Editing Yoshi (SSB)

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Neutral aerial is overall a very solid aerial for Yoshi, which is elevated by his double jump cancel.  
Neutral aerial is overall a very solid aerial for Yoshi, which is elevated by his double jump cancel.  
|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'')
|fairname=Noggin Dunk
|fairdmg=18%
|fairdmg=18%
|fairdesc=Yoshi does a forwards headbutt which arcs above and then below him. It is a [[meteor smash]] which comes out on frame 11 which does make it one of the slower forward aerials/meteor smashes although it has low ending lag and it deals a lot of damage and knockback. This naturally makes it a very strong combo and edgeguarding tool, especially when combined with Yoshi's high mobility and his double jump cancel. Yoshi has multiple ways to lead into a forward aerial for a KO such as a forward tilt, up tilt or even a back aerial and forward aerial itself can setup into combos, KO confirms and tech chases.  
|fairdesc=Yoshi does a forwards headbutt which arcs above and then below him. It is a [[meteor smash]] which comes out on frame 11 which does make it one of the slower forward aerials/meteor smashes although it has low ending lag and it deals a lot of damage and knockback. This naturally makes it a very strong combo and edgeguarding tool, especially when combined with Yoshi's high mobility and his double jump cancel. Yoshi has multiple ways to lead into a forward aerial for a KO such as a forward tilt, up tilt or even a back aerial and forward aerial itself can setup into combos, KO confirms and tech chases.  
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|uairdmg=15%
|uairdmg=15%
|uairdesc=Yoshi whips his tail upwards. The move comes out fairly slowly on frame 9 although it has solid damage and vertical knockback. It is a strong combo tool at lower percents when used as a double jump cancel and at higher percents, it is a solid KO move. It can easily lead into itself multiple times or Yoshi's other moves. Up aerial does have unspectacular range below Yoshi however and it has a very short hitbox duration, which make it difficult to land against smaller grounded opponents. It is overall a very solid aerial but it does have its limitations.
|uairdesc=Yoshi whips his tail upwards. The move comes out fairly slowly on frame 9 although it has solid damage and vertical knockback. It is a strong combo tool at lower percents when used as a double jump cancel and at higher percents, it is a solid KO move. It can easily lead into itself multiple times or Yoshi's other moves. Up aerial does have unspectacular range below Yoshi however and it has a very short hitbox duration, which make it difficult to land against smaller grounded opponents. It is overall a very solid aerial but it does have its limitations.
|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}})
|dairname=Flutter Kick
|dairdmg=4% (hits 1-14), 56% (total)
|dairdmg=4% (hits 1-14), 56% (total)
|dairdesc=Yoshi performs a downwards Flutter Kick that hits multiple times and meteor smashes opponents. The move has 14 hits, with each hit dealing 4% each for a total of 56% if all hits connect. This makes it the most potentially damaging move in the game by quite a large margin although it is very difficult to land every hit. In addition to this, the move comes out very quickly on frame 4, which makes it a very fast and easy aerial for Yoshi to throw out. Down aerial deals so much damage that if every hit lands against a shielding opponent, it will break the opponent's shield. The move overall is Yoshi's least safe aerial on shield but a Z-canceled landing down aerial still gives Yoshi a decent amount of frame advantage to pressure his opponent, even if his stronger options are not guaranteed.  
|dairdesc=Yoshi performs a downwards Flutter Kick that hits multiple times and meteor smashes opponents. The move has 14 hits, with each hit dealing 4% each for a total of 56% if all hits connect. This makes it the most potentially damaging move in the game by quite a large margin although it is very difficult to land every hit. In addition to this, the move comes out very quickly on frame 4, which makes it a very fast and easy aerial for Yoshi to throw out. Down aerial deals so much damage that if every hit lands against a shielding opponent, it will break the opponent's shield. The move overall is Yoshi's least safe aerial on shield but a Z-canceled landing down aerial still gives Yoshi a decent amount of frame advantage to pressure his opponent, even if his stronger options are not guaranteed.  

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