Do they connect on airborne opponents?
Generally they don’t, unless its in the corner.
Oh, so only the actual sword connects in the air?
The hitbox on windmill seems to be just a little bit larger than his fist.
Testing it just now I guess you can use the ex.windmill it to stuff obvious jump ins. On a cross up through, using Ryu’s J.mk as an example it tends to trade. The super seems to work quite well against jump ins though.
In a juggle it wont hit unless its in the corner or Yoshi is standing really close to them.
Ok, thanks.
Yoshi’s standing jab seems to be a great anti-air. You can pop them out of the air and combo afterwards
Here’s Level-Up’s guide to Raven & Yoshi:
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The Yoshi verdict: Dan tier until further notice. Their main frustration was in the weird hitbox for Yoshi’s sword, that cr.mk hits mid and also has a weird hitbox, lack of damage on point, and that windmill does not beat fireballs. I’m a bit de-hypified, but I’ll still play Yoshi for sure.
Yeah I feel like Yoshi is really lacking a lot of things right now. The range/speed of his normals, the lack of cancel ability on them and the ability to combo into super and cross art makes him look pretty bad. He is the coolest looking character imo, but he needs a lot of buffs. He has some good setups for his partner but he doesn’t really make use of meter all too well. Most of the other characters have an easier time doing more damage and are generally better overall. It’s a shame really because I really wanted to make him work. I am really hoping we find some tech for him soon or that there’s a patch or something cause I want to wreck shop with him (but I’ll still play him regardless).
I agree with you, noSkillz. I just seems like everything Yoshi does someone else does way better. I also feel like something is way wrong with his hitboxes. Unless Ono intended for him to be a joke from the start, I would hope they tweak him sometime by the fall update.
Something else kinda bugs me about this, and I think it’s that maybe there’s some hidden tech somewhere that makes Yoshi really good–kinda like Gen’s mkxxhands loop in vanilla SF4–that scared the team to nerf Yoshi into oblivion. Now we just need to find it, lol. If that’s the case, whatever it is should be nerfed so that Yoshi could be at least a solid mid-tier similar to AE2012 Gen.
I am also kinda curious about the thought process for him being the way he is (maybe that EX bad breath forcing crumple on airborne opp.) Yeah, it irritates me trying to find things for him. Every time I think of some combo or trick, I get a big “Shaddup you’re playing Yoshi”. So many things for him just seems like they’ll work but never do. I think adjusting just a few things for him will make him a solid mid tier. I want him to have real combos dammit!
Damn, Yoshi looks like roasted asshole. I was hoping he’d have some godlike normals with that sword and wreck people mid range on the ground. Still want to try him out and hopefully someone discovers some tech to get him out of joke tier. Like the video said, his only real plus seems to be in locking someone down and tag canceling to try some kind of tricks with the 2nd character coming in.
He’s not great, he’s fun to play though. The main issue isn’t so much the weird hitboxes its more the fact that he has so few options to extend combos, ex.bad breath is a viable option after a hitconfirm but your options from that are limited to Gehosen > LK >LK(Optional)> MK > Gehosen/slaps/windmill(in corner).
What he lacks is a wall bounce or ground bounce to extend, his J.HK works as a ground bounce but its situational to use in a combo. This could probably all be rectified if they made ex.bad breath crumple in an airborne state.
Sadly EX-breath used to. They were playing it up big time in Raven’s reveal trailer.
Fingers crossed in a later patch they put it back, I can think of some nice things he could do with that airborne crumple…
It also seems like in the Level-Up demo there were a lot of moments where they thought they had something cool only to be like, “Awwwww maaan” or “Well at least it does 200 damage…right?” It just seems like things that should be working, don’t. I think that’s what makes me wonder about uber hidden tech. Why take away things that did work before?
Any word on the safety of Yoshi’s special moves? For example, what strengths (if any) are manji low kicks/slap u silly/windmill safe? Also, does Gehosen have any invincibility besides EX? Finally, since windmill doesnt go through fireballs well and teleport is pretty punishable, what are the best options to get around zoners?
Not a clue but to be fair, I don’t think the Level Up demo displayed Yoshi very well - I think his BnB meterless is MP/MK xx Gehosen > LK > LK > MK xx Gehosen and that does about 300 damage. Also they said the cross art can’t be juggled into which is false. Things like juggles into windmill only work in the corner which I guess is something they didn’t test.
I do agree with you though, there’s a few things I’ve tried and thought “I wish that would have worked” but hey-ho, its how it goes. I suppose you can use Yoshi as a meter builder, whack 3 meter gems on that bad boy and watch your bar fill up in no time.
If you rep manji/slaps enough to faint you’re invulnerable during the faint. Windmill is not safe unless you tag cancel it. I don’t think Gehosen has any invincibility as far as I can remember.
Best options for zoners is to probably use bad breath to nullify the projectile and the standard neutral jump and edge forward.
Level-Up seemed to suggest jumps are the best option right now. Also, it looks like if your opponent uses their slowest projectile and you predict it Yoshi’s Super will punish, but the projectile will freeze in place over your body and hit you after the super animation finishes. So make sure you have enough health. Finally, it looks like Ducking Flea will allow you to Blanka duck under some fireballs, but not all.
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That happens with Steve and Laws command grab if you do the ex.windmill or super it leaves them on screen for a little while afterwards, its peculiar.
Didn’t the Level Up Your Game video show that you could punish his fainting?
EDIT: yeah, go to around 30:35 in the video, he is punishable during the faint.