Editing Yoshi (SSB)/Up tilt

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==Overview==
==Overview==
[[File:Yoshi Up Tilt Hitbox Smash 64.gif|thumb|Hitboxes of Yoshi's u-tilt]]
[[File:Yoshi Up Tilt Hitbox Smash 64.gif|thumb|Hitboxes of Yoshi's u-tilt]]
Yoshi does an upwards headbutt, dealing 12% damage, with moderate [[set knockback]]. It is very useful for setting up combos, and at any percentage, it can lead into an aerial such as a {{mvsub|Yoshi|SSB|back aerial}} or {{mvsub|Yoshi|SSB|up aerial}}), which can both KO at high percentages. It is also very useful for [[juggling]] [[combo]]s, and it can lead into a late-hitting {{mvsub|Yoshi|SSB|neutral aerial}} to followup with another up tilt. Against characters with moderate [[falling speed]]s, it can even lead into a [[Yoshi Bomb]] from the ground as a flashy way to KO. Additionally, a [[Z-cancel]]led {{mvsub|Yoshi|SSB|back aerial}} can combo straight into the move, which can be done in a variety of situations, either for the sake of landing an up tilt, or via techniques such as the [[DJC counter]]. Overall, a useful move that can be very powerful if used correctly. However, it is much less effective against the [[floaty|floatiest]] characters due to knocking them up too high to followup reliably, even at base percentages, with the only "true" followup options available being up aerial after a [[double jump]] or a well-timed [[Egg Throw]].
Yoshi does an upwards headbutt, dealing 11% damage, with moderate [[set knockback]]. It is very useful for setting up combos, and at any percentage, it can lead into an aerial such as a {{mvsub|Yoshi|SSB|back aerial}} or {{mvsub|Yoshi|SSB|up aerial}}), which can both KO at high percentages. It is also very useful for [[juggling]] [[combo]]s, and it can lead into a late-hitting {{mvsub|Yoshi|SSB|neutral aerial}} to followup with another up tilt. Against characters with moderate [[falling speed]]s, it can even lead into a [[Yoshi Bomb]] from the ground as a flashy way to KO. Additionally, a [[Z-cancel]]led {{mvsub|Yoshi|SSB|back aerial}} can combo straight into the move, which can be done in a variety of situations, either for the sake of landing an up tilt, or via techniques such as the [[DJC counter]]. Overall, a useful move that can be very powerful if used correctly. However, it is much less effective against the [[floaty|floatiest]] characters due to knocking them up too high to followup reliably, even at base percentages, with the only "true" followup options available being up aerial after a [[double jump]] or a well-timed [[Egg Throw]].


==Hitboxes==
{{technical data}}
 
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=195
|bn=7
|xpos=0
|ypos=40
|zpos=40
|type=Head
|sfx=Kick
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=120
|bn=6
|xpos=0
|ypos=0
|zpos=0
|type=Head
|sfx=Kick
|slvl=L
}}
|}
 
===NTSC-U/PAL===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=195
|bn=7
|xpos=0
|ypos=40
|zpos=40
|type=Head
|sfx=Kick
|slvl=M
|sbg=change
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=120
|bn=6
|xpos=0
|ypos=0
|zpos=0
|type=Head
|sfx=Kick
|slvl=M
|sbg=change
}}
|}
 
====Summary====
*{{change|SFX changed from a heavy kick to a medium kick.}}
 
==Timing==
{|class="wikitable"
!Hitboxes
|7-10
|-
!Head intangible
|7-10
|-
!Animation length
|25
|}
 
{{FrameStripStart}}
|Hitboxes {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=15}}
|-
|Head {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=15}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y}}


==Gallery==
==Gallery==
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[[Category:Yoshi (SSB)]]
[[Category:Yoshi (SSB)]]
[[Category:Up tilts (SSB)]]
[[Category:Up tilts]]
[[Category:Normal attacks (SSB)]]
[[Category:Normal attacks]]

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