Ike uses Aether, not Dolphin Slash.
Anyways I'm finally back after getting most of the roster unlocked. I have to say... I'm pretty appalled at how badly I played in the beginning of the game. It's taken me a looong amount of playtime to get even semi-decent with Yoshi again, sigh.
That said, Yoshi is competitively viable but plays very differently than in Melee. The eggs are harder to control than in melee, and don't do very much in terms of knockback and have no range, but as I continue to improve with Yoshi I'm sure I'll get the hang of it.
The lack of a double jump cancel is somewhat troublesome for aerial battles, and it's also really hard to hit with a Fair because the timing has switched again (This goes for meteor smashing and hitting opponents on the ground too). Yoshi's Ground Pound seems to be nerfed from Melee again (WHY SAKURAI, WHY), it just does not have very much knockback. On the upside, Yoshi's Bair is incredibly buffed, it's got at least double the range and damage potential.
That said, Yoshi's moves and Yoshi himself are much, much faster, he's the 11th fastest character and his moves come out a LOT quicker. However, I think that comes at a bit of a price in terms of his strength and weight, he seems lighter and slightly weaker than in Melee, where he was what... 5th heaviest in the game?
I'm sure that he can compete on par with a lot of the top-tier people especially with the awesome buff to his Bair (which was a major factor in racking up damage) and his ground moves, but to be honest I haven't had enough time to completely adjust to make a 100% accurate analysis. Yoshi's changed a lot, some for the good, some for the bad.
Anyways I'm finally back after getting most of the roster unlocked. I have to say... I'm pretty appalled at how badly I played in the beginning of the game. It's taken me a looong amount of playtime to get even semi-decent with Yoshi again, sigh.
That said, Yoshi is competitively viable but plays very differently than in Melee. The eggs are harder to control than in melee, and don't do very much in terms of knockback and have no range, but as I continue to improve with Yoshi I'm sure I'll get the hang of it.
The lack of a double jump cancel is somewhat troublesome for aerial battles, and it's also really hard to hit with a Fair because the timing has switched again (This goes for meteor smashing and hitting opponents on the ground too). Yoshi's Ground Pound seems to be nerfed from Melee again (WHY SAKURAI, WHY), it just does not have very much knockback. On the upside, Yoshi's Bair is incredibly buffed, it's got at least double the range and damage potential.
That said, Yoshi's moves and Yoshi himself are much, much faster, he's the 11th fastest character and his moves come out a LOT quicker. However, I think that comes at a bit of a price in terms of his strength and weight, he seems lighter and slightly weaker than in Melee, where he was what... 5th heaviest in the game?
I'm sure that he can compete on par with a lot of the top-tier people especially with the awesome buff to his Bair (which was a major factor in racking up damage) and his ground moves, but to be honest I haven't had enough time to completely adjust to make a 100% accurate analysis. Yoshi's changed a lot, some for the good, some for the bad.