Editing Yoshi (SSB4)

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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|tier = D
|ranking = 33
|ranking = 34
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:{{Cquote|''Yoshi Rolls into Battle!''|cite=Introduction Tagline}}
:{{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's voice consists of all of Kazumi Totaka's ''Yoshi's Story'' clips last used in ''Brawl''.
'''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 33rd out of 54 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.
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-level tournament success, 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 ranking is viewed by some top players, such as {{Sm|ZeRo}}, as too high.
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 quite noticeably 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 the mold of an archetypical heavyweight, albeit not to same the degree as his air speed and double jump. He has an above average [[walk]]ing speed, a fast [[dash]]ing speed (the 14th fastest in the game) and the 11th fastest [[air acceleration]], but in contrast has moderately low [[gravity]], the eighth slowest [[Falling speed|falling]] and [[fast fall]]ing speeds, and the fourth lowest [[traction]] in the game. Yoshi is also capable of [[crawling]]. Overall, these attributes grant him strong mobility, especially in the air, and also make him very floaty despite being heavy, yet do not render him frail or susceptible to [[juggling]].
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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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Yoshi has been [[buff]]ed overall in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed, are stronger and have more utility, while the issues that plagued him in ''Brawl'' were fixed: thanks to the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-up, and his smash attacks while dealing less damage are stronger. Yoshi's biggest buff however was to his shield game which was previously the main issue that plagued him. Yoshi's shield [[grab]] is faster and for the first time since ''Smash 64'', Yoshi can jump [[out of shield]]. The other issues which plagued his shield in Brawl such as his longer shield drop, his inability to [[powershield canceling|powershield cancel]] and his inability to throw items out of a [[roll]] were all fixed, making his out of shield game much better; no longer being the worst in the game by a huge margin (although his out of shield game is still rather poor). The only new disadvantages Yoshi has while in shield is that he cannot [[shield platform drop]] and his [[spot dodge]] is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.
Yoshi has been [[buff]]ed 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. His smash attacks while dealing less damage are also stronger. Yoshi's biggest buff however was to his shield game which was previously his main weakness. Yoshi's shield [[grab]] is faster and for the first time since ''SSB'', Yoshi can jump [[out of shield]]. The other issues his shield gained in Brawl such as his longer shield drop, his inability to throw items out of a [[roll]] and his inability to power shield were all fixed making his out of shield game much better no longer being the worst in the game by a huge margin. The only new disadvantages Yoshi has while in shield is that he cannot [[shield platform drop]] and his [[spotdodge]] is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.  


However, Yoshi has also received some noticeable [[nerf]]s. Yoshi's grab game was made even worse. He can no longer [[air release]] his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of [[chain grab]]bing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter [[auto-cancel]] window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial while connecting more reliably and having a stronger final hit, it only has three hits making it weaker and it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher ending and landing lag while also being unable to auto-cancel in a short hop which also greatly hinders its safety and spacing potential. The eggs from his [[Egg Throw]] also deal less damage and Yoshi can no longer edge cancel Egg Toss hindering its camping potential when used at the ledge although Egg Throw is faster.
However, Yoshi has also received some noticeable [[nerf]]s. Yoshi's grab game was made even worse. Yoshi can no longer [[air release]] his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of [[chain grab]]bing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter [[auto-cancel]] window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial while connecting more reliably and having a stronger final hit, it only has three hits making it weaker and it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher ending and landing lag while also being unable to auto-cancel in a short hop which also greatly hinders its safety and spacing potential. The eggs from his [[Egg Throw]] also deal less damage and Yoshi can no longer edge cancel Egg Toss hindering its camping potential when used at the ledge although Egg Throw is faster.


Overall, Yoshi's main issue from ''Brawl'' was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to ''Smash 4''{{'}}s mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when ''Smash 4'' was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of {{SSB4|Bayonetta}} and {{SSB4|Cloud}} proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.
Overall, Yoshi's main issue from ''Brawl'' was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to ''Smash 4''{{'}}s mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when ''Smash 4'' was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of {{SSB4|Bayonetta}} and {{SSB4|Cloud}} proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.


===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Yoshi has a sleeker design, and his overall color scheme is significantly more vibrant. His body has a more chartreuse color, consistent with his appearance outside of ''Smash Bros.'' as well as ''[[Smash 64]]''. Unlike in previous installments, he now stands upright, as with his standard appearances outside of mainline Mario games.<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|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===
*{{change|Yoshi has a new default idle animation where he stands more upright. This makes him harder to hit horizontally but easier to hit vertically.}}
*{{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]].}}
**As a sidenote, Yoshi retains his idle pose 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 various moves in his moveset, be it through a tweaked animation or a completely new move.}}
*{{change|Yoshi is [[Weight|lighter]] (107 → 104). This makes him less susceptible to combos, but hinders his endurance.}}
*{{change|Yoshi's [[gravity]] is higher (0.07347 → 0.08).}}
*{{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|Yoshi's [[air acceleration]] is higher (0.08 → 0.098).}}
*{{buff|Yoshi's [[air acceleration]] is higher (0.08 → 0.098).}}
*{{buff|As with all returning veterans from ''Brawl'', Yoshi’s [[Fast-fall|fast-falling speed]] is faster (1.806 → 2.064). However, it has gone from the 11th lowest out of 39 characters to the 8th lowest out of 58.}}
*{{buff|[[Shield]] drop has decreased ending lag (FAF 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 is [[Weight|lighter]] (107 → 104), hindering his endurance.}}
*{{buff|Yoshi can once again throw [[item]]s out of a roll however due to the removal of [[glide toss]]ing, this has minimal impact. The removal of glide tossing benefits Yoshi more than any other returning veteran as it hinders much of the rest of the cast's approach with items and Yoshi still has access to his long super glide toss making his approach with items much better relative to the cast.}}
*{{change|Yoshi's [[gravity]] is higher (0.07347 → 0.08).}}
*{{nerf|Yoshi can no longer [[shield platform drop]], slightly hindering his out of shield game although the other changes to his shield more than make up for it.}}
*{{buff|Yoshi's [[shield]] drop is significantly shorter (16 frames → 7), now matching the rest of the cast.}}
*{{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.}}
*{{buff|For the first time since Smash 64, Yoshi can now jump [[out of shield]].}}
*{{nerf|[[Dragonic Reverse]] and [[Super Jump (Yoshi)|super jumping]] have been removed, hindering Yoshi's [[Advanced technique|advanced technical options]].}}
*{{buff|Yoshi can now [[powershield canceling|powershield cancel]].}}
*{{buff|[[Roll]]s have a longer duration (frames 4-19 → 4-21) especially when compared to the rest of the cast and back roll has less ending lag (FAF 38 → 36).}}
*{{buff|Yoshi can once again throw [[item]]s out of a roll however due to the removal of [[glide toss]]ing, this has minimal impact. The removal of glide tossing benefits Yoshi more than any other returning veteran as it hinders much of the rest of the cast's approach with items and Yoshi still has access to his long super glide toss, making his approach with items much better relative to the cast.}}
**{{buff|Altogether, these changes significantly improve Yoshi's out of shield options; resulting in his shield no longer being near unusable.}}
*{{nerf|Yoshi can no longer [[shield platform drop]], slightly hindering his out of shield game on platforms although the other changes to his shield more than make up for it.}}
*{{change|Yoshi's double jump now functions more like other double jumps, with Yoshi now rising immediately, instead of moving downwards for some time before rising upwards.}}
**{{buff|This improves Yoshi's ability to chase opponents vertically, as well as improving his vertical recovery potential.}}
**{{change|This also means it can now be affected by special gravity conditions.}}
**{{nerf|However, this also reduces its horizontal distance as Yoshi reaches maximum height and starts falling sooner.}}
**{{nerf|This also removes Yoshi's [[Dragonic Reverse]] and triple jump techniques, hindering double jump's utility.}}
*{{nerf|Yoshi can no longer grab ledges during the beginning of his double jump. When combined with the altered way the double jump functions, this makes it harder for Yoshi to grab ledges from behind.}}
*{{buff|[[Roll]]s have a longer duration (frames 4-19 → 4-21), especially when compared to the rest of the cast.}}
*{{buff|Back roll has less ending lag (FAF 38 → 36).}}
*{{nerf|Forward roll has more ending lag (FAF 35 → 36).}}
*{{nerf|Forward roll has more ending lag (FAF 35 → 36).}}
*{{buff|Air dodge has less startup (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{buff|Air dodge has less startup (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{nerf|[[Spot dodge]] has more startup lag, a shorter duration (frames 2-20 → 3-18) and more ending lag (FAF 23 → 28), no longer being one of the fastest spot dodges in the game.}}
*{{nerf|[[Spotdodge]] has more startup lag, a shorter duration (frames 2-20 → 3-18) and more ending lag (FAF 23 → 28) no longer being one of the fastest spotdodges in the game.}}
*{{nerf|The removal of [[meteor cancel]]ing significantly hinders Yoshi's endurance against meteor smashes more than any other returning veteran besides {{SSB4|Olimar}} and {{SSB4|Zero Suit Samus}} due to him previously having a shorter meteor-cancel window than most other characters.}}
*{{nerf|The removal of [[meteor cancel]]ing significantly hinders Yoshi's endurance against meteor smashes more than any other returning veteran besides {{SSB4|Olimar}} and {{SSB4|Zero Suit Samus}} due to him previously having an above average meteor-cancel window.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Neutral attack has an altered animation. Yoshi now jumps up when performing the first kick and the second hit is now a roundhouse kick.}}
**{{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.}}
**{{change|The near hitbox on both hits now has the lowest hitbox priority out of all the hitboxes rather than the highest (ID# 0 → 2).}}
**{{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.}}
**{{nerf|Yoshi's attacking foot is no longer intangible when performing either hit of neutral attack.}}
**{{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|Both hits have smaller hitboxes (5u/4u/4u 3.3u/4.5u/3.3u).}}
**{{buff|The first hit has higher base knockback (8 30), significantly improving its [[jab cancel]]ing potential.}}
***{{nerf|However, this also makes it connect less reliably into the second hit at higher percents especially against aerial opponents.}}
**{{buff|The first hit has a lower [[SDI]] multiplier (1.5x 1x).}}
**{{nerf|The first hit has a shorter duration (frames 3-5 → 3-4).}}
**{{nerf|The first hit's near hitbox has been moved further outwards, reducing its range inside Yoshi.}}
**{{change|Yoshi now moves forwards when performing the second hit however, Yoshi does not stretch hit foot out as far. This gives it a similar amount of range overall.}}
**{{nerf|The second hit deals less damage (6% → 4%) and knockback (25 (base), 100 (scaling) → 56/70).}}
***{{buff|However, the move is still capable of leading into followups at lower percents due to Yoshi's new dash attack.}}
**{{nerf|On the second hit's second active frame, Yoshi now moves his foot slightly backwards rather than moving it backwards and upwards, reducing its vertical range.}}
***{{buff|However, this also gives it more consistent horizontal range.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup lag (frame 6 → 5).}}
**{{nerf|Upward angled and non-angled forward tilt deal less damage (10% (angled), 9% (non-angled) → 8%/7%). Forward tilt also has increased ending lag (FAF 30 → 39), the angled version's mid hitbox launches opponents at a higher angle (70° → 65°) and all version have higher base knockback (40 → 50) significantly hindering its spacing and combo potential despite the changes to hitstun.}}
**{{buff|Forward tilt has higher base knockback (40 → 50), making the down angled version stronger.}}
**{{buff|Forward tilt has decreased start-up lag (frame 6 → 5).}}
**{{nerf|Forward tilt has more ending lag (FAF 30 → 39), hindering its ability to set up juggles.}}
**{{nerf|Forward tilt has smaller hitboxes (5u (near)/4.25u (mid)/3.5u (up/non-angled tip)/4u (down tip) → 4u/3.5u/2.8u) and the middle/far hitboxes have been moved closer to Yoshi (x offsets: 8/15 → 7.5/13.5), reducing its range.}}
**{{nerf|The up and non-angled versions deal less damage (10% (up)/9% (non-angled) → 8%/7%).}}
**{{nerf|The up angled version's mid hitbox launches opponents at a lower, more horizontal angle (70° → 65°), now matching the other variants.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has a longer duration (frames 7-11 → 8-15).}}
**{{buff|Up tilt has a longer duration (frames 7-11 → 8-15).}}
**{{buff|Up tilt has an altered animation where Yoshi swings his tail at a much wider arc. This gives up tilt more horizontal and vertical range.}}
**{{change|Up tilt deals less damage (11% (tail)/10% (tip) → 7%), without full compensation on its knockback scaling (40 → 45). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages but hinder its damage racking and KO potential.}}
**{{nerf|Up tilt deals less damage (11% (tail)/10% (tip) → 7%), without full compensation on its knockback scaling (40 → 45).}}
**{{nerf|Up tilt has increased start-up (frame 7 → 8) and ending lag (FAF 30 → 32).}}
***{{buff|However, when combined with the changes to hitstun canceling and [[DI]], this improves its combo potential despite its higher ending lag.}}
**{{nerf|Up tilt has more startup (frame 7 → 8) and ending lag (FAF 30 → 32).}}
***{{nerf|The move's higher startup lag makes the hitboxes start higher, with shorter characters now being able to consistently crouch underneath it.}}
**{{nerf|Up tilt has smaller hitboxes (6u/6u/5u → 4u/4.5u/2.5u) with the move having less range inside of Yoshi.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has an altered animation where Yoshi moves forwards before he swings his tail and his tail no longer becomes much longer. The tail's hitboxes have also been extended further outwards (x offset: 0/1.2/0.5 → 1/3/3.5). Both of these changes combined results in the move no longer having deceptively short range, with the move now actually matching Yoshi's tail.}}
**{{nerf|Down tilt deals much less damage (10% (base/mid)/5% (tip) → 5% (base)/4.5% (mid)/4% (tip)) significantly hindering its spacing and edgeguarding potential.}}  
***{{change|Despite this, down tilt still has roughly the same horizontal range overall.}}
**{{buff|These changes however grant down tilt greater tech-chasing potential when coupled with the changes to hitstun and [[DI]].}}
***{{nerf|This new animation is longer however (23 frames → 41), increasing the amount of time Yoshi cannot crawl or turn around.}}
**{{nerf|Down tilt deals much less damage (10% (near)/5% (far) → 5% (near)/4.5% (mid)/4% (far)) without compensation on its knockback, significantly hindering its edgeguarding potential.}}
***{{buff|However, these changes improve down tilt's tech-chasing potential when combined with the changes to hitstun canceling and DI.}}
**{{nerf|Down tilt has smaller hitboxes (5u/5u/4u → 3.5u/3.5u/3u). This gives the move less vertical range as well as less range inside of Yoshi.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Yoshi has a new dash attack, a side kick.}}
**{{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), 14-23 (late) 10-12/13-20), and more ending lag (FAF 42 → 50).}}
**{{buff|Dash attack covers much more space in a shorter period of time, going from covering just over 25% of [[Final Destination]] to now covering just over 40% of Final Destination. This not only makes it a much better burst movement option as well as greatly improving its approach and cross-up potential but this also makes it a much better combo extender.}}
**{{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 and removes its ability to [[lock]] opponents.}}
**{{buff|The clean hit's far hitbox has been positioned further away from Yoshi (z offset: 6 9), improving its range.}}
**{{buff|Dash attack has more range compared to the previous dash attack.}}
**{{change|Dash attack has much more base knockback but much less knockback scaling (15 (base), 100 (scaling) → 90/52). This drastically improves the move's safety on hit at lower percents but hinders its overall KO potential.}}
**{{change|Dash attack launches opponents at a higher angle ([[Sakurai angle|361°]] → 65°). When combined with its increased distance and higher knockback, this enables it to set up juggles but hinders its edgeguarding potential as well as removing its ability to [[lock]] opponents.}}
**{{change|Dash attack's hitboxes are positioned lower (y offset: 7.5 → 6.2 (clean)/7 (late)).}}
**{{nerf|Dash attack has a shorter duration (frames 10-13 (clean)/14-23 (late) → 10-12/13-20).}}
**{{nerf|Dash attack has more ending lag (FAF 42 → 50).}}
**{{nerf|Dash attack no longer grants intangibility to Yoshi's head.}}
**{{nerf|Dash attack has smaller hitboxes (5.5u/4u → 5u/3.5u).}}
**{{nerf|The near hitbox has been moved closer to Yoshi (z offset: 0 → 4 (clean)/3 (late)), giving dash attack less range inside of Yoshi.}}
**{{nerf|The late hit deals less damage (7% → 6%).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash deals more knockback (20 (base), 92 (scaling) → 30/(97/98/97)) improving the head hitbox's KO potential.}}
**{{nerf|Forward smash deals less damage (16% (head/neck/body) → 15.5% (head)/14% (body)/13% (head's tip)), hindering the head's tip KO potential. It also has a shorter duration (frames 14-16 → 14).}}
**{{buff|The head hitboxes are larger (3.7u/4.2u → 4.8u/5u) and they have been moved further away from Yoshi (x/y offsets: 0/(2.8/-1) → (3.2/5.8)/1.2). This gives forward smash more range, giving it a smaller blindspot.}}
**{{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. It also deals more knockback (20 (base), 92 (scaling) 30/(97/98)) improving its KO potential despite its lower damage.}}
**{{buff|The far hitbox now has the lowest hitbox priority (ID# 0 → 2). As the far hitbox is now a sourspot, this benefits the move.}}
**{{change|The near hitbox now always launches opponents in the direction Yoshi is facing.}}
**{{nerf|Forward smash has a shorter duration (frames 14-16 → 14).}}
**{{nerf|Forward smash grants less intangibility to Yoshi's head (frames 12-16 → 12-14).}}
**{{nerf|Forward smash has more ending lag (FAF 50 → 53).}}
**{{nerf|Forward smash deals less damage (16% 15.5% (head)/14% (body)/13% (head's tip), hindering the near and especially the far hit's KO potential.}}
**{{nerf|The near hitbox is slightly smaller (3u → 2.9u) and it has been moved closer to Yoshi, with it now only covering Yoshi's front foot rather than covering the lower end of his saddle up to the top of his back foot. This gives the move less range inside of Yoshi despite the near hitbox now being extended.}}
**{{nerf|The near hitbox now has the highest hitbox priority (ID# 2 → 0). As the near hitbox is now a sourspot, this hinders the move.}}
*[[Up smash]]:
*[[Up smash]]:
**{{change|Yoshi has a new up smash, a bicycle kick. The move now hits in front of Yoshi and then behind rather than from behind to in front.}}
**{{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)) and it has a new weaker late hit. It also has significantly less range behind Yoshi, and less [[intangibility]] frames (frames 11-16 → 11-13).}}
**{{buff|Up smash deals more knockback (23 (base), 83 (scaling) → 37/95), improving its KO potential despite its lower damage.}}
**{{buff|Up smash deals more knockback (23 (base), 83 (scaling) → 37/95); has slightly more vertical range; and less ending lag (FAF 50 → 47) compared to the previous up smash. Altogether, these traits make it slightly more effective as an anti-air attack.}}
**{{buff|Up smash has more vertical range and downwards range in front of Yoshi due to its new animation.}}
**{{nerf|Up smash has more ending lag (FAF 43 → 47).}}
**{{nerf|Up smash deals less damage (16% → 14% ).}}
**{{nerf|Up smash now has a late hit for the second half of its duration which deals much less damage (16% → 12%), hindering its KO potential despite its higher knockback.}}
**{{nerf|Up smash has smaller hitboxes (6u/5u → 5u/3.5u). When combined with its new animation, this gives the move less horizontal range both in front of and especially behind Yoshi.}}
**{{nerf|Up smash has much less downwards range behind Yoshi, with the move now failing to hit smaller characters if they are behind Yoshi.}}
**{{nerf|Up smash grants less intangibility (frames 11-16 → 11-13).}}
***{{nerf|Additionally, since Yoshi's right foot is now intangible rather than his large head, this makes the move easier to intercept.}}
**{{nerf|Up smash covers less distance out of an initial dash unless Yoshi jump cancels the up smash, making it harder to use as an approach tool.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash deals more knockback (30 (base), 63/53 (scaling) → 40/73 (front sweetspot), 43/57 (front sourspot), 40/81 (back sweetspot), 43/75 (back sourspot)) improving the first hit's sweetspot's and the second hit's KO potential despite its lower damage, especially the second hit.}}
**{{nerf|Down smash deals less damage (14% (front), 13% (back) → 12% (front/back tail)/10% (front/back body)) and the front hit has more startup lag (frame 6 → 7). It now has a weaker sourspot on Yoshi's body and the sourspot on the front hit did not have its knockback fully compensated although the back hit did (30 (base), 53 (scaling) → 42/57 (front)/42/75 (back)).}}
***{{nerf|However, the first hit's sourspot's knockback was not fully compensated for its lower damage, hindering its KO potential.}}
**{{buff|Down smash's clean hit deals more knockback (30 (base), 63 (scaling) → 40/73 (front)/40/81 (back)) improving its KO potential despite its lower damage especially the back hit.}}
**{{nerf|Down smash deals less damage (14% (front)/13% (back) → 12% (mid tail)/10% (body/far tail)).}}
**{{nerf|Down smash has more startup lag (frame 6 → 7).}}
***{{buff|However, its total duration was unchanged, slightly decreasing its ending lag.}}
**{{nerf|Down smash has smaller htiboxes which are now extended (6u/5u/4.3u → 3.5u/2u), reducing its range.}}
**{{nerf|The sourspot now uses an extended hitbox which stretches from Yoshi's body to the end of his tail. This means that the sourspot can now connect if the opponent is inside of Yoshi, as well as still connecting if they are far away from Yoshi.}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial now uses one extended hitbox rather than multiple normal hitboxes. This gives neutral aerial more consistent vertical range.}}
**{{change|Neutral aerial has altered knockback (15 (base), 100 (scaling) (clean), 0/100 (mid/late) 40/86 (clean), 30/100 (mid/late)). This improves its egedguarding potential especially the late hit but hinders its locking and KO potential.}}
**{{buff|The clean hit has a larger hitbox (4.3u/4.3u/3.5u → 4.8u) which gives it more vertical range as well as slightly more range behind Yoshi.}}
**{{nerf|Neutral aerial deals less damage (12% (clean)/9% (mid)/6% (late) → 10%/7%/5%).}}
**{{buff|The mid and late hit have higher base knockback (0 → 30), improving their KO potential, despite their lower damage.}}
**{{nerf|Neutral aerial has increased landing lag (frames 9 → 11).}}
***{{nerf|However, this also hinders their locking potential as well as their followup potential at higher percents, especially when combined with neutral aerial's shorter duration/higher landing lag.}}
**{{nerf|The mid and late hits have a shorter duration (frames 6-15 → 5-11 (mid), frames 16-31 → 12-25 (late)).}}
**{{buff|The mid and late hits are positioned further away from Yoshi (z offset: 3.3 4 (mid)/3.5 (late)) with the mid hit's hitbox also being larger than its previous foot hitbox (3.3u → 3.6u). This gives them slightly more range in front of Yoshi, especially the mid hit.}}
**{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean)/6-15 (mid)/16-31 (late) → 3-4/5-11/12-25).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 11).}}
**{{nerf|The clean hit deals less damage (12% → 10%) without full compensation on its knockback (15 (base), 100 (scaling) → 40/86), hindering its KO potential.}}
**{{nerf|The clean hit now has a static hitbox, rather than hitboxes attached to Yoshi's body. This gives it slightly less horizontal range during its later active frames.}}
**{{nerf|The mid and late hits deal less damage (9% (mid)/6% (late) 7%/5%).}}
**{{nerf|The mid and late hits do not extend as far behind Yoshi and they have smaller hitboxes compared to their previous body hitboxes (4u (mid)/3.5u (late) → 3.6u/3u), giving them less range behind Yoshi.}}
**{{nerf|Yoshi can no longer perform a double jump after a short hop neutral aerial due to his lower short hop/higher gravity.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup lag with a longer duration (frames 19-21 → 16-20).}}
**{{buff|Forward aerial has slightly larger hitboxes; decreased start-up lag (frame 19 → 16); and a longer duration (frames 19-21 → 16-20). The removal of [[meteor canceling]] also significantly improves the sweetspot's reliability.}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{nerf|Forward aerial deal less damage (16% (head)/15% (nose) → 15%/14%), hindering its KO potential as its knockback was not compensated.}}
**{{buff|Forward aerial has a new animation where Yoshi now slightly turns his head before and during the headbutt. Yoshi extends his head out further, giving the move considerably more range.}}
**{{nerf|Forward aerial auto-cancels later (frame 36 → 40) and has increased landing lag (frames 16 17).}}
***{{nerf|However, this animation is also longer (49 frames → 67), increasing the amount of time Yoshi cannot grab ledges after using the move.}}
**{{change|Forward aerial's animation has slightly changed. Yoshi now slightly turns his head before and during the headbutt.}}
**{{buff|Forward aerial has received a new horizontal launching hitbox which is positioned in front of the head hitbox. When combined with the move's new animation, this significantly improves forward aerial's horizontal range.}}
***{{nerf|However, this new hitbox has priority over the head hitbox and it overlaps with the head hitbox, making the head hitbox harder to land.}}
**{{buff|The removal of [[meteor canceling]] improves the head hitbox's reliability.}}
**{{nerf|Forward aerial has slightly more landing lag (16 frames → 17).}}
**{{nerf|Forward aerial [[auto-cancel]]s later (frame 36 → 40).}}
**{{nerf|Forward aerial deal less damage (16% (back)/15% (head) → 15% (back/nose)/14% (head)), hindering its KO potential as its knockback was not compensated.}}
**{{nerf|The back and head hitboxes are slightly smaller (2.5u/5.5u 2.4u/5.3u).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Yoshi has an altered back aerial where he now only performs three tail swipes instead of four.}}
**{{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.}}  
**{{buff|The first two hits now use an [[Autolink angle]] against aerial opponents (60° → 366°) and they deal more knockback (10/20 (base), 100 (scaling) → 30/200), making the move connect more reliably against aerial opponents, especially if Yoshi is falling.}}
**{{nerf|Due to consisting of three hits instead of four, back aerial deals 4% less damage (14% → 10%).}}  
**{{buff|The first two hits have a lower SDI multiplier (1.5x (hit 1)/1.3x (hit 2) → 0.5x). When combined with the move's altered angle against aerial opponents, this makes the move much more difficult to escape from.}}
**{{nerf|These changes however combined with its much higher landing lag (frames 9 19) significantly hinder back aerial's combo potential as it can no longer combo into other aerials, tilts or smash attacks if Yoshi lands with the first couple of hits. It also has increased startup lag (frame 10 11) with a shorter duration (frames 10-12 (hit 1), 16-18 (hit 2), 23-25 (hit 3), 28-30 (hit 4) → 11/17/25-26) an increased auto-cancel window (frame 38 → 44) and much more ending lag (FAF 40 → 56) preventing Yoshi from comboing with it and performing another aerial after it in a short hop. Its much higher landing lag and inability to auto-cancel in a short hop also drastically hinder its approach potential.}}
***{{buff|The higher knockback and altered angle also allows Yoshi to drag opponents downwards if they fall out of the move, granting the first two hits edgeguarding potential.}}
**{{change|The final hit of back aerial has significantly increased knockback (50 (base), 100 (scaling) → 30/184). This improves its KO and edgeguarding potential but hinders its followup potential.}}
***{{nerf|However, this does also hinders the move's followup potential against aerial opponents who are close to the ground.}}
**{{change|Back aerial's last hit's angle has been altered (361° → 54°).}}
**{{buff|The final hit deals more damage (4% → 5%) and much more knockback (50 (base), 100 (scaling) → 30/184), now being a viable KO move.}}
**{{buff|The final hit consists of one much larger extended hitbox (5.5u → 8u), giving it considerably more range.}}
**{{change|Back aerial has a higher hitlag multiplier (1x 2x). This allows the move to significantly benefit from the introduction of [[frame cancel]]ing but makes it easier to DI.}}
**{{change|As with most back aerials, back aerial now always launches opponents behind Yoshi.}}
**{{change|The first two hits now have weight independent knockback.}}
**{{change|The final hit launches opponents at a higher angle (361° 54°). This improves its followup potential but hinders its edgeguarding potential.}}
**{{nerf|Back aerial has more startup lag with a shorter duration (frames 10-12 (hit 1)/16-18 (hit 2)/23-25 (hit 3)/28-30 (hit 4) → 11/17/25-26).}}
**{{nerf|Back aerial has much more ending lag (FAF 40 → 56) and a longer animation (39 frames → 62).}}
**{{nerf|Back aerial has much more landing lag (9 frames → 19).}}
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-9 → 1-5).}}
**{{nerf|Back aerial auto-cancels later (frame 38 → 44), no longer doing so in a short hop.}}
***{{nerf|Altogether, these changes considerably hinder back aerial's approach potential and safety.}}
**{{nerf|Back aerial deals less damage (4% (hit 1)/3% (hits 2 & 3)/4% (hit 4)/14% (total) → 2.5% (hits 1 and 2)/5% (hit 3)/10% (total)).}}
**{{nerf|The first two hits now launch grounded opponents horizontally (60° → 361°) and they deal more knockback (10/20 (base), 100 (scaling) → 50/150). This makes the move connect less reliably when used from a distance (especially at higher percents) as well as greatly hindering its followup potential if Yoshi lands, especially when combined with its higher landing lag.}}
**{{nerf|The first two hits now use one static extended hitbox instead of three normal hitboxes attached to Yoshi's tail. While this does give the move more consistent vertical range, this also reduces its horizontal range, especially for the first hit.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial deal less damage (13% → 12%), hindering its KO potential as its knockback was not compensated.}}
**{{nerf|Up aerial deal less damage (13% → 12% ), hindering its KO potential as its knockback was not compensated.}}
**{{nerf|The upper hitbox is now attached to Yoshi's lower tail, rather than his upper tail, with its position altered (x offset: 0 → 6). This overall gives up aerial less vertical range on its second active frame.}}
**{{nerf|Up aerial can no longer be performed twice in a short hop due to Yoshi's lower short hop/higher gravity.}}
**{{nerf|Up aerial can no longer be performed twice in a short hop due to Yoshi's lower short hop/higher gravity.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial now has a landing hitbox, which deals 1% and low horizontal set knockback. This makes down aerial safer on hit at lower percents, as well as making it safer on shield.}}
**{{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 it has a new last hit with much higher knockback (5 (base), 100 (scaling) → 60/200).}}
***{{nerf|However, this also hinders its safety on hit at higher percents, especially for hits 8-12.}}
**{{buff|Down aerial's last hit's hitbox is larger, improving its reliability against grounded opponents.}}
**{{buff|The weakening of SDI makes down aerial more difficult to escape from despite its higher SDI multiplier on its first twelve hits (1.4x → 1.5x).}}
**{{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.}}
**{{buff|The universal increase to shield damage significantly improves down aerial's shield pressuring potential.}}
**{{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 (FAF 53 57).}}
**{{nerf|Down aerial has more ending lag (FAF 53 → 57) and a longer animation (59 frames → 65).}}
**{{nerf|Hit 7 deals less damage (3%/2% → 2.2%/1.5%).}}
**{{buff|Hits 8-12 deals more damage (2%/1% → 2.2%/1.5%).}}
**{{nerf|The final hit deals less damage (2%/1% → 1%).}}
***{{change|Altogether, these changes slightly decrease down aerial's maximum damage potential (33% → 32.2%) but increase its minimum damage potential if all hits connect (20% → 22%).}}
**{{buff|Hit 7 has higher knockback scaling (80 → 100), making it stronger despite its lower damage.}}
**{{buff|The final hit deals more knockback (5 (base), 100 (scaling) → 60/200), granting it KO potential at very high percents depending on Yoshi's stage position.}}
**{{buff|The final hit has larger hitboxes (6u/4.5u/4.5u → 7u/5u/5u).}}
**{{buff|The final hit has a lower SDI multiplier (1.4x → 1x).}}
**{{change|The final hit launches opponents at different angles (270°/260°/280° → 80°/40°).}}
***{{buff|When combined with its higher knockback, this grants the final hit combo potential at lower percents if the middle hitbox connects.}}
***{{nerf|However, this also hinders its edgeguarding potential.}}
**{{nerf|The final hit has more startup lag (frame 40 41).}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{buff|All grabs have received disjointed grabboxes on the tip of Yoshi's tongue.}}
**{{buff|Standing grab has less startup (frame 17 → 14) and ending lag (FAF 63 → 56), no longer being one of the slowest.}}
*{{buff|Grab has decreased start-up (frame 17 → 14) and ending lag (FAF 63 → 56).}}
**{{buff|The grounded tongue grabbox has been moved further away from Yoshi (x offset: 0 → 1.2), giving standing grab slightly more range against grounded opponents.}}
*{{nerf|Dash and pivot grabs have increased ending lag (FAF 63 → 68 (dash), FAF 36 → 65 (pivot)). Yoshi's pivot grab has a much longer animation and its [[IASA]] frames were increased rather than compensated (FAF 63 65) removing its status as one of the best pivot grabs in the game.}}
***{{nerf|However, this also gives pivot grab less range against grounded opponents.}}
*{{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]].}}
**{{buff|Dash grab has received a mouth grabbox (much like his other grabs) during its first two active frames, preventing the grab from whiffing against nearby characters.}}
*{{nerf|Yoshi can no longer force his opponent into an aerial [[grab release]] while pummeling 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 outside of very rare and specific situations.}}
**{{buff|Pivot grab has a larger mouth grabbox (5u → 5.5u).}}
**{{nerf|Dash and pivot grab have a shorter duration (frames 11-22 (dash)/10-20 (pivot) → 11-21/10-19).}}
**{{nerf|Dash and especially pivot grab have more ending lag (FAF 63 (dash)/36 (pivot) 68/65), making pivot grab in particular drastically more punishable.}}
**{{nerf|All grabs have smaller tongue grabboxes (4u/3.2u → 3.5u/2.8u (standing/pivot)/3.3u/2.2u (dash)).}}
**{{nerf|The aerial tongue grabbox has been moved closer to Yoshi (x/z offsets: 0/1 → -2/0), giving standing and dash grab less range against aerial opponents.}}
***{{buff|However, this also gives pivot grab more range against aerial opponents.}}
**{{nerf|Standing grab has a smaller mouth grabbox (7u 5.5u) which has been moved further away from Yoshi (z offset: 5 → 7.5), making it less effective at grabbing opponents inside of Yoshi.}}
**{{bugfix|The opponent can no longer escape from Yoshi's tongue during his grab and before they enter his mouth, preventing a [[game crash]] which could previously happen.}}
*[[Pummel]]:
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
**{{nerf|Yoshi can no longer force his opponent into an aerial [[grab release]] while pummeling them. When combined with the removal of chain grabbing and the universal decrease to aerial grab release's ending lag, this completely removes his grab release's followup potential outside of very rare and specific situations.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{change|Yoshi releases opponents from forward throw earlier (frame 20 → 15). This makes it harder to DI at higher percents but this also gives it more ending lag, as its total duration was unchanged.}}
**{{nerf|The removal of [[chain grab]]bing removes forward throw's damage racking potential.}}
***{{nerf|When combined with the removal of [[chain grab]]bing, this hinders forward throw's damage racking potential at lower percents, especially against light fast fallers.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|The changes to hitstun canceling and DI improves down throw's followup potential although the throw is still too laggy to possess true followups in most cases.}}
**{{buff|The changes to hitstun canceling and the weakening of DI has improved down throw's followup potential.}}
*[[Floor attack]]s:
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}


===Special moves===
===Special moves===
*[[Egg Lay]]:
*[[Egg Lay]]:
**{{buff|Egg Lay's aerial grabbox has been moved slightly further away from Yoshi (z offset: -1 → x offset: -0.9).}}
**{{nerf|Egg Lay has increased start-up lag (frame 17 → 21) and a shorter duration (frames 17-22 → 21-24).}}
**{{buff|The grounded grabbox is larger (2.5u → 3.5u) and it has been moved further away from Yoshi (z offset: -3.5 → x offset: -2).}}
**{{buff|Opponents take more damage while inside an Egg (0.5x → 0.66x).}}
**{{change|After releasing an opponent in the air, Yoshi will now gain a small vertical boost.}}
**{{change|Egg Lay can no longer be used to [[double jump cancel]]. This improves its ability to catch opponents high up but hinders its movement and mixup potential.}}
**{{change|It has an altered animation, having Yoshi briefly close his eyes as he swallows the opponent.}}
**{{nerf|Egg Lay has more startup lag (frame 17 → 21) with its total duration equally increased (FAF 40 → 44).}}
**{{nerf|Egg Lay has a shorter duration (frames 17-18 (clean)/19-21 (late) → 21/22-24).}}
**{{nerf|The mouth grabbox is slightly smaller (6u → 5.9u) and it has been moved much further away from Yoshi, significantly reducing Egg Lay's range inside of Yoshi.}}
**{{nerf|Egg Lay no longer has a hitbox against boss enemies.}}
*[[Egg Roll]]:
*[[Egg Roll]]:
**{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety when used in the air.}}
**{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety. Yoshi can also jump while using it, improving its approach potential.}}
**{{buff|Yoshi can now jump while using Egg Roll, improving its approach potential.}}
**{{nerf|Egg Roll's fastest hit deals 3% less damage (12% → 9%). Egg Roll also has a slightly smaller hitbox.}}
**{{buff|Egg Roll's base speed is higher (0.08 → 0.1).}}
**{{nerf|Yoshi has to use Egg Roll for longer before he can cancel it (30 frames → 35).}}
**{{nerf|Egg Roll's maximum damage is lower (12% → 9%).}}
**{{nerf|Egg Roll has smaller hitboxes (3.36u/5.76u → 2.3u/3.5u).}}
***{{nerf|Additionally, the larger hitbox can no longer hit aerial opponents with the move now having deceptively small hitboxes, especially against aerial opponents.}}
**{{nerf|The changes to hitstun canceling and DI have effectively removed Egg Roll's already situational and risky [[momentum canceling]] ability.}}
*[[Egg Throw]]:
*[[Egg Throw]]:
**{{buff|Egg Throw's Eggs have less startup lag with a longer duration (frames 19-59 → 15-59).}}
**{{buff|Egg Throw's Yoshi Egg have less startup lag with a longer duration (frames 19-54 → 15-59) and travels slightly faster, improving its approach potential. Yoshi also retains his horizontal momentum while using Egg Throw, improving its horizontal recovery potential. The changes to hitstun canceling also improves its combo potential at high percents.}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{nerf|Egg Throw's explosion deals 3% less damage (8% → 5%), although its knockback was compensated (40 (base)/40 (growth) → 60/50). Egg Throw also covers less distance and can no longer be [[Ledge-canceling|edge-canceled]], hindering its vertical recovery potential and significantly hindering its camping potential especially when at the ledge (which is further exacerbated by the general changes to ledges).}}
**{{buff|The Eggs have increased knockback scaling (40 → 55).}}
**{{change|Egg Throw's visual effects have changed. The Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.}}
**{{buff|Egg Throw grants Yoshi more height during his first aerial Egg Throw (1.8 → 1.9).}}
**{{buff|Yoshi retains his horizontal momentum for a longer period of time after using Egg Throw, improving its horizontal recovery potential.}}
**{{buff|The changes to hitstun canceling and DI improves the Egg's combo potential at high percents.}}
**{{change|The Egg's have increased gravity (0.07 → 0.088).}}
**{{change|Egg Throw's visual effects have changed. The Yoshi Egg now emits a rainbow-colored trail during its flight trajectory, making the move resemble Yoshi's "Rainbow Ball" Star Pitch and his "Rainbow Swing" Star Swing from ''{{s|mariowiki|Mario Super Sluggers}}''.}}
**{{nerf|Egg Throw's explosion deals less damage (8% → 5%), although its knockback was compensated (40 (base), 40 (scaling) → 60/50).}}
**{{nerf|The Eggs have smaller hitboxes, especially the explosion (3.8u (egg)/12u (explosion) → 2.5u/6.5u).}}
**{{nerf|The Eggs and the explosion no longer deal extra shield damage (5/5 → 0/0).}}
**{{nerf|Eggs travel less distance when the B button is held, hindering its spacing potential.}}
**{{nerf|Yoshi can no longer slide off ledges when using Egg Throw, hindering its use as a movement tool.}}
**{{nerf|Consecutive uses of aerial Egg Throw grant Yoshi less height (0.84 → 0.5) and Yoshi cannot use it as many times before gaining no height (5 times → 3).}}
**{{nerf|The removal of ledge intangibility for consecutive ledge grabs combined with the reduced distance of held Egg Throws and the reduced height of consecutive Egg Throws has significantly hindered Egg Throw's camping potential.}}
*[[Yoshi Bomb]]:
*[[Yoshi Bomb]]:
**{{buff|Grounded Yoshi Bomb's fall has higher knockback scaling (70 → 72), slightly improving its KO potential.}}
**{{buff|Grounded Yoshi Bomb has increased knockback scaling (70 → 72), slightly improving its KO potential. Aerial Yoshi Bomb also has increased knockback (55 (base), 70 (scaling) → 70/68), restoring some of its its KO potential.}}
**{{buff|The aerial version deals more kncokback (55 (base), 70 (scaling) → 70/68), improving its KO potential.}}
**{{buff|The changes to hitstun canceling allows for the grounded version's first hit to true combo into the second hit.}}
**{{buff|The changes to hitstun canceling and DI improves the grounded version's first hit's ability to lead into the second hit, with lighter characters no longer being capable of air dodging to avoid the second hit.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Yoshi Bomb's shield pressuring potential.}}
***{{nerf|However, heavier characters are now capable of DIing the first hit if Yoshi is at higher percents due to the introduction of [[rage]].}}
**{{buff|The universal increase to shield damage significantly improve Yoshi Bomb's shield pressuring potential, with the grounded version now being able to lead into a guaranteed shield break if the opponent shields the whole attack.}}
**{{change|Yoshi no longer vocalizes when using Yoshi Bomb.}}
**{{change|Yoshi no longer vocalizes when using Yoshi Bomb.}}
**{{change|The falling hitbox is positioned lower (y offset: 10 → 7). This gives it more range below Yoshi but less range above him.}}
**{{nerf|The falling hitbox is smaller (7u (grounded)/6.8u (aerial) → 6.8u/6.4u).}}
**{{change|The stars now jump upwards at an arc rather than travelling horizontally.}}
**{{nerf|The stars have more startup lag with a shorter duration (frames 1-17 → 3-13).}}
**{{nerf|The stars travel slower (0.8 → 0.6).}}
*[[Super Dragon]]:
*[[Super Dragon]]:
**{{buff|Super Dragon's Fireball can now pierce multiple opponents.}}
**{{buff|Super Dragon's Fireball can now pierce multiple opponents.}}
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'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Yoshi}}
*{{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 has a shorter initial auto-cancel window|frames 1-10|1-5.}}
*{{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]].
''For a gallery of Yoshi's hitboxes, see [[/Hitboxes|here]].''
{{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 ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'')
|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 ({{ja|ばたあしキック|Bata Ashi Kikku}})
|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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|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.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 104
|rweight = 11-13
|dash = 1.33
|rdash = 48
|run = 1.86
|rrun = 14
|walk = 1.15
|rwalk = 24-27
|trac = 0.0426
|rtrac = 55
|airfric = 0.005
|rairfric = 52-54
|air = 1.28
|rair = 1
|baseaccel = 0.03
|rbaseaccel = 6-7
|addaccel = 0.068
|raddaccel = 29
|gravity = 0.08
|rgravity = 41-43
|fall = 1.29
|rfall = 51
|ff = 2.064
|rff = 51
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 36.094189
|rjumpheight = 14
|shorthop = 17.434723
|rshorthop = 15
|djump = 51.56
|rdjump = 2
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Yoshi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Breaks out of a {{s|mariowiki|Yoshi Egg}} and strikes a pose while shaking his tail. The color of the Yoshi will determine the color of the spots on the egg. Based on Yoshi hatching from a Yoshi Egg in ''[[Super Mario World]]''.
|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 [[competitive play]]==
==In competitive play==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=3112
|set10=3112
}}
}}
===Most historically significant players===
===Notable players===
<!--This character has a ten 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 -->
<!--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.-->
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====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}} (#57) - 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.


''See also: [[:Category:Yoshi players (SSB4)]]''
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.


*{{Sm|DIO|Japan}} - One of the best Yoshi players in Japan. He became one of the first Yoshi players to garner results in 2015 at Karisuma and [[Sumabato]] events, most notably placing 5th at {{Trn|Sumabato 14}} and 7th at {{Trn|Sumabato 13}}. He eventually picked up {{SSB4|Ryu}}, but even after the switch in mains, he still used Yoshi at many tournaments to varying success such as 5th at {{Trn|Sumabato 26}}.
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}}
*{{Sm|Raptor|USA}} - The best Yoshi player in the United States, in contention for best in the world during early meta. He headlined the character at Tri-state events with 9th at {{Trn|KTAR XIII}} and 13th at {{Trn|Apex 2016}} and also placed 9th at {{Trn|Super Smash Con 2015}} and 17th at {{Trn|Pound 2016}}, marking the best solo-Yoshi placements at a major/supermajor. His major results declined past 2017, but still retained a decent string of placements at regionals before the release of ''Ultimate''.
*{{Sm|Ron|Japan}} - The best Yoshi player in Japan after DIO and the best Yoshi player of ''Smash 4''. While he tri-mained the character with {{SSB4|Mario}} and {{SSB4|Luigi}}, he still has performed notable feats with the character such as winning {{Trn|Sumabato 18}}, using Yoshi to beat {{Sm|Shuton}} and {{Sm|HIKARU}} in his bracket. He was the only player to be ranked globally with Yoshi, placing 57th on the [[PGR 100]] as one of his characters.
*{{Sm|Seth|USA}} - The best solo-Yoshi player by the end of the game's lifespan. He became the highest placing solo-Yoshi at notable majors such as 17th at {{Trn|Smash 'N' Splash 3}}, 25th at {{Trn|Super Smash Con 2017}}, and 33rd at {{Trn|Frostbite 2018}}. He also consistently placed well at multiple [[Midwest Mayhem (tournament series)|Midwest Mayhem]] events, placing 9th at {{Trn|Midwest Mayhem 10}} as an example.
*{{Sm|Snoop|USA}} - A Yoshi player from Las Vegas that notably made top 64 at supermajors on most occasions, including 33rd at {{Trn|GENESIS 5}} defeating {{Sm|6WX}} and 49th at {{Trn|EVO 2018}} defeating {{Sm|K9sbruce}}. In terms of local rankings, he consistently remained a top 5 player, often peaking at 3rd on multiple [[Las Vegas Power Rankings]].


===Tier placement and history===
==Trophies==
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 extremely threatening character with "a lot 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.
:'''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.''


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 capabilities 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.
::{{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.''


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 33rd, 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}}.
{{Trophy games|console1=SNES|game1=Super Mario World (08/1991)|console2=SNES|game2=Super Mario World 2: Yoshi's Island (10/1995)}}


==[[Trophies]]==
:'''Super Dragon'''
Yoshi's default trophy is obtained by clearing Classic Mode as Yoshi. His alternate trophy is obtained by clearing All-Star Mode as Yoshi in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Super Dragon trophy is obtained only in the Wii U version by clearing All-Star Mode as Yoshi.
::{{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.''
{{Trophy/Fighter
|name=Yoshi
|image-3ds=YoshiTrophy3DS.png
|image-wiiu=YoshiTrophyWiiU.png
|mode=Classic
|desc-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.
|desc-pal=They say man's best friend 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.
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Super Mario World|release1=08/1991|console2=SNES|game2=Super Mario World 2: Yoshi's Island|release2=10/1995}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Super Mario World|release1=04/1992|console2=SNES|game2=Super Mario World 2: Yoshi's Island|release2=10/1995}}
}}
{{clrl}}


{{Trophy/Fighter
::{{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.''
|name=Yoshi (Alt.)
|image-3ds=YoshiAltTrophy3DS.png
|image-wiiu=YoshiAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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.
|desc-wiiu-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.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Super Mario World|release1=08/1991|console2=SNES|game2=Super Mario World 2: Yoshi's Island|release2=10/1995}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Super Mario World|release1=04/1992|console2=SNES|game2=Super Mario World 2: Yoshi's Island|release2=10/1995}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Super Dragon
<gallery>
|image=SuperDragonTrophyWiiU.png
YoshiTrophy3DS.png|Classic (3DS)
|desc-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.
YoshiAltTrophy3DS.png|Red Colored Alt. (3DS)
|desc-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.
YoshiTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
YoshiAltTrophyWiiU.png|Yellow Colored Alt. (Wii U)
}}
SuperDragonTrophyWiiU.png|[[Super Dragon]]
{{clrl}}
</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 is once again the last one to be revealed in general.
*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 is once again the last one to be revealed in general.
*Yoshi, {{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.
**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.
*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.
*Yoshi is the only character to debut in a {{uv|Mario}} game who does not have "Congratulations" written in ''Mario''-themed font for his [[congratulations screen]].


==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)]]
[[es:Yoshi (SSB4)]]

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