Yoshi Okizeme & Tech Trap Guide

Yoshi Wake Up Guide

Put into account though that all double doorknocker combos can be teched out of. But since your basing this off of online then feel free to spam it all day.
 
Yoshi Wake Up Guide

Put into account though that all double doorknocker combos can be teched out of. But since your basing this off of online then feel free to spam it all day.

u can make it combo if you do a VERY slight step right -> doorknocker, and i mean really slight.
 
Yoshi Wake Up Guide

u can make it combo if you do a VERY slight step right -> doorknocker, and i mean really slight.

cool never knew about that.

and dunno if this is worthy enough to be put into the guide but ive been using 66A+B and variations for wakeup after FC 3K. like you said it hits rollers and sleepers but if i see it getting blocked or teched enough times then i cancel and go into iFC 3K or grab. if they start to block low after seeing the cancel then i do 3B instead. the 3B will also hit them if they play dead or sideroll.

imo this method will keep the opponent from playing dead or siderolling. it will encourage them to tech which is when the mindgames work best.
 
Yoshi Wake Up Guide

-- 33_99A (CH) --
Trap: 214 A. All directions.

-- 9B+K --
Trap on larger opponents: 4K. Seems to catch all directions, but I haven't done full character testing. This does whiff in Hilde, sisters, Amy, and Voldo. Does catch Taki, Maxi, and Sieg for certain. I'm going to assume larger characters get caught too. 4B also works here on larger opponents. 4B is right techable, though.

-- CH 44bB (furthest range), 9B+K --
4B appears to trap everyone in all directions. Still doing more testing, but I was catching Amy on this. Figured this one out looking for a CH 44bB follow-up that wasn't 66A+B so I could maintain close-range pressure. Keep in mind, when you hit the 9B+K the camera will switch sides.
 
Yoshi Wake Up Guide

-- On medium-sized characters CH 3B or non-CH 3B at mid range ONLY, 8K --
-- On large characters CH 3B_3AB, 8K --

236B traps - Must be inputted immediately after or the opponent can side roll to avoid it. Can be avoided by rolling forward OR standing up and stepping to Yoshi's left immediately. Staying grounded, rolling in any direction, or trying to step to Yoshi's right will result in a hit. WS moves can interrupt this.

So, if you really, really want to land 236B on an opponent, try this out. Interesting thing is, the opponent has to Just Ukemi the 8K to get out. I haven't found any other reasonable follow-ups to it. It's not like Yoshi's old SC2 combo, unfortunately. 66A+B_33A+B is not guaranteed. 66A+B_33A+B will nail an opponent who doesn't get up, but all they have to do is hold G anytime before the blow lands to block it. If you somehow get 33A+B, iMCF will connect despite how far away things look.
 
After REF A, you can trap with a well timed 3b. You have to do 6 3b though or else youl end up doing his WC b. I dont know exactly what rolls it traps, but im too tired to look, so im sure someone here wouldnt mind testing it out. Also, after 3[A+B], if they do a forward roll (I dont know who would, but just go along with it) FLE K is a trap.

Also 236b tracks after itself, so no matter what direction they tech he will follow, but they still have the opportunity to do an instant side-step and avoid it.
 
My bad but yes I obviously was confused. Just wanted to make sure my boy Johnny got his credit.

Do I get points for sticking up for someone and also telling them they fail?
 
psssht...this is hajime's arena ;) don't worry bout pts and shit.

My guide needs updating, will do it soon, when i get the Yoshi urge again.

After 3B and 2K etc on wakes, 1B is not siderollable in all scenarios EXCEPT FC 3K damnit. Stomp is not siderolleable. 44B+K must be blocked in some sitations if opponents tech. This is important cuz 8 blocked 44B+K = CF. Likewise with 1B, 12 blocked = CF.
 
So peple...it turns out 11B is not as useless as once thought. Though its still not a great move, 11B tech traps 66_33_44A+B in all directions. Im pretty sure there are other tech traps to follow 66A+B and all of that jazz, but I just though I would let everyone know n_n
 
So peple...it turns out 11B is not as useless as once thought. Though its still not a great move, 11B tech traps 66_33_44A+B in all directions. Im pretty sure there are other tech traps to follow 66A+B and all of that jazz, but I just though I would let everyone know n_n

Thanks for sharing. Sadly, I would still say 11B is completely useless considering the other tech traps out there after 66A+B (i.e. DNK) that also do not hit grounded and have much more damage potential if the trap works. =(
 
Well I know, which is why I said im sure there are others. But, its still not completely uselss n_n. Also, 2A+B B tech traps all directions and also hits them if they just try to lay there and roll. Thought id point that out too.
 
66A+B is one of his best moves, you should use it often ;) so it's good to know what is possible with it and after it.
 
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