Tracking... I was recently experimenting with this issue, and I came to some interesting facts... I started experimenting after I was arguing with my friend about d/f+2.
The key to make even the linear move track very well is "f" alignment and timing. Inputting "f" just before d/f+2 not only aligns but also causes the move to be executed a little bit later, and so you hit just in time, just after the evading window of sidestep. It's so simple and basic that I even found it quite funny. Why didn't I see this earlier... And because I always executed a d/f+2 after a little dash ("f,N"), it hit sidestep very well.
But what about sidestep-walk? Here you can hit it with linear move.... after adding "f,f~~" before them Timing is also important. But there are moves that "naturally" hit sidesteppers. The best move here is u/f+4 without any doubt. You can here also use the "f~" beginning, and thus it makes this move hit BOTH sidesteps easily, and sidestep-walk. The angle of hitting ss to Yoshi's right is very funny, looks as if Yoshi hit opponent behing his back
Other "natural" ss-hitters
- f,f+2 PERFECTLY catches sidestep to Yoshi's left. Ultimate tool anti Baek's Flamingo step, remember it Just too good verus him. If you do f,f,n,2, it tends to catch the other sidestep, due to the different timing. But the delay is too big.
- d+2 low punch greatly catches ss to Yoshi's right.
- d/b+1 catches ss to Yoshi's left
- WS+2 catches ss to Yoshi's right
- d+4 catches BOTH sidesteps. Great tool for nose-to-nose sidesteppers like Nina, spamming with her ss+2.
- f+3 catches sidestep to Yoshi's right (sidestep-walk, too). But it's high, beware.
- DGF 4 catches sidestep to Yoshi's left and with alignment even to his right.
- DGF 3 catches ss to Yoshi's right.
- beware d/f+4, it doesn't naturally catch ss-ers! It catches only due to speed and so you have more chances to hit in the proper timing. But in custom strings, the advantage/disadvantage situations and buffered steps can make your d/f+4 whiff easily.
- f+2 perfectly catches ss to Yoshi's left, but hits high. I like using f+2~D/B+2,2,2 versus this sidestep
- d/b+2,2,2 catches ss to Yoshi's left
- d/f+1 catches ss to Yoshi's left
- b+1 merely catches ss to Yoshi's right, but this move isn't that reliable
- b+1~D/B+3,3,4 is a great anti-any sidestep tool. I recommend it
Uff... OK, so now little summary:
- linear moves: adding f~ catches single sidestep
- linear moves: adding f,f~ catches sidestep-walk (timing also important)
- ss-catching moves: adding f~ catches everything.