Regarding d/b+2. This move by itself should be very sparsely used in open game. Spam 1,2,1,4,2 series if your opponent still doesn't learn how to duck, free d/b+2 on block to sword sweep_u/f+3_u/f+4 mixup. f+2,d/b+2 I would not recommend this. The other way to get d/b+2 to block in IND+2, which I also do sparsely after oki, or after Yoshi is KND from afar, you press 3+4 to recover IND and then use IND+2 to bait opponent. Since opponent is likely to be careful on IND+3,3+4 and IND teleport, IND+2 either on block or whiff will give you mind advantage when using as such. Just learn the spacing well, which characters can do what against Yoshi IND from afar, midrange, close range, etc. Against characters like the williams, Asuka, Lars, I would refrain from using IND because of their fast pickup moves that continue into B!
Anyway, the only effective way to get d/b+2 to block is 1,2,1,4,2... If your opponent still get CH by 1,2,1, then don't continue and go for u/f+1 guaranteed damage. If they still haven't learn to duck the string, mixup this:
1) 1,2,1,4,2,(2_2) on block into sword sweep_u/f+3_u/f+4 mixup
2) 1,2,1,4,2,(2_2) into ws+1,1,(b+3_4)
3) attempt the whole 10 hit full string. Opponent can interrupt Yoshi at: 1,2,1,4,2,2,2,4,[interrupt here],1,1. If they try to hit Yoshi after the last 2, the 4 will CH and last 1,1 unblockable is guaranteed. Of course, don't ever do this again when opponent learns to interrupt you everytime. But you should drop this string altogether when opponent learns to duck/crush the 3rd or 4th high in this 10 strings.
Regarding IND teleport, this move seems slower to me as well, but since d/f+2,2 and cd+1 both have good range, it's easier for Yoshi to punish and gain good damage after successful teleport in BR. Overally, I think teleport is better in BR than DR, but you can't throw it as much as before.
Also, if opponent moves too far away for both d/f+2,2 and cd+1 or even b+2,1 to connect after successful teleport, try using qcf+1. It's not guaranteed if opponent recovers fast enough to initiate ss from BT, or if they get smart and does backward jump kick... but chances are you'll get away with this several times.
Regarding u/f+3+4. u/f+3+4 on hit to d+1+2 is consistent. It's just that you have to wait, not pressing any button right after Yoshi goes into FLE otherwise moves would whiff.
u/f+3+4~d+1+2, u+3+4 does good damage, but timing is a bit tight. You can also tech roll right after u+3+4 to pressure opponent more. 43 dmg
u/f+3+4~d+1+2, 3+4 like Noodle said, has good post-positioning.
u/f+3+4~d+1+2, ff, FLE+2 is rather consistent and does decent damage. 42 dmg I think
u/f+3+4~d+1+2, 1+2 also gives good positioning
u/f+3+4~d+1+2, 1+2, d+4 easy and 39 dmg
u/f+3+4~d+1+2, 1+2, d/b+4_d/b+3,(3),3 both works if you timing the FLE+1+2 well. d/b+4 one does 43 dmg, and d/b+3(3)3 one does 44 dmg I think and option to go into IND with good spacing.
The one I use most though if u/f+3+4~d+1+2, 1+2 (yup old regular one) because it gives best positioning like FLE 3+4, but with better recovery. The next one I use is FLE u+3+4 because of the damage it gives, and since teching right after gives good mind advantage as well. And if you happen to whiff u+3+4 (i.e. wrong timing), if opponent doesn't tech and stay on ground, it hits for more damage too. Also after u+3+4 Yoshi can go into IND and do KND b+3+4 (though don't use the latter against any decent player, since it will be stepped and punished).
Regarding using u/f+3+4 in open play. Yes I do this myself sometimes. I used to do this a lot. Especially I use u/f+3+4 post B! to initiate mixup. B! u/f+3+4~d+1+2 to FLE u+3+4 against sleepers or delayed FLE+2 to catch siderollers or just FLE+1 roll forward to sword sweep_u/f+3_u/f+4_ws+1,1 mixup.
Now however I never seem to use u/f+3+4 post B! anymore.. not sure why, it's still a good post-B! option.
I do use u/f+3+4,3+4 and u/f+3+4,u+3+4 as mixup sometimes. Both are great. 3+4 version crushes high and gives big launch while u+3+4 will evade lows and plenty of mids and gives juggles as well, not to mention it gives +frame though it's steppable. u/f+3+4,b+1 is very good, and I love getting free b+1 on block because opponent either doesn't react duck against this yet (since I use this sparringly) and some might fear getting launched by 3+4. u/f+3+4,b+1 on block to qcb+1+2_regular throws is among my favorite mixups. And once opponent learns to duck or try to interrupt (i.e. sit jab), u/f+3 right in front of their face. The b+1 part also tracks sidesteppers too, although rarely anyone would step u/f+3+4 series, considering we Yoshi players use this only once in a while.
Well, u/f+3+4, d/b+2 and IND teleport can be useful but can be omitted completely from your game. I do them only when have chance. Exception is u/f+3+4,b+1,4, which should be used on opponent lying down near wall whenever possible for damage.
Last edited by amphreded on Dec 17th, 2009 at 05:08