Slide using one finger is the most consistent way. You need to guarantee that the first button isn't being held down when the second one is pressed for these JF slides. I press B with my pointer finger and very quickly pull it to the side and hit B, keeping only a small surface area of contact...
Several combos added to the combo thread Saturday use this, it's very important as it gives Yoshi access to big damage with a half bar (90-136) on anything involving 4AA+B.
@Swenzy
22B 9K is character specific, I wonder if that tech trap is, too. Please test or divide up a portion of characters to test.
Another character specific combo is FLE B 4AA+B. What I have so far is in the opening post.
@AndyrooSC
1. His stand out strengths?
Meter gain, Attack speed, movement speed, strong mids, strong lows, wide array of moves that do extra damage on counter hit, wall pressure and ring out distance, evasive moves, lots of different offensive approaches available especially up close that are...
@KilBils @JustCallMeJoe
Also use dash G to press forward, basically the usual getting-in techniques. Coming in with counter hits that can use BEs like doing 66 6BBA+B or 66 half-circle-back 44bB is worth trying, and dash iFC 3K RCC 3(B) for whiff punish or otherwise is good for starting up...
22A is also a full meter LH, so I've heard.
66B+K is a fairly late TJ, starting at frame 11 in SCV, but still usable for going over 2As at -2. Unfortunately, it doesn't LH on special lows. Even so, I landed this LH surprisingly often since Yoshi is normally weak to long range low pokes like...
In that video we already see a lot of great tools in use:
-that big high horizontal, looking good. It doesn't move her forward, in fact she hangs back a bit after it, making it more difficult to whiff punish.
-FC 1B or whatever input it is now, that player definitely didn't do it on purpose...
It feels faster than BB but definitely slower than AA, so something like i12-i13, but that's the feeling I get from it. Functionally it may be one of the fastest tools for running up and poking at particular ranges, since 4B is an easy input to do right out of a dash. So it at least has that use.
Yeah and I should also emphasize that we're in the business of winning rounds and matches, not necessarily trading the most damage for meter over time (the way you accumulate over time and across all your games in Poker). In SCV, the meta shifted toward using meter to make comebacks for a...
it is a little weird and it will slow down poking with it a bit since it requires more input time, this is how it was in SCII. The range is already high, and dashing into it is easier as well, so it'll feel like it has insane range.
My mistake, I made this assumption before, too. 4A was i16 in SCV so it's probably that.
The input to do BEs is A+B. I'm probably just going to start notating them that way since the whole point of it was to save time and space writing A+B+K.
It's hard to tell how good b:A is right now. I...