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Yoshi - Changelist added to OP
11/15/2009, 04:51 PM (This post was last modified: 03/25/2010 01:50 AM by Bionic.)
Post: #1
I'll be updating the OPs as information comes in. This thread should be used for ideas and testing results for Yoshi. Videos are appreciated.

Yoshi

Ftilt - Hits at angle 180
Dtilt - Hits at angle 90 and has earlier IASA

UpB - Shoots Phoenix eggs. Does fire damage and angle 90.
DownB - Is faster; aerial has IASA.
SideB - IASA on frame 1. Red tint. Fire effect.

Dsmash - Angle 90, tipper angle 10

Nair - way earlier IASA, sourspot angle 90, sweetspot angle 70ish
Bair - final hit strengthened
Uair - Knee hitbox (may need to be resized in the future)
Dair - Breaks shields, much faster.
Fair - Does flower damage, much more KB

Aerial Mobility raised
Third jump added
Aerial Stopping Mobility raised
Walk Speed raised.

---------
Nerfed Uair.

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-Nspecial DMG:13>16/7>15.
-Dspecial DMG:15>17/12>14(ground/air).
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11/16/2009, 10:39 AM
Post: #2
-Eggs should explode on contact, deal more damage and have a higher knockback. Yoshi should always shoot 3 in rapid fire when he uses his upB.
-Fair grounds
-Dair deals about twice as much damage
-DJC
-SideB recovers second jump, endlag down
-UpB gains about half as much height as second jump
-Opponent is caught in egg twice as long
-DownB endlag x0.1
-General power/damage buffs across the board
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11/20/2009, 02:27 PM (This post was last modified: 11/21/2009 10:37 PM by Spongejordan123.)
Post: #3
Egglay should lay them downward instead of upward. It should also keep them in the egg for a little longer
Exploding eggs sounds awesome.
I think that grabs should be about as laggy as egglay
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11/23/2009, 01:09 PM
Post: #4
No invincibility as people come out of the egg. Let Yoshi be able to combo out of it!
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11/24/2009, 02:46 AM
Post: #5
Egglay, should lay-eggs off the edge!

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11/26/2009, 05:55 AM
Post: #6
You should be able to time the UB, making it so that you throw the egg, but you press B again to detonate it
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11/27/2009, 07:30 AM
Post: #7
(11/26/2009 05:55 AM)thanyou Wrote:  You should be able to time the UB, making it so that you throw the egg, but you press B again to detonate it

actually you would hold B and release B to detonate.

OR

eggs don't break midair. they just keep going until they hit something.
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11/30/2009, 12:22 PM
Post: #8
triple egg launch, smashes all get big power buffs, Longer tongue, less grab cooldown (replace grab animation wtih B animation?), windbox and more damage on kicks.
eggroll spindash
eggroll recovers second jump
And jumping out of shield.


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11/30/2009, 12:27 PM
Post: #9
iirc, yoshi's shield has slower startup/endlag than everyone else's. If so, that should be fixed.
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12/02/2009, 03:35 AM
Post: #10
(11/30/2009 12:27 PM)Red X Wrote:  iirc, yoshi's shield has slower startup/endlag than everyone else's. If so, that should be fixed.

This is true.

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12/02/2009, 01:09 PM
Post: #11
Can you make egged opponents fall like a rock?
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12/02/2009, 08:50 PM (This post was last modified: 12/02/2009 08:58 PM by IndigoFenix.)
Post: #12
Hmmm... maybe Yoshi's om nom (grab pummel) should do some sort of flower effect?

Edit: Hey, if no one else jumps on this for awhile, I'll try and get myself to work on this, but that's only if I can learn enough of it before someone else tries to pick it up.

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12/03/2009, 02:51 AM
Post: #13
How about some how implementing multiple (boost you can get from the old yoshis island game)(Air Dash?) cant remember what its called Confused
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12/03/2009, 02:54 AM
Post: #14
(12/03/2009 02:51 AM)Ledge G2 Wrote:  How about some how implementing multiple (boost you can get from the old yoshis island game)(Air Dash?) cant remember what its called Confused

You mean, like his double jump? The flutter kick? Where he can stay in the air longer...? (All the same thing)

Really not sure what you're getting at right now, please clarify ><

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12/03/2009, 03:12 AM
Post: #15
yeah, being able to use the flutter kick multiple times in the air as a slight stall, similar to Lucario's Dair and Fox's Shine.
hmm never mind i guess you already got that with the egg throw.
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12/03/2009, 03:29 AM
Post: #16
Yeah, it'd be kind of strange giving him that, considering his second jump is nearly TWICE as high as his normal jump. That would mean that we would have to change his jump properties to either staying in air or making him go higher, which would get complicated... or you'd just have lots of flying Yoshi (which I would think would be AWESOME, but that's because I'm just a huge fan of Yoshi Big Grin)

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12/03/2009, 03:30 AM (This post was last modified: 12/03/2009 03:30 AM by TL?.)
Post: #17
Yoshi really needs power buffs. He isn't fast at all in vBrawl, only average attack speed, so:
-Fsmash has much higher knockback
-Usmash has higher knockback
-Dsmash has much higher knockback
-Fair always spikes, spike is stronger and it grounds grounded opponents
-More knockback in nair
-More kncokback in uair
-I think we could give another function for his bair
-Standing grab is faster with less cooldown
-Utilt set up combos and has an invisible hitbox just like Snake's utilt.
-Dair does up to 60% damage, and can't be DIed out of.
-Egg throw gives an even higher boost
-Egg roll has extreme priority, moving at higher speed than vBrawl, only grabs can stop it, and it can kill
-Yoshi Bomb has higher knockback
-Make his throws set-up guaranteed kill combos
-Can jump out of his shield and exit it out as fast as other shield
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12/03/2009, 03:45 AM (This post was last modified: 12/07/2009 10:33 PM by IndigoFenix.)
Post: #18
For function on bair: how about giving it a feature like... low knockback? Or knockback that dragged itself into each other? So you could chain multiple ones for damage or chain it with a kill move for a combo? I'd sure appreciate it.

Dunno about jump OoS, it might not feel right, considering it's something that makes him "special".

How about a dtilt with disjointed long range hitbox that... oh! That trips! Makes sense, considering he whips out his tail at the opponent's legs...

Edit: Definately need to speed up his shield to compete with others, just not sure about giving more options OoS.

Edit Edit: I REALLY want to get working on this, but I don't know how to PSA... Must... learn!

Edit Edit EDIT: New idea, how about making his shield rediculously strong? After all, it's pretty unique.

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12/12/2009, 01:27 AM
Post: #19
The ground pound stars should go 3 times as far horizontally.

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12/12/2009, 06:00 PM (This post was last modified: 12/12/2009 06:01 PM by SmashManiac2008.)
Post: #20
D-tilt and D-smash need to be semi-spikes and horizontal knockback moves, respectively.

Yoshi's Grab game, I think, could use some serious improvements. DeDeDe can already out-grab yoshi for christ's sake.

Let Yoshi move immediately after firing off Eggs so he can use them as traps/set-ups for grabs and followups. Standing grab start up is at double speed, and the grabbox on his tongue should stay out until he closes his mouth. Dash grab just needs a speed up, and pivot grab should have the same changes as standing grab. Just being able to get that grab in the first place will help a lot. Down throw needs a low KBG and IASA for Down and Up-B, and jumps. Let F-throw chain to some extent, but not any other throws. B-throw should have jump IASA. U-throw.... Maybe IASA for Up-B?

Obviously include DJC for fair, uair, and retreating Nair shenanigans. Maybe increase his air mobility and speed a hair too. I don't mean any thing crazy like Squirtle or Wario, but maybe try Wolf's air mobility.

Yoshi needs to be able to do all this crazy pressuring while not actually having a very good offense. Fumi, that legend from Melee, shows just how Yoshi's chasing game is meant to work. His high air speed and good dash speed coupled with his grabs and arcing projectile make him able to chase down his opponent quickly, and the changes proposed here make those chases even better.
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