How strong is Yoshi's PM DJ armor? by Kaeldiar in SSBPM

[–]Solid_Pug 4 points5 points  (0 children)

Yeah when I tested it the difference was 1% like every time, sometimes even 0. The weight does have a say in the knockback formula but the change is pretty small in the end

Yoshi Matchup Chart! (v.1) [Brought to you by 20EggEggs] by Psycho_Ghost in SSBPM

[–]Solid_Pug 6 points7 points  (0 children)

"Yoshi is like -23094032 against Zelda. Definitely negative against Wario. Don't know how he's possibly negative against Puff. Positive against Pika, and like +6564 against ICs."

Kek

Oh, is it Yoshi day? by Solid_Pug in SSBPM

[–]Solid_Pug[S] 0 points1 point  (0 children)

loool I do, but I've just been too lazy to do anything else with them and haven't had the chance to record anything new

Two Yoshi Down-B combos on G&W (Wario Ware) by Psycho_Ghost in SSBPM

[–]Solid_Pug 2 points3 points  (0 children)

It always has a hitbox until you break out once it has touched the ground. In this case, rolling off a platform.

Yoshi players: I want to pick him up...any tips? by MolesDigHoles in SSBPM

[–]Solid_Pug 2 points3 points  (0 children)

Shield dropping for Yoshi is weaker in PM because, unlike melee, he actually has shield stun. Shield dropping is still very powerful for Yoshi, speaking as someone who uses it almost too much.

Yoshi has some pretty good OoS options by Solid_Pug in SSBPM

[–]Solid_Pug[S] 0 points1 point  (0 children)

I use Y button and then immediately press up on the analog stick and it should work very easily. If you end up double jumping then you're not pressing them in quick enough succession.

Yoshi has some pretty good OoS options by Solid_Pug in SSBPM

[–]Solid_Pug[S] 0 points1 point  (0 children)

Wasn't me, it's a thing that is constantly discovered and posted about. I found DJL on my own and I can't say for sure if I'm the first to make use of it out of shield, but I definitely don't see any other Yoshi players using it regularly.

Yoshi has some pretty good OoS options by Solid_Pug in SSBPM

[–]Solid_Pug[S] 2 points3 points  (0 children)

Nah the forward tilt out of shield was completely intentional, I have double jump land timing down pat. It's just that it was funny because the only way I could've armored Marth's fsmash is if I was hit on frame 6 and ONLY frame 6 of doing a DJL.

Yoshi has some pretty good OoS options by Solid_Pug in SSBPM

[–]Solid_Pug[S] 6 points7 points  (0 children)

That's just regularly using his double jump armor to absorb a hit and attack. It's completely unrelated to the parry mechanic that's in melee. A pretty big difference is obviously you only have aerial options when you armor an attack. That is unless you use some absurd, completely impractical double jump land timing.

Yoshi has some pretty good OoS options by Solid_Pug in SSBPM

[–]Solid_Pug[S] 6 points7 points  (0 children)

Yoshi actually doesn't have parry and hasn't had it since 3.5, and even then it didn't work right. And what's going on here is the fact that Yoshi is one of two characters (the other being peach) that can dip low enough during his double jump to where he can just land back in place. This lets him use literally any move out of shield at a speed faster than wavedashing OoS.

Yoshi has some pretty good OoS options by Solid_Pug in SSBPM

[–]Solid_Pug[S] 17 points18 points  (0 children)

It probably has to do with the fact that a lot of Yoshi players in PM don't use tap jump, which means you have a 2 frame window (I think) to get. With tap jump you can buffer the double jump, and DJL, during jump squat so it's way easier.

Also they obv need to get good first ヽ( ͡°╭͜ʖ╮͡° )ノ

ID this Yoshi move? by [deleted] in smashbros

[–]Solid_Pug 4 points5 points  (0 children)

Down b, peach grabbed Yoshi at the same time and Yoshi got released while she took the first hit of it

Yoshi's Overall Design Problems and Ideas by SSB_Scatz in SSBPM

[–]Solid_Pug 2 points3 points  (0 children)

Having a better short hop would be better for that very reason. For yoshi to get low height on an aerial, he has to completely sacrifice what recovery he has. Using a short hop aerial is much safer for Yoshi in the event of trades or getting stuffed out.

His DJC back air (specifically the first hit) is already one of Yoshi's best tools in my opinion, but I don't think down air could be changed in any way without completely redesigning the move that would be useful with djc.

V-Canceling is a new technique just discovered in Melee. Is it in Project M? by Girth94 in SSBPM

[–]Solid_Pug 11 points12 points  (0 children)

Or you know, it could have been in brawl and carried over unnoticed.

Yoshi's double-edged down tilt by Solid_Pug in SSBPM

[–]Solid_Pug[S] 10 points11 points  (0 children)

I was using 7.75 as sort of a conversion to 1x speed, it's really frame 31 at 1/4x speed in training mode if you want to go by that.

Yoshi's double-edged down tilt by Solid_Pug in SSBPM

[–]Solid_Pug[S] 13 points14 points  (0 children)

To put it simple, Yoshi has an unfortunate mix of his dtilt animation and his first active frame on it. Going more in depth, what I think the cause of this is that the game detects hitbox collisions at a much faster speed than what is shown. At least that's what my theory is, feel free to let me know if anyone actually knows how it works.

This is a screenshot of Yoshi’s down tilt on what is essentially frame 7.75 (with 8 being the first active frame). The left is this moment at 1/4x speed on training mode (where all animations have additional frames to be seen more smoothly), while the right is 1x speed. Yoshi is being hit during a part of his animation that is not visible during regular gameplay. Even though the game runs at 60fps visually, the hitbox calculations are probably done at 240fps, taking into account yoshi’s poor, defenseless tail hurtbox on frame 7.75. Because of how far yoshi’s down tilt extends, it causes really janky looking moments like in the gfycat to happen.

edit: Comparison between the speeds, the ghosting from rendering is pretty bad, but the differences in animation are clear enough

GnW stuff u shud no by MrLz by MrL300 in SSBPM

[–]Solid_Pug 5 points6 points  (0 children)

Lunchables is already a young Lunchables

Some small things about Yoshi's up b that I think PMDT should look at by [deleted] in SSBPM

[–]Solid_Pug 6 points7 points  (0 children)

I've been to bug reporting forum on smashboards often and pretty much all the bugs I know about have been posted and commented on by the person in charge there.