he can always force the air release as there is no way you can touch the ground while you're in his mouth. So watch out for grab release>Grab on walk off stages or at the edge of the stage where he can go for a walk off fair for a spike attempt. Also note that if you do a standard SH Zair, Yoshi can do a dash grab under the chain and get you in mid air. i don't think Yoshi's grab is considered tether grab, since it doesn't suffer from the "cant grab airborne opponents". Yoshi also has one of the best pivot grabs in the game, or so I've been told.
Yoshi bomb can be combo'd into by canceling into it from the first hit of jab at higher percents (upwards of 100%, I think around 130%.)Yoshi's Dspecial is pretty deadly, but does leave him pretty vulnerable if missed. I think it can efficiently be used as an OoS for a kill if you use a laggy move. It is also been used to go for a quick ledge grab from way above that instantly grabs on. Also a nice little AT for that move is to use it on a slant, it will cause Yoshi to slide in that direction. If he goes off stage he can instantly go into an aerial with no land lag what so ever.
We can really only do this 5 times before the stall no longer works properly.Uspecial is one of Yoshi's best planking moves. Release to Uspecial is a great way for Yoshi to stall. Most likely Yoshi will use this move before even using his second jump as a recovery.
Egg Lay exists mainly to beat shields from the air, or cover a landing. It has no guaranteed set ups. In fact, it doesn't really lead into ANYTHING. There's invincibility on when you break out, and you take reduced damage while inside the egg.Yoshi's Neutral B can lead into many things depending on what they want to do. They can go into aerials, Uair for kills. He could toss an egg at you. He could use it again. Though i've never been killed by it off stage, in theory he could just swallow you way off stage and you wouldnt have enough time to recover.
Egg Roll is one of my pet moves. It actually has surprising priority, a lot more than you give it credit. It can beat MK's tornado, for example. I'm pretty sure it would clank with Link's tilts and possibly some of his smashes. It's a decent momentum canceler, although you're very vulnerable after using it. It's not the best move, but I love it.Sspecial seems pretty useless. Its fast with no priority. Its easy enough to shield/dodge it. Though if you want you can easily clank or beat it with almost any of Links attacks. If he is pushed off stage while in the egg he will die. So my thought is to attempt a gale push while he is in the egg to go for an easy and satisfying kill.
Zair is very effective in this match up. I actually feel as though more traditional camping that uses your projectiles is much less effective at mid range than just walling us with Zair. It really does limit our options very well, and I'd probably say it's the one thing that makes this MU NOT incredibly easy for Yoshi.Yoshi's shield sucks a lot. I would love Yoshi if I didn't think his shield and OoS options were absolute garbage (and I play Link, hahaha). I think the key is going to be spacing him with moves like zair or fair. Keep him at midrange. At midrange we're gonna beat him and if he shields his options are limited, allowing us to much more easily reset the spacing against him than most other characters. I think Yoshi will actually win long range with his eggs, since all we have at very long ranges is charged arrows, which aren't all that great.
We usually won't use our shield if we're the ones trying to get in and attack close range. We'll mainly use jab mixups and pivot grabs to fight. We try not to get trapped in our shield too much.Close up I'm guessing Yoshi's gonna beat us up (what else is new, haha). Try to force him to pull up his shield; this is going to give us tons of options to reset the spacing, much more so than other characters (but I'm assuming good art Yoshis will know this and try to minimize their shield usage?).
Link might not be easy to kill in a traditional sense, but our CG puts you off stage and makes your recovery linear, allowing for a relatively simple gimp.Link's pretty good when it comes to kill potential, with a lot of moves that can kill. Yoshi is not iirc, and his best killers, usmash and utilt, are vertical, and Link is hard to kill vertically. I'd watch for fsmash, since that has a nice low trajectory, although fsmash is a bit sluggish and lacks range, and with any luck we'll be keeping Yoshi out of range. Dsmash isn't really a great killing move at all.
This post would be good if it didn't assume Link players sucked.We can stop your arrows and boomerang with jab (possibly bomb but i doubt it) and our eggs can be a good annoyance/damage builder. We can approach quite well due to bair eating through your projectiles as well and since link has bad OoS options (not as bad as ours though) we can bair into your shield and then jab it down to a point where we can dtilt or angled ftilt poke you out of it. We also have the cg which we can take you offstage with, and then nair your jump or bait up b for easy kills. Our uair can outranged your dair if spaced right, egg lay beats out every single airial you have, and our insane mobility helps us keep away from most attacks and keep you guessing on what we'll do next. The only thing link has that sometimes gives me slight problems in your bombs, but we can still use them against you with double jump cancels and stuffed if they weren't cooked. 70:30 Yoshi imo.
This post would be good if it didn't assume Link players sucked.
I'm quoting this because there is a way to break out.I play regularly against a friend who has a decent Yoshi as his secondary (mains Meta Knight (weird right?))
Yoshi has an Air Release Chain Grab on Link.
Once Yoshi grabs Link, all Yoshi has to do is pummel until Link breaks out of the grab; when Link breaks out of the grab he gets released into the air at this point Link can't do anything until he hits the ground due to the animation of the air release. So Yoshi can regrab Link and repeat it over and over.
So this is pretty bad for Link because Yoshi can Air Release Link until the edge where it forces him to recover in some way.
I should mention a funny thing that sometimes happens, when I predict a grab from Yoshi, I try to mash out really fast and I actually end up getting ground released. ]
I don't play against any famous AKA good Yoshi's (I live in Australia). His name is Nanda. It's pretty funny watching him play. Sometimes with Yoshi he'll SD by doing Egg Roll off stageScabe, who's Yoshi do you play? O.o
Actually, it IS true that if we don't pummel, then we'll always get an air-release. That's why I don't bother pummeling if there are walk-offs or if my opponent in under 50%.Yoshi's Grab Release
Clearing up all your confusions on the grab release shenanigans, since I see a lot of misinformation being spread.
You can escape Yoshi's grab release by ground breaking. However, in order to do this, you must break out of the grab before you are actually put into Yoshi's mouth. Basically, you have to mash out super quick to ground break. This is NOT practical past like, 30%, and even then it's difficult. It has nothing to do with pummeling (I think, although I have been told that if we don't try to pummel we will ALWAYS air release, but I think it's false.)
Scabe, who's Yoshi do you play? O.o
Depending on the angle of the slant, I believe it is actually possible to d-tilt Link out of his up-B if we time it right.Uhh i think PS1, YI, and Lylat are horrible ideas to counter pick against Yoshi. Yoshi can make use of any slants to his advantage. I suggest flat stages. Very very flat. Platforms are good as well. Brinstar is a toss up. As Link can take advantage of alot of it. But yoshi can as well in terms of platform set up which allow easy egg tossing if yoshi is at the bottom. The slants on the stage will also help yoshi cancel his Dspecial into an aerial with no lag.
That doesn't really make sense to me, but I'll accept it. @_@Actually, it IS true that if we don't pummel, then we'll always get an air-release. That's why I don't bother pummeling if there are walk-offs or if my opponent in under 50%.
I know that Captain Falcon can grab shorter characters like MK and force an air release if he doesn't pummel, and can use that to CG people to the edge. Are there any special properties of Yoshi's air release that we would need to know about?Actually, it IS true that if we don't pummel, then we'll always get an air-release. That's why I don't bother pummeling if there are walk-offs or if my opponent in under 50%.
Thanks for clearing this up.Yoshi's Grab Release
Clearing up all your confusions on the grab release shenanigans, since I see a lot of misinformation being spread.
You can escape Yoshi's grab release by ground breaking. However, in order to do this, you must break out of the grab before you are actually put into Yoshi's mouth. Basically, you have to mash out super quick to ground break. This is NOT practical past like, 30%, and even then it's difficult. It has nothing to do with pummeling (I think, although I have been told that if we don't try to pummel we will ALWAYS air release, but I think it's false.)
Scabe, who's Yoshi do you play? O.o
Well, that's possible. But then Yoshi can always, you know, throw Link. It's not like a Grab Release CG is terribly committing. If we need to, we can just throw you and recover.Im curious about what you said, about not breaking out to slow the chain grab. Is there a possibility that you and yoshi could get pulled down with the stage on stage transitions. Like on castle siege. If it does happen to occur, i think it would be a great way to punish a yoshi for trying to walk off chain grab link.
Yoshi is not a primarily offensive character. His defensive game is actually quite top notch, although he does have the capabilities to play both ways. His approach game is a bit lacking, however.AIB Crow said:Yoshi is a fast, aggressive, attack string oriented character. He's the fastest character in the game when it comes to moving horizontally in midair, so fast that he can throw an item and then catch it again before landing. He has a good approach, with many relevant options and good fakeouts. Once Yoshi scores a hit, as a heavy character with few fast and effective interruption options, Link is likely to take many hits in a row, almost regardless of which attack Yoshi landed.
On the other hand, none of Yoshi's attacks (save grabs) are disjoint. This means he can't really swat away projectiles. He also has a terrible shield which he cannot jump out of (a real shame, too, because NAir is amazing). This gives him a hard time dealing with spam walls, and I've found Link's spam in particular very difficult to get through as Yoshi. Yoshi's lack of disjointedness also puts him at a disadvantage against characters who do. Marth, especially, wrecks Yoshi, and Link likewise often makes those of Yoshi's options which usually trade hits instead simply go in Link's favor.
Yoshi's Dair does NOT combo into footstool. Ever. If anyone with half a brain SDIs it, THEY can footstool YOSHI for using Dair. Although this only really works at lower percents, IIRC.BTW, Yoshi's DAir combos into footstool, and FAir spikes, and NAir is a horizontal kill move, and getting B-Reversal Egg Layed off stage is likely death for Link. If Link knows which one is coming he's fine, but the point is Yoshi has a wide variety of options and you're not always going to get it right if you and the Yoshi are at equal skill level.
Likewise, Link can gimp Yoshi. Link can use projectiles, attack (in a few ways), or footstool. Yoshi can deal with each of these options, but he has to guess which one's coming correctly.
YI, I forgot about the slanted lower section, the top platform could stop egg spam but it's not worth it.Uhh i think PS1, YI, and Lylat are horrible ideas to counter pick against Yoshi. Yoshi can make use of any slants to his advantage. I suggest flat stages. Very very flat. Platforms are good as well. Brinstar is a toss up. As Link can take advantage of alot of it. But yoshi can as well in terms of platform set up which allow easy egg tossing if yoshi is at the bottom. The slants on the stage will also help yoshi cancel his Dspecial into an aerial with no lag.
Yoshi's Island has the potential to ruin our camping as well as the CG. I'd say it's a decent stage for you.YI, I forgot about the slanted lower section, the top platform could stop egg spam but it's not worth it.
The CG really only gets messed up by the tilt at the edges of the stage, where there's already a natural slant. Lylat is large and has accessible platforms, making it a good choice for Link, I'd say.Lylat, Link can do a lot with platform camping and throwing bombs down. Zair's great too. Yoshi gets a big recovery advantage. Can Yoshi CG Link as well on tilting Lylat as flat stages? Someone may have just messed up the timing when I escaped here. The platforms and stage tilt are good if Link's evasive with airdodges and spams defensively. It's a trade off. If Yoshi can CG, Battlefield's a better choice.
I've covered this before, but Yoshi can use Delfino better than Link can. We get the pressure of walk offs, easy abuse of the main platform that we can rise through, we can lock you in the water with eggs, we have better air speed to abuse certain sections better, etc. I wouldn't recommend this stage.Delfino, I don't know. Toss up?
Brinstar is Yoshi's worst stage. I don't know how this match up would go down here, but it might be worth a shot. Just note that most Yoshis will ALWAYS ban it. I know I do.Brinstar is a toss up, Yoshi is heavy too and can spam better. Link won't get CGed and can cancel Dairs and space well with less risk of being gimped. Yoshi's Uair is powerful and he can armorframe jump>take a Dair hit>Uair Link for a KO.
PS1 is more of a toss up. Yoshi can really abuse the transformations to just time you out. Seriously. And the neutral form is good for him. Long, flat, few plats to mess with the CG.PS1 I disagree. Link will always have platforms, some better than others and most stage changes boost Link's spamming and limit Yoshi's spam and air options. The area is good for SH/platform hopping moving camps and mid-range spacing. Link can avoid edges easier than small stages like BF too. I think Yoshi can wall infinite Link so don't get pinned. It's about even but slightly favors Link.
Yoshi actually ***** on Norfair. He has an amazing anti air game, so he camps the center platform EXTREMELY well. He's also fast enough to freely move about the stage.The problem is that Yoshi does well or better on Link's good stages except for Norfair. CPing vs Yoshi is a matter of preference and choosing the 'lesser of the evils'.
I like Link mains, they're good at MU discussions.Okay ^that's good information. I didn't realize how bad Brinstar is for Yoshi; Link's really good there but it will be banned. If Yoshi's Island (Brawl) can hurt Yoshi's CG and spam it sounds like Link's best CP (?). On PS1 I forgot being timed out. Link can be very annoying with defensive camping when the stage changes but PS1's neutral gives Yoshi a chance to catch up if behind.
Norfair is Link's best stage. I assume Link has a bigger advantage because it boosts every tactic Link has and stops CGs and easy gimps. Yoshi is really good there too but I think Link benefits more. Bombs easily cover the center platform from above. Link does well and has stage control from anywhere on the stage.
Yoshi's a better character in general, he will have an advantage on almost every stage. Some more than others.
Yoshi should CP Frigate. Walk off stages like Castle Siege etc or RC will be good too.
If a character sharks pass-through stages Link can throw bombs at the ground and then Dair them.Yoshi can shark under the flying portion. Really, Link would have better time picking stages that provide shelter (for instance, Frigate's dip on the 2nd part or Norfair's center and lowest platform). Link's only goal is to keep him out, and that's kinda tough considering how most of the stages are designed in terms of complimenting Link's camp.