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'''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. | '''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. | ||
Yoshi is voiced by | Yoshi is voiced by {{s|mariowiki|Kazumi Totaka}}, who had previously voiced him in ''Yoshi's Story'', albeit via recycled voice clips from the game of the same name. | ||
Yoshi currently ranks 5th in the [[tier list]] | Yoshi currently ranks 5th in the [[tier list]] and places him in the A tier, all while being his best placement in the series. 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 [[armor]] 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. | ||
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. | ||
Yoshi's properties give him balanced [[matchup]]s, with his matchup spread having an average of 50:50. He generally has trouble against higher tiered characters, but can do well against lower tiered characters, though he has a handful of even matchups against characters near or below him on the tier list. However, because of the results and representation other characters have had, as well as Yoshi being buffed on international releases of the game, he is ranked 10th in the Japanese tier list, where he has mostly below-average matchups, though unlike the NTSC version, he is considered a hard counter against {{SSB|Luigi}}. | |||
==Attributes== | ==Attributes== | ||
[[File:SSB64 Congratulations Yoshi.png|thumb|250px|Yoshi's | [[File:SSB64 Congratulations Yoshi.png|thumb|250px|Yoshi's ending picture in Super Smash Bros.]] | ||
[[File:Ssb64yoshi.jpg|thumb|Yoshi using Egg Lay in the ''Smash 64'' instruction booklet.]] | [[File:Ssb64yoshi.jpg|thumb|right|Yoshi using Egg Lay 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 [[armor]] 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 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 [[armor]] 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. | ||
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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 | 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. | ||
==Differences between game versions== | ==Differences between game versions== | ||
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*{{change|Up tilt and down tilt now have a medium kick/punch sound rather than a heavy kick/punch.}} | *{{change|Up tilt and down tilt now have a medium kick/punch sound rather than a heavy kick/punch.}} | ||
*{{buff|Down smash deals 1% more damage (13% → 14%) and launches opponents at a lower angle (35° → 30°), improving its KO and edgeguarding potential.}} | *{{buff|Down smash deals 1% more damage (13% → 14%) and launches opponents at a lower angle (35° → 30°), improving its KO and edgeguarding potential.}} | ||
===NTSC-U 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]] | ||
''For a gallery of Yoshi's hitboxes, see [[/Hitboxes|here]].'' | ''For a gallery of Yoshi's hitboxes, see [[/Hitboxes|here]].'' | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=5% | |neutral2dmg=5% | ||
|neutraldesc=Yoshi performs a weak left kick, followed by a stronger right kick. The first hit comes out on frame 3, making it Yoshi's fastest ground move. The first hit does reliably lead into the second hit, although the second hit can be shielded on hit at lower percents with a [[crouch cancel]]. Both hits are actually guaranteed on shield and Yoshi can delay the second hit to potentially catch the opponent’s [[Out of shield]] options. Neutral attack can be used as a quick move to interrupt the opponent but it is overall situational due to its low reward along with it being unsafe on shield. | |neutraldesc=Yoshi performs a weak left kick, followed by a stronger right kick. The first hit comes out on frame 3, making it Yoshi's fastest ground move. The first hit does reliably lead into the second hit, although the second hit can be shielded on hit at lower percents with a [[crouch cancel]]. Both hits are actually guaranteed on shield and Yoshi can delay the second hit to potentially catch the opponent’s [[Out of shield]] options. Neutral attack can be used as a quick move to interrupt the opponent but it is overall situational due to its low reward along with it being unsafe on shield. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=13% | |ftiltdmg=13% | ||
|ftiltdesc=Yoshi kicks forward with his right foot. The move can be angled up or down although its damage and knockback are the same with all angles, with its damage being relatively high. Unlike other forward tilts, the move launches opponents vertically and as the move has low ending lag, this means that forward tilt possesses solid combo potential. It can be used as a combo starter or a combo extender, which can then potentially lead into a KO. The move's relatively high damage and relatively low ending lag also make it completely safe on shield, with the move granting Yoshi a large enough frame advantage on shield to lead into a guaranteed jab. | |ftiltdesc=Yoshi kicks forward with his right foot. The move can be angled up or down although its damage and knockback are the same with all angles, with its damage being relatively high. Unlike other forward tilts, the move launches opponents vertically and as the move has low ending lag, this means that forward tilt possesses solid combo potential. It can be used as a combo starter or a combo extender, which can then potentially lead into a KO. The move's relatively high damage and relatively low ending lag also make it completely safe on shield, with the move granting Yoshi a large enough frame advantage on shield to lead into a guaranteed jab. | ||
Yoshi's forward tilt is overall considered to be the best forward tilt in the game due to its high combo potential (especially compared to other forward tilts) as well as its solid damage, low ending lag and its safety on shield. | Yoshi's forward tilt is overall considered to be the best forward tilt in the game due to its high combo potential (especially compared to other forward tilts) as well as its solid damage, low ending lag and its safety on shield. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=12% | |utiltdmg=12% | ||
|utiltdesc=Yoshi performs an upwards headbutt. The move has high set knockback which launches opponents towards Yoshi. The move comes out on frame 7 and has low ending lag which along with its knockback, makes it a very strong combo tool, regardless of the opponent's | |utiltdesc=Yoshi performs an upwards headbutt. The move has high set knockback which launches opponents towards Yoshi. The move comes out on frame 7 and has low ending lag which along with its knockback, makes it a very strong combo tool, regardless of the opponent's percents. The move can easily start combos at lower percents (which can potentially lead into a KO) while at higher percents, it can lead into raw KO moves. Yoshi's followup options depend on his opponent, with Yoshi having more followup options against fast fallers (with moves like another up tilt or up smash only working on fast fallers). Yoshi's head is also [[intangible]] while performing the move which makes it an effective anti-air and the move is completely safe on shield. | ||
The main downside with Yoshi's up tilt is that because of its set knockback, it is less effective in some matchups than others. For example, Yoshi | The main downside with Yoshi's up tilt is that because of its set knockback, it is less effective in some matchups than others. For example, Yoshi gets no followups against {{SSB|Jigglypuff}} (outside of crouch canceling) but Jigglypuff is the only character where Yoshi gets no followups, with Yoshi at least getting guaranteed followups/KO confirms against the rest of the cast. | ||
Up tilt is overall a highly effective move for Yoshi due to its speed and combo potential. | Up tilt is overall a highly effective move for Yoshi due to its speed and combo potential. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=Yoshi tail sweeps in front of him. The move has set knockback and it [[semi-spike]]s opponents, making the move effective at edgeguarding and setting up tech chases, especially at lower percents. The move is also disjointed ( | |dtiltdesc=Yoshi tail sweeps in front of him. The move has set knockback and it [[semi-spike]]s opponents, making the move effective at edgeguarding and setting up tech chases, especially at lower percents. The move is also disjointed (alhtough it does not exceed the length of Yoshi's tail) and it has low ending lag, with the move being completely safe on shield. Down tilt is overall Yoshi's least effective tilt but it is a solid move in its own right. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean), 8% (late) | |dashdmg=12% (clean), 8% (late) | ||
|dashdesc=Yoshi dashes forward and performs a headbutt. It deals a serviceable amount of damage/knockback, Yoshi's head is intangible during its startup and while it has fairly slow startup lag, its ending lag is not too high. The move is safe against a majority of the cast on shield but it is unsafe against certain characters (although they cannot punish if the move crosses up). The move can be used as an approach option or as a tool to get opponents off stage/edgeguard but like other dash attacks, it is overall not a highly effective move | |dashdesc=Yoshi dashes forward and performs a headbutt. It deals a serviceable amount of damage/knockback, Yoshi's head is intangible during its startup and while it has fairly slow startup lag, its ending lag is not too high. The move is safe against a majority of the cast on shield but it is unsafe against certain characters (although they cannot punish if the move crosses up). The move can be used as an approach option or as a tool to get opponents off stage/edgeguard but like other dash attacks, it is overall not a highly effective move. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=18% | |fsmashdmg=18% | ||
|fsmashdesc=Yoshi rears his head back and then thrusts his head forward. It comes out on frame 18 which is fairly slow for a forward smash although its ending lag is not too high. It has average power for a forward smash | |fsmashdesc=Yoshi rears his head back and then thrusts his head forward. It comes out on frame 18 which is fairly slow for a forward smash although its ending lag is not too high. It has average power for a forward smash and the player can angle the move up or down. Yoshi's head is intangible during a considerable portion of the move and Yoshi moves his hold body back during its startup, which can cause moves to whiff. The move can be used as an edgeguarding tool or as a raw KO move, being a decent forward smash overall. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=18% | |usmashdmg=18% | ||
|usmashdesc=Yoshi swings his head backwards and then forwards. The move has strong horizontal knockback when hitting from behind while it has weaker vertical knockback when hitting from the front. The clean hit KOes Mario at 82% at the center of [[Dream Land]]. The move comes out on frame 9 and Yoshi's head is intangible while the hitboxes are out, which makes it difficult to intercept, especially in the air. The move has decent backwards range as well as great vertical range (easily hitting opponents on the side Dream Land platforms), although its forward range is limited. Yoshi can lead into an up smash with up tilt, forward aerial, down aerial or even an up aerial in the right circumstances for a KO. Even if the up smash will not KO, it is still a strong followup option to use as it can send the opponent flying off stage. The late hit can lead into followups at certain percents although its ending lag is fairly high, making it awkward for Yoshi to followup. The fairly high ending lag also does make the move punishable on shield against certain characters (when hitting from behind) although it is safe on shield against most of the cast. | |usmashdesc=Yoshi swings his head backwards and then forwards. The move has strong horizontal knockback when hitting from behind while it has weaker vertical knockback when hitting from the front. The clean hit KOes Mario at 82% at the center of [[Dream Land]]. The move comes out on frame 9 and Yoshi's head is intangible while the hitboxes are out, which makes it difficult to intercept, especially in the air. The move has decent backwards range as well as great vertical range (easily hitting opponents on the side Dream Land platforms), although its forward range is limited. Yoshi can lead into an up smash with up tilt, forward aerial, down aerial or even an up aerial in the right circumstances for a KO. Even if the up smash will not KO, it is still a strong followup option to use as it can send the opponent flying off stage. The late hit can lead into followups at certain percents although its ending lag is fairly high, making it awkward for Yoshi to followup. The fairly high ending lag also does make the move punishable on shield against certain characters (when hitting from behind) although it is safe on shield against most of the cast. | ||
Up smash is also notably a strong Out of shield option for Yoshi as he can [[parry]] an attack and then up smash as a strong punishment option. Up smash can punish | Up smash is also notably a strong Out of shield option for Yoshi as he can [[parry]] an attack and then up smash as a strong punishment option. Up smash cannot punish safe aerials but it can punish ground moves which are otherwise completely safe and then the opponent can potentially get KOed fairly early. The move is only really strong to punish opponents behind Yoshi however as up smash has poor range in front of Yoshi and neutral aerial is a faster option to hit opponents in front of Yoshi. | ||
Up smash is overall a useful move for Yoshi due to its speed, range and power. It is Yoshi's best smash attack although it isn't quite as | Up smash is overall a useful move for Yoshi due to its speed, range and power. It is Yoshi's best smash attack although it isn't quite as effective as some of Yoshi's other moves. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=14%, 13% (NTSC-J) | |dsmashdmg=14%, 13% (NTSC-J) | ||
|dsmashdesc= | |dsmashdesc=Tail sweeps on both sides, moderate horizontal knockback for a smash attack, and has some ending lag. | ||
|nairname= | |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=Noggin Dunk | |||
|fairname=Noggin Dunk | |||
|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= | |||
|bairname= | |||
|bairdmg=16% (clean), 10% (late) | |bairdmg=16% (clean), 10% (late) | ||
|bairdesc= | |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. | ||
|uairname= | |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=Flutter Kick | |dairname=Flutter Kick | ||
|dairdmg=4% (hits 1-14), 56% (total) | |dairdmg=4% (hits 1-14), 56% (total) | ||
|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 multi-hit attack, therefore easy to [[SDI]] 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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|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]]=== | ||
{{Appearance | {{Appearance | ||
|desc=Breaks out of a | |desc=Breaks out of a Yoshi egg, similar to his entrance from ''Super Mario World''. | ||
|char=Yoshi | |char=Yoshi | ||
|game=SSB}} | |game=SSB}} | ||
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|victory-theme=YoshiTheme64.ogg | |victory-theme=YoshiTheme64.ogg | ||
|victory-desc=A combination of two small musical excerpts from ''Yoshi's Story''. | |victory-desc=A combination of two small musical excerpts from ''Yoshi's Story''. | ||
|desc-1=Looks up with his hands and waves | |desc-1=Looks up with his hands and waves. | ||
|desc-2=Glares at the screen and punches, then turns back facing right. | |desc-2=Glares at the screen and punches, then turns back facing right. | ||
|desc-3=Punches the air and gives a finishing pose. | |desc-3=Punches the air and gives a finishing pose. | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
:''See also: [[:Category:Yoshi | :''See also: [[:Category:Yoshi professionals (SSB)]]'' | ||
<!--This character has a 10 player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines | |||
*{{Sm|Hiyo|Japan}} - | Shears, SheerMadness, Bonobono & Pete could be replaced --> | ||
''Numbers in brackets indicate position in [[2019-2020 Smash 64 Power Rankings]] 2017'' | |||
*{{Sm|Kurabba|Japan}} - | *{{Sm|Bonobono|Japan}} | ||
*{{Sm|Prince|Japan}} | *{{Sm|Fireblaster|USA}} (#36) | ||
*{{Sm| | *{{Sm|Hiyo|Japan}} - Japan's 2nd best Yoshi, 7th at [[Snosa III]]. | ||
*{{Sm|tacos|USA}} | *{{Sm|Kurabba|Japan}} (#HB) - Best Japanese Yoshi, 7th at [[Super Smash Con 2016]], 2nd at [[Super Smash Con 2017]]. | ||
*{{Sm|Wizzrobe|USA}} - | *{{Sm|Pete|Australia}} | ||
*{{Sm|Prince|Japan}} (#10) Known for his combos; used to be Japan's best Yoshi. Placed 9th at [[Super Smash Con 2016]]. | |||
*{{Sm|Shears|USA}} (#64) | |||
*{{Sm|SheerMadness|USA}} (#29) | |||
*{{Sm|tacos|USA}} (#6) | |||
*{{Sm|Wizzrobe|USA}} (#3) - Best American Yoshi. | |||
===Tier placement and history === | ===Tier placement and history === | ||
In the early metagame, Yoshi was just seen as an average character, who had troubling matchups against the majority of the characters ranked above him with a few even matchups. Due to his matchups and tournament presence looking to be average at best, Yoshi was ranked 8th on the first tier list in middle tier. However, Yoshi's tournament presence increased and his strengths were shown, which resulted in his increase to 6th of B tier on the second tier list. By the third tier list, Yoshi would stay at 6th, but would move to C tier, still being seen as a mid tier character. | In the early metagame, Yoshi was just seen as an average character, who had troubling matchups against the majority of the characters ranked above him with a few even matchups. Due to his matchups and tournament presence looking to be average at best, Yoshi was ranked 8th on the first tier list in middle tier. However, Yoshi's tournament presence increased and his strengths were shown, which resulted in his increase to 6th of B tier on the second tier list. By the third tier list, Yoshi would stay at 6th, but would move to C tier, still being seen as a mid tier character. | ||
In the time between the third and fourth tier list, Yoshi's tournament presence was greatly increased and with the look of his matchups appearing to become more | In the time between the third and fourth tier list, Yoshi's tournament presence was greatly increased and with the look of his matchups appearing to become more favorible as time went on. Yoshi would see a lot of tournament success due to the abudance of strong and deciated Yoshi players in Wizzrobe, Prince and Kurrabba. Their knowledge of Yoshi and how he works allowed for difficult matchups, like Fox and Pikachu, appear to be even. Due to their success and the changing thoughts on Yoshi matchups, he would rise to 5th of A tier, where he is now seen as a high tier character. In the years since the last tier last was posted, Yoshi would go on to have more success, with him now being considered to have surpassed Fox as this point and might be 4th on the next tier list. | ||
==Techniques== | ==Techniques== | ||
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==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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*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. | ||
*Oddly enough, Yoshi's congratulations screen has his saddle colored yellow instead of red. | *Oddly enough, Yoshi's congratulations screen has his saddle colored yellow instead of red. | ||
* | *This is the only game in the ''Super Smash Bros.'' series where Yoshi is placed as a high tier thus far. | ||
* Yoshi, {{SSB|Kirby}}, and {{SSB|Jigglypuff}} are the only characters to not become helpless in Smash 64. | * Yoshi, {{SSB|Kirby}}, and {{SSB|Jigglypuff}} are the only characters to not become helpless in Smash 64. | ||
*Yoshi's inclusion marks the only time to introduce a new character from the {{uv|Yoshi}} universe. | *Yoshi's inclusion marks the only time to introduce a new character from the {{uv|Yoshi}} universe. |