Parry (Yoshi): Difference between revisions
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[[File:SSBM nair parry.gif|thumb|{{Sm|aMSa}} counterattacking Leffen's back aerial using a parried neutral aerial.]] | |||
'''Parrying''' refers to a variety of [[Yoshi]]-specific techniques that involve the use of counterattacking against opponents via Yoshi's unique [[shield]] and [[double jump]] properties. These techniques vary from game to game, though they are most effective in ''[[Smash 64]]'' and ''[[Melee]]''. | |||
==In ''Smash 64''== | |||
In ''Smash 64'', Yoshi can deflect any attack by parrying. To perform this, the shield button must be pressed 4 or less frames before Yoshi is hit. The window is very small, as the shield button must be pressed for a maximum of 3 frames, otherwise it will fail. The extreme difficulty of performing this technique to avoid attacks consistently makes it rarely seen in competitive play, though players such as {{Sm|tacos}} and {{Sm|SheerMadness}} are known for their use of it. | |||
==In ''Melee''== | |||
In ''Melee'', Yoshi has a unique shielding ability called light shielding. If hit by an attack whilst light shielding, Yoshi will slide away a very far distance (grabbing an edge if he slides offstage). This is a useful technique as it renders the opponent unable to [[pressure]] or [[punish]] Yoshi, which they would normally be able to do since Yoshi's rolls are slow and short-distanced. | |||
Additionally, Yoshi has a property in which if he [[powershield]]s one move, he can immediately powershield another move that connects right afterward by continuously light shielding. If this is done against a move that has multiple hits, the shield eventually turns white due to the multiple powershields. | |||
==In all games== | |||
In ''Smash 64'', ''Melee'', and ''[[Brawl]]'', Yoshi can also counterattack opponents using the unique properties of his double jump. Due to the [[launch resistance]] properties of his double jump, Yoshi can avoid [[flinching]] against aerial attacks and perform any aerial after. This is referred to as a [[double jump cancel counter]]. While Yoshi would normally jump away and be unable to punish the opponent in time, the [[double jump cancel]] technique allows him to immediately use an aerial against the opponent in ''Smash 64'' and ''Melee''. For this reason, the technique is much more limited in ''Brawl'', as Yoshi is unable to double jump cancel. | |||
==Gallery== | |||
<gallery> | |||
SSBM Light shield.gif|aMSa using a light shield against Zgetto's up smash to slide to the far edge of the stage. | |||
SSB64 Perfect Parry.gif|{{SSB|Yoshi}} using a parry to deflect {{SSB|Pikachu}}'s [[Thunder]]. Due to the ending lag of Thunder, Yoshi is able to throw out an attack far before Pikachu can react in this situation. | |||
SSB64 Yoshi DJC Counter.gif|Yoshi performing a double jump cancel counter. | |||
</gallery> | |||
[[Category:Character-specific terminology]] | [[Category:Character-specific terminology]] |
Revision as of 13:23, June 16, 2014
Parrying refers to a variety of Yoshi-specific techniques that involve the use of counterattacking against opponents via Yoshi's unique shield and double jump properties. These techniques vary from game to game, though they are most effective in Smash 64 and Melee.
In Smash 64
In Smash 64, Yoshi can deflect any attack by parrying. To perform this, the shield button must be pressed 4 or less frames before Yoshi is hit. The window is very small, as the shield button must be pressed for a maximum of 3 frames, otherwise it will fail. The extreme difficulty of performing this technique to avoid attacks consistently makes it rarely seen in competitive play, though players such as tacos and SheerMadness are known for their use of it.
In Melee
In Melee, Yoshi has a unique shielding ability called light shielding. If hit by an attack whilst light shielding, Yoshi will slide away a very far distance (grabbing an edge if he slides offstage). This is a useful technique as it renders the opponent unable to pressure or punish Yoshi, which they would normally be able to do since Yoshi's rolls are slow and short-distanced.
Additionally, Yoshi has a property in which if he powershields one move, he can immediately powershield another move that connects right afterward by continuously light shielding. If this is done against a move that has multiple hits, the shield eventually turns white due to the multiple powershields.
In all games
In Smash 64, Melee, and Brawl, Yoshi can also counterattack opponents using the unique properties of his double jump. Due to the launch resistance properties of his double jump, Yoshi can avoid flinching against aerial attacks and perform any aerial after. This is referred to as a double jump cancel counter. While Yoshi would normally jump away and be unable to punish the opponent in time, the double jump cancel technique allows him to immediately use an aerial against the opponent in Smash 64 and Melee. For this reason, the technique is much more limited in Brawl, as Yoshi is unable to double jump cancel.