hey code. my only advice for fighting sets is DON'T CROUCH and break B throws lol or half your life will be taken from you (if they complete the combo, which shenrei did CONSISTANTLY lol).
with Asta, I noticed his step pretty much sucked so i try to use 9A+B sparingly. if they get used to it...being air thrown is not fun.
don't really have much Cervy experience. :(
Can't give any advice for Ivy and Setsuka right now, but for the other one I can !
Cervantes is quite easy to figure. His long range move are all steppable, so even if someone spam then, just evade and punish them. The only problem against Cervantes is one or two quick low (which I don't remember correctly), except for that. Play normally and it should be fine.
Astaroth has been always big trouble for me, so here some tips to help you a bit lol. Whatever he is at long range or close range, he's not really disavantaged, so if you think getting to close range is your best bet, you are wrong lol. The frame data for this character is really good, so be sure to block and punish at the right moment, cause missing one block could be a hell lot of damage. From my point of view, switch from long range to close range attack constantly to confuse the opponent. Staying close for too long mean a lot of strong throw from him, staying far for too long mean spamming attack with good recovery and damage. 9B+K is good, 9A+B2 is good too to close up the distance, don't abuse it too much though... Anyway, whatever I say would not necessary lead you to a victory but it will sure help !
For now, I didn't fight a really powerful Hilde, so no advice for now... But piece of advice, try to learn the frame data of move that are good to punish, that way you will be close to victory !
It depends on if u mean off or online. People do the B throw a LOT more offline with sets because they can just get her normal B throw to do more damage then the umbrella comboed A throw. But she can do massive damage out of B and A throws with her normal B being the weakest option o.O. Sets has a bitch of a throw game... But yes... especially online... don't bother ducking too much. The problem is that I can see with the way you play you are gonna have problems with sets because she is SUPER safe with most of her things. iMCF has to be bated really well against sets...which is annoying -.- 33B shenanigans (which works on and offline well)) is a good start.. Hit if you miss connecting on thefirst two hits, hold the B+K for the "run away" option of the move and reset your position. Neither of you have great range and her 1B B just can rape you ...no matter what character you are... so its best to make sure you get in but don't necessarily STAY there if she were to have frame advantage (that 1BB...leads to 70 damage combos...on NORMAL hit...yea...broke ..lol). Use 66A+B to get in ..but cancel it into a 2k or something almost every time (make only complete it to keep the sets honest and not just attacking the moment they see you start the animation). Yoshi has a lot of unsafe moves to which sets will destroy you for. She's safe...and has great punishes so..I don't blame you for having problems with this one. So I guess the best way of saying this is...also..use AA and BB...Use DGF K if you can react or anticipate a low...grapple...3B launch if you notice they are ducking throws a lot... in short...you have to play safe...very safe... :(
Asty... don't be afraid to use DGF to avoid a throw mix up...random tip..lol. It actually works. A lot of people like his B throw...a LOT. And only his A throw will catch you out of mid-air. So DGF will avoid every throw but A standing...and even then you avoid taking as much damage. And if he misses you get (depending on the type of missed throw) different stuff out of DGF. But otherwise don't stay in any stance..especially superdragonfly...for very long against asty. I agree and disagree with the above statement about asty. You DO want to stay close...about 95% of the time. Everything asty has at distance is guarded or impact on reaction so a good option is to wait for him to make a long range/mid range mistake that you can 8way run, duck, or jump.. then run in and close the distance. Once you are there...stay in his face. If he knocks you down with a throw or something... get back out.. his throw mix on wake is annoying. Then do the same again...wait for a move he shouldn't have used or that you can impact and then rush him. If you are good with your yoshi you can stay in his face and iMCF him out of most of his stuff as well (possible..but dont' recommend against bullrush..lol). Asty is throw heavy..so be good with your throw breaks. And once again...when you get close.... use AA... (BB not AS much...its used if he is starting to duck the AA a LOT). AA/BB shuts down his throw game completely. Once you use AA/BB to make him start blocking then you can start to throw/imcf/tekken move him. Against asty at close range...if you don't know what you should be doing...just AA/BB...lol. (mind you..this is advise when you can actually...fight...the opponent..and its like like a 4 bar where jumping 1A consistently is not a real viable option...1A for asty should ONLY be used on wake or to "hope" for a ringout..online pumps this move's use up WAY too much). So i guess in other words...play safe...kinda like with sets..but for a different reason (throws will take you out of slower/less safe moves...so you have to go with faster safe moves for the most part). Note: trips work well too..especially 234A...because asty is usually either high,linear and slow, or grabby...so this moves takes care of most of that as long as they aren't waiting for the move to low grap u out of
Naizaki must not play any good cervy's if he considers "he's linear at range and only has two good lows" as a blanket statement to say cervy shouldn't be an issue..lol
Naizaki...cervy fucks up yoshi's shit...lol. 3A+B with cervy covers step..if safe..and out ranges almost EVERYTHING yoshi has. A+B gives you a stun break mix-up (meaning even if they break stun you have gained enough of a frame advantage that they are guessing to block low/high...and big combos if they don't break stun). And lucky yoshi has a HARd time punishing a lot of cervy's unsafe stuff because yoshi's best punishers are either A: high or B: too slow. Talking about punishing...cervy gets to DESTROY yoshi on punish. Blocked DGFk? FC 3k? .. cervy gets either A: A+Bbbbb for about 60 damage or so or B: WR A into aK mix-up which can ringout, recombo and overall do a LOT of damage if you guess wrong against it. Yoshi uses a high move? A+B tc gives cervy the advantage. Yoshi uses a mid or high that is punishable? Cervy has one of the best punishers in the game with aB. Linear at range? umm...what moves are you talking about where yoshi can hit him at the same range? Cervy doesn't have to EVER use 4B+K (horrible move usually anyway) or most of his other "long" range stuff against yoshi because yoshi has crappy range. Cervy gets to be at optimum range against yoshi... Ohh...and don't forget he always has iGDR to at the VERY least make you re-think trying to rush in against him at any distance (its also punishes well...but thats for another day). Also... linear? Most of cervy's moves are good,hard or unsteppable mids...or they are highs (like AA or 6A) that he uses for pokes. A defensive cervy is NOT a good match-up for yoshi. stay in pogo/DGF for too long? aa (anyone can do that) but also he gets B2..which is demoralizing as well.. 8A+B and superdragonfly kicks cervy's ass right? Wrong. his 8A+K is fast....FAST. Easy to shoot you out of the sky on reaction if you use it except in wakes..
Now...I'll stop the yoshi hating and being unhelpful to code for a moment here and talk what yoshi DOES have. Yoshi has throw range. Cervy..while its not little t-rex arm lizardman throw range...its not that good while yoshi's is above average. Yoshi actually does more damage out of his throws on average than cervy s well. What does that mean? Throw him a lot? sadly....no..lol. Why? Because cervy has one of the best (and its not all THAT hard to do) ducked throw punish games in the game with fc A+Bbbb. That being said though. If you go in for throws and mix in 33B at close-ish range (3B gets punished by aB...33B..doesn't...at first o.O) you get a 50/50 mix up where you are trading damage fairly with cervy (if he guesses right he either gets 60 damage or 30+ damage and if he guesses wrong then you get a 33B combo of your choice which can lead to into the 60's in damage on average along with good wake options or you get a 50/50 throw to land or be broken). As almost always...imcf can be a savign grace in this match-up if use correctly. If anything..imcf forces an opponent to slow their game down a little..and the fact it is safe can also sometimes make even a good cervy who is punish happy attempt a punish right after you do it which will get them hit my a second imcf...or lead to a free BB for yoshi (aB of cervy is NOT safe on block). Cervy is good defensively and offesnively, but starts to have issues if you play against him...(wait for it!!) SAFE!!! lol. That means a lot of BB. (not AA as much because his A+B...a staple for SURE online..and for some people offline...tc's). Cervy has 1 good low (not two..lol..offline at least... o.O) which is 1k.. but ..
since I am pretty sure you are talking mainly about online code he also has 1A, 3AB to work with. Which can be a pain. Cervy is one of the best online characters in the game and yoshi is going to have EVEN more problems because of it. Taking this lag into account though...he's probably not going to be hitting you out of 8/9A+B on reaction anymore and you get your lagtastic DGF :) mix-ups on him a lot more free than you do offline. But even then I tend to use DFG K as a low counter with yoshi more than anything. Which leads me to the long point of this. Cervy is a defensive monster... and yoshi plays right into his hands if you play "normally" against him. That being said...play defensive back. Cervy is a pretty unsafe character and with his lose of being able to interrupt some of your unblockable moves cuz of online this gives you a good way of starting an offense if you ever feel like you can do so. Offline more so, but online in a good connection all of his lows except 1K are easily punishable by DGF K...so try and do so. You get fc 3k on block i think only if they don't think to duck ...lol..so its not the best option..but..online..it works so..i guess use it??
Honestly this match-up favors cervy considerably since he is not a "high" heavy character and because yoshi doesn't punish crouching opponents well (thats another issue with sets...she fucking tc's EVERYTHING...which makes it so a move that is unsafe normally ends up not getting punished hard with yoshi's 6K2K..yoshi's best punish). But since cervy is unsafe the way he is played online...(offline cervy is a different BEAST compared to online..seriously..but he's a beast in both for sure) you can get punishers to land a lot if you try and be slightly defensive. Sadly I feel like I have to write a completely different opinion given that I know you are talking about online though. But anyway, I'll list the short-shit down below...
online review..
Sets: break B...play safe with BB and AA. Try to use more mids. Yoshi's lows get punished by umbrella and the bitch tech crouches with a bunch of her moves. I was even having hitbox issues with 9k-ing over her lows -.-....Play safe...sorry..but you have to play sets game...not yoshi's
Asty: Keep close when possible...but to get in..wait for a long range "mistake" and rush in. Use imcf (tc ftw) and DGF (unless they use his standing A instead of using mix-ups) to dodge throws. Punish him hard with 6K2K because he doesn't tc that much. Only use dragonfly stuff (9A+B included) on wake or you'll get grabbed against a good asty. 4KB works decently too...get you that little bit of extra distance against him that can be a pain..but don't use very often really... and use 234A to avoid things. Use AA and BB (bb a little less) a lot to stop his throw game from working. And don't be afraid to throw him back after something like a blocked knee (6k).
Cervy: Play defensive and watch for his lows (DFG K those). 33B...generally in any match-up where range or safesty is an issue...is your FRIEND!! And remember... tekken moves or really good in match-ups that force you to play yoshi a way different than you generally want to. Use BB more than AA because he likes to TC a lot. And watch out for his command throw.
Luckily for yoshi..while not great at any type of play style..his huge move list gives him the options to play a number of different ways...and BB and AA are ALWAYS there
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btw... bump much with that post?? lol