docvizzo
[14] Master
Dont take the order to serious:
1. 1A series
This move is pure madness. Mid, FULL tracking, i12, Tech Crouch, hits jumpers, tracks backwards (cant jump over it), pseude blockstun since you can vary the amount of spins. Insane ch damage for such a move, think 60ish. Leaves you in FC for a WS K, FC3K, throw mixup. Crazy, crazy move.
2. FC 3K
Like always, number one low. Excellent range, speed and KND. Pretty unsafe though.
3. Suicide
FUCK.THIS.MOVE. Suicide in SC2 hits the opponent 1 frame before it does Yoshi. So everytime you have your opponent below 50% life its Suicide time. It is quite hard to step, allows for absolutely insane comebacks. You can set it up after GI etc, but not after 4G.
4. 6B, 6B2, 6B8
These pokes are madness. The range and speed will make your opponent go nuts, absolutely nutty priority. Nice tracking, very fast recovery. Its like Mitsus pokes in SC5 but even more annoying to deal with.
4. 66B series
Mid, good damage etc, you know the move from the other games.
5. AA
Super fast i11 AA, good range. Single A gives +7 on hit, zero on block.
6. 3B + charged 3B
Yoshis standard launcher, shit is safe-ish, only -10 to -11. on ch or the charged one give insane damage with the 4B[K] followup.
7. 8K
Yoshis number one jumping move. Comes very handy in this game since jumping is quite common. On an aired opponent it gives a free 66A+B or 1B chargerd combo due to a ground stun.
8. WS K
Safe launcher from FC, number one mixup together with FC3K.
9. THROWS
Fucking 214A+B. Such a small break window, amazing throw.
10. 9B+K into SCC
This is a hard one, but good to hit grounded opponents into a SCC mixup.
Noteworthy:
1K
TC, crazy damage with BT K, 8K, 66A+B followup. Best answer if you have a read on your opponent and expect a high or throw. Unsafe on block though.
DISCUUUUUSS. Yoshi is insanely fun to play, just picked him up though.
1. 1A series
This move is pure madness. Mid, FULL tracking, i12, Tech Crouch, hits jumpers, tracks backwards (cant jump over it), pseude blockstun since you can vary the amount of spins. Insane ch damage for such a move, think 60ish. Leaves you in FC for a WS K, FC3K, throw mixup. Crazy, crazy move.
2. FC 3K
Like always, number one low. Excellent range, speed and KND. Pretty unsafe though.
3. Suicide
FUCK.THIS.MOVE. Suicide in SC2 hits the opponent 1 frame before it does Yoshi. So everytime you have your opponent below 50% life its Suicide time. It is quite hard to step, allows for absolutely insane comebacks. You can set it up after GI etc, but not after 4G.
4. 6B, 6B2, 6B8
These pokes are madness. The range and speed will make your opponent go nuts, absolutely nutty priority. Nice tracking, very fast recovery. Its like Mitsus pokes in SC5 but even more annoying to deal with.
4. 66B series
Mid, good damage etc, you know the move from the other games.
5. AA
Super fast i11 AA, good range. Single A gives +7 on hit, zero on block.
6. 3B + charged 3B
Yoshis standard launcher, shit is safe-ish, only -10 to -11. on ch or the charged one give insane damage with the 4B[K] followup.
7. 8K
Yoshis number one jumping move. Comes very handy in this game since jumping is quite common. On an aired opponent it gives a free 66A+B or 1B chargerd combo due to a ground stun.
8. WS K
Safe launcher from FC, number one mixup together with FC3K.
9. THROWS
Fucking 214A+B. Such a small break window, amazing throw.
10. 9B+K into SCC
This is a hard one, but good to hit grounded opponents into a SCC mixup.
Noteworthy:
1K
TC, crazy damage with BT K, 8K, 66A+B followup. Best answer if you have a read on your opponent and expect a high or throw. Unsafe on block though.
DISCUUUUUSS. Yoshi is insanely fun to play, just picked him up though.