DrDogg
[09] Warrior
you could try my sc4 yoshi when i´m playing Bean: 8K or BB/throw, fc3k/4BK. on wakeup: 3B/throw :P
Except that 8K is unsafe now... :(
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you could try my sc4 yoshi when i´m playing Bean: 8K or BB/throw, fc3k/4BK. on wakeup: 3B/throw :P
2(A+B) into FLE is an instant classic in my book. I would have suggested INT into DGF because it was tricky, but INT is out now ._. . Umm...
FLE 8/2 steps are useful.
FLE K, A+B is a good combo, always has been.
DGF K to 6B+KKKKK..., is a good troll combo xD.
DGF A's are useful, and almost never fails (it hasn't yet for me) to hit somebody when they're behind you.
DGF > SDF traversion is excellent.
MED stuff? I don't even know where to begin.
MED A+B is still around, and still awesome as ever.
MED 6A+B(or was it B+K?),K is the most useful last ditch move ever.
MED B's, K's, and A's teleport Yoshi in front of the opponent and do the according move,
With the Addition of Yoshi's A+K moves in MED, you can do a 1K into 2B+K, A+K and then do a A+B teleport.
Btw...
Never live down Yoshi's pogo (A+B jumps) in FLE.. Their the icing of the cake.
Edit: Feel free to take this down if you feel it's useless. Also, 66A+B into FLE is useful as hell. 44B+K into MED is bauce.
2A+B FLE > DGF K launch. If the DGF K is blocked, I get wrecked for not reponding quick enough. DGF K and B are a little to slow. Maybe a SDGF B or some other shenans? Ideas?
Also, 9B+K > B+K DGF seems kinda silly when it connects due to it putting you behind your opponet. I read earlier about DGF A hitting behind Yoshi is quick and works well, but is there anyway I could extend it's use?
One thing that just occurred to me would be (every once in a while) to mess with someone by doing DGF 2B+K off a blocked FLE K...nobody would throw a low at you, so it really only depends on how much time you have after the blocked FLE K...I'll have to look it up in the guide sometime (unless someone else here has it handy). It's probably not altogether safe to do, but if you have an opponent who hesitates or chokes on seeing something unexpected, it would be pretty funny to do...[]
It's actually 9B+K, [K]. Just putting that out there. The regular two-hitting version is 9B+K, K, but if you hold the K the second stomp doesn't come out, instead transitioning to DGF. Also, if you go behind your opponent after landing it, use DGF A's deceptive range and decent speed+guard break. []
@Vincent: Right, the FLE K transition into DGF. DGF K is the low juggling kick. And yes, you can do 2_6_9_4A+B to quick move in DGF, although it costs some health. Actually, that might be something to see, whether or not you can (if you have health to waste) save yourself punishment and possibly a launcher by DGF dashing.
And yes, I can imagine that since you're at advantage after blocked DGF A you can pretty much go into MED with impunity. []
Hrm...now if only Yoshi's throws hit crouching opponents, that would be a viable addition to the mix-up game...you're right that most people are going to look for the sweep after DGF A, since that leads to so much damage, which means they're most often going to be ducking, meaning throws would whiff. I guess you could train the opponent over the course of the match to expect DGF B instead, but that would take some conditioning and would really only be for style points, since stance throws only add 5 dmg (60 vs 55).
So essentially only EVER use FLE K if you know it's going to hit, or you're in a world of trouble...[]
Hrm...on that note, how effective is side-twirling with FLE 2_8? It would theoretically be possible to come up with frame data for how long it takes to evade verts, at least...no help vs. horizontals, of course. Then again, there's also FLE 2A+B. []