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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Yoshi | Yoshi has been considerably buffed in the transition to ''Ultimate''. Many of his most notorious attributes have been improved, with comparatively very few nerfs to balance out his buffs. | ||
Yoshi's | One of Yoshi's biggest buffs was to his previously poor KO power for a heavyweight. All of Yoshi's smash attacks have had their power increased, and [[forward smash]] has lost one of its sourspots, making it a more consistent option. Moves like [[forward tilt]] and [[back aerial] now lead much more reliably into other moves thanks to their improved combo potential, either improving Yoshi's KO confirms into other moves or outright granting him new ones. [[Egg Throw]] now consists of one hit that deals more damage, which puts the opponent into a more disadvantageous position at low percentages, allowing Yoshi to win the [[neutral game]] with more ease and also improving his combo game; additionally, Egg Throw grants more diagonal distance during its first three uses. | ||
Yoshi | Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which combined with his vastly improved forward tilt improves Yoshi's combo and damage racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping his [[approach]]. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw. | ||
Overall, Yoshi's | However, Yoshi is not without a few nerfs. His [[up tilt]] has less range, no longer hitting opponents up close, which limits its combo potential to hitting opponents above or behind him, and forces Yoshi to use his improved forward tilt in front of himself. [[Dash attack]] can no longer cross-up shields, making it more punishable and risky as an approach option. Finally, Yoshi's overall jump height, while still impressive, has nevertheless been lowered, hampering his vertical survivability offstage; further compounding this are the increased ending lag on air dodges and the ability to use one at a time before landing or getting hit, forcing Yoshi to cautiously use his own air dodge in tandem with his recovery options to avoid a guaranteed self-destruct. Of note is that Yoshi still retains one of his most noticeable flaws from ''SSB4'', that being his very underwhelming grab game. | ||
Overall, Yoshi's changes have improved his core kit from ''SSB4'', resulting in a lower learning curve; while this doesn't change his playstyle significantly, this allows Yoshi to better play to his strengths thanks his moves' improved consistency and utility. Because of this, and a comparatively lower amount of nerfs, Yoshi is a significantly better character than he was in ''SSB4'', resulting in a positive perception since the game's release that has only improved over time. | |||
{{SSB4 to SSBU changelist|char=Yoshi}} | {{SSB4 to SSBU changelist|char=Yoshi}} |