Yoshi (SSB4): Difference between revisions

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Tag: Reverted
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Tag: Reverted
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Yoshi has been [[buff]]ed overall in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed, are stronger and have more utility, while the issues that plagued him in ''Brawl'' were fixed: thanks to the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-ups, and his smash attacks are stronger overall despite dealing less damage. He's also much less vulnerable to [[spacing]] now, as the hurtbox on his large nose has been removed. Yoshi's biggest buff however was to his shield, which was previously the main issue that plagued him in ''Brawl'''s metagame due to having the worst shield game in the cast. Yoshi's shield [[grab]] is faster, his shield drop has been sped up to match with everyone else, and for the first time since ''Smash 64'', he can jump [[out of shield]] once again. The other issues which plagued his shield in Brawl such as his longer shield drop, his inability to [[powershield canceling|powershield cancel]] and his inability to throw items out of a [[roll]] were all fixed, making his out of shield game much better; no longer being the worst in the game by a huge margin (although his out of shield game is still rather poor). The only new disadvantages Yoshi has while in shield is that he cannot [[shield platform drop]] and his [[spot dodge]] is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.
Yoshi has been [[buff]]ed overall in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed, are stronger and have more utility, while the issues that plagued him in ''Brawl'' were fixed: thanks to the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-ups, and his smash attacks are stronger overall despite dealing less damage. As Yoshi now stands upright more consistently, he doesn's lean forward as much as before, making his [[hurtbox]] narrower and thus less vulnerable to [[spacing]], which was a glaring issue for him because of the hurtbox on his large nose. Yoshi's biggest buff however was to his shield, which was previously the main issue that plagued him in ''Brawl'''s metagame due to having the worst shield game in the cast. Yoshi's shield [[grab]] is faster, his shield drop has been sped up to match with everyone else, and for the first time since ''Smash 64'', he can jump [[out of shield]] once again. The other issues which plagued his shield in Brawl such as his longer shield drop, his inability to [[powershield canceling|powershield cancel]] and his inability to throw items out of a [[roll]] were all fixed, making his out of shield game much better; no longer being the worst in the game by a huge margin (although his out of shield game is still rather poor). The only new disadvantages Yoshi has while in shield is that he cannot [[shield platform drop]] and his [[spot dodge]] is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.


However, Yoshi has also received some noticeable [[nerf]]s. Yoshi's grab game was made even worse. He can no longer [[air release]] his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of [[chain grab]]bing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter [[auto-cancel]] window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial while connecting more reliably and having a stronger final hit, it only has three hits making it weaker and it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher ending and landing lag while also being unable to auto-cancel in a short hop which also greatly hinders its safety and spacing potential. The eggs from his [[Egg Throw]] also deal less damage and Yoshi can no longer edge cancel Egg Toss hindering its camping potential when used at the ledge although Egg Throw is faster.
However, Yoshi has also received some noticeable [[nerf]]s. Yoshi's grab game was made even worse. He can no longer [[air release]] his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of [[chain grab]]bing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter [[auto-cancel]] window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial, while connecting more reliably and having a stronger final hit, has lost one of its looping hit, hitting three times instead of four and reducing its damage output, it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher end lag and landing lag while also no longer auto-canceling in a short hop, which also greatly hinders its safety and spacing potential. The eggs from his [[Egg Throw]] also deal less damage and Yoshi can no longer edge cancel Egg Toss, hindering its camping potential when used at the ledge, although Egg Throw is faster.


Overall, Yoshi's main issue from ''Brawl'' was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to ''Smash 4''{{'}}s mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when ''Smash 4'' was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of {{SSB4|Bayonetta}} and {{SSB4|Cloud}} proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.
Overall, Yoshi's main issue from ''Brawl'' was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to ''Smash 4''{{'}}s mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when ''Smash 4'' was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of {{SSB4|Bayonetta}} and {{SSB4|Cloud}} proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.
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**As a sidenote, Yoshi retains his idle pose from ''Brawl'' while holding a small [[item]].
**As a sidenote, Yoshi retains his idle pose from ''Brawl'' while holding a small [[item]].
*{{change|Yoshi's upright posture has translated into various moves in his moveset, be it through a tweaked animation or a completely new move.}}
*{{change|Yoshi's upright posture has translated into various moves in his moveset, be it through a tweaked animation or a completely new move.}}
**{{buff|Due being more consistently upright, Yoshi also doesn't lean forward as much, making his hurtboxes narrower. This makes him less vulnerable to [[spacing]].}}
*{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}}
*{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}}
*{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}}
*{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}}
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*{{nerf|Yoshi is [[Weight|lighter]] (107 → 104), hindering his endurance.}}
*{{nerf|Yoshi is [[Weight|lighter]] (107 → 104), hindering his endurance.}}
*{{change|Yoshi's [[gravity]] is higher (0.07347 → 0.08).}}
*{{change|Yoshi's [[gravity]] is higher (0.07347 → 0.08).}}
*{{buff|Yoshi's nose no longer has a hurtbox. This makes him significantly less vulnerable to [[spacing]].}}
*{{buff|Yoshi's [[shield]] drop is significantly shorter (16 frames → 7), now matching the rest of the cast.}}
*{{buff|Yoshi's [[shield]] drop is significantly shorter (16 frames → 7), now matching the rest of the cast.}}
*{{buff|For the first time since Smash 64, Yoshi can now jump [[out of shield]].}}
*{{buff|For the first time since Smash 64, Yoshi can now jump [[out of shield]].}}
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**{{nerf|The back and head hitboxes are slightly smaller (2.5u/5.5u → 2.4u/5.3u).}}
**{{nerf|The back and head hitboxes are slightly smaller (2.5u/5.5u → 2.4u/5.3u).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Yoshi has an altered back aerial where he now only performs three tail swipes instead of four.}}
**{{change|Back aerial hits three times instead of four.}}
**{{buff|The first two hits now use an [[Autolink angle]] against aerial opponents (60° → 366°) and they deal more knockback (10/20 (base), 100 (scaling) → 30/200), making the move connect more reliably against aerial opponents, especially if Yoshi is falling.}}
**{{buff|The first two hits now use an [[Autolink angle]] against aerial opponents (60° → 366°) and they deal more knockback (10/20 (base), 100 (scaling) → 30/200), making the move connect more reliably against aerial opponents, especially if Yoshi is falling.}}
**{{buff|The first two hits have a lower SDI multiplier (1.5x (hit 1)/1.3x (hit 2) → 0.5x). When combined with the move's altered angle against aerial opponents, this makes the move much more difficult to escape from.}}
**{{buff|The first two hits have a lower SDI multiplier (1.5x (hit 1)/1.3x (hit 2) → 0.5x). When combined with the move's altered angle against aerial opponents, this makes the move much more difficult to escape from.}}
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**{{buff|Down aerial now has a landing hitbox, which deals 1% and low horizontal set knockback. This makes down aerial safer on hit at lower percents, as well as making it safer on shield.}}
**{{buff|Down aerial now has a landing hitbox, which deals 1% and low horizontal set knockback. This makes down aerial safer on hit at lower percents, as well as making it safer on shield.}}
***{{nerf|However, this also hinders its safety on hit at higher percents, especially for hits 8-12.}}
***{{nerf|However, this also hinders its safety on hit at higher percents, especially for hits 8-12.}}
**{{buff|The weakening of SDI makes down aerial more difficult to escape from despite its higher SDI multiplier on its first twelve hits (1.4x → 1.5x).}}
**{{buff|The weakening of SDI makes down aerial more difficult to escape from despite its slightly higher SDI multiplier on its first twelve hits (1.4x → 1.5x).}}
**{{buff|The universal increase to shield damage significantly improves down aerial's shield pressuring potential.}}
**{{buff|The universal increase to shield damage significantly improves down aerial's shield pressuring potential.}}
**{{nerf|Down aerial has more ending lag (FAF 53 → 57) and a longer animation (59 frames → 65).}}
**{{nerf|Down aerial has more ending lag (FAF 53 → 57) and a longer animation (59 frames → 65).}}
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