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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = | |ranking = 34 | ||
}} | }} | ||
:{{Cquote| | :{{Cquote|Yoshi Rolls into Battle!|cite=Introduction Tagline}} | ||
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, making him the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> He was also among the first wave of [[amiibo]] figures. | '''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014, making him the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> He was also among the first wave of [[amiibo]] figures. Kazumi Totaka reprises his role as Yoshi's voice actor, albeit via recycled voice clips. | ||
Yoshi is ranked | Yoshi is currently ranked 34th out of 55 on the [[tier list]], placing him in the D tier. This is a moderate improvement from his placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 27th out of 38. As in previous installments, Yoshi boasts excellent aerial mobility: he has the fastest [[air speed]] in the game by default, while his [[double jump]] is the second highest in the game and grants him nearly 70 frames of [[armor]]. Yoshi's grounded mobility has also been improved, as his already fast [[dash]]ing speed is now considerably faster. | ||
Another of Yoshi's strengths is the utility of his moveset: neutral attack and up tilt are very useful combo starters, down tilt can be used for [[tech-chasing]], neutral aerial is very useful for approaching and edge-guarding, [[Egg Lay]] is a [[Grab#Special attacks as grabs|command grab]], [[Egg Roll]] can force approaches or escape from pressure, [[Egg Throw]] is a projectile that has recovery and [[mindgame]] potential, and [[Yoshi Bomb]] is strong enough to KO outright and heavily pressure [[shield]]s. Yoshi's shield is also fairly useful, as it is completely immune to [[shield stab]]bing and, for the first time since ''[[Super Smash Bros.]]'', enables him to jump out of it. | Another of Yoshi's strengths is the utility of his moveset: neutral attack and up tilt are very useful combo starters, down tilt can be used for [[tech-chasing]], neutral aerial is very useful for approaching and edge-guarding, [[Egg Lay]] is a [[Grab#Special attacks as grabs|command grab]], [[Egg Roll]] can force approaches or escape from pressure, [[Egg Throw]] is a projectile that has recovery and [[mindgame]] potential, and [[Yoshi Bomb]] is strong enough to KO outright and heavily pressure [[shield]]s. Yoshi's shield is also fairly useful, as it is completely immune to [[shield stab]]bing and, for the first time since ''[[Super Smash Bros.]]'', enables him to jump out of it. | ||
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Yoshi's KO potential is also problematic for a heavyweight: although his smash attacks, up aerial, and grounded Yoshi Bomb are powerful, each of them are burdened with very short durations and punishable amounts of ending lag. Lastly, Yoshi has a very short vertical [[recovery]] outside of his double jump, as his primary recovery move, Egg Throw, grants minimal vertical distance and deteriorates when used consecutively without landing on the ground. | Yoshi's KO potential is also problematic for a heavyweight: although his smash attacks, up aerial, and grounded Yoshi Bomb are powerful, each of them are burdened with very short durations and punishable amounts of ending lag. Lastly, Yoshi has a very short vertical [[recovery]] outside of his double jump, as his primary recovery move, Egg Throw, grants minimal vertical distance and deteriorates when used consecutively without landing on the ground. | ||
Overall, Yoshi's strengths outweigh his weaknesses, yet his tier placement is heavily debatable. Despite being initially perceived as an impressively well-rounded character, and having achieved instances of national | Overall, Yoshi's strengths outweigh his weaknesses, yet his tier placement is heavily debatable. Despite being initially perceived as an impressively well-rounded character, and having achieved instances of tournament success even at the national level, Yoshi's placement has dropped throughout ''SSB4''{{'}}s lifespan. This is largely because of his results waning in lieu of his metagame stagnating. When coupled with many characters that were previously considered inferior to him (such as {{SSB4|Mewtwo}}, {{SSB4|Marth}}, and {{SSB4|Mega Man}}) having attained vastly greater viability thanks to more consistent success and/or expanded metagames, Yoshi's current ranking is viewed by some players, such as {{Sm|ZeRo}}, as too high. | ||
==Attributes== | ==Attributes== | ||
Yoshi is a [[Weight|heavyweight]] that deviates | Yoshi is a [[Weight|heavyweight]] that noticeably deviates from his weight class' archetype. This is most obvious with his [[air speed]], which is the fastest in the game by default, though it is surpassed under certain conditions ([[Giga Mac]]; [[Wario-Man]]; the lightest possible {{SSB4|Mii Brawler}}; and a fully [[Limit Charge]]d {{SSB4|Cloud}}). By extension, Yoshi has the second highest [[double jump]] in the game (surpassed only by {{SSB4|Mewtwo}}'s), which also grants him 68 frames of [[armor]] that can withstand a maximum of 120 units of knockback. Yoshi's other attributes also deviate from that of a typical heavyweight, albeit not to the degree as his air speed and double jump. He has slightly above-average [[walk]]ing speed; fast [[dash]]ing speed(the fourteenth fastest) and above average [[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 and make him somewhat floaty despite being heavy, 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 | Yoshi has been greatly [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed, are stronger and have more utility, while the issues that plauged 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 ''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. | 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 | *{{change|Due to the aesthetic used in ''SSB4'', Yoshi has a sleeker design, and his overall color scheme is significantly more vibrant. Unlike in previous installments, he now stands upright.<ref name="Direct"/> Altogether, these changes make Yoshi appear virtually identical to his appearance as of ''{{s|mariowiki|Mario & Sonic at the London 2012 Olympic Games}}''.}} | ||
*{{change|Yoshi has received two new [[alternate costume]]s. The first is {{s|mariowiki|Purple Yoshi}}, and the second is {{s|mariowiki|Black Yoshi}}.}} | *{{change|Yoshi has received two new [[alternate costume]]s. The first is {{s|mariowiki|Purple Yoshi}}, and the second is {{s|mariowiki|Black Yoshi}}.}} | ||
*{{change|Yoshi now faces the foreground at a slight angle, instead of facing directly forward.}} | *{{change|Yoshi now faces the foreground at a slight angle, instead of facing directly forward.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{ | *{{buff|Yoshi's upright posture adjusts his hurtbox, resulting in its shape being less awkward. However, he will revert to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}} | ||
*{{change|Yoshi's upright posture has translated into his moveset, be it through a tweaked animation or a completely new move.}} | |||
*{{change|Yoshi's upright posture has translated into | *{{change|Yoshi is [[Weight|lighter]] (107 → 104). This makes him less susceptible to combos, but hinders his endurance.}} | ||
*{{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| | *{{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.}} | ||
*{{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.}} | |||
*{{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.}} | |||
*{{change|Double jump now functions like a [[jump]], instead of having a scripted upward movement pattern. This means it can now be affected by special gravity conditions.}} | |||
*{{nerf|[[Dragonic Reverse]] and [[Super Jump (Yoshi)|super jumping]] have been removed, hindering Yoshi's [[Advanced technique|advanced technical options]].}} | |||
*{{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 | |||
*{{nerf|Yoshi can no longer [[shield platform drop]], slightly hindering his out of shield game | |||
*{{change| | |||
*{{buff|[[Roll]]s have a longer duration (frames 4-19 → 4-21) | |||
*{{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|[[ | *{{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 | *{{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| | **{{change|Yoshi has a new neutral attack, a front kick followed by a roundhouse kick. Compared to the previous neutral attack, its second hit deals 2% less damage (6% → 4%) and has different knockback (25 (base)/100 (growth) → 56/70). When coupled with the changes to [[hitstun canceling]], these changes make it capable of combos at low to medium percentages. However, these changes make it less effective for spacing.}} | ||
**{{buff|Neutral attack's first hit has has more base knockback (8 → 30) compared to the previous neutral attack's first hit. This makes it significantly more effective for combos.}} | |||
**{{nerf|Neutral attack's first hit has a shorter duration (frames 3-5 → 3-4) compared to the previous neutral attack's first hit.}} | |||
**{{buff| | |||
**{{nerf| | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{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 decreased start-up lag (frame 6 → 5).}} | |||
**{{nerf| | |||
*[[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).}} | ||
**{{ | **{{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 has increased start-up (frame 7 → 8) and ending lag (FAF 30 → 32).}} | |||
**{{nerf|Up tilt has | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{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.}} | |||
**{{buff|These changes however grant down tilt greater tech-chasing potential when coupled with the changes to hitstun and [[DI]].}} | |||
**{{nerf|Down tilt deals much less damage (10% ( | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{ | **{{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).}} | ||
**{{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|Dash attack has more range compared to the previous dash attack.}} | |||
**{{change|Dash attack has | |||
**{{ | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{ | **{{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|Forward smash has slightly larger hitboxes. Its head hitboxes have also been re-positioned to cover Yoshi's entire head, removing the blindspots. It also deals more knockback (20 (base), 92 (scaling) → 30/(97/98)) improving its KO potential despite its lower damage.}} | |||
**{{ | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{ | **{{buff|Yoshi has a new up smash, a bicycle kick. It has much 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 and a better KO move despite the lower damage.}} | ||
**{{nerf| 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).}} | |||
**{{nerf| | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{ | **{{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)).}} | ||
**{{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.}} | |||
**{{ | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{ | **{{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.}} | ||
**{{nerf|Neutral aerial deals less damage (12% (clean)/9% (mid)/6% (late) → 10%/7%/5%).}} | |||
**{{nerf|Neutral aerial has increased landing lag (frames 9 → 11).}} | |||
**{{nerf|The mid and late hits have a shorter duration (frames 6-15 → 5-11 (mid), frames 16-31 → 12-25 (late)).}} | |||
**{{nerf|Neutral aerial | |||
**{{nerf|Neutral aerial has | |||
**{{nerf|The mid and late hits | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has | **{{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|Forward aerial deal less damage (16% (head)/15% (nose) → 15%/14%), hindering its KO potential as its knockback was not compensated.}} | |||
**{{nerf|Forward aerial auto-cancels later (frame 36 → 40) and has increased landing lag (frames 16 → 17).}} | |||
**{{change|Forward aerial's animation has slightly changed. Yoshi now slightly turns his head before and during the headbutt.}} | |||
**{{nerf|Forward aerial deal less damage (16% ( | |||
**{{nerf| | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{ | **{{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 (1.5x (hit 1), 1.3x (hits 2 & 3), 1x (hit 4) → 0.5x) makes them connect together better with its last hit.}} | ||
**{{nerf|Due to consisting of three hits instead of four, back aerial deals 4% less damage (4% (hits 1 & 4), 3% (hits 2 & 3) 14% (total) → 2.5% (hits 1 & 2), 5% (hit 3), 10% (total)).}} | |||
**{{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.}} | |||
**{{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.}} | |||
**{{change|Back aerial's last hit's angle has been altered (361° → 54°).}} | |||
**{{ | |||
**{{ | |||
**{{ | |||
*[[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|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]]: | ||
**{{ | **{{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).}} | ||
**{{buff|Down aerial's last hit's hitbox is larger, improving its reliability against grounded opponents.}} | |||
**{{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.}} | |||
**{{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).}} | |||
**{{buff| | |||
**{{buff| | |||
**{{ | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
* | *{{buff|All grabs have received disjointed grabboxes on the tip of Yoshi's tongue.}} | ||
*{{buff|Grab has decreased start-up (frame 17 → 14) and ending lag (FAF 63 → 56).}} | |||
*{{buff|Dash grab has received a grab box on Yoshi's body, preventing Yoshi from missing a grab right next to an opponent.}} | |||
*{{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.}} | |||
*{{bugfix|Fixed a glitch where opponents could escape from the tip of Yoshi's tongue during his grab and before they enter his mouth, resulting in a [[game crash]].}} | |||
*{{nerf|Yoshi can no longer force his opponent into an aerial [[grab release]] while 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.}} | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf|The removal of [[chain grab]]bing removes forward throw's damage racking potential.}} | |||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|The changes to hitstun canceling and DI | **{{buff|The changes to hitstun canceling and the weakening of DI has improved down throw's followup potential.}} | ||
*[[Floor attack]] | *[[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]]: | ||
**{{ | **{{nerf|Egg Lay has increased start-up lag (frame 17 → 21) and a shorter duration (frames 17-22 → 21-24).}} | ||
*[[Egg Roll]]: | *[[Egg Roll]]: | ||
**{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety | **{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety. Yoshi can also jump while using it, improving its approach potential.}} | ||
**{{nerf|Egg Roll's fastest hit deals 3% less damage (12% → 9%). Egg Roll also has a slightly smaller hitbox.}} | |||
**{{nerf|Egg Roll's | |||
*[[Egg Throw]]: | *[[Egg Throw]]: | ||
**{{buff|Egg Throw's | **{{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|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).}} | |||
**{{change|Egg Throw's visual effects have changed. The Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.}} | |||
**{{nerf|Egg Throw's explosion deals less damage (8% → 5%), although its knockback was compensated (40 (base) | |||
**{{ | |||
*[[Yoshi Bomb]]: | *[[Yoshi Bomb]]: | ||
**{{buff|Grounded Yoshi Bomb | **{{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 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 | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Yoshi Bomb's shield pressuring potential.}} | ||
**{{change|Yoshi no longer vocalizes when using Yoshi Bomb.}} | **{{change|Yoshi no longer vocalizes when using Yoshi Bomb.}} | ||
*[[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]]''' | ||
{{ | *{{buff|Yoshi gained 5 frames of partial [[intangibility]] in certain situations.}} | ||
*{{nerf|Dash attack's ending lag increased.}} | |||
*{{nerf|Down aerial's landing lag increased|24|28 frames.}} | |||
*{{nerf|[[Egg Lay]]'s start-up lag increased|frame 17|21.}} | |||
*{{change|Using [[Yoshi Bomb]] on downward slopes no longer makes Yoshi slide on them.}} | |||
*{{bugfix|Fixed a glitch that allowed Yoshi to perform a much higher High Jump immediately after using Yoshi Bomb.}} | |||
*{{bugfix|Fixed a glitch that allowed Yoshi to teleport back to an edge after using his up special.}} | |||
*{{bugfix|Fixed a glitch that allowed Yoshi to make characters grow to gigantic sizes in [[Multi-Man mode|Multi-Man Mode]] after repeatedly using Egg Lay.}} | |||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
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'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Back aerial's first two hits' angles altered|365° (grounded/aerial opponents)|[[Sakurai angle|361°]] (grounded opponents)/[[Autolink angle|366°]] (aerial opponents) and its SDI multiplier decreased: 1× → 0.5×. These changes make its hits connect together better.}} | *{{buff|Back aerial's first two hits' angles altered|365° (grounded/aerial opponents)|[[Sakurai angle|361°]] (grounded opponents)/[[Autolink angle|366°]] (aerial opponents) and its SDI multiplier decreased: 1× → 0.5×. These changes make its hits connect together better.}} | ||
*{{nerf|Back aerial | *{{nerf|Back aerial stops auto-canceling earlier|frame 11|6.}} | ||
*{{bugfix|Fixed a glitch that allowed Yoshi to grab an edge as long as he used Yoshi Bomb while being very close to it and the [[Control stick|control stick/circle pad]] was tilted upward or toward the stage.}} | *{{bugfix|Fixed a glitch that allowed Yoshi to grab an edge as long as he used Yoshi Bomb while being very close to it and the [[Control stick|control stick/circle pad]] was tilted upward or toward the stage.}} | ||
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==Moveset== | ==Moveset== | ||
*Yoshi can [[Crawling|crawl]]. | *Yoshi can [[Crawling|crawl]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
Line 385: | Line 238: | ||
|nairdmg=10% (clean), 7% (mid), 5% (late) | |nairdmg=10% (clean), 7% (mid), 5% (late) | ||
|nairdesc=A flying kick. It is a [[sex kick]] and hits on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials. Altogether, these traits make it very useful from out of shield and for approaching, edge-guarding, or breaking out of combos and juggles. While near the left/right [[blast line]] of Final Destination, its clean hitbox KOs middleweights at 118%/104% (''3DS''/''Wii U''). | |nairdesc=A flying kick. It is a [[sex kick]] and hits on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials. Altogether, these traits make it very useful from out of shield and for approaching, edge-guarding, or breaking out of combos and juggles. While near the left/right [[blast line]] of Final Destination, its clean hitbox KOs middleweights at 118%/104% (''3DS''/''Wii U''). | ||
|fairname=Noggin Dunk | |fairname=Noggin Dunk | ||
|fairdmg=15% (head), 14% (nose) | |fairdmg=15% (head), 14% (nose) | ||
|fairdesc=Rears back his head and then performs a downward headbutt. Its nose hitbox deals impressive damage and has a sweetspot that is a [[meteor smash]]. However, its head hitbox also deals impressive damage and has high knockback growth, which enable it to KO middleweights at 108%/97% (''3DS''/''Wii U'') while near the left/right blast zones of Final Destination. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. Due to it hitting on frame 16, however, it is tied with down aerial for the highest amount of start-up lag out of Yoshi's aerials. | |fairdesc=Rears back his head and then performs a downward headbutt. Its nose hitbox deals impressive damage and has a sweetspot that is a [[meteor smash]]. However, its head hitbox also deals impressive damage and has high knockback growth, which enable it to KO middleweights at 108%/97% (''3DS''/''Wii U'') while near the left/right blast zones of Final Destination. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. Due to it hitting on frame 16, however, it is tied with down aerial for the highest amount of start-up lag out of Yoshi's aerials. | ||
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|uairdmg=12% | |uairdmg=12% | ||
|uairdesc=Somersaults to flick his tail upward. Due to it hitting on frame 5 and having a respectable damage output, very high knockback growth, and a disjointed hitbox, it is one of Yoshi's most useful moves. It can combo into itself or juggle at low to medium percentages, and KOs middleweights at 112%/98% (''3DS''/Wii U'') while near the upper blast line of Final Destination. | |uairdesc=Somersaults to flick his tail upward. Due to it hitting on frame 5 and having a respectable damage output, very high knockback growth, and a disjointed hitbox, it is one of Yoshi's most useful moves. It can combo into itself or juggle at low to medium percentages, and KOs middleweights at 112%/98% (''3DS''/Wii U'') while near the upper blast line of Final Destination. | ||
|dairname=Flutter Kick | |dairname=Flutter Kick | ||
|dairdmg=3% (center hits 1-6), 2% (side hits 1-6), 2.2% (center hits 7-13), 1.5% (side hits 7-13), 1% (hit 14), 1% (landing) | |dairdmg=3% (center hits 1-6), 2% (side hits 1-6), 2.2% (center hits 7-13), 1.5% (side hits 7-13), 1% (hit 14), 1% (landing) | ||
|dairdesc=A {{s|mariowiki|Flutter Jump}}-style series of kicks. Its multiple hits make it very useful for damage racking and pressuring shields, whereas its last hit has deceptive horizontal range. It is still as powerful as ever, being potentially the most damaging aerial in the game. Due to it hitting on frame 16, however, it is tied with forward aerial for the highest amount of start-up lag of Yoshi's aerials. It also has the highest amount of ending and landing lag out of his aerials, which make it punishable if used unwisely. | |dairdesc=A {{s|mariowiki|Flutter Jump}}-style series of kicks. Its multiple hits make it very useful for damage racking and pressuring shields, whereas its last hit has deceptive horizontal range. It is still as powerful as ever, being potentially the most damaging aerial in the game. Due to it hitting on frame 16, however, it is tied with forward aerial for the highest amount of start-up lag of Yoshi's aerials. It also has the highest amount of ending and landing lag out of his aerials, which make it punishable if used unwisely. | ||
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|fsdesc=[[mariowiki:Winged Yoshi|Grows a pair of angelic wings]] that allow him to freely fly around. While transformed, Yoshi can fire large {{s|mariowiki|Fireball}}s from his mouth when the attack or special attack buttons are pressed. The Fireballs deal respectable damage and have high knockback; the most damaging Fireball is strong enough to KO middleweights at 99% while near the edge of Final Destination in the ''3DS'' version. Conversely, not pressing any buttons will result in him briefly [[mariowiki:Fire Breath|exhaling a continuous stream of flames]]. Yoshi can also make use of his flight and invincibility to ram into opponents, although it is significantly weaker than his Fireball and Fire Breath. | |fsdesc=[[mariowiki:Winged Yoshi|Grows a pair of angelic wings]] that allow him to freely fly around. While transformed, Yoshi can fire large {{s|mariowiki|Fireball}}s from his mouth when the attack or special attack buttons are pressed. The Fireballs deal respectable damage and have high knockback; the most damaging Fireball is strong enough to KO middleweights at 99% while near the edge of Final Destination in the ''3DS'' version. Conversely, not pressing any buttons will result in him briefly [[mariowiki:Fire Breath|exhaling a continuous stream of flames]]. Yoshi can also make use of his flight and invincibility to ram into opponents, although it is significantly weaker than his Fireball and Fire Breath. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{Appearance | {{Appearance | ||
|desc= | |desc=Bursts out of a Yoshi Egg and strikes a pose. | ||
|char=Yoshi | |char=Yoshi | ||
|game=SSB4}} | |game=SSB4}} | ||
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|char=Yoshi}} | |char=Yoshi}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3112 | |set10=3112 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide notable tournament results in some shape or form. Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
''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|Klemenz|Austria}} - Placed 5th at {{Trn|Respawn 6}}, 9th at {{Trn|SALT}}, and 25th at {{Trn|Respawn 5}}, with wins over {{Sm|quiK}}, {{Sm|Azreal}}, and {{Sm|Greil}}. Ranked 50th on the [[European Smash 4 Power Rankings]]. | |||
*{{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. | |||
Although Yoshi has achieved more tournament success since then, his continually sparse results negatively affected his tier status in subsequent tier lists. On top of this, the additions of {{SSB4|Cloud}}, {{SSB4|Bayonetta}} and {{SSB4|Corrin}} hurt Yoshi as they proved to be very troublesome matchups. {{SSB4|Marth}} and {{SSB4|Lucina}} were also buffed durring patch 1.1.4 and they also proved to be difficult matchups for Yoshi. Yoshi's flaws such as his terrible grab game, poor range, being prone to edgeguarding, and lackluster landing capabilites became much more apparent. He would be ranked 23rd on the second tier list, but because of tier restructuring and Captain Falcon being reassessed as a high-tier character, Yoshi serendipitously became the highest ranking mid-tier character. | |||
By the time of the third tier list, Yoshi was ranked 29th, which was largely owed to the debut of both {{SSB4|Cloud}} and {{SSB4|Bayonetta}}, both of whom are widely agreed upon as being his most challenging matchups as well as his results continuing to be inconsistent and not as impressive as other mid- and high-tier characters. In addition to resulting in Yoshi losing his status as the highest ranking mid-tier character, this tier drop was tied with {{SSB4|Kirby}} and {{SSB4|Pit}}'s for the second largest between the second and third tier lists. As of the fourth and current tier list, Yoshi is ranked 34th, with this tier drop owing to both his results and metagame stagnating with some smashers like {{Sm|ZeRo}} claiming that he should be even lower. Other smashers such as {{Sm|ESAM}} however think that he is slightly underrated and that he should be ranked fairly higher with {{Sm|ESAM}} putting him above some characters ranked above him such as {{SSB4|Link}}, {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Pit}} and {{SSB4|Dark Pit}} | |||
== | ==Trophies== | ||
:'''Yoshi''' | |||
::{{flag|ntsc}} ''As dependable a partner as one could hope for, Yoshi often aids Mario in his adventures. Yoshi can swallow just about anything and make an egg of it instantly. He's got some serious airborne power, making launching opponents skyward and then following up with more attacks a wise choice.'' | |||
::{{flag|pal}} ''They say man's best friends is a dog, but Mario's may well be Yoshi. He lives on Yoshi's Island, and can swallow up just about anything, then lay it as an egg. In this game, jumping is his forte - he can leap really high, then quickly land again, making chasing after launched opponents and getting in sneaky follow-up strikes easy.'' | |||
{{Trophy games|console1=SNES|game1=Super Mario World (08/1991)|console2=SNES|game2=Super Mario World 2: Yoshi's Island (10/1995)}} | |||
:'''Yoshi (Alt.)''' | |||
::{{flag|ntsc}} ''Yoshi's up special move Egg Throw is a projectile attack that travels farther the longer the button is held. Yoshi will also rise a bit if this move is used in midair. The side special Egg Roll turns Yoshi into a rolling, damaging egg. Yoshi won't roll off an edge if no directions are pressed.'' | |||
::{{flag|pal}} ''When you use the Egg Throw up special, how far Yoshi throws the egg depends on how long you hold the button. In mid-air, the move also makes him rise a bit. Egg Roll, a side special, sends him rolling inside an egg. If you don't control him while he's rolling, he'll stop just before he rolls off the edge of a platform.'' | |||
{{Trophy games|console1=SNES|game1=Super Mario World (08/1991)|console2=SNES|game2=Super Mario World 2: Yoshi's Island (10/1995)}} | |||
:'''Super Dragon''' | |||
::{{flag|ntsc}} ''Wings sprout from Yoshi's back and he transforms into a super-cool dragon! While transformed, Yoshi is invincible and will constantly breathe fire. He can also ram into foes and shoot fireballs at them. The fireballs are great for launching foes and most powerful when used at close range.'' | |||
{{ | |||
| | |||
{{ | ::{{flag|pal}} ''A pair of wings appear on Yoshi's back, turning him into an angelic dragon. While the Final Smash is active, he can fly freely through the air, and is invincible to boot. He constantly breathes fire, can ram into opponents, and can also shoot fireballs that deal a lot of damage and have great launching power, especially at close range.'' | ||
| | |||
<center> | |||
| | <gallery> | ||
YoshiTrophy3DS.png|Classic (3DS) | |||
| | YoshiAltTrophy3DS.png|Red Colored Alt. (3DS) | ||
| | YoshiTrophyWiiU.png|Classic (Wii U) | ||
| | YoshiAltTrophyWiiU.png|Yellow Colored Alt. (Wii U) | ||
SuperDragonTrophyWiiU.png|[[Super Dragon]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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==Trivia== | ==Trivia== | ||
*Yoshi is the only member of [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"The Original 8"]] to not be revealed at E3 2013, and 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. | ||
* | **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. | ||
*Although ''SSB4'' is the first game where Yoshi stands upright during gameplay, he also stood upright in ''Brawl'', albeit only during his [[victory pose]]s and official artwork. | |||
*[[Yoshi Bomb]]'s voice clip is still available in [[Sound Test]], even though Yoshi no longer vocalizes upon using Yoshi Bomb. | *[[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 | *Including sub-universes, Yoshi is the only overall ''Mario'' fighter to not have "Congratulations" written in ''Mario''-themed font for his [[congratulations screen]]. | ||
**This is ironic in the character selection screen, Yoshi is placed between {{SSB4|Bowser}} and {{SSB4|Rosalina & Luma}}, who are both ''Mario'' characters. | |||
==References== | ==References== |