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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = | |ranking = 34 | ||
}} | }} | ||
:{{Cquote| | :{{Cquote|Yoshi Rolls into Battle!|cite=Introduction Tagline}} | ||
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, making him the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> He was also among the first wave of [[amiibo]] figures. | '''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, making him the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> He was also among the first wave of [[amiibo]] figures. Kazumi Totaka reprises his role as Yoshi's voice actor, albeit via recycled voice clips. | ||
Yoshi is ranked | Yoshi is currently ranked 34th out of 55 on the [[tier list]], placing him in the D tier. This is a moderate improvement from his placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 27th out of 38. As in previous installments, Yoshi boasts excellent aerial mobility: he has the fastest [[air speed]] in the game by default, while his [[double jump]] is the second highest in the game and grants him nearly 70 frames of [[armor]]. Yoshi's grounded mobility has also been improved, as his already fast [[dash]]ing speed is now considerably faster. | ||
Another of Yoshi's strengths is the utility of his moveset: neutral attack and up tilt are very useful combo starters, down tilt can be used for [[tech-chasing]], neutral aerial is very useful for approaching and edge-guarding, [[Egg Lay]] is a [[Grab#Special attacks as grabs|command grab]], [[Egg Roll]] can force approaches or escape from pressure, [[Egg Throw]] is a projectile that has recovery and [[mindgame]] potential, and [[Yoshi Bomb]] is strong enough to KO outright and heavily pressure [[shield]]s. Yoshi's shield is also fairly useful, as it is completely immune to [[shield stab]]bing and, for the first time since ''[[Super Smash Bros.]]'', enables him to jump out of it. | Another of Yoshi's strengths is the utility of his moveset: neutral attack and up tilt are very useful combo starters, down tilt can be used for [[tech-chasing]], neutral aerial is very useful for approaching and edge-guarding, [[Egg Lay]] is a [[Grab#Special attacks as grabs|command grab]], [[Egg Roll]] can force approaches or escape from pressure, [[Egg Throw]] is a projectile that has recovery and [[mindgame]] potential, and [[Yoshi Bomb]] is strong enough to KO outright and heavily pressure [[shield]]s. Yoshi's shield is also fairly useful, as it is completely immune to [[shield stab]]bing and, for the first time since ''[[Super Smash Bros.]]'', enables him to jump out of it. | ||
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Yoshi's KO potential is also problematic for a heavyweight: although his smash attacks, up aerial, and grounded Yoshi Bomb are powerful, each of them are burdened with very short durations and punishable amounts of ending lag. Lastly, Yoshi has a very short vertical [[recovery]] outside of his double jump, as his primary recovery move, Egg Throw, grants minimal vertical distance and deteriorates when used consecutively without landing on the ground. | Yoshi's KO potential is also problematic for a heavyweight: although his smash attacks, up aerial, and grounded Yoshi Bomb are powerful, each of them are burdened with very short durations and punishable amounts of ending lag. Lastly, Yoshi has a very short vertical [[recovery]] outside of his double jump, as his primary recovery move, Egg Throw, grants minimal vertical distance and deteriorates when used consecutively without landing on the ground. | ||
Overall, Yoshi's strengths outweigh his weaknesses, yet his tier placement is heavily debatable. Despite being initially perceived as an impressively well-rounded character, and having achieved instances of national | Overall, Yoshi's strengths outweigh his weaknesses, yet his tier placement is heavily debatable. Despite being initially perceived as an impressively well-rounded character, and having achieved instances of tournament success even at the national level, Yoshi's placement has dropped throughout ''SSB4''{{'}}s lifespan. This is largely because of his results waning in lieu of his metagame stagnating. When coupled with many characters that were previously considered inferior to him (such as {{SSB4|Mewtwo}}, {{SSB4|Marth}}, and {{SSB4|Mega Man}}) having attained vastly greater viability thanks to more consistent success and/or expanded metagames, Yoshi's current ranking is viewed by some players, such as {{Sm|ZeRo}}, as too high. | ||
==Attributes== | ==Attributes== | ||
Yoshi is a [[Weight|heavyweight]] that deviates | Yoshi is a [[Weight|heavyweight]] that noticeably deviates from his weight class' archetype. This is most obvious with his [[air speed]], which is the fastest in the game by default, though it is surpassed under certain conditions ([[Giga Mac]]; [[Wario-Man]]; the lightest possible {{SSB4|Mii Brawler}}; and a fully [[Limit Charge]]d {{SSB4|Cloud}}). By extension, Yoshi has the second highest [[double jump]] in the game (surpassed only by {{SSB4|Mewtwo}}'s), which also grants him 68 frames of [[armor]] that can withstand a maximum of 120 units of knockback. Yoshi's other attributes also deviate from that of a typical heavyweight, albeit not to the degree as his air speed and double jump. He has slightly above-average [[walk]]ing speed; above-average [[dash]]ing speed and [[air acceleration]]; below-average [[gravity]]; among the slowest [[Falling speed|falling]] and [[fast fall]]ing speeds; and the fourth lowest [[traction]]. Lastly, Yoshi is capable of [[crawling]]. Overall, these attributes collectively grant him excellent aerial mobility and great grounded mobility, yet do not render him frail or susceptible to [[juggling]]. | ||
Yoshi's greatest strength is the utility of his moveset. His neutral and tilt attacks are all very fast, leaving him exposed only very briefly. They additionally launch opponents either vertically or horizontally, which makes them reliable as set-ups for combos or [[edge-guarding]]. Yoshi's dash attack has high base knockback and long range, which allows for easy [[cross-up]]s and make it useful for [[punish]]ing rolls or techs. His smash attacks possess decent power, with his forward smash being the strongest among them. However, each of Yoshi's smashes also have certain perks. Forward and clean up smash grant [[intangibility]] to his head and legs, respectively, whereas down smash is a [[semi-spike]] like his down tilt. | Yoshi's greatest strength is the utility of his moveset. His neutral and tilt attacks are all very fast, leaving him exposed only very briefly. They additionally launch opponents either vertically or horizontally, which makes them reliable as set-ups for combos or [[edge-guarding]]. Yoshi's dash attack has high base knockback and long range, which allows for easy [[cross-up]]s and make it useful for [[punish]]ing rolls or techs. His smash attacks possess decent power, with his forward smash being the strongest among them. However, each of Yoshi's smashes also have certain perks. Forward and clean up smash grant [[intangibility]] to his head and legs, respectively, whereas down smash is a [[semi-spike]] like his down tilt. | ||
Yoshi's air game is also versatile and synchronizes very well with his attributes. Due to it hitting on frame 3, neutral aerial is the second fastest of its kind; when coupled with its [[sex kick]] properties, it is useful for edge-guarding, stopping approaches and breaking out of combos or juggles. Forward aerial can either [[meteor smash]] or powerfully launch opponents diagonally, and is capable of [[auto-canceling]] with a [[short hop]]. Up aerial is one of Yoshi's most viable KOing options: due to it hitting on frame 5 and possessing a respectable damage output, very high knockback growth and disjointed [[hitbox]], it can quickly and reliably KO any opponent of any weight while near the upper [[blast line]]. Back aerial is excellent at edge-guarding, as its first two hits launch opponents at the [[Autolink angle|auto-link angle]], whereas its third hit has extremely high knockback growth. Lastly, Yoshi's renowned down aerial hits repeatedly and is the most damaging aerial in the game. By extension, it can strongly pressure [[shield]]s to the point of potentially breaking one if it is auto-canceled with a jump and followed by [[Yoshi Bomb]]. | Yoshi's air game is also versatile and synchronizes very well with his attributes. Due to it hitting on frame 3, neutral aerial is the second fastest of its kind; when coupled with its [[sex kick]] properties, it is useful for edge-guarding, stopping approaches and breaking out of combos or juggles. Forward aerial can either [[meteor smash]] or powerfully launch opponents diagonally, and is capable of [[auto-canceling]] with a [[short hop]]. Up aerial is one of Yoshi's most viable KOing options: due to it hitting on frame 5 and possessing a respectable damage output, very high knockback growth and disjointed [[hitbox]], it can quickly and reliably KO any opponent of any weight while near the upper [[blast line]]. Back aerial is excellent at edge-guarding, as its first two hits launch opponents at the [[Autolink angle|auto-link angle]], whereas its third hit has extremely high knockback growth. Lastly, Yoshi's renowned down aerial hits repeatedly and is the most damaging aerial in the game. By extension, it can strongly pressure [[shield]]s to the point of potentially breaking one if it is auto-canceled with a jump and followed by [[Yoshi Bomb]]. | ||
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Overall, Yoshi is effectively a heavyweight version of the all-rounder archetype, thanks to his lack of glaring issues against the majority of the cast. Due to his strengths and low learning curve, Yoshi has managed to achieve respectable placings at all levels of play, thanks to the likes of {{Sm|Raptor}}, {{Sm|Sky}}, {{Sm|Papa Wall}}, {{Sm|Poltergust}}, {{Sm|Kamikaze}}, {{Sm|Seth}}, {{Sm|Snoop}}, and {{Sm|Ron}}. However, Yoshi's easily exploitable weaknesses have nevertheless resulted in his representation remaining below-average in competitive play. | Overall, Yoshi is effectively a heavyweight version of the all-rounder archetype, thanks to his lack of glaring issues against the majority of the cast. Due to his strengths and low learning curve, Yoshi has managed to achieve respectable placings at all levels of play, thanks to the likes of {{Sm|Raptor}}, {{Sm|Sky}}, {{Sm|Papa Wall}}, {{Sm|Poltergust}}, {{Sm|Kamikaze}}, {{Sm|Seth}}, {{Sm|Snoop}}, and {{Sm|Ron}}. However, Yoshi's easily exploitable weaknesses have nevertheless resulted in his representation remaining below-average in competitive play. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Yoshi has been [[buff]]ed | Yoshi has been [[buff]]ed significantly in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed and utility; when coupled with the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-ups. For the first time since ''SSB'', Yoshi can jump [[out of shield]], which removes his main weakness in ''Brawl''. However, the removal of [[chain grab]]bing significantly [[nerf]]ed Yoshi's damage racking potential and his already poor grab game. Many of his attacks also deal less damage, while most of his aerials have higher landing lag. Overall, Yoshi's buffs largely outweigh his nerfs, and have resulted in him being noticeably better than in ''Brawl''. | ||
Overall, Yoshi's | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', Yoshi has a sleeker design, and his overall color scheme is significantly more vibrant | *{{change|Due to the aesthetic used in ''SSB4'', Yoshi has a sleeker design, and his overall color scheme is significantly more vibrant. Unlike in previous installments, he now stands upright.<ref name="Direct"/> Altogether, these changes make Yoshi appear virtually identical to his appearance as of ''{{s|mariowiki|Mario & Sonic at the London 2012 Olympic Games}}''.}} | ||
*{{change|Yoshi has received two new [[alternate costume]]s. The first is {{s|mariowiki|Purple Yoshi}}, and the second is {{s|mariowiki|Black Yoshi}}.}} | *{{change|Yoshi has received two new [[alternate costume]]s. The first is {{s|mariowiki|Purple Yoshi}}, and the second is {{s|mariowiki|Black Yoshi}}.}} | ||
*{{change|Yoshi now faces the foreground at a slight angle, instead of facing directly forward.}} | *{{change|Yoshi now faces the foreground at a slight angle, instead of facing directly forward.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{ | *{{buff|Yoshi's upright posture adjusts his hurtbox, resulting in its shape being less awkward. However, he will revert to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}} | ||
*{{change|Yoshi's upright posture has translated into his moveset, be it through a tweaked animation or a completely new move.}} | |||
*{{change|Yoshi's upright posture has translated into | *{{change|Yoshi is [[Weight|lighter]] (107 → 104). This makes him less susceptible to combos, but hinders his endurance.}} | ||
*{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}} | *{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}} | ||
*{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}} | *{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}} | ||
*{{buff| | *{{buff|[[Shield]] drop has decreased ending lag (frame 17 → 7), now matching the rest of the cast's. Yoshi is also able to jump [[out of shield]] for the first time since ''SSB'' and he can once again power shield. These changes significantly improve its defensive potential as his shield is no longer near unusable.}} | ||
*{{nerf|Yoshi can no longer [[shield platform drop]], slightly hindering his out of shield game.}} | |||
*{{change|Double jump now functions like a [[jump]], instead of having a scripted upward movement pattern. This means it can now be affected by special gravity conditions.}} | |||
*{{nerf|[[Dragonic Reverse]] has been removed, hindering Yoshi's [[Advanced technique|advanced technical options]].}} | |||
*{{nerf|[[Spotdodge]] has more startup lag, a shorter duration (frames 2-20 → 3-18) and more ending lag (frame 23 → 28) no longer being one of the fastest spotdodges in the game.}} | |||
*{{nerf|Yoshi can no longer [[shield platform drop]], slightly hindering his out of shield game | |||
*{{change| | |||
*{{nerf|[[ | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Yoshi has a new neutral attack, a front kick followed by a roundhouse kick. Compared to the previous neutral attack, its second hit deals 2% less damage (6% → 4%) and has different knockback (25 (base)/100 (growth) → 56/70). When coupled with the changes to [[hitstun canceling]], these changes make it capable of combos at low to medium percentages. However, these changes make it less effective for spacing.}} | |||
*{{buff|Neutral attack's first hit has has more base knockback (8 → 30) compared to the previous neutral attack's first hit. This makes it significantly more effective for combos. The second hit also has a longer duration (frames 10-11 → 10-12).}} | |||
*{{nerf|Neutral attack's first hit has a shorter duration (frames 3-5 → 3-4) compared to the previous neutral attack's first hit.}} | |||
*{{nerf|Upward angled and non-angled forward tilt deal less damage (10% (upward)/9% (non-angled) → 8%/7%). Forward tilt also has increased ending lag (frame 30 → 39), significantly hindering its combo potential.}} | |||
*{{buff|Forward tilt has decreased start-up lag (frame 6 → 5).}} | |||
*{{buff|Up tilt deals less damage (11% (tail)/10% (tip) → 7%), although its knockback growth was compensated (40 → 45). It also has a longer duration (frames 7-11 → 8-15). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages.}} | |||
*{{nerf|Up tilt has increased start-up lag (frame 7 → 8).}} | |||
*{{change|Down tilt deals less damage (10% (base/mid)/5% (tip) → 5% (base)/4.5% (mid)/4% (tip)). When coupled with the changes to hitstun canceling, this grants it tech-chasing potential. However, this hinders its spacing potential.}} | |||
*{{nerf|Yoshi has a new dash attack, a side kick. Compared to the previous dash attack, its late hit deals 1% less damage (7% → 6%), it has a shorter duration (frames 10-13 (clean)/frames 14-23 (late) → 10-12/13-20), and more ending lag (42 frames → 50).}} | |||
*{{change|Dash attack has different knockback (15 (base)/100 (growth) → 90/52) and a different angle ([[Sakurai angle|361°]] → 65°) compared to the previous dash attack. This makes it more effective for spacing and capable of [[cross-up]]s, but less effective for edge-guarding.}} | |||
*{{buff|Dash attack has more range compared to the previous dash attack.}} | |||
*{{nerf|Forward smash deals less damage (16% (head/neck/body) → 15.5% (head)/14% (body)/13% (head's tip)), hindering its KO potential. It also has a shorter duration (frames 14-16 → 14).}} | |||
*{{buff|Forward smash has slightly larger hitboxes. Its head hitboxes have also been re-positioned to cover Yoshi's entire head, instead of only most of it.}} | |||
*{{nerf|Yoshi has a new up smash, a bicycle kick. Compared to the previous up smash, it deals less damage (16% (head/neck) → 14% (clean)/12% (late)), making it less effective for KOing. It also has significantly less range behind Yoshi, and less [[intangibility]] frames (frames 11-16 → 11-13).}} | |||
*{{buff|Up smash has more knockback (23 (base)/83 (growth) → 37/95); slightly more vertical range; and less ending lag (frame 50 → 47) compared to the previous up smash. Altogether, these traits make it slightly more effective as an anti-air attack.}} | |||
*{{change|Down smash deals less damage (14% (front tail/body)/13% (back tail/body) → 12% (front/back tail)/10% (front/back body)). However, its clean hit's knockback was compensated (30 (base)/53 (growth) → 40/73 (front)/40/81 (back)).}} | |||
*{{nerf|The first hit of down smash has more startup lag (frame 6 → 7).}} | |||
**{{nerf|Forward | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{change|Neutral aerial deals less damage (12% (clean)/9% (mid)/6% (late) → 10%/7%/5%), although its base knockback was compensated (15 (clean)/0 (mid/late) → 40/30). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its edge-guarding potential.}} | |||
*{{nerf|The second hit of neutral aerial has a shorter duration (frames 6-15 → 5-11) and the whole move has a shorter duration (frames 3-31 → 3-25).}} | |||
*{{nerf|Neutral, forward and back aerials have increased landing lag (9 frames → 11 (neutral), 16 frames → 17 (forward), 9 frames → 19 (back)).}} | |||
*{{nerf|Forward and back aerials [[auto-cancel]] later with back aerial no longer auto-cancelling in a short hop.}} | |||
*{{nerf|Forward and up aerials deal less damage (16% (head)/15% (nose) → 15%/14% (forward), 13% → 12% (up)), hindering their KO potentials.}} | |||
*{{buff|Forward aerial has slightly larger hitboxes; decreased start-up lag (frame 19 → 16); and a longer duration (frames 19-21 → 16-20).}} | |||
*{{buff|The removal of [[meteor canceling]] significantly improves sweetspotted forward aerial's reliability.}} | |||
*{{change|Forward aerial's animation has slightly changed. Yoshi now slightly turns his head before and during the headbutt.}} | |||
*{{nerf|Due to consisting of three hits instead of four, back aerial deals 4% less damage (14% → 10%) hindering its damage racking potential. However, its last hit's knockback was compensated (20 (base)/100 (growth) → 30/184).}} | |||
*{{buff|Back aerial's first and second hits' angles have been altered (60° (grounded/aerial opponents) → 361° (grounded opponents)/[[Autolink angle|366°]] (aerial opponents)). This when coupled with the weakening of [[Smash directional influence|SDI]] and it's lower SDI multiplier (1x → 0.5x) makes them connect together better with its last hit.}} | |||
*{{nerf|These changes however significantly hinder back aerial's combo potential as it can no longer combo into other aerials, tilts or smash attacks. It also has much more ending lag (frame 40 → 56) preventing Yoshi from performing another aerial after it in a short hop.}} | |||
*{{change|Back aerial's last hit's angle has been altered (361° → 54°).}} | |||
*{{nerf|Up aerial has slightly increased ending lag (frame 38 → 39) and can no longer be performed twice in a short hop.}} | |||
*{{change|Down aerial deals slightly less damage (3%/2% (hits 1-7)/2%/1% (hits 8-14) → 3%/2% (hits 1-6)/2.2%/1.5% (hits 7-13)/1% (hit 14)), although its last hit's knockback was compensated (5 (base)/100 (growth) → 60/200 (down)).}} | |||
*{{buff|Down aerial's last hit's hitbox is larger, improving its reliability against grounded opponents.}} | |||
*{{nerf|Due to its angle being altered (270°/260°/280° → 80°/40°), down aerial's last hit is no longer a [[meteor smash]], significantly hindering its edge-guarding potential. Its lower damage output also hinders its damage racking potential. It also has more ending lag (frame 53 → 57).}} | |||
*{{buff|Due to the weakening of SDI; the 19% damage increase to shields; and the increase to [[shieldstun]], Down aerial is significantly more difficult to escape from, and these changes significantly improves its shield pressuring potential.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have received disjointed grabboxes on the tip of Yoshi's tongue.}} | |||
*{{buff|Grab has decreased start-up (frame 17 → 14) and ending lag (frame 63 → 56).}} | |||
*{{nerf|Dash and pivot grabs have increased ending lag (frame 63 → 68 (dash), frame 36 → 65 (pivot)).}} | |||
*{{nerf|The removal of [[chain grab]]bing removes forward throw's damage racking potential.}} | |||
*{{bugfix|Fixed a glitch where opponents could escape from the tip of Yoshi's tongue during his grab and before they enter his mouth, resulting in a [[game crash]].}} | |||
*{{nerf|Yoshi can no longer force his opponent into an aerial [[grab release]] while pummelling them. When combined with the removal of chain grabbing and the fact that opponents are only stuck in 40 frames of ending lag (rather than 50) after an aerial grab release, this completely removes his grab release's combo potential.}} | |||
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Egg Lay]] | *{{nerf|[[Egg Lay]] has increased start-up lag (frame 17 → 21) and a shorter duration (frames 17-22 → 21-24).}} | ||
*{{nerf|[[Egg Roll]]'s fastest hit deals 3% less damage (12% → 9%). Egg Roll also has a slightly smaller hitbox.}} | |||
*{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety. Yoshi can also jump while using it, improving its approach potential.}} | |||
*{{buff|[[Egg Throw]]'s explosion deals 3% less damage (8% → 5%), although its knockback was compensated (40 (base)/40 (growth) → 60/50). When coupled with the changes to hitstun canceling, these changes grant it combo potential.}} | |||
*{{nerf|Egg Throw covers less distance and can no longer be [[Ledge-canceling|edge-canceled]], hindering its vertical recovery potential.}} | |||
*{{buff|Egg Throw's Yoshi Egg travels slightly faster, granting it approach potential. Yoshi also retains his horizontal momentum while using Egg Throw, improving its horizontal recovery potential.}} | |||
*{{change|Egg Throw's visual effects have changed. The Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.}} | |||
*{{buff|Grounded [[Yoshi Bomb]] has increased knockback growth (70 → 72), improving its KO potential. Aerial Yoshi Bomb also has altered knockback (55 (base)/70 (growth) → 70/68), restoring its KO potential.}} | |||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Yoshi Bomb's shield pressuring potential.}} | |||
*{{change|Yoshi no longer vocalizes when using Yoshi Bomb.}} | |||
*{{nerf|[[Super Dragon]] deals 5% less damage on contact (8% → 3%) and its {{s|mariowiki|Fire Breath}} no longer deals consistent damage (6% → 6% (near)/4% (mid)/3% (far)). It also has a shorter duration.}} | |||
*{{change|Super Dragon's {{s|mariowiki|Fireball}} no longer deals consistent damage (17% → 18% (near)/14% (mid)/12% (far)).}} | |||
*{{buff|Super Dragon's Fireball can now pierce multiple opponents.}} | |||
==Update history== | ==Update history== | ||
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'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
{{ | *{{buff|Yoshi gained 5 frames of partial [[intangibility]] in certain situations.}} | ||
*{{nerf|Dash attack's ending lag increased.}} | |||
*{{nerf|Down aerial's landing lag increased|24|28 frames.}} | |||
*{{nerf|[[Egg Lay]]'s start-up lag increased|frame 17|21.}} | |||
*{{change|Using [[Yoshi Bomb]] on downward slopes no longer makes Yoshi slide on them.}} | |||
*{{bugfix|Fixed a glitch that allowed Yoshi to perform a much higher High Jump immediately after using Yoshi Bomb.}} | |||
*{{bugfix|Fixed a glitch that allowed Yoshi to teleport back to an edge after using his up special.}} | |||
*{{bugfix|Fixed a glitch that allowed Yoshi to make characters grow to gigantic sizes in [[Multi-Man mode|Multi-Man Mode]] after repeatedly using Egg Lay.}} | |||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
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'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Back aerial's first two hits' angles altered|365° (grounded/aerial opponents)|[[Sakurai angle|361°]] (grounded opponents)/[[Autolink angle|366°]] (aerial opponents) and its SDI multiplier decreased: 1× → 0.5×. These changes make its hits connect together better.}} | *{{buff|Back aerial's first two hits' angles altered|365° (grounded/aerial opponents)|[[Sakurai angle|361°]] (grounded opponents)/[[Autolink angle|366°]] (aerial opponents) and its SDI multiplier decreased: 1× → 0.5×. These changes make its hits connect together better.}} | ||
*{{nerf|Back aerial | *{{nerf|Back aerial stops auto-canceling earlier|frame 11|6.}} | ||
*{{bugfix|Fixed a glitch that allowed Yoshi to grab an edge as long as he used Yoshi Bomb while being very close to it and the [[Control stick|control stick/circle pad]] was tilted upward or toward the stage.}} | *{{bugfix|Fixed a glitch that allowed Yoshi to grab an edge as long as he used Yoshi Bomb while being very close to it and the [[Control stick|control stick/circle pad]] was tilted upward or toward the stage.}} | ||
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==Moveset== | ==Moveset== | ||
*Yoshi can [[Crawling|crawl]]. | *Yoshi can [[Crawling|crawl]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
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|nairdmg=10% (clean), 7% (mid), 5% (late) | |nairdmg=10% (clean), 7% (mid), 5% (late) | ||
|nairdesc=A flying kick. It is a [[sex kick]] and hits on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials. Altogether, these traits make it very useful from out of shield and for approaching, edge-guarding, or breaking out of combos and juggles. While near the left/right [[blast line]] of Final Destination, its clean hitbox KOs middleweights at 118%/104% (''3DS''/''Wii U''). | |nairdesc=A flying kick. It is a [[sex kick]] and hits on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials. Altogether, these traits make it very useful from out of shield and for approaching, edge-guarding, or breaking out of combos and juggles. While near the left/right [[blast line]] of Final Destination, its clean hitbox KOs middleweights at 118%/104% (''3DS''/''Wii U''). | ||
|fairname=Noggin Dunk | |fairname=Noggin Dunk | ||
|fairdmg=15% (head), 14% (nose) | |fairdmg=15% (head), 14% (nose) | ||
|fairdesc=Rears back his head and then performs a downward headbutt. Its nose hitbox deals impressive damage and has a sweetspot that is a [[meteor smash]]. However, its head hitbox also deals impressive damage and has high knockback growth, which enable it to KO middleweights at 108%/97% (''3DS''/''Wii U'') while near the left/right blast zones of Final Destination. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. Due to it hitting on frame 16, however, it is tied with down aerial for the highest amount of start-up lag out of Yoshi's aerials. | |fairdesc=Rears back his head and then performs a downward headbutt. Its nose hitbox deals impressive damage and has a sweetspot that is a [[meteor smash]]. However, its head hitbox also deals impressive damage and has high knockback growth, which enable it to KO middleweights at 108%/97% (''3DS''/''Wii U'') while near the left/right blast zones of Final Destination. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. Due to it hitting on frame 16, however, it is tied with down aerial for the highest amount of start-up lag out of Yoshi's aerials. | ||
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|uairdmg=12% | |uairdmg=12% | ||
|uairdesc=Somersaults to flick his tail upward. Due to it hitting on frame 5 and having a respectable damage output, very high knockback growth, and a disjointed hitbox, it is one of Yoshi's most useful moves. It can combo into itself or juggle at low to medium percentages, and KOs middleweights at 112%/98% (''3DS''/Wii U'') while near the upper blast line of Final Destination. | |uairdesc=Somersaults to flick his tail upward. Due to it hitting on frame 5 and having a respectable damage output, very high knockback growth, and a disjointed hitbox, it is one of Yoshi's most useful moves. It can combo into itself or juggle at low to medium percentages, and KOs middleweights at 112%/98% (''3DS''/Wii U'') while near the upper blast line of Final Destination. | ||
|dairname=Flutter Kick | |dairname=Flutter Kick | ||
|dairdmg=3% (center hits 1-6), 2% (side hits 1-6), 2.2% (center hits 7-13), 1.5% (side hits 7-13), 1% (hit 14), 1% (landing) | |dairdmg=3% (center hits 1-6), 2% (side hits 1-6), 2.2% (center hits 7-13), 1.5% (side hits 7-13), 1% (hit 14), 1% (landing) | ||
|dairdesc=A {{s|mariowiki|Flutter Jump}}-style series of kicks. Its multiple hits make it very useful for damage racking and pressuring shields, whereas its last hit has deceptive horizontal range. It is still as powerful as ever, being potentially the most damaging aerial in the game. Due to it hitting on frame 16, however, it is tied with forward aerial for the highest amount of start-up lag of Yoshi's aerials. It also has the highest amount of ending and landing lag out of his aerials, which make it punishable if used unwisely. | |dairdesc=A {{s|mariowiki|Flutter Jump}}-style series of kicks. Its multiple hits make it very useful for damage racking and pressuring shields, whereas its last hit has deceptive horizontal range. It is still as powerful as ever, being potentially the most damaging aerial in the game. Due to it hitting on frame 16, however, it is tied with forward aerial for the highest amount of start-up lag of Yoshi's aerials. It also has the highest amount of ending and landing lag out of his aerials, which make it punishable if used unwisely. | ||
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|ssc2name=Light Egg Roll | |ssc2name=Light Egg Roll | ||
|ssc2dmg=10%-12% (ram), 4% (melee hit 1), 1% (melee hit 2) | |ssc2dmg=10%-12% (ram), 4% (melee hit 1), 1% (melee hit 2) | ||
|ssc2desc=Unlike the other two variants, this Egg Roll makes Yoshi bounce in place once, propelling himself forward a sizable set distance, and then immediately leaving the egg after the second bounce. The roll is considerably faster and stronger, dealing higher consistent damage. The egg will bounce higher if the move is initiated in mid air. After launching forward, the egg will bounce again in that direction, unless the control stick is tilted in either horizontal direction, in which case it’ll bounce straight up. The egg will not bounce forward if it strikes something during the initial bounce, also dealing considerably less damage. Striking a wall or initiating the move higher in the air will end the move earlier. | |ssc2desc=Unlike the other two variants, this Egg Roll makes Yoshi bounce in place once, propelling himself forward a sizable set distance, and then immediately leaving the egg after the second bounce. The roll is considerably faster and stronger, dealing higher consistent damage. It also makes Yoshi perform a short hop upon being used, similarly to [[Spin Dash]], which grants it recovery potential so long as Yoshi performs it on the stage or a platform. The egg will bounce higher if the move is initiated in mid air. After launching forward, the egg will bounce again in that direction, unless the control stick is tilted in either horizontal direction, in which case it’ll bounce straight up. The egg will not bounce forward if it strikes something during the initial bounce, also dealing considerably less damage. Striking a wall or initiating the move higher in the air will end the move earlier. | ||
|usdefname=Egg Throw | |usdefname=Egg Throw | ||
|usdefdmg=1% (contact), 5% (explosion) | |usdefdmg=1% (contact), 5% (explosion) | ||
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|fsdesc=[[mariowiki:Winged Yoshi|Grows a pair of angelic wings]] that allow him to freely fly around. While transformed, Yoshi can fire large {{s|mariowiki|Fireball}}s from his mouth when the attack or special attack buttons are pressed. The Fireballs deal respectable damage and have high knockback; the most damaging Fireball is strong enough to KO middleweights at 99% while near the edge of Final Destination in the ''3DS'' version. Conversely, not pressing any buttons will result in him briefly [[mariowiki:Fire Breath|exhaling a continuous stream of flames]]. Yoshi can also make use of his flight and invincibility to ram into opponents, although it is significantly weaker than his Fireball and Fire Breath. | |fsdesc=[[mariowiki:Winged Yoshi|Grows a pair of angelic wings]] that allow him to freely fly around. While transformed, Yoshi can fire large {{s|mariowiki|Fireball}}s from his mouth when the attack or special attack buttons are pressed. The Fireballs deal respectable damage and have high knockback; the most damaging Fireball is strong enough to KO middleweights at 99% while near the edge of Final Destination in the ''3DS'' version. Conversely, not pressing any buttons will result in him briefly [[mariowiki:Fire Breath|exhaling a continuous stream of flames]]. Yoshi can also make use of his flight and invincibility to ram into opponents, although it is significantly weaker than his Fireball and Fire Breath. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{Appearance | {{Appearance | ||
|desc= | |desc=Bursts out of a Yoshi Egg and strikes a pose. | ||
|char=Yoshi | |char=Yoshi | ||
|game=SSB4}} | |game=SSB4}} | ||
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|char=Yoshi}} | |char=Yoshi}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3112 | |set10=3112 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide notable tournament results in some shape or form. Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
====Active==== | |||
*{{Sm|DIO|Japan}} - Placed 9th at [[Hyper Sumabato]], 7th at [[Sumabato 13]], and 5th at [[Sumabato 14]]. | |||
*{{Sm|Dr. Robotnik|USA}} - Placed 5th at [[North West Regionals, the Opening Major DEC 2014]], 33rd at [[Don't Park on the Grass]], 1st in over 2 dozen region events [[Eastern Washington]], alternating 1st-5th on region PR since 2014 [[Eastern Washington]]. | |||
*{{Sm|Firefly|Canada}} - Placed 5th at [[PAX Prime 2015]], 1st at a few local tournaments in [[doubles]] play, 9th at [[Northwest Majors VIII]], and 25th at [[Don't Park on the Grass]]. Ranked 12th on the [[British Columbia Power Rankings]]. | |||
*{{Sm|JFK|USA}} - Placed 25th at [[Low Tier City 4]] and 49th at [[GameTyrant Expo 2017]]. Formerly ranked 3rd on the [[Colorado Power Rankings]]. | |||
*{{Sm|Kamikaze|USA}} - The best Yoshi player in Georgia. Placed 33rd at [[Super Smash Con 2016]], [[UGC Smash Open]], and [[MomoCon 2017]], and 1st at a few local tournaments in doubles play. Formerly ranked 12th on the [[Georgia Power Rankings]]. He has wins over {{Sm|Hyper Kirby}} and {{Sm|ItsSonic}}. | |||
*{{Sm|Nikes|Australia}} - Placed 17th at [[Battle Arena Melbourne 7]], 3rd at [[Southern Cross Championship 2K15]], 9th at [[Battle Arena Melbourne 8]], and 25th at [[SXC2K16|SXC 2K16]]. Ranked 4th on the [[South Australia Power Rankings]]. | |||
*{{Sm|Poltergust|USA}} - Placed 13th at [[Paragon Orlando 2015]], 17th at [[CEO 2015]], 49th at [[Paragon Los Angeles 2015]], 13th at [[Smash the Record 2015]], and 33rd at [[Frame Perfect Series 2]]. Ranked 10th on the [[Florida Power Rankings|Central Florida Power Rankings]]. He has a win over {{Sm|Earth}}. | |||
*{{Sm|Raptor|USA}} - Placed 9th at [[Super Smash Con 2015]], 49th at GENESIS 3, 7th at [[GUMS 6]], 17th at [[Pound 2016]], 13th at [[Apex 2016]], 5th at [[Glitch 2]], and has achieved several top 10 placings at [[KTAR (tournament series)|KTAR]] tournaments. Formerly ranked 9th on the [[New York City Power Rankings]]. | |||
*{{Sm|Ron|Japan}} - Placed 2nd at [[Sumabato 12]], 3rd at [[Hirosuma: Revolution]], 2nd at [[Sumabato 17]], and 1st at [[Sumabato 18]]. He has wins over {{Sm|Shuton}} and {{Sm|HIKARU}}. | |||
*{{Sm|Seth|USA}} - Placed 9th at [[Midwest Mayhem (tournament series)|Midwest Mayhem]] 3, 5, 7, and 8. Ranked 4th on the [[Chicago Smash 4 Power Rankings|Chicago Power Rankings]] and 16th on the [[Midwest Smash 4 Power Rankings|Midwest Power Rankings]]. | |||
*{{Sm|Snoop|USA}} - Placed 17th at [[2GGT: FOW Saga]], 25th at [[2GGT: KTAR Saga]], 49th at [[GENESIS 4]], 65th at [[2GGC: Civil War]], and 49th at [[EVO 2018]]. Ranked 3rd on the [[Las Vegas Power Rankings]]. | |||
*{{Sm|Squerk|USA}} - Placed 17th at [[Glitch 3]], 65th at [[Super Smash Con 2016]], and 65th at [[CEO Dreamland]]. Ranked 3rd on the South Virginia Power Rankings and 16th on the [[MD/VA Power Rankings]]. He has wins over {{Sm|WaDi}}, {{Sm|Mister Eric}}, and {{Sm|Remzi}}. | |||
*{{Sm|Suarez|USA}} - Placed 33rd at [[Overclocked II]], 17th at [[KTAR XVI]], and 13th at [[Collision XV]]. Has wins over players such as {{Sm|Mr. E}}, {{Sm|Frozen}}, {{Sm|John Numbers}} and {{Sm|DarkBlues}}. Formerly ranked 5th on the [[New York Power Rankings]]. | |||
*{{Sm|Xeon|Puerto Rico}} - Placed 1st at [[First Attack 2016]] in singles and doubles play, 1st at the majority of Puerto Rican tournaments in doubles play, and 17th at [[CEO 2016]] in doubles play. Ranked 2nd on the Puerto Rico Power Rankings. | |||
====Inactive==== | |||
*{{Sm|Havilar|USA}} - One of the best Yoshi players in the world prior to his semi-retirement. Placed 49th at [[GENESIS 3]], 9th at [[TGC 6]], 13th at [[2GGT: Mexico Saga]], 49th at [[EVO 2016]], and 49th at [[EVO 2017]]. Ranked 6th on the [[Texas Power Rankings]]. | |||
*{{Sm|Sky|USA}} - Placed 49th at [[Final Battle]], [[Apex 2015]], and [[EVO 2015]]. He has housed several top players during major SoCal tournaments. | |||
===Tier placement and history=== | |||
Yoshi's perception has been positive since ''SSB4''{{'}}s release, as many considered him to be as one of the best characters in the game with Japan putting him at 2nd on their 3DS tier list. Players pointed out how his buffs made him an extremly threatening character with "Alot of potential". Despite this, his tournament representation and results was never as high as some of the other characters, with very sparse results from professionals, such as {{Sm|Papa Wall}} placing 13th at [[2GGT: Mexico Saga]]. As a result, Yoshi was ranked 15th on the first [[tier list]], which resulted in him becoming the second highest ranking mid-tier character after {{SSB4|Captain Falcon}} with some smashers still claiming that his spot is debatable. | |||
Although Yoshi has achieved more tournament success since then, his continually sparse results negatively affected his tier status in subsequent tier lists. On top of this, the additions of {{SSB4|Cloud}}, {{SSB4|Bayonetta}} and {{SSB4|Corrin}} hurt Yoshi as they proved to be very troublesome matchups. {{SSB4|Marth}} and {{SSB4|Lucina}} were also buffed durring patch 1.1.4 and they also proved to be difficult matchups for Yoshi. Yoshi's flaws such as his terrible grab game, poor range, being prone to edgeguarding, and lackluster landing capabilites became much more apparent. He would be ranked 23rd on the second tier list, but because of tier restructuring and Captain Falcon being reassessed as a high-tier character, Yoshi serendipitously became the highest ranking mid-tier character. | |||
By the time of the third tier list, Yoshi was ranked 29th, which was largely owed to the debut of both {{SSB4|Cloud}} and {{SSB4|Bayonetta}}, both of whom are widely agreed upon as being his most challenging matchups as well as his results continuing to be inconsistent and not as impressive as other mid- and high-tier characters. In addition to resulting in Yoshi losing his status as the highest ranking mid-tier character, this tier drop was tied with {{SSB4|Kirby}} and {{SSB4|Pit}}'s for the second largest between the second and third tier lists. As of the fourth and current tier list, Yoshi is ranked 34th, with this tier drop owing to both his results and metagame stagnating with some smashers like {{Sm|ZeRo}} claiming that he should be even lower. Other smashers such as {{Sm|ESAM}} however think that he is slightly underrated and that he should be ranked fairly higher with {{Sm|ESAM}} putting him above some characters ranked above him such as {{SSB4|Link}}, {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Pit}} and {{SSB4|Dark Pit}} | |||
== | ==Trophies== | ||
:'''Yoshi''' | |||
::{{flag|ntsc}} ''As dependable a partner as one could hope for, Yoshi often aids Mario in his adventures. Yoshi can swallow just about anything and make an egg of it instantly. He's got some serious airborne power, making launching opponents skyward and then following up with more attacks a wise choice.'' | |||
::{{flag|pal}} ''They say man's best friends is a dog, but Mario's may well be Yoshi. He lives on Yoshi's Island, and can swallow up just about anything, then lay it as an egg. In this game, jumping is his forte - he can leap really high, then quickly land again, making chasing after launched opponents and getting in sneaky follow-up strikes easy.'' | |||
{{Trophy games|console1=SNES|game1=Super Mario World (08/1991)|console2=SNES|game2=Super Mario World 2: Yoshi's Island (10/1995)}} | |||
:'''Yoshi (Alt.)''' | |||
::{{flag|ntsc}} ''Yoshi's up special move Egg Throw is a projectile attack that travels farther the longer the button is held. Yoshi will also rise a bit if this move is used in midair. The side special Egg Roll turns Yoshi into a rolling, damaging egg. Yoshi won't roll off an edge if no directions are pressed.'' | |||
::{{flag|pal}} ''When you use the Egg Throw up special, how far Yoshi throws the egg depends on how long you hold the button. In mid-air, the move also makes him rise a bit. Egg Roll, a side special, sends him rolling inside an egg. If you don't control him while he's rolling, he'll stop just before he rolls off the edge of a platform.'' | |||
{{Trophy games|console1=SNES|game1=Super Mario World (08/1991)|console2=SNES|game2=Super Mario World 2: Yoshi's Island (10/1995)}} | |||
:'''Super Dragon''' | |||
::{{flag|ntsc}} ''Wings sprout from Yoshi's back and he transforms into a super-cool dragon! While transformed, Yoshi is invincible and will constantly breathe fire. He can also ram into foes and shoot fireballs at them. The fireballs are great for launching foes and most powerful when used at close range.'' | |||
{{ | |||
| | |||
{{ | ::{{flag|pal}} ''A pair of wings appear on Yoshi's back, turning him into an angelic dragon. While the Final Smash is active, he can fly freely through the air, and is invincible to boot. He constantly breathes fire, can ram into opponents, and can also shoot fireballs that deal a lot of damage and have great launching power, especially at close range.'' | ||
| | |||
<center> | |||
| | <gallery> | ||
YoshiTrophy3DS.png|Classic (3DS) | |||
| | YoshiAltTrophy3DS.png|Red Colored Alt. (3DS) | ||
| | YoshiTrophyWiiU.png|Classic (Wii U) | ||
| | YoshiAltTrophyWiiU.png|Yellow Colored Alt. (Wii U) | ||
SuperDragonTrophyWiiU.png|[[Super Dragon]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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==Trivia== | ==Trivia== | ||
*Yoshi is the only member of [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"The Original 8"]] to not be revealed at E3 2013, and | *Yoshi is the only member of [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"The Original 8"]] to not be revealed at E3 2013, and the last one to be revealed in general. | ||
* | **He is also the only one not appear in {{SSB4|Mega Man}}'s character poster, likely for the above reason. | ||
**He, {{SSB4|Ness}}, and {{SSB4|Jigglypuff}} are also the only members of the "perfect-attendance crew" to be absent from non-DLC posters containing [[newcomer]]s. In Yoshi's case, the only poster he appears on is {{SSB4|Bayonetta}}'s. | |||
**However, Yoshi is the first member of the "perfect-attendance crew" to be confirmed on 2014. | |||
*Yoshi is the only non-DLC [[veteran]] that is not an alternate form or part of a set to have splash art and an introduction tagline accompany his reveal. | *Yoshi is the only non-DLC [[veteran]] that is not an alternate form or part of a set to have splash art and an introduction tagline accompany his reveal. | ||
*[[Yoshi Bomb]]'s voice clip is still available in [[Sound Test]], even though Yoshi no longer vocalizes upon using Yoshi Bomb. | *Although ''SSB4'' is the first game where Yoshi stands upright during gameplay, he also stood upright in ''Brawl'', albeit only during his [[victory pose]]s and official artwork. | ||
*Yoshi, Jigglypuff, and {{SSB4|Captain Falcon}} are the only characters to use voice clips from every installment of ''Super Smash Bros.'' | |||
**Incidentally, [[Yoshi Bomb]]'s voice clip is still available in [[Sound Test]], even though Yoshi no longer vocalizes upon using Yoshi Bomb. | |||
*Yoshi is the only [[veteran]] who can no longer be rendered [[helpless]] upon using any of his special moves. | *Yoshi is the only [[veteran]] who can no longer be rendered [[helpless]] upon using any of his special moves. | ||
*Although Yoshi's back aerial now consists of three hits instead of four, the sound effect of the removed fourth hit can still be heard if one listens closely. This is much more noticeable in [[Training Mode]]'s 1/4× speed setting. | *Although Yoshi's back aerial now consists of three hits instead of four, the sound effect of the removed fourth hit can still be heard if one listens closely. This is much more noticeable in [[Training Mode]]'s 1/4× speed setting. | ||
==References== | ==References== | ||
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{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Yoshi universe}} | {{Yoshi universe}} | ||
[[Category:Yoshi (SSB4) | [[Category:Yoshi (SSB4)]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||