So... This is pretty good. I honestly never thought I'd become very good with it, but the more I practice it, and look for places to use it, the more second-nature, and simpler it's becoming. I really like this, and I'm using it a lot more, but now I'm coming to the point in using it where I'm questioning what to do from it, so I was wondering what you guys all think about Yoshi out of shield options.
I'm trying to look for some of the quickest, most efficient ways to punish out of shield for Yoshi, and I've had some pretty decent ideas, just gonna run some of them by you guys to see what you all think.
I'll start everyone off with some basic frame data: Yoshi's jump has a 5 frame start up, his n-air hits on the 3rd frame, his u-air hits on the 5th frame, his u-smash hits on the 11th frame, d-smash on the 6th frame, u-tilt 8th frame, f-tilt 6th frame. I list all of those because they're what I deem as the best possibilities to use out of shield, as they will be the best, and quickest options to either lead to combos and/or edgeguarding situations.
As all of you should know, Yoshi has a property of his double jump to make him descend for awhile at first, making it possible to do what we call a double jump land. We also know that Yoshi's shield-dropping animation is slightly longer than everyone elses, so my question is this (kinda posing this to you Shiri, as you're the yoshi mechanics guy) would it be quicker if we DJL after a supershield to do a grounded attack, or if we just drop our shield regularly, since there's no shield stun? I'm just looking for some frame data on the DJL to prove my thoughts on it being faster than just a regular shield-drop. Anyways, whichever one is faster will be there to set up for most likely a f-tilt or d-smash, as those are Yoshi's fastest ground attacks other than the jab, which would be kinda useless. Obviously use f-tilt for comboing, and d-smash for power.
Now comes another hard part, what is the absolute fastest way to punish out of a supershield? Yoshi has some quick aerials, and a relatively slow u-smash, but the u-smash can come out almost instantly out of the supershield being jumpcanceled, whereas a n-air or u-air has to wait for the 5 frame jump to go, and as all Yoshi players know, you must wait awhile before attacking to give yourself a bit height to be able to DJC the attacks well. In my opinion, factoring in human timing, we won't be able to do consistently perfect n-airs, or u-airs, so the u-smash is the quickest way we can punish out of our supershield, but that's just my opinion. I'm a little sad to say this though, because the u-smash is probably the least effective thing we have for punishing, and I would much rather take the risk of u-airing at low%s to try to get into a combo, rather than going for an u-smash which would possibly lead to a tech chase at best. (Also something to note is that a quick djc n-air at low%s just pushes the opponent away slightly, without making them fall, so you can normally get a dash grab out of it hehe.)
So yea, questions, comments? What do you guys think of the most effective way for Yoshi to actually punish after using this tech? Btw, I'm looking for the fastest ways because most of what I supershield, is approaching aerials, because it's easy to crouch supershield against them, so I've had the most luck crouch supershielding an approaching fox/falco into a JCu-smash. Obviously the quicker the supershielded attack is, the quicker we have to be to punish, or it'll all be for naught that we successfully supershielded in the first place.
Also supershielding projectiles into JCeggs is ****in cool >.>
Peace~