#Yoshi MU EXP

63 messages · Page 1 of 1 (latest)

glacial yew
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Who are you requesting?
Yoshi Coach or a good Yoshi Main

What is your time zone?
EST

What specifically do you need help with?
Yoshi MU EXP, specifically playing against him. What he looks for in neutral, disadvantage, etc.

When are you typically available?
Every day from 11 AM - 12 AM

How long have you been playing the game for?
3 years
Can I VC? (optional)
Most likely no unless it’s at night (my time)

indigo smelt
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Unfortunately our official yoshi coach is on an indefinite hiatus

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@tepid jackal can get you tho

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Maybe Dell but I don’t want to ping him

tepid jackal
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Uhhh yeah I know how to press A

indigo smelt
glacial yew
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I see

crude gull
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I can confirm, iKO can press A

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But he's being modest. He can press B too 👍

glacial yew
tepid jackal
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Idk lmao

glacial yew
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I see

upbeat breach
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ill play u @glacial yew

glacial yew
glacial yew
indigo smelt
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But you are back

upbeat breach
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its that adam savage quote

upbeat breach
glacial yew
kind blaze
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Sweet, lemme just check if our times align well

glacial yew
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Alrighty

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I can do it now, if not, tomorrow

kind blaze
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I can in like 20 mins if that's okay?

glacial yew
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Alrighty

kind blaze
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@glacial yew ready?

glacial yew
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Yup

kind blaze
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Sweet, I'll host

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ID: 18XMH
Pass: 11

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who do you play btw?

glacial yew
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Banjo

kind blaze
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Gotcha

kind blaze
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Alright, I'll do one more then I've got some notes

glacial yew
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Gotcha

kind blaze
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Banjo:

  • Use less Wonderwing on the ground and be more careful when using it
  • Use less projectiles when I'm up close; you have a good gameplan from mid-long range but as soon as I get close you get cooked if you keep using projectiles
  • Use more Nair,Bair, Ftilt (if I'm on the ground) and faster attacks in general when I'm close
  • Use more forward air; especially against my Double Jump cause it breaks the armor pretty early
  • Use less moves out of disadvantage; prioritize getting back stage control over hitting your opponent
  • Use less double jump when in disadvantage; I've spiked you with Fair off stage for it quite a few times which led to early kills and generally getting your double jump read is very bad when in disadvantage
  • If I do grounded down b on your shield you can spot dodge or roll and punish
  • Be more aware of down b when juggling; if I'm down bing out of disadvantage just shield or outspace it and punish

Hope this helps, if you have any questions lmk

glacial yew
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I see I see

glacial yew
kind blaze
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Well in neutral I'd argue you're already doing the right thing, in this matchup when it comes to neutral Yoshi wants to get close and just run over Banjo with speed and frame data, and Banjo wants Yoshi to stay far away from him and just chipp him out with projectiles. In disadvantage you wanna look out for edgegaurds and juggling mostly, and you have a bad double jump habit that gave me a lot of stocks, along with you being too aggressive out of disadvantage. You also played advantage well but you wanna be more aware of my down b and double jump armor and counter accordingly (Break double jump armor with Fair, punish grounded down b with roll or spot dodge and aerial down b with shield if you have enough shield health or whiff punishing it)

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Also Yoshi's most rewarding moves to hit are his up tilt and aerials

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with his aerials being safe aside from Dair, and Up Tilt is unsafe

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So he mostly wants to be at close range in the air

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in this matchup

glacial yew
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I see

sturdy solar
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You need to resist the urge to try to grab punish Yoshi (except when Yoshi is complacent) as they thrive on people trying to punish the shield. Instead, you want to shield their oos option, and then punish. I don't know what Banjo's best oos are, but for Duck Hunt it's ironically oos nair.

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Yoshi has one of the best shields in the game; it cannot be shield poked, and it reduces his hurtbox size unlike most other shields. He can't shield shuffle, but doesn't need to. It's also in my opinion arguably stronger than most shields; for example, even when super weak, there is zero risk of a shield poke happening, and the biggest risk a Yoshi faces is shield break.

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As a result, trying to contest a Yoshi in shield - without a shield break option - is a fool's errand. Many Yoshis will flick shield on projectile hits knowing full well they don't have to worry about a projectile poking, and can get reliable, easy shield parries.

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That means you have to wait out a Yoshi in shield.

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Beyond this, Yoshi's other strength are aerials, BUT, it's relative. Nair acts similarly to Dr Mario and Link's nair in it lingers (so if you know how to beat Doc and Link's nair, you know how to beat Yoshi nair), and is probably the best move Yoshi has aerial wise.

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U-air and f-air, although powerful, have a start-up lag to them that's not as instant as nair.

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Fully expect fair off-stage when recovering as Yoshi love the spike functionality.

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U-air is more for when you're above or on plat, but again, the start-up time means you can usually react, contest, outspeed, or avoid.

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In my opinion, Yoshis f-smash, f-air spike, and u-air are his most dangerous options, followed by his down-B. His d-smash can flake because of the weird diag-down direction it sends in which can cause a stage bounce, and his u-smash can be low profiled, even arguably shielded on reaction (offline!) if you're behind. U-tilt into u-air is a more dangerous setup, in my opinion.

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The reason I consider f-smash dangerous is because the hurtbox jank is nasty; it pulls Yoshi back, which means if you're trying to ledge getup attack, the pullback on f-smash means you will miss. His forward hit also extends, so not only does he pull back away from your potential hit, but he extends his own when attacking. Very easy to die to if you try to contest "conventionally".

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It's possible to react on shield to Yoshi f-smash assuming latency isn't awful, but nearly all Yoshis do another quick f-smash follow up expecting shield peek. You want to roll dodge back.

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If you have at least one good aerial oos you can basically abuse that against a lot of Yoshi aerials and even Yoshi shield.

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Otherwise, keep Yoshi at bay. You don't want to be next him, above, or below (unless you're under a plat, and even then down-B can pass through). If you suspect down-B, jump in and out to bait it out, then punish.

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Oh, nearly forgot, multi-hit dair.

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His multi-hit dair can cross-up on shield, and there's not a lot you can do against it (even oos aerial isn't a great response). You need to wait until Yoshi hard lands on the ground and ends up in landing lag before you response.

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Off-stage it can be nasty but it's also quite jank. It's not strictly a spike but it does send downwards. SDI'able, I believe, but good luck doing anything with that. I find the advanced Yoshis stick to f-air spike if you camp ledge as the spike is pretty much a guaranteed kill at higher percents, even if dair can be easier to pull off.