Yoshi (SSB): Difference between revisions

2 bytes removed ,  1 year ago
m
Minor fixes.
m (Minor fixes.)
Line 103: Line 103:
|nairname= 
|nairname= 
|nairdmg=14% (clean), 11% (late)
|nairdmg=14% (clean), 11% (late)
|nairdesc=Yoshi sticks hit leg out in front of him. The move starts off with a stronger hitbox which then beecomes weaker after the move's first four active frames. It comes out on frame 5 which is below average for a neutral aerial but it is still relatively fast. The move has average power for a neutral aerial but the hitboxes are active for a very long time. The main thing which pushes neutral aerial's usefulness however is Yoshi's [[double jump cancel]]. Yoshi can utilise double jump canceled neutral aerials to pressure the opponent, and set up combos. Neutral aerial is Yoshi's best option to set up a [[shield break combo]] due to its speed. Its quick speed also makes it one of Yoshi's most useful out of shield options and if Yoshi has the time to double jump cancel the neutral aerial, it can lead into followups at lower percents or his strong pressure game.  
|nairdesc=Yoshi sticks hit leg out in front of him. The move starts off with a stronger hitbox which then becomes weaker after the move's first four active frames. It comes out on frame 5 which is below average for a neutral aerial but it is still relatively fast. The move has average power for a neutral aerial but the hitboxes are active for a very long time. The main thing which pushes neutral aerial's usefulness however is Yoshi's [[double jump cancel]]. Yoshi can utilise double jump canceled neutral aerials to pressure the opponent, and set up combos. Neutral aerial is Yoshi's best option to set up a [[shield break combo]] due to its speed. Its quick speed also makes it one of Yoshi's most useful out of shield options and if Yoshi has the time to double jump cancel the neutral aerial, it can lead into followups at lower percents or his strong pressure game.  


Neutral aerial is overall a very solid aerial for Yoshi, which is elevated by his double jump cancel.  
Neutral aerial is overall a very solid aerial for Yoshi, which is elevated by his double jump cancel.  
Line 127: Line 127:
Overall, down aerial is a very strong aerial for Yoshi when used in the right situations but it does become considerably less effective against stronger players.  
Overall, down aerial is a very strong aerial for Yoshi when used in the right situations but it does become considerably less effective against stronger players.  
|grabname= 
|grabname= 
|grabdesc=Yoshi, sticks his tongue out and then consumes his opponent when it connects. It is an "extended grab" which has slow startup and ending lag. It does have a lot of range but its range is shorter than Link and Samus' grabs (although Yoshi's isn't as slow as theirs). Yoshi can get guaranteed grabs on shielding oppponents after using his aerials but Yoshi's throws are average and his grab's slow speed overall makes it very difficult to land in neutral, in addition to being very risky.
|grabdesc=Yoshi, sticks his tongue out and then consumes his opponent when it connects. It is an "extended grab" which has slow startup and ending lag. It does have a lot of range but its range is shorter than Link and Samus' grabs (although Yoshi's isn't as slow as theirs). Yoshi can get guaranteed grabs on shielding opponents after using his aerials but Yoshi's throws are average and his grab's slow speed overall makes it very difficult to land in neutral, in addition to being very risky.


Yoshi's grab is overall one of the least effective in the game as it is slow, punishable and his throws are not even notably strong to fully compensate.
Yoshi's grab is overall one of the least effective in the game as it is slow, punishable and his throws are not even notably strong to fully compensate.
61

edits