A better option than spending a litle bit of life is if you block Xiba's 6A or 6B just immediately punish with 2A and then back grab, if they try to use the K string out of habit the 2A will catch them with their backturned allowing an easy grab.-Annoying 6B, K and 6A, K strings are evaded by 4B+K for 3B combo.
I would like to take back my comment I went into training and after messing around with your suggested punishment and the one I mentioned I've realized yours is clearly better since even if the 6A or 6B from Xiba hit you without counterhit you can still 4B+K and follow with the 3BA better option than spending a litle bit of life is if you block Xiba's 6A or 6B just immediately punish with 2A and then back grab, if they try to use the K string out of habit the 2A will catch them with their backturned allowing an easy grab.
I think Cerv is 5:5ish, but it's obviously hypothetical. He has a really safe 3B (-13 AA/6B punish) and aB is usually not super punishable with space. 2B is his punish at max range block. At mid-range/close you can CE/3B. You definitely don't want to be using moves that are -11+ against Cerv. I'd use 66K as bait and then 214A/iMCF or simply guard and see how he responds. If he aBs you can get a 3B/CE from close/middle. And A+K after 4B BE on block is always available, just make sure to mix it up. If he uses anything right out of the gate after 4B BE A+K will interrupt. That said, always attempt to step+throw break every so often. This way his best option is a BT 2K. Make sure you show him that 4B BE isn't going to fly on block. Yoshi can get away with this much easier than other characters. Otherwise I'd focus on getting him to come in to fight you up close and run some of Yoshi's dirty close game. Cerv doesn't have a whole lot of good TJs to stop you from just throwing out iMCF profusely. He does have a good backdash to discourage it (will get into later). Make sure you really hound him with advantage after you hit him with 6B after you block at 3B. You are at a lot of advantage up close and this can seal a victory if used the right way. His favorite thing to do is backstep 3B so keep your only good backstep catcher 44bB in mind. It's bad on whiff, but it causes quite a bit of damage. He also cannot play dead against deathcopter after launch a:B+K. High level Cervs will know this and roll up, but otherwise he really struggles against it. It's actually one of my most experienced matchups, so maybe I'm just speaking from playing mid-level Cerv players too much.What would you consider Cervantes?
I think he has some tools that push you back like aB (I think with good spacing you can't punish it, correct me if I'm wrong). And when you need to get in close after something like aB, he has recovered and can do something else. Sometimes I feel my movelist gets slightly limited since aB is i11 and some moves like 66A, 66B, and 9K are -12. I think I also heard somewhere that A+K will beat immediate action after Cerv's 4B BE guard break, but Cerv players can just delay their attack once they catch on.
You should be getting 3B off of aB unless it's spaced. 3B reaches further than 6KIf he aBs you can get a 6K and 3B if it's that close. I usually go for 6K since sometimes 3B whiffs unless it's super close. And A+K after 4B BE on block is always available, just make sure to mix it up. It's actually one of my most experienced matchups, so maybe I'm just speaking from playing mid-level Cerv players too much.
Dude! I hear ya buddy :) especially on that Voldo.. it is a bit ridiculous at times. with movement. Feels so hard to step against him compared to others... and his push pack. I'd also like to add Leixia to that list.. cannot get an offence started against her at all.. ( againt Hyrul at least) :)Let's start this discussion back up. I think we all need to bounce ideas off of eachother for handling certain matchups and how they look overall for Yoshi. Three matchups I'm curious on having discussed are Xiba, Ezio, and Voldo since nobody here has really sounded off on them.
Yeah, I have general feels for all of them but I just wanna see if anyone has some tech I haven't discovered. I will write a post in the next few days on them so we can bounce.Dude! I hear ya buddy :) especially on that Voldo.. it is a bit ridiculous at times. with movement. Feels so hard to step against him compared to others... and his push pack. I'd also like to add Leixia to that list.. cannot get an offence started against her at all.. ( againt Hyrul at least) :)
Xiba.. don't step.. or be prepared to duck his step catchers? don't let him block punishable lows either unless you are asking for quarter life. Range in this MU = problem. If you can get in though, it's proabably Xibas's weakesness against anyone... just be sensible about it. Mix-ups are your friend! ) (wtf does he have that is fast that you cannot deal with?l )
2k back step 3BB (how you deal with back step?)
My toughest though, and always has been probably, is Omgea. Maybe I'm doing it wrong but it's ridiculous like 99% lost against BboySkyso! :)
Also, recently, Cervy. I actually like the match-up.. sometimes. But when I JG 2A and he can back-step BB.. WTF SOUL CALIBUR!
I agree very much on Voldo. Top 5 best for Yoshi for sure.Manta has said the matchup is impossible for Voldo (IRM has said the same thing about Maxi, btw). I think it's pretty good for Yoshimitsu, simply because characters that don't have anything to really annoy Yoshimitsu are rare, and so are among the better matchups. Yoshimitsu has a wide array of body attacks that really screw with Voldo's backturned mixup, as it beats his auto-GI. 3K covers a lot of things, though at some timings it will be evaded by the BS throw and 2A+B. 6B interrupts things while being safe to the auto-GI and jumpers. 2A+B can be 4KB punished. iMCF is also a body attack in this game, which leads to a devastating combo on backturned opponents. Voldo also doesn't really have the speed interrupt iMCFs from disadvantage, with his slow mids. Oh and Yoshimitsu can easily beat him in the neutral game.
I feel the same way for the Ezio matchup. Sure, 2K is annoying, but that's annoying against everyone. Ezio also lacks range on his basic BB, so you can do spaced -6 stuff like 3K or BB into iMCF and it'll beat everything. Against 66A, you can 6B to interrupt the crossbow or you can 2K to go under it, both of which can't be stepped or backstepped, so it's a free mixup. Yoshi can AA Ezio's WR A on block. I think Yoshi wins the neutral game here too, so advantage Yoshi for sure.
Cervy is really hard. He can get away for free after hitting aB or 1AB and after most things on block due to pushback. Yoshi's best tool against backstep is to follow the backstep with a dash forward iFC3K or just play the neutral game, but Cervy punishes FC 3K super hard. The neutral game is winnable, as Cervy doesn't have the best tracking, but is still very difficult, as you're going to be out-damaged unless you can CE his big slow whiffs. Having A+K against that 4B BE mixup is nice, but Cervy can still bait it out and 3B you. aB is very punishable, as 3B reaches at surprising ranges, and only a tipped aB is safe. When both players are playing this matchup properly, they're turtling each other and abusing time, imo.
The a:B+K setup is really good against all three of these characters, but I can't remember exactly why though.