Played a chunk of online for the first time since just after they fixed the matchmaking after launch. Man, I have a blast, but when I lose and don't know why, I get a bit upset.
And when I say "don't know why" I'm referring to being constantly oki-ed and not knowing how to get up, or getting hit by the same starting hit whether I stand or crouch block or just being unable to counter fast pokes in general. I play as Yoshi and Cosmic Forge has offered great tips in the past, but I want to be able to know when to throw out certain moves and which popular moves from opponents are best countered by X or Y move etc. Any Yoshi specific channel for that?
Glad I could help. You know, I've been tooling around with the idea of streaming T7 Yoshi games, and offering advice when I can. But I'm one of those guys where everything sounds great in theory, but putting it to practice is another matter. I'm certainly no pro by any means, but I'll try to help.
And to illustrate my scrubbiness, my first advice is to learn to love the power crush. Once I realize that YOLO flashing in hopes of a counter aren't working for me, plan B is to power crush. Overly aggressive players tend to have a flow chart (esp lower ranks). Once you realize this, you can just powercrush your way into a momentum shift.
As for dealing with oki. Because I play a character that can really capitalize on bad oki choices, I often just play dead. Rarely do I use wakeup 3, as so many characters can crush lows. If they go for the easy extra damage - I'll take it for the safe get up. If they're lingering around waiting for me to do a wakeup kick, I'll quick rise into flash. So often they'll just run up and eat it.
As for which moves to use. I make heavy use of his d/f+1,2 strings. There is so much potential from this set of moves alone, it's almost abuseable. d/f+1, d/f+1,2, and d/f+1,2,d/b+2 are all legit flash bait on block (1ss only), which shuts down overly aggressive people. The backfist is a CH launcher (if they try to punish too soon), and the d/b+2 puts you in + frames if they punish too late. The whole thing is great. Then, there's the simple mindgame of d/f+1... d/f+4. This catches cheeky opponents who try to crouch punish thinking the backfist is coming.
I make liberal use of 3~4 as a gap closer. You have enough time to hit confirm whether to keep pressing buttons or defend, depending on if it hits/gets blocked. On hit -- I mix up rainbow drop, a low of some kind, or I start the d/f+1 tricks. On block, players love to jab in response, thinking they'll float you out of Dragonfly (never do 3~4~U outside of combos). This just opens them up to instant while standing flash or the low sweep that launches on counter hit (FC, d/f+4).
As far as popular moves and what to counter with. Do you mean on block? Stuff like snake edge and dragon tail are countered with his new "Manji Pistons" WS 2,1 launcher (1SS). Jack's debugger is so slow you can dash into kangroo kick to punish (or just WS 2,1). King's ankle cutter (FC,d/f+1) is now WS4-able by pretty much all characters now. Hopkicks in general? Punish with d/f+1,4.
Sorry for the 200 word Esse. Like I said, I'm toying with streaming at some point, it's easier to illustrate that way. As for other instructional channels, stay tuned. We got a guy who's putting together a complete, comprehensive video guide to Yoshi, breaking down stances and moves. This should blow way past anything you've seen in LUYG or other "guides"(there's tons of this crap on youtube). I'm also compiling a complete punishment google doc spreadsheet, showing Yoshi's punishment to every move in the game. It's a monster undertaking, but I'm hoping to get it done by the end of the year.