NouveauRétro
Smash Journeyman
So I was practicing my advanced G&W throw combos on the cast when I picked Yoshi, and it seems like he is the least comboable of the entire cast. So much so that I almost think he has some kind of hitlag reduction.
Something as simple as downthrow to utilt isn't guaranteed until 19%!? There are other characters who don't get dthrow-utilted for a bit, But that's generally because they are extreme fast fallers. Yoshi doesn't have that distinction. Also, nair isn't guaranteed until 29%, which is similarly odd.
However, he becomes normally comboable at high percents. Actually, the numbers for toot toot are pretty good. It true kill confirms on FD from 94% to 101%(103% w/o rage).
So what property of Yoshi's makes him hard to combo at low percents? G&W has literally nothing true on Yosh out of dthrow at 0. The only thing he can do out of grab at very low percents is upthow-Fire...
Something as simple as downthrow to utilt isn't guaranteed until 19%!? There are other characters who don't get dthrow-utilted for a bit, But that's generally because they are extreme fast fallers. Yoshi doesn't have that distinction. Also, nair isn't guaranteed until 29%, which is similarly odd.
However, he becomes normally comboable at high percents. Actually, the numbers for toot toot are pretty good. It true kill confirms on FD from 94% to 101%(103% w/o rage).
So what property of Yoshi's makes him hard to combo at low percents? G&W has literally nothing true on Yosh out of dthrow at 0. The only thing he can do out of grab at very low percents is upthow-Fire...