Posted: Apr 29th, 2012 04:58
#568
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Since you can input moves before you guard when tagging in, sometimes its safer to execute certain moves tagging in and potentially netting some offense - can be seen through many TTT2 vids that players like to sit jab or reverse upon tagging in. Here's a list of useful tools Yoshi has when tagging in:
1) 1+2 for the auto counter
2) b+1+2 for swaying movement
3) flash
4) d+4 for high crush
5) b+3_4
The first option is good at situation where your tag partner life is so low that you are forced to tag Yoshi hit, despite the risk. In this kind of situation it's almost a guarantee your opponent will launch you. 1+2 has a short active frame, but it starts right as you input it.
Second option is risky for if the opponent doesn't do anything, they'd either 1. block and punish you (launch-punishable) or 2. b+1+2 whiffs and opponent launches and punish you. Still it can evade a lot of things whilst if you rely on Yoshi's 1+2 to auto counter sometimes that doesn't work because of short active frame (i.e. against Bruce b,f+4 which comes out slower).
Flash is usable in situation where opponent is close to you. Don't expect to flash interrupt ewgf or Jack's d/f+2 from range but you can certainly interrupt people trying to do advancing mids against you when you tag in right next to them. A rewarding option.
Fourth option d+4 is Yoshi's poor man imitation of other characters' sit jab. It's not as fast as a high crush but it's better than doing d+3+4 (which also high crush) or d/b+3,3s which is riskier/slower.
Last option undoubtedly evades lots of things. I haven't really played with it much because I always forget to use them, but generally you should commit to at least using two spins since one spin is not enough to evade launcher that have decent tracking (electrics, d/f+2s, Bob/Asuka/Miguel u/f+4)