Kmac0
Smash Cadet
https://www.youtube.com/watch?v=Vx6L0wiZDdk
Run B Cancel, it basically allows you to cancel your running animation directly into a Neutral B by returning your control stick to normal and inputing B at the same time.
Why could this be useful to Yoshi? Well I'm sure you all know better than I, how good Yoshi's neutral B is. At least, compared to his horribly laggy grabs.
Standing or JC grab
This tech could be applied to Yoshi as a sort of new method of approaching or whiff punishing. It has an animation time similar to that of a regular character's grab. Having a viable grab can make or break characters, Samus being an example of a character that suffers from a bad grab (We make it work anyways). There aren't all that many situational uses I can think of, rather it feels like a tech that can just overall improve Yoshi's game. Yoshi is a mix-up king, why not add another trick for the big bag?
One of the only real negatives I can think of is similar to the negatives you'd see with Marth's running down tilt. It HAS to be done out of a run, not a dash. Marth players still make it work though, even with his long dash range, I don't see Yoshi suffering from this problem too much, but it was still worth mentioning.
I wanna hear what the Yoshi gurus think, will it sink or float?
Run B Cancel, it basically allows you to cancel your running animation directly into a Neutral B by returning your control stick to normal and inputing B at the same time.
Why could this be useful to Yoshi? Well I'm sure you all know better than I, how good Yoshi's neutral B is. At least, compared to his horribly laggy grabs.
Standing or JC grab
Total: 79 frames
Grab: 18-23
Running grab:Grab: 18-23
Total: 70 frames
Grab: 11-16
Neutral B:Grab: 11-16
Total: 39 frames
Grab: 17-21
Sure, the hitbox of Yoshi's running grab comes out faster, but the fact that Neutral B has over 30 frames less ending time than the running grab makes a huge difference. That's an entire half of a second.Grab: 17-21
This tech could be applied to Yoshi as a sort of new method of approaching or whiff punishing. It has an animation time similar to that of a regular character's grab. Having a viable grab can make or break characters, Samus being an example of a character that suffers from a bad grab (We make it work anyways). There aren't all that many situational uses I can think of, rather it feels like a tech that can just overall improve Yoshi's game. Yoshi is a mix-up king, why not add another trick for the big bag?
One of the only real negatives I can think of is similar to the negatives you'd see with Marth's running down tilt. It HAS to be done out of a run, not a dash. Marth players still make it work though, even with his long dash range, I don't see Yoshi suffering from this problem too much, but it was still worth mentioning.
I wanna hear what the Yoshi gurus think, will it sink or float?