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{{ArticleIcons| | {{ArticleIcons|ssb64=y}} | ||
{{disambig2|Yoshi's appearance in ''Super Smash Bros''|the character in other contexts|Yoshi}} | {{disambig2|Yoshi's appearance in ''Super Smash Bros.''|the character in other contexts|Yoshi}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Yoshi | |name = Yoshi | ||
|image = [[File:Yoshi SSB.png]] | |image = [[File:Yoshi SSB.png|Yoshi]] | ||
|symbol = preBrawl | |symbol = preBrawl | ||
|game = SSB | |game = SSB | ||
|ssbgame1 = | |ssbgame1 = Melee | ||
|ssbgame2 = | |ssbgame2 = Brawl | ||
|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A | |tier = A | ||
|tierJP = ? | |tierJP = ? | ||
|ranking = 5 | |ranking = 5 | ||
|rankingJP = 10 | |rankingJP = 10 | ||
}} | }} | ||
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known for his unique [[double jump]], shield and slew of low-lag, yet often powerful moves. | {{cquote|''Yoshi is the cute dinosaur who lives on a tropical island. You'd be surprised what he can do with a simple egg.'' | ||
|cite=Super Smash Bros<nowiki>'</nowiki>s instruction manual}} | |||
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known for his unique [[double jump]], shield and slew of low-lag, yet often powerful moves. He is voiced by Kazumi Totaka, who also voiced him in ''Yoshi{{'}}s Story''. | |||
Yoshi currently ranks 5th in the [[tier list]]. Yoshi is known for having unique properties compared to the other characters in the game: his [[shield]] -which is an egg rather than the standard energy bubble- doesn't shrink, making him completely immune to [[shield stabbing]], allowing [[parry]]ing techniques, and also lasts slightly longer than the normal shield. In addition, his midair jump gives him a type of [[launch resistance]] throughout its duration, allowing him to escape [[combo]]s and even [[DJC counter|hit back]]. Yoshi's stats are rather unique as well; despite him having above average [[weight]], he has decent [[dashing]] speed and the fastest [[air speed]] in the game. Yoshi's [[down aerial]] is the most effective damage racking move in the game, dealing a maximum of 56% damage, while landing the move is made even easier using the [[double jump cancel]] technique, which can also be applied to his other useful aerials. His {{mvsub|Yoshi|SSB|forward aerial}} is an effective [[meteor smash]] with very quick startup yet high power, along with the ability to combo into it with moves such as {{mvsub|Yoshi|SSB|forward tilt}}. Yoshi has useful combo options outside this, including a versatile {{mvsub|Yoshi|SSB|up tilt}} that can [[juggle]] [[fastfaller]]s or heavyweights at any percent due to having set knockback, and lead into an aerial or up smash, with a late-hitting neutral aerial being able to followup with another up tilt to continue the combo. | |||
Yoshi currently ranks 5th in the [[tier list]] | |||
However, Yoshi's above average weight and size make him rather easy for quicker characters (such as {{SSB|Pikachu}} and {{SSB|Fox}}) to combo. In addition, his [[grab]] is very slow and [[punish]]able, yet having limited [[range]] compared to other tether grabs. Yoshi also lacks a rising [[up special]] to [[recover]], forcing him to use his double jump, meaning that if he [[flinch]]es out of his double jump, he will be unable to recover. Yoshi's biggest problems, however, are his huge difficulties dealing with [[pressure]], especially shield pressure, as well as lacking reliable [[approach]] options with considerable range, making it very easy for characters with [[disjointed]] moves (most particularly {{mvsub|Kirby|SSB|up tilt|poss=y}}) to simply out[[space]] him constantly. | However, Yoshi's above average weight and size make him rather easy for quicker characters (such as {{SSB|Pikachu}} and {{SSB|Fox}}) to combo. In addition, his [[grab]] is very slow and [[punish]]able, yet having limited [[range]] compared to other tether grabs. Yoshi also lacks a rising [[up special]] to [[recover]], forcing him to use his double jump, meaning that if he [[flinch]]es out of his double jump, he will be unable to recover. Yoshi's biggest problems, however, are his huge difficulties dealing with [[pressure]], especially shield pressure, as well as lacking reliable [[approach]] options with considerable range, making it very easy for characters with [[disjointed]] moves (most particularly {{mvsub|Kirby|SSB|up tilt|poss=y}}) to simply out[[space]] him constantly. | ||
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==Attributes== | ==Attributes== | ||
[[File: | [[File:Yoshistoryending.jpg|thumb|250px|Yoshi's ending picture in Super Smash Bros.]] | ||
[[File:Ssb64yoshi.jpg|thumb|Yoshi | [[File:Ssb64yoshi.jpg|thumb|right|Yoshi in the ''Smash 64'' instruction booklet.]] | ||
Yoshi is a surprisingly heavy character (third heaviest character in ''Smash 64''), yet is relatively quick, with the fastest [[air speed]] in the game, with a moderately fast [[dashing]] speed and fast [[walking]] speed to complement this. He has an average [[falling speed]] and [[fast falling]] speed. Unlike other characters, Yoshi's [[shield]] is not a bubble, but a Yoshi egg, which lasts slightly longer than other shields. It is also immune to [[shield stabbing]] due to the shield covering his whole body and not shrinking (rather, it becomes darker to indicate how close it is to breaking). However, it takes slightly longer to get out of than other shields. Yoshi has a rather sluggish [[roll]], limiting his [[OoS]] options (though he can [[jump]] out of his shield, unlike in ''Melee'' and ''Brawl''). Yoshi lacks a third jump, but his [[double jump]] is very large and also gives him a special type of [[ | Yoshi is a surprisingly heavy character (third heaviest character in ''Smash 64''), yet is relatively quick, with the fastest [[air speed]] in the game, with a moderately fast [[dashing]] speed and fast [[walking]] speed to complement this. He has an average [[falling speed]] and [[fast falling]] speed. Unlike other characters, Yoshi's [[shield]] is not a bubble, but a Yoshi egg, which lasts slightly longer than other shields. It is also immune to [[shield stabbing]] due to the shield covering his whole body and not shrinking (rather, it becomes darker to indicate how close it is to breaking). However, it takes slightly longer to get out of than other shields. Yoshi has a rather sluggish [[roll]], limiting his [[OoS]] options (though he can [[jump]] out of his shield, unlike in ''Melee'' and ''Brawl''). Yoshi lacks a third jump, but his [[double jump]] is very large and also gives him a special type of [[launch resistance]] during most of the animation. The unique properties of his double jump allow him to "[[double jump cancel counter]]", which enables him to escape combos and counterattack. | ||
Yoshi has many KO moves, such as his forward smash and forward aerial (the latter of which can [[meteor smash]]). He has a huge amount of [[combo]] moves, such as his forward tilt and up tilt. The former has high [[hitstun]] and can easily combo into itself or a forward aerial. The latter hits opponents vertically with [[set knockback]], allowing it to easily lead into aerials such as back aerial and up aerial. This is also an effective KO setup at higher percentages. His up tilt can also [[juggle]] [[fastfaller]]s at any percentages, which can also be done in conjunction with an up aerial. Yoshi's down tilt also has set knockback, and sends opponents on a [[semi-spike]] trajectory, making it a useful [[gimping]] move. Yoshi can use a well-known glitch-tactic called [[double jump cancel]], allowing him to use aerials quicker and combo with aerials more reliably. It's especially effective with his down aerial, which can rack up a huge amount of damage (maximum of 56%) somewhat quickly. Yoshi can [[parry]] attacks by timing a shield correctly (within 4 [[frame]]s of being hit), which allows him to use an attack out of his shield immediately; and while the foe still has freeze frames to endure. In high level play, Yoshi is known for being able to break shields quickly using his [[Z-cancel]]led neutral aerial while using DJC. This is known as a [[shield break combo]]. His DJC'd down aerial can also break a shield if used correctly. | Yoshi has many KO moves, such as his forward smash and forward aerial (the latter of which can [[meteor smash]]). He has a huge amount of [[combo]] moves, such as his forward tilt and up tilt. The former has high [[hitstun]] and can easily combo into itself or a forward aerial. The latter hits opponents vertically with [[set knockback]], allowing it to easily lead into aerials such as back aerial and up aerial. This is also an effective KO setup at higher percentages. His up tilt can also [[juggle]] [[fastfaller]]s at any percentages, which can also be done in conjunction with an up aerial. Yoshi's down tilt also has set knockback, and sends opponents on a [[semi-spike]] trajectory, making it a useful [[gimping]] move. Yoshi can use a well-known glitch-tactic called [[double jump cancel]], allowing him to use aerials quicker and combo with aerials more reliably. It's especially effective with his down aerial, which can rack up a huge amount of damage (maximum of 56%) somewhat quickly. Yoshi can [[parry]] attacks by timing a shield correctly (within 4 [[frame]]s of being hit), which allows him to use an attack out of his shield immediately; and while the foe still has freeze frames to endure. In high level play, Yoshi is known for being able to break shields quickly using his [[Z-cancel]]led neutral aerial while using DJC. This is known as a [[shield break combo]]. His DJC'd down aerial can also break a shield if used correctly. | ||
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Yoshi also has a [[projectile]] in his [[up special move]], [[Egg Throw]]. It is difficult to control, however, due to the arc that it travels in, and it is too slow and short-ranged to be as effective as some of the other projectiles in the game. The explosion does have good range and power, though. | Yoshi also has a [[projectile]] in his [[up special move]], [[Egg Throw]]. It is difficult to control, however, due to the arc that it travels in, and it is too slow and short-ranged to be as effective as some of the other projectiles in the game. The explosion does have good range and power, though. | ||
Yoshi has a number of weaknesses, however. He has a lot of trouble dealing with [[pressure]], especially from characters tiered higher than him. While his [[recovery]] can travel a decent distance due to his very high air speed, getting hit out of his double jump basically leaves him helpless, as he lacks a third jump to use. Even weak projectiles such as {{SSB|Fox}}'s [[Blaster]] can cause Yoshi to lose his double jump. Yoshi's [[grab]] is slow, laggy and lacks [[range]] compared to other ranged grabs ({{SSB|Link}} and {{SSB|Samus}}'s grabs). Yoshi is also fairly vulnerable to some combos due to his tall size and heavy [[weight]]. In addition to this, his reliable [[approach]] options lack range, giving him large trouble dealing with moves like {{SSB|Kirby}}'s up tilt. | Yoshi has a number of weaknesses, however. He has a lot of trouble dealing with [[pressure]], especially from characters tiered higher than him. While his [[recovery]] can travel a decent distance due to his very high air speed, getting hit out of his double jump basically leaves him helpless, as he lacks a third jump to use. Even weak projectiles such as {{SSB|Fox}}'s [[Blaster]] can cause Yoshi to lose his double jump. Yoshi's [[grab]] is slow, laggy and lacks [[range]] compared to other ranged grabs ({{SSB|Link}} and {{SSB|Samus}}'s grabs). Yoshi is also fairly vulnerable to some combos due to his tall size and heavy [[weight]]. In addition to this, his reliable [[approach]] options lack range, giving him large trouble dealing with moves like {{SSB|Kirby}}'s up tilt and {{SSB|Ness}}'s down smash while approaching. | ||
== | Yoshi has very average [[matchup]]s overall. Against characters tiered higher than him, he is heavily countered by {{SSB|Pikachu}} and {{SSB|Kirby}}, and also has trouble against {{SSB|Captain Falcon}} and {{SSB|Fox}}. Overall, Yoshi does well against the lower tiers and poorly against the higher tiers, granting him a spot around the very middle of the [[tier list]]. | ||
=== | |||
Yoshi was buffed overall in his transition to NTSC | ==Difference between game versions== | ||
===Japan to NTSC=== | |||
Yoshi was buffed overall in his transition to NTSC. His air and falling speeds are faster, both of which help significantly his combo ability. His down smash is also a more reliable KO move. However, Yoshi also got some nerfs, the most noticeable of them being indirect ones due to the removal of [[momentum sliding]] and the higher [[SDI]] presence. Nevertheless, this makes Yoshi much better than in the Japanese version, which is reflected in his tier position. | |||
====Attributes==== | ====Attributes==== | ||
*{{ | *{{nerf|Yoshi's double-jump armor is slightly weaker.}} | ||
*{{buff|Yoshi | *{{buff|Yoshi has faster air speed (40 → 44).}} | ||
*{{change|Yoshi has higher falling speed (55 → 58).}} | |||
*{{change|Yoshi has | *{{nerf|Yoshi has slightly smaller jumps due to higher gravity (2.7 → 2.8).}} | ||
*{{ | |||
*{{nerf|The removal of [[momentum sliding]] slightly hinders Yoshi's approach.}} | *{{nerf|The removal of [[momentum sliding]] slightly hinders Yoshi's approach.}} | ||
====Ground attacks==== | ====Ground attacks==== | ||
*{{buff|Down smash deals 1% more damage (13% → 14%).}} | |||
*{{buff|Down smash deals 1% more damage (13% → 14%) | |||
===NTSC to PAL=== | |||
Yoshi was negligibly buffed in his transition to PAL due to the reduction of the landing lag on his forward aerial. | |||
====Attributes==== | |||
*{{buff|Forward aerial has less landing lag when not [[L-canceling|Z-canceled]].}} | |||
==Moveset== | ==Moveset== | ||
[[File:SSB64 Yoshi.gif|right]] | [[File:SSB64 Yoshi.gif|right]] | ||
[[File:Yoshi SSB AIR ATTACKS.PNG|thumb|175px|Yoshi's aerial attacks]] | [[File:Yoshi SSB AIR ATTACKS.PNG|right|thumb|175px|Yoshi's aerial attacks]] | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=5% | |neutral2dmg=5% | ||
|neutraldesc= | |neutraldesc=Two kicks. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=13% | |ftiltdmg=13% | ||
|ftiltdesc= | |ftiltdesc=Kicks suddenly forward. Can be angled. Below average upward diagonal knockback. Useful for setting up his fair spike due to its hitstun. Referred to as the best forward tilt in ''Smash 64'' due to its very fast speed and good power. | ||
|utiltname= | |||
|utiltname= | |||
|utiltdmg=12% | |utiltdmg=12% | ||
|utiltdesc= | |utiltdesc=Upwards headbutt, has set upwards knockback. Great for setting up [[combo]]s, and a very useful move if used correctly. | ||
|dtiltname= | |||
|dtiltname= | |||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc= | |dtiltdesc=Tail sweeps in front of him, with [[set knockback]] while sending opponents on a [[semi-spike]] trajectory. Great for [[edgeguarding]]. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean), 8% (late) | |dashdmg=12% (clean), 8% (late) | ||
|dashdesc= | |dashdesc=Headbutt tackle, punishable due to a small bit of ending lag. Resembles {{SSB|Pikachu}}'s dash attack, but with less [[ending lag]]. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=18% | |fsmashdmg=18% | ||
|fsmashdesc= | |fsmashdesc=Rears his head back (which can often throw off players attacking Yoshi) and then thrusts his head forward. Short ending lag, and has above average horizontal knockback. Can be used to intercept linear and/or predictable recoveries. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=18% | |usmashdmg=18% | ||
|usmashdesc= | |usmashdesc=Forceful headbutt. Has good horizontal knockback from behind to top, average upwards knockback when hit near the end. Yoshi's head is invincible during this attack. | ||
|dsmashname= | |||
|dsmashdmg=14% | |||
|dsmashdesc=Tail sweeps on both sides, moderate horizontal knockback for a smash attack, and has some [[ending lag]]. | |||
|nairname= | |||
|dsmashname= | |||
|dsmashdmg=14% | |||
|dsmashdesc= | |||
|nairname= | |||
|nairdmg=14% (clean), 11% (late) | |nairdmg=14% (clean), 11% (late) | ||
|nairdesc= | |nairdesc=[[Sex kick]] with below average horizontal knockback. Can be used to [[edgeguard]] somewhat. When used while [[DJC]]'d and [[Z-cancel]]led, it can be an effective [[shield break combo]]. | ||
|fairname= | |||
|fairname= | |||
|fairdmg=18% | |fairdmg=18% | ||
|fairdesc= | |fairdesc=Aerial headbutt forward, a [[meteor smash]]. Great knockback for a meteor smash of its speed, can KO at medium percentages and combos into other aerial attacks at lower percentages, as well as having some use as a combo starter when used against a grounded opponent. It can KO grounded opponents at very high percentages. | ||
|bairname= | |||
|bairdmg=16% | |||
|bairname= | |bairdesc=A kick backward with both feet, the move has good horizontal knockback and can be combo'd into, as well as being a strong [[edgeguarding]] move. | ||
|bairdmg=16% | |uairname= | ||
|bairdesc= | |||
|uairname= | |||
|uairdmg=15% | |uairdmg=15% | ||
|uairdesc= | |uairdesc=Whips his tail upwards, is very powerful in combos using [[DJC]], and can KO vertically, notably from an up tilt at high percentages. | ||
|dairname= | |dairname= | ||
|dairdmg= | |dairdmg=56% if all hits connect | ||
|dairdesc= | |dairdesc=Flutter Kick that is capable of [[meteor smash]]ing at high percentages, does 14 hits of 3-4%. Out of all moves in ''Smash 64'', it has the highest damage output, being able to deal a whopping 56% if all hits connect, being especially effective on characters with large, vulnerable [[hurtbox]]es such as {{SSB|Donkey Kong}}. It can be used on its own as a [[shield break combo]], It is automatically made less useful as a combo move due to being a {{b|drill|archetype}}, therefore easy to [[DI]] out of. With DJC, it can be a dangerous combo starter. | ||
|grabname= | |||
|grabdesc=Yoshi, along with {{SSB|Link}} and {{SSB|Samus}}, has an "extended grab". He uses his tongue while standing. This allows him to grab opponents from a distance, but the grab is very laggy if it misses. The grab range is notably shorter than Link and Samus's. | |||
|fthrowname= | |||
|grabname= | |||
|fthrowname= | |||
|fthrowdmg=12% | |fthrowdmg=12% | ||
|fthrowdesc= | |fthrowdesc=Reels back with opponent in mouth and throws them forward, good horizontal knockback. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=16% | |bthrowdmg=16% | ||
|bthrowdesc= | |bthrowdesc=Turns around, and throws his opponent backwards, has better knockback than f-throw. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
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|nsdesc=Sticks his tongue forward (with much less lag than his grab). If it hits an opponent, they will be damaged and trapped in an egg behind Yoshi. Tilting the control stick rapidly back and forth will help the opponent escape the egg more quickly. It can also be performed in the air as a specialized grab. | |nsdesc=Sticks his tongue forward (with much less lag than his grab). If it hits an opponent, they will be damaged and trapped in an egg behind Yoshi. Tilting the control stick rapidly back and forth will help the opponent escape the egg more quickly. It can also be performed in the air as a specialized grab. | ||
|usname=Egg Throw | |usname=Egg Throw | ||
|usdmg=14% | |usdmg=14% (egg) | ||
|usdesc=Throws an egg, which deals damage and moderately low knockback (but rather high for a [[projectile]]), being able to combo in very specific situations. The trajectory can be altered using the Control Stick. | |usdesc=Throws an egg, which deals damage and moderately low knockback (but rather high for a [[projectile]]), being able to combo in very specific situations. The trajectory can be altered using the Control Stick. | ||
|dsname | |dsname=Yoshi Bomb | ||
|dsdmg=18% (body), 4% (stars) | |dsdmg=18% (body), 4% (stars) | ||
|dsdesc=A Ground Pound attack. If done on the ground, Yoshi leaps forwards and then does the attack. If done in the air, Yoshi simply drops down. Produces vertical knockback that can KO at high percentages, though due to somewhat high [[startup]] and [[ending lag]], it is mainly used to intercept linear recoveries that end up onstage, such as {{SSB|Fox}}'s [[Fire Fox]] and {{SSB|Donkey Kong}}'s [[Spinning Kong]]. | |dsdesc=A Ground Pound attack. If done on the ground, Yoshi leaps forwards and then does the attack. If done in the air, Yoshi simply drops down. Produces vertical knockback that can KO at high percentages, though due to somewhat high [[startup]] and [[ending lag]], it is mainly used to intercept linear recoveries that end up onstage, such as {{SSB|Fox}}'s [[Fire Fox]] and {{SSB|Donkey Kong}}'s [[Spinning Kong]]. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=Yoshi}} | |char=Yoshi}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===Matchups=== | ||
====International versions==== | |||
{{SSB64MatchupTable|yoshi=y}} | |||
=== | ===Japanese version=== | ||
{{SSB64MatchupTable-JPN|yoshi=y}} | |||
===Notable players=== | |||
:''See also: [[:Category:Yoshi professionals (SSB)]]'' | |||
*{{Sm|Bloodpeach|USA}} | |||
*{{Sm|Fireblaster|USA}} | |||
*{{Sm|Joeshie|USA}} | |||
*{{Sm|Pete|Australia}} | |||
*{{Sm|Prince|Japan}} | |||
*{{Sm|SheerMadness|USA}} | |||
*{{Sm|Star King|USA}} | |||
*{{Sm|tacos|USA}} | |||
*{{Sm|Tatsuman|Japan}} | |||
*{{Sm|The Z|Canada}} | |||
*{{Sm|Toomai|Canada}} | |||
*{{Sm|Unreal|Canada}} | |||
*{{Sm|Wizzrobe|USA}} | |||
==Techniques== | ==Techniques== | ||
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====Double jump cancel counter==== | ====Double jump cancel counter==== | ||
{{Main|Double jump cancel counter}} | {{Main|Double jump cancel counter}} | ||
The unique properties of Yoshi's double jump allow him to use the | The unique properties of Yoshi's double jump allow him to use the launch resistance to avoid an opponent's attack, while using an aerial with fast startup (preferably a neutral aerial) to counterattack. | ||
==In Single Player== | ==In Single Player== | ||
Yoshi appears as an opponent in the second stage of Single Player mode. The stage takes place on | Yoshi appears as an opponent in the second stage of Single Player mode. The stage takes place on [[Yoshi's Island (SSB)|Yoshi's Island]] without cloud platforms and pits the player against a team of eighteen Yoshis. The first six Yoshis have different alternate costumes from each other, as do the next six and the final six. If the player manages to defeat them in the order they appear, they will be awarded the 50,000-point bonus Yoshi Rainbow. | ||
==Description== | ==Description== | ||
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==[[Alternate costume (SSB)#Yoshi|Alternate costumes]]== | ==[[Alternate costume (SSB)#Yoshi|Alternate costumes]]== | ||
[[Image:Yoshi Palette (SSB).png|frame|center|Yoshi's changeable palette swaps in ''SSB''.]] | |||
| | |||
| | |||
==Trivia== | ==Trivia== | ||
*Yoshi is the only character to boast unplayable variants, Blue Yoshi and Pink Yoshi, seen when the player fights the Yoshi Team in the [[1P Game]]. | *Yoshi is the only character to boast unplayable variants, Blue Yoshi and Pink Yoshi, seen when the player fights the Yoshi Team in the [[1P Game]]. | ||
*If the player uses Yoshi against the Yoshi Team, all colored Yoshis still appear, in the same shade as the player's Yoshi. | *If the player uses Yoshi against the Yoshi Team, all colored Yoshis still appear, in the same shade as the player's Yoshi. | ||
*Yoshi takes after his look in ''Super Mario 64'', but because ''Super Smash Bros.'' came out a while after that game and animation techniques were improved in that time, his appearance was slightly updated | *Yoshi takes after his look in ''Super Mario 64'', but because ''Super Smash Bros.'' came out a while after that game, and animation techniques were improved in that time, his appearance was slightly updated. | ||
*Yoshi is the only character who has a unique shield (an egg). | *Yoshi is the only character who has a unique shield (an egg). | ||
*Yoshi, along with {{SSB|Donkey Kong}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with head wear in-game. | *Yoshi, along with {{SSB|Donkey Kong}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with head wear in-game. | ||
*Yoshi, {{SSB|Jigglypuff}}, and {{SSB|Kirby}} are the only characters without a [[helpless]] state. | |||
* Yoshi, {{SSB| | |||
{{SSBCharacters}} | {{SSBCharacters}} | ||
{{Yoshi universe}} | {{Yoshi universe}} | ||
[[Category:Characters (SSB)]] | |||
[[Category:Yoshi universe]] | |||
[[Category:Yoshi (SSB)| ]] | [[Category:Yoshi (SSB)| ]] | ||