Smash Ultimate: Art of Yoshi

Smash Ultimate: Art of Yoshi



Yoshi's are friendly creatures hailing from Yoshi's Island famously known for flutter jumping and egg throwing they're very mobile and versatile while also being fairly heavy and floaty with some really quick moves making them one of the hardest characters to kamo because of their comma breaking potential they're really fast in the ground have high jumps and will juggle you for days they also have the best air speed in the game allowing them to jump and approach from really far away as well as easily cross up shields is also makes Yoshi an excellent edge guard er especially since he can basically recover from anywhere unless you footstool them and break their hearts they have two unique traits the first is that their shield is an egg so it's impossible to shield poke but it also means that it might become easier to shield break with some moves the second unique trait is that their double jump has subtractive armor that starts at frame one of their double jump till frame 40 for the armor will disappear however as soon as yoshi does an action the armor will also break once hit by a move that meets or exceeds a certain threshold or level of knock back and if you do break the armor Yoshi takes significantly reduced knock back and as Yoshi's percentage starts rising the double jump armor will start losing to more and more moves this armor is extremely important for Yoshi's disadvantage and recovery as besides combo breaking you'll be able to double jump out of combos with very low risk most of the time only to try mixing up your landing with eggs Bieber vs Yoshi bomb grabbing a Ledge air dodges or landing with aerials it's also important to double jump in at the right time as you recover tag something and counter-attack this can be mixed up further by throwing eggs before you double jump and double jump in as you throw an egg double jump high and downbeat ledge combine it with neutral air dodge mixin and egg lay or just attacked preemptively to simply hit opponents or cross the money which means risking your armor staying really high above the double jump to aim to attack them from above as they double jump in then the armor ends makes it really hard for Yoshi especially if you have a disjoint they can still throw eggs to try anti airing but eggs can still get beaten with attacks this might force them to directional air dodge back to the ledge or Yoshi bomb to the legend disjoints mostly because they have no disjoint of their own they also only have quick options out of shield at extremely close range behind them or above them so spacing against the front of their egg you won't really give Yoshi any punishes eggs are extremely important for Yoshi serving as part of their recovery ledge trapping advantage state counter zoning in the neutral depending on matchup the longer you hold the B button the further you'll toss the egg to throw eggs diagonally all you have to do is up B to throw eggs forward to do an up B then hope forward with the control stick to throw eggs upwards do an up B then hold back with the control stick if you press back too quickly you'll do a B reverse instead so have a bit of a delay before holding back and then of course you can tilt the stick slightly in any angle in between these angles to throw eggs and even more directions the eggs will also bounce on the ground or thrown with little force either on two platforms or when you're off stage onto stage they also balance a thrown forward unless you throw it at full strength if you use egg toss once in the air a toluse do a lot use it a second time and at least do a good amount a third time it'll only boost you a little anything after that it won't get a boost at all jumping and ecto sing at the peak of your jump will make you fly higher than just using egg toss by itself the boost changes depending on which egg you throw of course and the neutral they will mostly be used to anti air as well as they limit the opponent's mobility and can provoke aerial approaches they can also be used as a follow-up pressure after you've executed your combo or once the opponent is launched off stage to combo an egg into a forward air if the air dodge it that will frame trap into a neutral air they can also be utilized as an approach by jumping and delaying the egg toss as you're falling down this allows you to jump in low with it and you'll be pressuring the shield immediately after the egg the eggs are also used during alleged trap by throwing an egg at the right time you'll punish on ledge stall at the same time as you cover ledge jump and aggressive double jumps in most importantly it conditions an opponent to time that'll educator role is something that Yoshi covers pretty easy ledge attack can be timed but can also be shielded or out range same applies for regular get up the best thing you can do is to perfectly time your ledge jump or regular get up just as the egg is about to hit you or just gamble and mix in a roll either way if you actually hit an egg get a most likely connectible forward otherwise you can also throw in just before a ledge Trump for a harder punish because the oshi is fast on the ground combined with the fastest air speed together with some of the fastest moves in the game and eggs that you can keep throwing you can either play a baton punish neutral or a rush down generally though they want to stay admit to close range where they can leave in and out of the opponent's threat range to find an aerial or tilt to start a combo or – attack – with punish all of Yoshi's aerials are used equally as much in the neutral based on where the opponent is and their percentage most of the time however you want to be setting up a text situation as much as you can to find a forward to neutral air has an initial strong sweet spot a weak lingering hitbox and at the very end of the move there's an even weaker hitbox you can short hop the buffer it and fast fall it to approach this allows you to potentially stuff out any jump that the opponent might do due to the long-lasting hitbox and when you fast fall it it'll cross up the opponent for extra safety if you don't end up crossing up you'll still be able to jab or a spot dodge to interrupt grass or shielded to punish aerials up smash or up specials out of shield you can also full hop a neutral air at the peak of your jump to not only cover the full hop but also fast fall to cover a jump out of shield as well as safely cross up a shield and then you can also land with the initial sweet spot as low as possible against shield it'll be even safer and can potentially stuff out jumps with neutral air up tilt or a bare landing the sweet spot at low percents should be followed up here the forward tilt up tilt which leads into ABARES in fact as long as you drift in the neutral air and land at low you'll be able to combo into almost anything and you decide yourself whether you want to juggle opponents by hitting – the forward tilt or if you want to set up for an edge guards with back air or – attack at around 40 to 60% the land that sweet spot neutral air will only combo to folder if they di @n or don't di at all starting around 2030 percentage to around 60 the sweet spot inertia layer can start setting up into text situations so just before that percentage you can even set up into it by doing neutral air into neutral air and if you want to reset them for even more tech situations you can tech chase with jabs at low percents and down tilts at mid to high percents above 60% there should want to start jumping in with a sour spot as it will force the tech situation till around 90 percentage and before 60% pitch aligning with the sour spot will allow you to combo just as well as the sweet spot if not better as he won't launch them far away from you they'll even set up into a forward error at really high percent unless the opponent di is away it's amazing at edge guarding because of the long-lasting hitbox especially since the very late sour spot will also allow you to combo for Tara's Yoshi's longest-range the aerial and more used for spacing buffering it's and moving back is fairly safe it becomes much more beneficial however if you land the area instead while spacing it as now you can safely tilt after or go for another aerial to immediately and here as well as you'll get many more potent combos or shield to punish out of shield options there's a spike hitbox at the end of Yogi's head and thus our spot is basically further in towards the body thus our spot will only start calm booing at around 10 percentage into jab while the sweet spot that spikes starts comboing around 25 percentage into jab starting around 30 percentage both forward airs will combo into forward tilt down tilt or neutral air once it's done spiking and leading to reverse up tilt or two up airs agley or down air it's a sour spot at the same percents and it'll lead into a dash attack or into neutral air that sets up for an edge guard with four or double jump or whatever if you read them double jumping as well as you can try walling them out to the double jump neutral air and a tire for sentence that'll kill confirm into up smash Yoshi bomb or up air or just hit him with this our spotted really high percents to kill as well you can pull hop forward air to cover a full hot and the neutral air to quickly cover the ground this can be really good for contesting double jumps back into the stage and if they air dodge will frame trap and start a combo [Applause] back hair has three times and hits really hard the first hit launches them upwards while the second hit slightly down both of which allow you to calmly go forward so if you land with the second hit at high percent so it'll kill confirm that the toilets match you can also land do one hit at hyper sentence into an up till two which kill confirm isn't two up there however land both the hips and will force the tech situation instead which you don't really want buffering this move against shield that spacing isn't too safe however delaying and landing it is safe as well as you can cross up for mix ups falling with it and hitting all the hits will also let you follow down eras Yoshi's most damaging area anti airing a full hop from zero to 20 percentage will not only allow you to do crazy amount of damage but also we need to clean up there it does great she'll damage and will shield Pope the shield is already low making it amazing for platform pressure every single hits except the final hits for the landing hit will semi spike being it's really good going off stage with to try training the landing have to divorce a tech situation at starting from it percents up air is what you'll be looking to hit most at a time however as it will always lead into a potential generate the only thing to be careful about is to not overextend with a double jump up air if you feel like they might aired on Jill end up above them as as soon as they end up below you you're in a really bad position that'll be the most potent anti-aging percent especially if you're short hop and reverse it allowing you to catch both short hop and most full hops except for this you can also land it to the easily cross up a shield and hitting it allows you to combo into anything as well as you can Co confirm earlier than usual would jump the double jump down there as you throw eggs and use aerials safely from a distance ed glai will be strategically used to punish heels that you've conditioned throughout your game once you've laid the egg you can attack it for extra damage and hitting it will speed up the process of when they can mash out the lower the percent the easier it is for the opponent to mash out normally when the opponent pops out they have seven frames of intangibility meaning characters with fast aerials can usually get an aerial out as they are intangible so doing a down air against an egg can get you punished otherwise you can also try eating them again as they pop out of you have perfect timing if you lay the egg off stage you'll be able to pressure their recovery off stage with an aerial or egg as they try mashing out in fact every time you are in this position you should never mash with the buttons but instead rotate the stick as fast as you can to pop out which pops you upwards without buffering anything eggroll can be used as a very rare movement mixup most of the time however it's easily punishable and has little to no reward if you a crawl towards an edge without holding any direction you can choose to press yourself forward to launch yourself low or jump to launch yourself high timing the eggroll under a platform allows you to start rolling at full speed immediately and while you are rolling you're only able to jump once to cancel it you have to press vegan egg roll can also be useful immediately after egg laid by pressing side B tours the egg and as soon as you get close to it press left and right and left and right with good timing allowing you to deal pretty good damage Yoshi bomb deals a lot of shield damage and can be mixed up after up air pressure on platforms for a shield break or use it as a gamble in neutral just remember that the apana can always easily roll out and punish you this is why it's always better to jump first then down B it's an amazing parry option and the stars will also send opponents into tech situations at really high percents as much as Yoshi's neutral is based on eggs aerial pressure and Auntie airing they can also effectively wit punish the – attack has an initial sweet spot and the late sour spot none of which give you combos but allows you to chase down a phone as trying to land it's safe at close range since it'll cost something but it isn't safe from far away neither is jab up – for tilt or any of the smash attacks the only ground move that is safe on shield is down toad once you jab and force a tech situation you can always chase with another jab that they take in place you can time the second jab to set up for another tech chase and connect the jab at higher percentage can launch them onto plat homes starting around 4050 percentage you are able to connect the first jab into down the forward tilt down tilt neutral air down smash up smash or up air the higher their percentage is the more frames we'll have in connecting these combos the execution for this needs to be jab then immediately hold down on the control stick to cancel the animation of jab and time your next option perfectly otherwise jab can also be used after shielding to get an opponent off of you forward tilt is slightly disjointed and fast enough to catch rolls as you're retreating or catch a roll if you hit a shield and the optimal di is dying away from the forward zone up tilt can be a decent anti-air to keep them from landing for more juggling be careful however since it won't hit small grounded opponents and if you've reset the opponent during a tech situation the backwards hit will always be optimal down tilt is simply used for poking and pressuring from a distance to carefully observe the opponent's choices out of shield so you can learn how to punish them accordingly it's also a good follow up after an aerial as it'll give them a low profile and allow them to dodge certain out of shield options hitting it at too low percents however won't really give you any reward till it launches for a tech situation forward smash is Yoshi's slowest but most powerful smash attack used for reading rolls in or jumps in as well as they step back and then punish the opponent up smash is strongest at the start of the move while has a weaker back heads it has great range as well allowing you to easily catch thick chases on platforms that you can set up from jabs or eggs in fact it covers the entire platform on Pokemon Savior as well as an anti-air a few full hops down smash has a weak sour spot on the tip while this strong hit is up close sending people off stage at a very long angle to set up for an edge guard if she's grabbed has decent range but is slow and very punishable on top of that none of the throw is leaving to guaranteed damage and are instead more so for positioning sake in getting stage control the grab can be good for calling out approaches for throwing back thro deal the most amount of damage instead of for edge guards allowing you to go off stage with edges or just try hitting an aerial at the edge for a throw can also set up for a potential rock-paper-scissor Yoshi will either fall hop forward air to catch your double jump back in or they with Punisher Landing aerial or they punish how you tech up throw is only for launching opponents onto platforms at starting percent sense of protection and down throw is the closest thing they'll have to a combo throw as against no di or di in they'll be able to connect and up air but di away and you'll be able to directly avoid the follow-up which of course can set up for frame traps and if you double jump Yoshi can either chase down a landing or preemptively jump and throw an egg get to either combo or force out an air dodge or attack to try punishing thank you guys for watching if you want to help me support the other arts of it would mean a lot to me if he became a patreon even one dollar helps so much more than you think in which case you're basically paying one dollar for each art of video which is made to educate you at its best and entertaining thank you for considering it and I hope you're looking forward to the other ones

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