If you guys hear my voice around 04:55 sounding louder. It's that I've forgotten to add this portion to the video so I've added a voice recording . Sorry 😅
OKI tip at the wall you can catch some people who tech the wall on the ender of 3, 2, 1+2 you have just enough time to do a crouching unblockable sweep and you can immediately repeat the ender to try to do the oki again. This is what I found out for the only OKI out there i hope to see more oki options in the future.
Cangaroo > Gehosen > d,2,2b > d/f1,2,1 > 3,2,1+2 does 85 DMG on counterhit. just seems inconsistent sometimes between the d,2,2,b pick up, if you dont use wavedash input for gehosen. (does 1 less dmg too)
It's doing 80 on normal hits just like the one in the video, definitely a good choice for damage and healing. If you want Wall Carry the one I've presented is decent, and works well on stages that are 28 meters apart.
I can agree with that. Yoshi has always been a trickster rather than a burst dmg kinda character. So his utilities are what makes Yoshi strong if you manage to "trick" the opponent. @@federz666
@@keytwitchyPhD you can Flash with NSS from the bound will give you Rage art if available for total of 102 damage You can F 3+4 or [3 4] for wall carry Even without any of those it’s about 80 damage with just the flash at the end
@@keytwitchyPhD and if you do hop kick into normal route you can choose to 3,4 1+2 after the bound to get health regain from the ender. Yoshi has so many combo routes now
@@kna_8910 Rage and CH do extra damage which is why you're getting those numbers. The combos in the video and the one I mentioned aren't using Rage or CH.
@@keytwitchyPhD true. It’s just how I practice as I look for game ending combos that can use rage art Enders for comebacks so that’s my B&B so that my combo routes are consistent and if I’m not in rage I go for the F 3+4 for wall carry. It just keeps my combos consistent to prevent drops.
My mix-up guide actually has answers to your question ruclips.net/video/UzHAG8UHLFA/видео.html It'll help with what moves to use against aggressive opponents. If you want more, stay tuned for future videos I'll be trickling tips here and there😊
@@delusional-lobo I cannot for the life of me get that 3,1 to connect. I found another combo from eyemuscian that does the same damage tho: FC d/f1 > WS 1,2,1 > 3~4*u > f1+2
Ohh I'm sorry I've forgot to mention that after Sword Sweep you need to micro Side Step to the Foreground and then F2,1 to then connect 3,1 into Manji for F1+2 @@keytwitchyPhD
Sure CD1 (F,D,D/F 1) is great for damage if the opponent doesn't get up from the ground. Also, F1+2 is good to flip the opponent for Oki. I'm at the works with a Full Guide for Beginners for Yoshi. Stay tuned if you'd like😉
Btw I didn't know, if Yoshi had a specific attack on grounded enemies in T7, but here, I don't remember, i guess I randomly pressed u,f,1 and instead of the jump sword attack, it did a sort of impale attack on ground opponent.
yup, it's his grounded specific move. Though not many yoshi's go for it. Lots would rather do ➡⬇↘1 to flip them or now with his new f1+2 move@@artiomsepeli1200
Input reader being enabled would help a ton. Thanks for the tips.
back triangle, square, down triangle triangle triangle, back triangle triangle, x upleft triangle square - YIOUUUUUUUUUUUUUU
lol
If you guys hear my voice around 04:55 sounding louder. It's that I've forgotten to add this portion to the video so I've added a voice recording . Sorry 😅
OKI tip at the wall you can catch some people who tech the wall on the ender of 3, 2, 1+2 you have just enough time to do a crouching unblockable sweep and you can immediately repeat the ender to try to do the oki again. This is what I found out for the only OKI out there i hope to see more oki options in the future.
Ive seen kaneandtrench do f1+2 after 3~4 dgf4 wall ender as oki a lot and it seems like it always hits, haven't tested it tho could be not guaranteed
good video! show inputs next time plz 🙏
I love the intro 😮
02:46 mine only shows +5 after ff3. did i do something wrong?
you didn't do 1+2 Kincho Stance which places you at +12 on hit
Can you do a vid about neutral game pls 🙏🏿 thanks for the tips
I think med 1+2 healing (the big one) should work after that huge ender that sends an opponent far away
that's a good tip, I'm stealing that 🤣😅
Cangaroo > Gehosen > d,2,2b > d/f1,2,1 > 3,2,1+2 does 85 DMG on counterhit. just seems inconsistent sometimes between the d,2,2,b pick up, if you dont use wavedash input for gehosen. (does 1 less dmg too)
It's doing 80 on normal hits just like the one in the video, definitely a good choice for damage and healing. If you want Wall Carry the one I've presented is decent, and works well on stages that are 28 meters apart.
Looks like yoshi is buffed a lot, only thing I struggle with still is the neutral game without the old f1+2
I would suggest using 3, 1 & NSS u/b 1+2 these are good options to control neutral though d/f 2 is an old reliable that's good too.
Yoshi is stronger than T7, but compared to every other character he’s not nearly as buffed.
I can agree with that. Yoshi has always been a trickster rather than a burst dmg kinda character. So his utilities are what makes Yoshi strong if you manage to "trick" the opponent. @@federz666
Roo kick leads to more damage with a simple hop kick into normal D 22 hold back DF 121 then flash after the bound
What do you do after the flash?
I personally start with flash instead of the hop kick and end in 3,2,1+2 for 79 damage.
@@keytwitchyPhD you can Flash with NSS from the bound will give you Rage art if available for total of 102 damage
You can F 3+4 or [3 4] for wall carry
Even without any of those it’s about 80 damage with just the flash at the end
@@keytwitchyPhD and if you do hop kick into normal route you can choose to 3,4 1+2 after the bound to get health regain from the ender. Yoshi has so many combo routes now
@@kna_8910 Rage and CH do extra damage which is why you're getting those numbers. The combos in the video and the one I mentioned aren't using Rage or CH.
@@keytwitchyPhD true. It’s just how I practice as I look for game ending combos that can use rage art Enders for comebacks so that’s my B&B so that my combo routes are consistent and if I’m not in rage I go for the F 3+4 for wall carry.
It just keeps my combos consistent to prevent drops.
what would be the best way to deal with button mashers when playing yoshi?
My mix-up guide actually has answers to your question ruclips.net/video/UzHAG8UHLFA/видео.html It'll help with what moves to use against aggressive opponents. If you want more, stay tuned for future videos I'll be trickling tips here and there😊
What's a good combo to do from Yoshi's unblockable SS crouched df1? Most I have so far is 45 damage.
FC d/f1 into f2,1 then quickly do 3,1 into Majin Stance then finally f1+2 gives a max 56
@@delusional-lobo I cannot for the life of me get that 3,1 to connect.
I found another combo from eyemuscian that does the same damage tho:
FC d/f1 > WS 1,2,1 > 3~4*u > f1+2
Ohh I'm sorry I've forgot to mention that after Sword Sweep you need to micro Side Step to the Foreground and then F2,1 to then connect 3,1 into Manji for F1+2 @@keytwitchyPhD
@@delusional-lobo Ohh nice. This is actually pretty easy. I like this combo better now.
Glad that helped you😊 @@keytwitchyPhD
Any recommended inputs to give damage while enemy is on the ground? I just picked up Yoshi. XD.
Sure CD1 (F,D,D/F 1) is great for damage if the opponent doesn't get up from the ground. Also, F1+2 is good to flip the opponent for Oki. I'm at the works with a Full Guide for Beginners for Yoshi. Stay tuned if you'd like😉
Btw I didn't know, if Yoshi had a specific attack on grounded enemies in T7, but here, I don't remember, i guess I randomly pressed u,f,1 and instead of the jump sword attack, it did a sort of impale attack on ground opponent.
yup, it's his grounded specific move. Though not many yoshi's go for it. Lots would rather do ➡⬇↘1 to flip them or now with his new f1+2 move@@artiomsepeli1200
@@delusional-lobo f 1+2 hits grounded? Dunno but feels like many moves in T8 are inconsistent against grounded, it can hit or not
yup, hits grounded@@artiomsepeli1200
What do you mean by holding kincho?
By Holding the attack and or direction, I'm going to guess you're in the section talking about KIN F1? If so, then yea like I said above😊
@@delusional-loboah okay. Thank you.