Editing Yoshi (SSB4)

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{{Disambig2|Yoshi's appearance in ''Super Smash Bros. 4''|the character in other contexts|Yoshi}}
{{Disambig2|Yoshi's appearance in ''Super Smash Bros. 4''|the character in other contexts|Yoshi}}
{{Infobox Character
{{Infobox Character
|name = Yoshi
|name=Yoshi
|image = [[File:Yoshi SSB4.png|250px]]
|game=SSB4
|universe = Yoshi
|image=[[File:Yoshi SSB4.png|250px|Yoshi]]
|game = SSB4
|universe=Yoshi
|ssbgame1 = SSB
|ssbgame1=SSB
|ssbgame2 = SSBM
|ssbgame2=SSBM
|ssbgame3 = SSBB
|ssbgame3=SSBB
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|tier = C
|ranking = 33
|ranking = 29
}}
}}
:{{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 29th out of 58 on the [[tier list]], placing him in the C tier, and directly in the middle of the entire tier list. This is a vast 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|super 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: his neutral attack and up tilt are very useful combo starters, his neutral aerial is a very useful approach and edge-guarding option, [[Egg Lay]] is a [[Grab#Special attacks as grabs|command grab]], [[Egg Roll]] can force approaches or escape from pressure, [[Egg Throw]] is a versatile projectile that has recovery and [[mindgame]] potential, and [[Yoshi Bomb]] is strong enough to KO outright or heavily pressure shields. Another valuable trait is his shield, which is completely immune to [[shield stab]]bing and provides many [[out of shield]] options if the opponent is enduring lag. Yoshi is also able to jump out of his shield, a trait previously possible only in ''[[Super Smash Bros.]]'', which further improves its reliability.


However, Yoshi has noticeable flaws. His [[grab]] game is still infamously poor: all of his grabs are among the slowest in the game, while his throws have almost nonexistent utility. Yoshi's defensive presence on the ground is also surprisingly lacking for a few reasons. His [[roll]]s and [[sidestep]] are among the unsafest, and he has the dubious distinction of being the only character who is unable to [[Shield platform dropping|shield platform drop]]. By extension, Yoshi's shield is the smallest among the cast, while his very low [[traction]] significantly hinders his [[out of shield]] options.
However, Yoshi has noticeable flaws. His [[grab]] game is still infamously poor: all of his grabs are among the slowest in the game, while his throws' unimpressive have little to no utility thanks to their unimpressive knockback and glaring inability to initiate combos. Despite his useful shield, Yoshi's defensive presence on the ground is surprisingly lacking: his [[roll]]s and [[sidestep]] are among the unsafest in the game, while he is the only character who is unable to [[Shield platform dropping|shield platform drop]]. By extension, Yoshi's very low [[traction]] further compounds his issues with shield pressure, and significantly hinders his otherwise versatile out of shield options. Yoshi's KO potential is also fairly unimpressive for a heavyweight: although his smash attacks, up aerial, and Yoshi Bomb are quite powerful, his smashes and Yoshi Bomb have short ranges, while they and up aerial are also burdened with very short durations and punishable ending lag. Lastly, Yoshi has very minimal vertical [[recovery]] outside of his double jump, as his primary recovery move, Egg Throw, grants little vertical momentum and deteriorates in distance when used consecutively without landing on the ground. Despite this however, Yoshi has good amount of strengths and low amount of weaknesses to be considered a viable character.


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.
Despite his strengths however, Yoshi's current placement has been debated. Some professional smashers such as {{Sm|ZeRo}} believes that Yoshi should generally be place lower than his current placement due to his overall very scarce results and miniscule representation in tournament play especially at high level. As for ZeRo, he believes that Yoshi is currently ranked 36th out of 52th in his current tier list for this same reason. Also, character's who are generally ranked lower than Yoshi's, such as {{SSB4|Link}}, {{SSB4|Duck Hunt}}, and {{SSB|Samus}}, have shown to have better and more standout results than him.
 
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.


==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]].
As in previous installments, Yoshi is a [[Weight|heavyweight]] that noticeably deviates from his weight class' archetype. He has slightly above average [[walk]]ing speed, above average [[dash]]ing speed, average [[air acceleration]], and the ability [[Crawling|crawl]]. Yoshi also possess two noteworthy attributes: he has the fastest [[air speed]] by default (surpassed only by [[Giga Mac]], [[Wario-Man]], the lightest possible {{SSB4|Mii Brawler}}, and a fully [[Limit Charge]]d {{SSB4|Cloud}}, respectively), and has the second highest [[double jump]], the latter of which also grants him 68 frames of [[Armor|super armor]] that can withstand a maximum of 120 units of knockback. However, his [[Falling speed|falling]] and [[fast fall]]ing speeds are among the slowest in the game, he has below average [[gravity]], and he has the third lowest [[traction]]. Overall, these traits give Yoshi excellent aerial mobility and great grounded mobility, yet do not leave 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 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]].


The respectable utility of Yoshi's moveset also extends to his [[special move]]s. [[Egg Lay]] is a [[command grab]] that immobilizes opponents and thus allows for free hits. If opponents do not break out of the Yoshi Egg while near the edge, they also face the risk of being unable to recover. [[Egg Roll]] functions similarly to [[Spin Dash]], as it can be used to approach or retreat quickly. [[Egg Throw]] is a [[projectile]] that can be used to stop approaches; allow Yoshi to close in on the opponent; and, when continuously B-reversed in the air, keep the opponent guessing as to where he is going to go next. Although it is not a traditional recovery move, it nevertheless grants minimal vertical recovery upon its first use in midair. Lastly, Yoshi Bomb is useful for pressuring shields, thanks to it dealing considerable [[shield damage]]. Outside of this, its grounded version's respectable damage output and deceptively low start-up lag make it one of Yoshi's most viable KOing options.
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, allowing follow-ups or [[edge-guarding]] opportunities, with his up tilt being a reliable combo starter into itself, neutral aerial, up aerial, or up smash at low percentages. His dash attack has high base knockback and possesses a lot of momentum, which make it useful for spacing, allow for easy [[cross-up]]s, and make it tricky to [[punish]]. His smash attacks possess decent speed, power and [[range]]s, with his forward smash being his most reliable out of the three in regard to KOing. His down smash is a [[semi-spike]] like his down tilt, but possesses much more power in comparison, which also makes it good at edge-guarding.  


However, Yoshi has noticeable weaknesses, with his main one being his vertical [[recovery]]. Although his attributes allow for long horizontal recovery, Egg Throw grants only minimal vertical distance. By extension, Yoshi is overly reliant on his [[double jump]] for recovery, and will be unable to reuse it if he is hit out of it. As such, Yoshi is heavily susceptible to meteor smashes and [[footstool jump]]s, as a single opening he makes off-stage could potentially prove fatal.
Yoshi's air game is also versatile and synchronizes very well with his attributes. Due to it coming out 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 coming out on frame 5 and possessing a respectable damage output, very high knockback growth, and [[Hitbox|disjointed hitbox]], it can quickly and reliably KO any opponent of any weight class 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, as it can deal a maximum of 32%. By extension, it can strongly pressure [[shield]]s, to the point that it can potentially break one if it is auto-canceled with a jump and followed by [[Yoshi Bomb]].


Another very glaring weakness is his grab game, which is widely considered to be among the worst in the game. Yoshi's [[pummel]] is the only positive trait of his grab game, thanks to its quick speed; average damage output; and its release being a useful set-up into his neutral attack. Outside of this, his grabs' good ranges are offset by their very punishable amounts of start-up and ending lag. Yoshi's forward and back throws are his fastest and most damaging throws. However, they have average damage outputs; below-average base knockback; and low knockback growth, which make them unreliable for scoring KOs or starting combos. His up and down throws are also unable to KO reliably and, despite having low damage outputs, lack combo potential because of their lag. Yoshi's ability to escape pressure is also limited, as his rolls and sidestep are short-distanced, among the slowest in the game, and have some of the lowest amounts of intangibility frames. By extension, his shield is the smallest in the game, and he is the only character who is unable to perform [[shield platform dropping]].
Yoshi's special moveset is also very useful. [[Egg Lay]] is a [[Grab#Special attacks as grabs|command grab]] that immobilizes opponents and thus allows for free hits. If opponents do not break out of the Yoshi Egg while near the edge, they can also be KO'd or unable to recover. [[Egg Roll]] functions similarly to [[Spin Dash]], as it can be used for approaching, retreating, and deals damage upon contact. [[Egg Throw]] is a [[projectile]] that can be used to stop approaches, grant minimal vertical recovery, allow Yoshi to close in on the opponent and, when continuously B-reversed in the air, keep the opponent guessing as to where he is going to go next. Lastly, Yoshi Bomb can be used from [[out of shield]] as a surprise KOing option thanks to its power, or even as an alternative to fast falling.


Lastly, Yoshi's KO potential is problematic for a heavyweight. Although his smash attacks, up aerial and grounded Yoshi Bomb are his most reliable KOing options thanks to their respectable power, they are burdened with very short durations and punishable amounts of ending lag. However, forward smash, down smash and Yoshi Bomb also suffer from other particular flaws. Forward smash has noticeable start-up lag, down smash's back hit is more effective for KOing than its front hit, and Yoshi Bomb's short range makes it best suited from [[out of shield]]. While Yoshi's neutral, forward and back aerials also possess KO potential, their very low base knockback makes them best suited for doing so while near the left or right blast line.
However, Yoshi has noticeable weaknesses. His main weakness is his vertical [[recovery]]: although his attributes allow for long horizontal recovery, Egg Throw grants only minimal vertical distance. By extension, Yoshi is overly reliant on his [[double jump]] for recovery, and will be unable to reuse it if he is hit out of it. As such, Yoshi is heavily susceptible to meteor smashes and [[footstool jump]]s, as a single opening he makes off-stage could potentially prove fatal.


Yoshi gains noticeable benefits from his [[Character customization|custom moves]]. Lick is effectively his best custom move: it is a semi-spike that is powerful enough to KO reliably, yet can also provide function as a horizontal recovery option, thanks to it slightly boosting Yoshi forward. Egg Launch deals more damage and launches opponents away, which can be used as a potent way minimize their chances of recovering. Heavy Egg Roll is slower, but deals much more damage and has armor throughout its duration. Conversely, Light Egg Roll has more power and moves higher and faster, but ends after its bounce. High Jump covers noticeably more distance, but in turn removes Yoshi's only projectile. Star Bomb has less power, but its stars are larger and more damaging. Conversely, Crushing Bomb is strong enough to easily KO opponents of any weight, yet is punishable because of its much slower speed and lack of stars.
Another very glaring weakness is his poor grab game, which is widely considered to be among the worst in the game. Yoshi's [[pummel]] is the only positive trait of his grab game, thanks to its quick speed, average damage output, and its [[Grab release#Pummel release|release]] being a useful set-up into his neutral attack. Outside of this, his grabs' good ranges offset by their very punishable amounts of start-up and ending lag. Yoshi's forward and back throws are his fastest and most damaging throws, but their below average base knockback and low knockback growth make them unreliable for scoring KOs or starting combos. His up and down throws are also unable to KO reliably and, despite having low damage outputs, lack combo potential because of their slow speeds. Yoshi's ability to escape pressure is also limited, as his rolls and sidestep are short-distanced, among the slowest in the game, and have some of the lowest amounts of intangibility frames. By extension, he has the dubious distinction of being the only character in the game who is unable to perform [[shield platform dropping]].


Overall, Yoshi is effectively a heavyweight version of the all-rounder archetype, thanks to his lack of glaring issues against the majority of the cast. Due to his strengths and low learning curve, Yoshi has managed to achieve respectable placings at all levels of play, thanks to the likes of {{Sm|Raptor}}, {{Sm|Sky}}, {{Sm|Papa Wall}}, {{Sm|Poltergust}}, {{Sm|Kamikaze}}, {{Sm|Seth}}, {{Sm|Snoop}}, and {{Sm|Ron}}. However, Yoshi's easily exploitable weaknesses have nevertheless resulted in his representation remaining below-average in competitive play.
Lastly, Yoshi has fairly unimpressive KO potential for a heavyweight. His smash attacks and up aerial are his most reliable KOing options thanks to their respectable power, yet they are burdened with short durations and, in regard to his smashes, punishable ending lag. While Yoshi's neutral, forward and back aerials and Yoshi Bomb also possess KO potential, these aerials' launching angles are best suited for edge-guarding, while Yoshi Bomb's very short range and punishable ending lag make it best suited from [[out of shield]].


==Changes from ''[[Super Smash Bros. Brawl]]''==
Yoshi gains noticeable benefits from his [[Character customization|custom moves]]. Lick is possibly his best custom move: in addition to being a viable KOing option, it can provide horizontal recovery, thanks to it slightly boosting Yoshi forward. Egg Launch deals more damage and launches opponents away, which can be used as a potent way minimize their chances of recovering. Heavy Egg Roll is slower, but deals much more damage and has armor throughout its duration. Conversely, Light Egg Roll has more power and moves higher and faster, but ends after its bounce. High Jump covers noticeably more distance, but in turn removes Yoshi's only projectile. Star Bomb has less power, but its stars are larger and more damaging. Conversely, Crushing Bomb is strong enough to easily KO opponents of any weight class, yet is punishable because of its much slower speed and lack of stars.
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.


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.
Overall, Yoshi is effectively a heavyweight version of the all-rounder archetype, thanks to his lack of glaring issues against the majority of the cast. Due to his strengths and low learning curve, Yoshi has managed to achieve respectable placings at all levels of play, thanks to the likes of {{Sm|Raptor}}, {{Sm|Sky}}, {{Sm|Papa Wall}}, {{Sm|Poltergust}}, {{Sm|Kamikaze}}, {{Sm|Seth}}, {{Sm|Snoop}}, and {{Sm|Ron}}. However, Yoshi's easily exploitable weaknesses have nevertheless resulted in his representation remaining below average in competitive play.


Overall, Yoshi'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.
==Changes from ''Brawl''==
Yoshi has been significantly [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed and utility, which improve his combo game and grant him new KO set-ups. In addition, the majority of Yoshi's KOing options now have increased knockback, which improves their KO potentials. For the first time since ''SSB'', Yoshi can jump [[out of shield]], which removes his main weakness in ''Brawl''. However, the removal of [[chain grab]]bing significantly [[nerf]]ed his damage racking ability and his already poor grab game. Many of his attacks also deal less damage, while most of his aerials have higher landing lag. Overall, Yoshi's buffs largely outweigh his nerfs, and have resulted in him being noticeably better than in ''Brawl''.


===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 much more vibrant. Unlike in previous installments, he now stands upright.<ref name="Direct"/> Altogether, these changes make Yoshi better resemble his appearances in the latest ''[[Mario (universe)|Mario]]'' and ''[[Yoshi (universe)|Yoshi]]'' 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 is slightly more expressive. His irises now [http://tvtropes.org/pmwiki/pmwiki.php/Main/WideEyesAndShrunkenIrises shrink] during the end of his pivot grab and when he is hit, launched, or [[Floor recovery|prone]].}}
*{{change|Yoshi now faces the foreground at a slight angle, instead of facing directly forward.}}
*{{change|Yoshi's boots and [[double jump]]'s sound clips are much lower pitched. He also vocalizes much less frequently while double jumping.}}
*{{change|Yoshi is slightly more expressive. His irises now shrink during the end of his pivot grab and when he is hit, launched, or [[Floor recovery|prone/supine]].}}
*{{change|Yoshi now faces the foreground at a slight angle, instead facing directly forward.}}
*{{change|Yoshi's boots and [[double jump]]'s sound clips are lower pitched. He also vocalizes less frequently while double jumping.}}
*{{change|The {{s|mariowiki|Yoshi Egg}}s created during Yoshi's [[on-screen appearance]], [[shield]], [[Egg Lay]], [[Egg Roll]], and [[Egg Throw]] now match his [[Alternate costume|selected color scheme]]. However, a Yoshi swallowed by {{SSB4|Kirby}}'s [[Inhale (Kirby)|copied]] Egg Lay will be trapped in a Yoshi Egg featuring his own selected color scheme.}}
*{{change|{{s|mariowiki|Yoshi Egg}}s now match Yoshi's selected color scheme. This also applies to {{SSB4|Kirby}}'s [[Inhale (Kirby)|copied]] [[Egg Lay]].}}


===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 even his [[idle pose]]s from ''Brawl'' when he holds 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.}}  
*{{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), hindering his recovery. However, his air speed is still the fastest in the game by default.}}
*{{buff|Yoshi's [[air acceleration]] is higher (0.08 → 0.098).}}
*{{buff|[[Shield]] drop has decreased ending lag (frame 17 → 7), now matching the rest of the cast's. Yoshi is also able to jump [[out of shield]] for the first time since ''[[Super Smash Bros.|SSB]]''. These changes significantly improve its defensive potential.}}
*{{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.}}
*{{nerf|Yoshi can no longer [[Shield platform dropping|shield platform drop]], slightly hindering his out of shield game.}}
*{{nerf|Yoshi is [[Weight|lighter]] (107 → 104), hindering his endurance.}}
*{{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.}}
*{{change|Yoshi's [[gravity]] is higher (0.07347 → 0.08).}}
*{{buff|Yoshi's [[shield]] drop is significantly shorter (16 frames → 7), now matching the rest of the cast.}}
*{{buff|For the first time since Smash 64, Yoshi can now jump [[out of shield]].}}
*{{buff|Yoshi can now [[powershield canceling|powershield cancel]].}}
*{{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).}}
*{{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|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.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{nerf|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 its first hit has a shorter duration (frames 3-5 → 3-4).}}
**{{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.}}
*{{buff|Neutral attack's first hit has increased base knockback (8 30) and its second hit has altered knockback (25 (base)/100 (growth) → 56/70) compared to the previous neutral attack, making it significantly better at starting combos.}}
**{{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).}}
*{{nerf|Non-angled and downward angled forward tilt deal less damage (9% (non-angled)/10% (downward) → 7%/8%). Forward tilt also has increased ending lag (frame 30 39).}}
**{{nerf|Yoshi's attacking foot is no longer intangible when performing either hit of neutral attack.}}
*{{buff|Forward tilt has decreased start-up lag (frame 6 5).}}
**{{nerf|Both hits have smaller hitboxes (5u/4u/4u → 3.3u/4.5u/3.3u).}}
*{{nerf|Due to consisting of one hitbox instead of two, up tilt now deals consistent damage (11% (tail)/10% (tip) → 7%). It also has increased start-up lag (frame 7 → 8).}}
**{{buff|The first hit has higher base knockback (8 → 30), significantly improving its [[jab cancel]]ing potential.}}
*{{buff|Up tilt has increased knockback growth (40 45) and a longer duration (frames 7-11 8-15). When coupled with its consistent hitbox, these changes improve its combo potential at low to medium percentages.}}
***{{nerf|However, this also makes it connect less reliably into the second hit at higher percents especially against aerial opponents.}}
*{{nerf|Down tilt deals less damage (10% (base/mid)/5% (tip) → 5% (base)/4.5% (mid)/4% (tip)).}}
**{{buff|The first hit has a lower [[SDI]] multiplier (1.5x 1x).}}
*{{buff|Yoshi has a new dash attack, a side kick. Compared to the previous dash attack, it has altered knockback (15 (base)/100 (growth) → 90/52) and more range, making it safer.}}
**{{nerf|The first hit has a shorter duration (frames 3-5 → 3-4).}}
*{{nerf|Late dash attack deals 1% less damage (7% → 6%) compared to the previous late dash attack. Dash attack also has a shorter duration (frames 10-13 → 10-12 (clean), frames 14-23 → 13-20 (late)) compared to the previous dash attack.}}
**{{nerf|The first hit's near hitbox has been moved further outwards, reducing its range inside Yoshi.}}
*{{change|Dash attack has a different angle ([[Sakurai angle|361°]] 65°) compared to the previous dash attack.}}
**{{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|Forward smash deals less damage (16% (head/neck/body) → 15.5% (head)/14% (body)/13% (head's tip)).}}
**{{nerf|The second hit deals less damage (6% 4%) and knockback (25 (base), 100 (scaling) → 56/70).}}
*{{buff|Forward smash has slightly larger hitboxes. Its head hitboxes have also been re-positioned to cover his entire head, instead of only most of it.}}
***{{buff|However, the move is still capable of leading into followups at lower percents due to Yoshi's new dash attack.}}
*{{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 has significantly less range behind Yoshi.}}
**{{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|Up smash has more knockback (23 (base)/83 (growth) → 37/95) compared to the previous up smash, making it better at KOing. It also has less ending lag (frame 50 → 47) and slightly more vertical range.}}
***{{buff|However, this also gives it more consistent horizontal range.}}
*{{nerf|Down smash deals less damage (14% (front tail/body)/13% (back tail/body) → 12% (front/back tail)/10% (front/back body)).}}
*[[Forward tilt]]:
*{{buff|Sweetspotted down smash has increased knockback (30 (base)/53 (growth) → 40/73 (front)/40/81 (back)), improving its KO potential.}}
**{{buff|Forward tilt has less startup lag (frame 6 → 5).}}
**{{buff|Forward tilt has higher base knockback (40 → 50), making the down angled version stronger.}}
**{{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]]:
**{{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.}}
**{{nerf|Up tilt deals less damage (11% (tail)/10% (tip) → 7%), without full compensation on its knockback scaling (40 → 45).}}
***{{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]]:
**{{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.}}
***{{change|Despite this, down tilt still has roughly the same horizontal range overall.}}
***{{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]]:
**{{change|Yoshi has a new dash attack, a side kick.}}
**{{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.}}
**{{buff|The clean hit's far hitbox has been positioned further away from Yoshi (z offset: 6 → 9), improving its range.}}
**{{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]]:
**{{buff|Forward smash deals more knockback (20 (base), 92 (scaling) → 30/(97/98/97)) improving the head hitbox's KO potential.}}
**{{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|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]]:
**{{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.}}
**{{buff|Up smash deals more knockback (23 (base), 83 (scaling) → 37/95), improving its KO potential despite its lower damage.}}
**{{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]]:
**{{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|However, the first hit's sourspot's knockback was not fully compensated for its lower damage, hindering its KO potential.}}
**{{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]]:
*{{nerf|Neutral, forward, up, and down aerial attacks deal less damage (12% (clean)/9% (mid)/6% (late) → 10%/7%/5% (neutral), 16% (head)/15% (nose) → 15%/14% (forward), 13% → 12% (up), 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) (down)), although down aerial's last hit's knockback was compensated (5 (base)/100 (growth) → 60/200).}}
**{{buff|Neutral aerial now uses one extended hitbox rather than multiple normal hitboxes. This gives neutral aerial more consistent vertical range.}}
*{{nerf|Neutral, forward, and back aerials have increased landing lag (9 frames → 11 (neutral), 16 frames → 17 (forward), 9 frames → 19 (back)).}}
**{{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.}}
*{{buff|Forward aerial has decreased start-up lag (frame 19 16), a longer duration (frames 19-21 16-20), and slightly larger hitboxes.}}
**{{buff|The mid and late hit have higher base knockback (0 → 30), improving their KO potential, despite their lower damage.}}
*{{nerf|Due to consisting of three hits instead of four, back aerial deals 4% less damage (14% 10%).}}
***{{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.}}
*{{change|Back aerial has altered damage outputs (4% (hit 1)/3% (hits 2-3) → 2.5% (hits 1-2)/5% (hit 3)).}}
**{{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.}}
*{{buff|Due to their angles being altered (60° (hits 1-2) → 361°), back aerial's first and second hits connect together better with its last hit.}}
**{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean)/6-15 (mid)/16-31 (late) → 3-4/5-11/12-25).}}
*{{change|Back aerial's last hit's angle has been altered (361° 54°).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 11).}}
*{{buff|Down aerial's animation is significantly faster. When coupled with the increased [[shieldstun]] as of update 1.1.1, these changes improve its shield pressuring potential. Its last hit's hitbox size has also increased, improving its reliability against grounded opponents.}}
**{{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|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.}}
**{{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]]:
**{{buff|Forward aerial has less startup lag with a longer duration (frames 19-21 → 16-20).}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{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|However, this animation is also longer (49 frames → 67), increasing the amount of time Yoshi cannot grab ledges after using the move.}}
**{{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]]:
**{{change|Yoshi has an altered back aerial where he now only performs three tail swipes instead of four.}}
**{{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.}}
**{{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.}}
***{{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.}}
***{{nerf|However, this does also hinders the move's followup potential against aerial opponents who are close to the ground.}}
**{{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]]:
**{{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.}}
*[[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.}}
***{{nerf|However, this also hinders its safety on hit at higher percents, especially for hits 8-12.}}
**{{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|The universal increase to shield damage significantly improves down aerial's shield pressuring potential.}}
**{{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|Grab has decreased start-up (frame 17 → 14) and ending lag (frame 63 → 56).}}
**{{buff|Standing grab has less startup (frame 17 → 14) and ending lag (FAF 63 → 56), no longer being one of the slowest.}}
*{{nerf|Dash and pivot grabs have increased ending lag (frame 63 (dash)/36 (pivot) → 68/65).}}
**{{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.}}
*{{buff|All grabs have received disjointed grabboxes on the tip of Yoshi's tongue.}}
***{{nerf|However, this also gives pivot grab less range against grounded opponents.}}
*{{nerf|The removal of [[chain grab]]bing significantly hinders Yoshi's grab game and damage racking ability.}}
**{{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.}}
*{{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|Pivot grab has a larger mouth grabbox (5u → 5.5u).}}
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
**{{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]]:
**{{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|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]]:
**{{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.}}
*[[Floor attack]]s:
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}


===Special moves===
===Special moves===
*[[Egg Lay]]:
*{{nerf|[[Egg Roll]]'s fastest hit deals 3% less damage (12% 9%). It also has a slightly smaller hitbox.}}
**{{buff|Egg Lay's aerial grabbox has been moved slightly further away from Yoshi (z offset: -1 → x offset: -0.9).}}
*{{buff|Egg Roll no longer renders Yoshi [[Helplessness|helpless]], improving its safety. Yoshi can also jump while using it, improving its approach potential.}}
**{{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).}}
*{{nerf|[[Egg Throw]]'s explosion deals 3% less damage (8% → 5%). Egg Throw also covers less distance and can no longer be [[Ledge-canceling|edge-canceled]].}}
**{{buff|Opponents take more damage while inside an Egg (0.5x 0.66x).}}
*{{buff|Egg Throw's explosion has increased knockback (40 (base)/40 (growth) 60/50).}}
**{{change|After releasing an opponent in the air, Yoshi will now gain a small vertical boost.}}
*{{buff|Egg Throw travels slightly faster, granting it approach and combo potential. Yoshi also retains his horizontal momentum while using it, improving its horizontal recovery potential.}}
**{{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|Egg Throw's visual effects have changed. A Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnujp4VEQ?locale.lang=en-US Pic of the Day: April 24, 2014]</ref>}}
**{{change|It has an altered animation, having Yoshi briefly close his eyes as he swallows the opponent.}}
*{{buff|Grounded [[Yoshi Bomb]] has increased knockback growth (70 → 72), slightly improving its KO potential.}}
**{{nerf|Egg Lay has more startup lag (frame 17 → 21) with its total duration equally increased (FAF 40 → 44).}}
*{{buff|Aerial Yoshi Bomb has altered knockback (55 (base)/70 (growth) → 70/68), restoring its KO potential.}}
**{{nerf|Egg Lay has a shorter duration (frames 17-18 (clean)/19-21 (late) → 21/22-24).}}
*{{change|Yoshi no longer vocalizes when using Yoshi Bomb.}}
**{{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|[[Super Dragon]] deals 5% less damage on contact (8% → 3%) and its {{s|mariowiki|Fire Breath}} no longer deals consistent damage (6% → 6%/4%/3%), hindering its damage racking potential. It also has a shorter duration.}}
**{{nerf|Egg Lay no longer has a hitbox against boss enemies.}}
*{{change|Super Dragon's {{s|mariowiki|Fireball}} no longer deals consistent damage (17% → 18%/14%/12%).}}
*[[Egg Roll]]:
*{{buff|Super Dragon's Fireball can now pierce multiple opponents.}}
**{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety when used in the air.}}
**{{buff|Yoshi can now jump while using Egg Roll, improving its approach potential.}}
**{{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]]:
**{{buff|Egg Throw's Eggs have less startup lag with a longer duration (frames 19-59 → 15-59).}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|The Eggs have increased knockback scaling (40 → 55).}}
**{{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]]:
**{{buff|Grounded Yoshi Bomb's fall has higher knockback scaling (70 → 72), slightly improving 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 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.}}
***{{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|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]]:
**{{buff|Super Dragon's Fireball can now pierce multiple opponents.}}
**{{nerf|Super Dragon deals 5% less damage on contact (8% → 3%) and its {{s|mariowiki|Fire Breath}} no longer deals consistent damage (6% → 6% (near)/4% (mid)/3% (far)). It also has a shorter duration.}}
**{{change|Super Dragon's {{s|mariowiki|Fireball}} no longer deals consistent damage (17% → 18% (near)/14% (mid)/12% (far)).}}


==Update history==
==Update history==
Unlike the majority of the cast, Yoshi's most notable changes from game updates have been fixes to [[glitch]]es associated with him. Although game updates also granted him buffs and nerfs, the majority of them did so ambivalently. Update [[1.0.4]] granted Yoshi partial [[intangibility]] in certain situations, yet increased the lag of his dash attack, down aerial and [[Egg Lay]]. Updates [[1.0.6]] and [[1.1.0]] followed similar formats, as they each granted a single buff and a single nerf to his forward smash and back aerial, respectively.
Game updates have largely aimed at fixing [[glitch]]es associated with Yoshi. Although he nevertheless received a handful of buffs and nerfs from them, they have overall been a mixed bag. This is evident with update [[1.0.4]] giving Yoshi partial [[intangibility]] in certain situations, yet increasing the lag of his dash attack, down aerial and [[Egg Lay]]. Updates [[1.0.6]] and [[1.1.0]] followed similar formats, as they each granted a single buff and a single nerf to his forward smash and back aerial, respectively. The changes to shield mechanics brought about by updates 1.1.0 and [[1.1.1]] indirectly buffed Yoshi, as they allow his down aerial and Yoshi Bomb to wear down shields much better than before. However, update [[1.1.4]] shortened the duration of his [[invincibility]] after [[trip]]ping and during any trip follow-ups aside from his floor attack.
 
The changes to shield mechanics brought about by updates 1.1.0 and [[1.1.1]] also indirectly buffed and nerfed Yoshi: they enable his down aerial and Yoshi Bomb to wear down shields much better than before, yet hinder his out of shield options because of his very low traction. Lastly, update [[1.1.4]] shortened the duration of his [[invincibility]] he receives after [[tripping]] or during any trip follow-ups aside from his floor attack.


'''{{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.}}
*{{nerf|[[Egg Lay]]'s start-up lag increased.}}
*{{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]]'''
*{{buff|Upward angled forward tilt's start-up lag decreased|frame 6|5. This matches its other angles' start-up lag.}}
*{{buff|Upward angled forward tilt's start-up lag decreased|frame 6|5. This matches its other angles' start-up lag.}}
*{{buff|Part of forward smash has been made irreversible.}}
*{{buff|Part of forward smash has been made irreversible.}}
*{{nerf|Forward smash's body hitbox's size decreased|3.1u|2.9u.}}
*{{nerf|Forward smash's body hitbox's size decreased|3.1u|2.9u, hindering its range.}}
*{{buff|Edge attack's ending lag decreased.}}
*{{buff|Edge attack's ending lag decreased.}}


'''{{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 SDI multiplier decreased|1x|0.5x and its angle altered|365°|366°. This makes 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 was tilted upward or toward the stage.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
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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
Line 357: Line 153:
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=4%
|neutral2dmg=4%
|neutraldesc=A front kick followed by a roundhouse kick. Its first hit can be [[jab cancel]]ed reliably into his tilt attacks; down smash; and [[Yoshi Bomb]] at low percentages, and into his forward and up smashes at low to high percentages, the latter of which KO reliably. Conversely, its second hit can act as a set-up into a dash attack or a dash grab at low percentages.
|neutraldesc=A front kick followed by a roundhouse kick. Its first hit can be [[jab cancel]]ed reliably into his tilt attacks, down smash, and [[Yoshi Bomb]] at low percentages, and into his forward and up smashes at low to high percentages, the latter of which KO reliably. Conversely, its second hit can act as a set-up into a dash attack or a dash grab at low percentages.
|ftiltangles=3
|ftiltangles=3
|ftiltname=&nbsp;
|ftiltname=&nbsp;
Line 363: Line 159:
|ftiltsidedmg=7%
|ftiltsidedmg=7%
|ftiltdowndmg=8%
|ftiltdowndmg=8%
|ftiltdesc=Spins around to swing his tail. Due to it hitting on frame 5, it has the lowest amount of start-up out of Yoshi's tilt attacks, which makes it useful via [[pivoting]]. It can also be angled, and deals slightly more damage when angled upward or downward. The base of Yoshi's tail launches opponents vertically, whereas the tip launches them diagonally. However, it has very short range and the highest amount of ending lag out of his tilts, which make it virtually unusable for set-ups.
|ftiltdesc=Spins around to swing his tail. Due to it coming out on frame 5, it has the lowest amount of start-up out of Yoshi's tilt attacks, making it an ideal [[out of shield]] option. It can also be angled, and deals slightly more damage when angled upward or downward. The base of Yoshi's tail launches opponents vertically, whereas the tip launches them diagonally. However, due to having very short range and the highest amount of ending lag out of his tilts, it lacks set-up potential.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=7%
|utiltdmg=7%
Line 369: Line 165:
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=5% (base), 4.5% (mid), 4% (tip)
|dtiltdmg=5% (base), 4.5% (mid), 4% (tip)
|dtiltdesc=Lays in a prone position and spins around to swing his tail forward, similarly to {{SSB4|Pikachu}}'s down tilt. It is a [[semi-spike]] and has the lowest amount of ending lag out of his tilts, which make it useful for [[tech-chasing]]. It can also interrupt an opponent's attempt at grabbing an edge. However, it is Yoshi's least damaging tilt attack.
|dtiltdesc=Lays in a prone position and spins around to swing his tail forward, similarly to {{SSB4|Pikachu}}'s down tilt. It is a [[semi-spike]] and has the lowest amount of ending lag out of his tilts, which make it useful for tech-chases. It can also interrupt an opponent's attempt at grabbing an edge.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=9% (clean), 6% (late)
|dashdmg=9% (clean), 6% (late)
|dashdesc=A side kick. Its long range and duration allow for easy [[cross-up]]s, and make it capable of punishing [[roll]]s or [[tech]]s. However, its 37 frames of ending lag make it punishable if it is not spaced properly.
|dashdesc=A side kick. It has a long-lasting hitbox, which makes it capable of punishing [[roll]]s or [[tech]]s. However, it has fairly high ending lag, which can make it punishable if it is not spaced sufficiently.
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|13}} (head's tip), {{ChargedSmashDmgSSB4|15.5}} (head), {{ChargedSmashDmgSSB4|14}} (body)
|fsmashdmg={{ChargedSmashDmgSSB4|13}} (head's tip), {{ChargedSmashDmgSSB4|15.5}} (head), {{ChargedSmashDmgSSB4|14}} (body)
|fsmashdesc=Rears back his head and then performs a headbutt. It has a sweetspot on Yoshi's head that is strong enough to KO middleweights at 94%/85% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. Although its other hitboxes deal slightly less damage, they are still strong enough to KO reliably: its head's tip hitbox KOs middleweights at 116%/105% (''3DS''/''Wii U''), whereas its body hitbox KOs them at 107%/97% (''3DS''/''Wii U''). It can also be angled and renders his head [[Intangibility|intangible]]. Despite being a headbutt, it also has a hitbox around Yoshi's body. However, its 38 frames of ending lag make it punishable, and its hitboxes only last for 1 frame.
|fsmashdesc=Rears back his head and then performs a headbutt. It is Yoshi's strongest smash attack, as its head hitbox is able to KO middleweights at 109% while near the edge. It can be angled, renders his head [[Intangibility|intangible]], and has a hitbox around his body despite being a headbutt. However, it has punishable ending lag, and its hitboxes only last for 1 frame.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|usmashdesc=A bicycle kick, similar to {{SSB4|Fox}}'s up smash. Its clean hitbox renders Yoshi's legs intangible and is strong enough to KO middleweights at 120%/112% (''3DS''/''Wii U'') from anywhere on Final Destination. Although its late hitbox deals slightly less damage, it is still strong enough to KO middleweights at 127%/119% (''3DS''/''Wii U''). Despite its appearance, it can hit opponents behind Yoshi, such as immediately after using [[Egg Lay]] at low percentages. However, its 30 frames of ending lag make it punishable, and its late hitbox lacks intangibility. Since Yoshi is slightly above the ground for a short time during the move, it can actually dodge some attacks.
|usmashdesc=A bicycle kick, similar to {{SSB4|Fox}}'s up smash. Its clean hitbox is strong enough to KO middleweights at 134%, and renders his legs intangible. Although situational, it can also hit opponents behind him, such as immediately after using [[Egg Lay]]. However, it has punishable ending lag, and its late hitbox lacks intangibility.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (tail), {{ChargedSmashDmgSSB4|10}} (body)
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (tail), {{ChargedSmashDmgSSB4|10}} (body)
|dsmashdesc=Quickly swings his tail forward at a low angle, and then backward at a low angle. It hits on frame 7, which is fast for a smash attack. In addition to being useful for punishing rolls, it is a semi-spike like his down tilt. Its back hit has higher knockback growth than its front hit, but it is overall Yoshi's weakest smash attack. While near the edge of Final Destination, its tail hitbox's front hit KOs middleweights at 150%/135% (''3DS''/''Wii U''). In comparison, its tail hitbox's back hit KOs them at 132%/119% (''3DS''/''Wii U'').
|dsmashdesc=Quickly swings his tail forward at a low angle, and then backward at a low angle. It is a semi-spike like his down tilt, but deals much more damage and has much higher knockback growth. Its back hit is much more suitable for KOing than its front hit, thanks to its much higher knockback growth. It also has a hitbox around his body, despite involving his tail. However, it is Yoshi's overall weakest smash attack, as its back hit does not KO middleweights until 142% while near the edge.
|nairname=&nbsp;
|nairname=&nbsp;
|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 comes out 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 for approaching, edge-guarding, breaking out of combos and juggles, and from out of shield. Its clean hitbox KOs middleweights at 130% while near the left/right [[blast line]].
|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'')
|fairname=&nbsp;
|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 can [[meteor smash]] if spaced properly. However, its head hitbox also deals impressive damage and has high knockback growth, to the point that it KOs middleweights at 131% while near the left/right blast zones. 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 coming out on frame 16, however, it is tied with down aerial for the highest amount of start-up lag out of Yoshi's aerials.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=2.5% (hits 1-2), 5% (hit 3)
|bairdmg=2.5% (hits 1-2), 5% (hit 3)
|bairdesc=Rapidly flicks his tail up and down repeatedly. Its first two hits launch at the [[Autolink angle|auto-link angle]], which can enable it to drag opponents down to the stage for a set-up. In comparison, its third hit has extremely high knockback growth, which makes useful for edge-guarding. While near the left/right blast line of Final Destination, its last hit KOs middleweights at 104%/100% (''3DS''/''Wii U''). However, it has the second highest amount of landing lag out of Yoshi's aerials.
|bairdesc=Rapidly flicks his tail up and down repeatedly. Its first two hits launch at the [[Autolink angle|auto-link angle]] and its third hit has extremely high knockback growth, making it a great edge-guarding option. It KOs middleweights at 113% while near the left/right blast line. However, it has the second highest amount of landing lag out of Yoshi's aerials.
|uairname=&nbsp;
|uairname=&nbsp;
|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 coming out 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% while near the upper blast line.
|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}})
|dairname=&nbsp;
|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 Yoshi's most damaging aerial and, by extension, the most damaging aerial in the game. Due to it coming out on frame 16, however, it is tied with forward aerial for the highest amount of start-up lag out 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.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=Uses his tongue to grab an opponent and pull them into his mouth. Despite its appearance, Yoshi's tongue is not a [[tether recovery|tether]]. Instead, its range and lag are between those of tether grabs and normal grabs. As a result, Yoshi's grabs have fairly long ranges, but punishable amounts of start-up and ending lag.
|grabdesc=Uses his tongue to grab an opponent and pull them into his mouth. Despite its appearance, Yoshi's tongue is not a [[tether recovery|tether]]. Instead, its range and lag are between those of tether grabs and normal grabs. As a result, Yoshi's grabs have fairly long ranges, but punishable amounts of start-up and ending lag.
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|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=7%
|fthrowdmg=7%
|fthrowdesc=Spits the opponent forward. It has very minimal combo potential, as its only follow-ups are forward aerial or [[Egg Throw]] when throwing the opponent off-stage. However, both of these are largely situational.
|fthrowdesc=Spits the opponent forward. It has very minimal set-up potential, as its only follow-ups are forward aerial or [[Egg Throw]] when throwing the opponent off-stage. However, both of these are largely situational.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=7%
|bthrowdmg=7%
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|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Spins around and swings his tail around himself before getting up.
|floorfdesc=Spins around and swings his tail around himself.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Headbutts behind himself and then in front of himself before getting up.
|floorbdesc=
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Spins around and swings his tail around himself before getting up.
|floortdesc=Spins around and swings his tail around himself.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
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|nsdefname=Egg Lay
|nsdefname=Egg Lay
|nsdefdmg=7%
|nsdefdmg=7%
|nsdefdesc=Swallows the opponent and encases them in a {{s|mariowiki|Yoshi Egg}}. While trapped, the opponent receives roughly 2/3 the normal damage and can they use [[button mashing]] in order to break free, but they are completely immobile and vulnerable to Yoshi's attacks while trapped. They also stay trapped longer the more damaged they are, though the difference is small.
|nsdefdesc=Swallows the opponent and encases them in a {{s|mariowiki|Yoshi Egg}}. While trapped, the opponent receives less damage and can they use [[button mashing]] in order to break free, but they are completely immobile and vulnerable to Yoshi's attacks while trapped. They also stay trapped longer the more damaged they are.
|nsc1name=Lick
|nsc1name=Lick
|nsc1dmg=10%
|nsc1dmg=10%
|nsc1desc=Pokes the opponent with his tongue. Deals more damage and, unlike Egg Lay or Egg Launch, it has high knockback growth and is a semi-spike. Altogether, these traits make it a viable KOing option, as it KOs middleweights at 126% while near the edge of Final Destination in the ''3DS'' version. It also slightly boosts Yoshi forward, similarly to [[Jumping Inhale]]. This quirk allows it to function as a punishment option when spaced properly, and even as a horizontal recovery option. It is comparable to how Egg Lay functioned in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]].
|nsc1desc=Pokes the opponent with his tongue. Deals more damage and, unlike Egg Lay or Egg Launch, its high knockback growth makes it a viable KOing option, as it KOs middleweights at 137% while near the edge. It also slightly boosts Yoshi forward, similarly to [[Inhale (Kirby)#Customization|Jumping Inhale]]. This quirk allows it to function as a punishment option when spaced properly, and even as a horizontal recovery option, the latter of which can be used in conjunction with the vertical recovery granted by Egg Throw. It is comparable to how Egg Lay functioned in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]].
|nsc2name=Egg Launch
|nsc2name=Egg Launch
|nsc2dmg=10%
|nsc2dmg=10%
|nsc2desc=Deals more damage, has slightly less start-up lag, and the Yoshi Egg laid is launched much farther away from Yoshi, which makes it capable of spacing. However, the Yoshi Egg is even easier to break out of, barely gaining increased duration from higher percentages.
|nsc2desc=Deals more damage, has slightly less start-up, and the Yoshi Egg laid is fired away from Yoshi, which gives it spacing potential. However, the Yoshi Egg is much easier to break out of.
|ssdefname=Egg Roll
|ssdefname=Egg Roll
|ssdefdmg=4%-9%
|ssdefdmg=4%+speed
|ssdefdesc=Encases himself inside a Yoshi Egg in order to roll around. Yoshi can barrel through opponents, which deals a maximum of 9% with sufficient momentum, or quickly retreat. Unlike in previous installments, it no longer renders Yoshi [[helpless]] and allows him to jump once while rolling, the latter of which grants it [[mindgame]] potential.
|ssdefdesc=Encases himself inside a Yoshi Egg and then rolls around in order to barrel through opponents, or escape from them. It can deal a maximum of 9%, and Yoshi can jump while rolling, which allows it to partake in [[mindgame]]s. However, it only deals damage while on the ground.
|ssc1name=Heavy Egg Roll
|ssc1name=Heavy Egg Roll
|ssc1dmg=4%-15%
|ssc1dmg=4%+speed
|ssc1desc=The roll is significantly stronger, to the point that it deals a maximum of 15% in one roll with sufficient momentum. It also grants [[armor]], but is significantly slower.
|ssc1desc=The roll is significantly stronger, to the point that it can deal a maximum of 15% in one roll with sufficient momentum. It also grants [[armor]], but is significantly slower.
|ssc2name=Light Egg Roll
|ssc2name=Light Egg Roll
|ssc2dmg=10%-12% (ram), 4% (melee hit 1), 1% (melee hit 2)
|ssc2dmg=4%+speed
|ssc2desc=Unlike the other two variants, this Egg Roll makes Yoshi bounce in place once, propelling himself forward a sizable set distance, and then immediately leaving the egg after the second bounce. The roll is considerably faster and stronger, dealing higher consistent damage. The egg will bounce higher if the move is initiated in mid air. After launching forward, the egg will bounce again in that direction, unless the control stick is tilted in either horizontal direction, in which case it’ll bounce straight up. The egg will not bounce forward if it strikes something during the initial bounce, also dealing considerably less damage. Striking a wall or initiating the move higher in the air will end the move earlier.
|ssc2desc=The roll is considerably stronger and faster, to the point that it can deal a maximum of 11% with sufficient momentum. It also makes Yoshi perform a short hop upon being used, similarly to [[Spin Dash]], which grants it recovery potential so long as Yoshi performs it on the stage or a platform. However, only one roll can be performed, and it travels a set distance.
|usdefname=Egg Throw
|usdefname=Egg Throw
|usdefdmg=1% (contact), 5% (explosion)
|usdefdmg=1% (contact), 5% (explosion)
|usdefdesc=[[mariowiki:Egg Throw|Throws a Yoshi Egg]] on a controllable, parabolic arc. When used in midair, it grants Yoshi a small vertical and horizontal boost, which loses effectiveness with each consecutive use (4th egg does nothing) until he touches the ground. A very versatile projectile, it can be used for pressuring, edge-guarding, approaching, hindering approaches, and performing mindgames. The egg can be angled in a roughly 90° radius; tilting the control stick in the opposite direction will cause Yoshi to launch the egg straight up.
|usdefdesc=[[mariowiki:Egg Throw|Throws a Yoshi Egg]] on a controllable, parabolic arc. When used in midair, it grants Yoshi a small vertical boost, which loses effectiveness with each consecutive use until he touches the ground. A very versatile projectile, it can be used for pressuring, edge-guarding, approaching, hindering approaches, and performing mindgames.
|usc1name=High Jump
|usc1name=High Jump
|usc1dmg=—
|usc1dmg=—
|usc1desc=Grants a considerably higher vertical boost, but Yoshi does not throw a Yoshi Egg. Like Egg Throw, it can grant momentum up to three times until landing.
|usc1desc=Grants a considerably higher vertical boost, but Yoshi does not throw a Yoshi Egg.
|usc2name=Timed Egg Throw
|usc2name=Timed Egg Throw
|usc2dmg=9%
|usc2dmg=9%
|usc2desc=The Yoshi Egg is larger and its explosion deals more damage. However, it travels harmlessly through opponents instead of exploding on contact. It also has slightly more start-up, while the aerial version grants a shorter vertical boost.
|usc2desc=The Yoshi Egg's explosion deals more damage and has a [[flame]] effect, but travels harmlessly through opponents instead of exploding on contact. However, it has slightly more start-up, while the aerial version grants a shorter vertical boost.
|dsdefname=Yoshi Bomb
|dsdefname=Yoshi Bomb
|dsdefdmg=4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars)
|dsdefdmg=4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars)
|dsdefdesc=A {{s|mariowiki|Ground Pound}} that produces damaging stars in front and behind himself when he lands. It boasts impressive power and has very minimal start-up lag, which allow it to function as a viable surprise KOing option, especially from [[out of shield]]. The grounded version's Ground Pound KOs middleweights at 119%/113% (''3DS''/''Wii U'') from anywhere on Final Destination. Both versions also deal bonus amounts of [[shield damage]], with the grounded version being capable of almost breaking a full shield when each of its hitboxes connect. However, the aerial version's slightly lower damage output and knockback growth result in it being less effective at KOing in comparison. The aerial version KOs middleweights at 156%/145% (''3DS''/Wii U'') from anywhere on Final Destination.
|dsdefdesc=A {{s|mariowiki|Ground Pound}} that produces damaging stars in front and behind himself when he lands. It boasts impressive power and has very minimal start-up lag, which allow it to function as a viable surprise KOing option, especially from [[out of shield]]. The grounded version KOs middleweights at 135%, while the aerial version KOs them at 130% while near the upper blast line. Both versions also deal bonus amounts of [[shield damage]], with the grounded version being capable of almost breaking a full shield when all of its hitboxes connect.
|dsc1name=Star Bomb
|dsc1name=Star Bomb
|dsc1dmg=3% (hop), 4% (Ground Pound), 8%/6%/4% (stars)
|dsc1dmg=3% (hop), 4% (Ground Pound), 8%/6%/4% (stars)
|dsc1desc=The Ground Pound produces much larger stars that deal more damage. However, the Ground Pound itself deals much less damage and has much lower knockback, to the point that it has virtually no KO potential.
|dsc1desc=The Ground Pound produces much larger stars that deal more damage. However, the Ground Pound itself deals much less damage and has much lower knockback, to the point that the grounded version does not KO middleweights until 383%, and the aerial version does not KO them until 429%.
|dsc2name=Crushing Bomb
|dsc2name=Crushing Bomb
|dsc2dmg=5% (hop), 18% (Ground Pound)
|dsc2dmg=5% (hop), 18% (Ground Pound)
|dsc2desc=The Ground Pound deals more damage and has much higher knockback, to the point that even its aerial version KOs reliably. The grounded version's Ground Pound KOs middleweights at 78% from anywhere on Final Destination in the ''3DS'' version. In comparison, the aerial version KOs them at 90% from anywhere on Final Destination in the ''3DS'' version. However, it has significantly more start-up and ending lag, and produces no stars.
|dsc2desc=The Ground Pound deals more damage and has much higher knockback, to the point that the grounded version KOs middleweights at 96%, and the aerial version KOs them at 102%. However, it has significantly more start-up and ending lag, and produces no stars.
|fsname=Super Dragon
|fsname=Super Dragon
|fsdmg=3% (idle/ram), 18% (near Fireball), 14% (mid Fireball), 12% (far Fireball), 6% (near Fire Breath), 4% (mid Fire Breath), 3% (far Fire Breath)
|fsdmg=3% (idle/ram), 18%/14%/12% (Fireball), 6%/4%/3% (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.
|fsdesc=[[mariowiki:Winged Yoshi|Grows a pair of angelic wings]] that allow him to freely fly around. While transformed, Yoshi can also fire large {{s|mariowiki|Fireball}}s fro his mouth when the attack button is pressed, with the most damaging Fireball being strong enough to KO middleweights at 108% while near the edge. Conversely, he will briefly [[mariowiki:Fire Breath|exhale a continuous stream of flames]] while staying idle. 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}}
Line 520: Line 273:
|char=Yoshi
|char=Yoshi
|desc-up=Dances around in a circle and then says "Yoshi!" upon finishing.
|desc-up=Dances around in a circle and then says "Yoshi!" upon finishing.
|desc-side=Chases his tail, then briefly pauses to stare at it.
|desc-side=[[wikipedia:Dog behavior#Tail chasing|Chases his tail]], then briefly pauses to stare at it.
|desc-down=Looks towards the screen, then jumps excitedly up and down while flailing his arms and saying "Yoshi! Yoshi!"}}
|desc-down=Looks towards the screen, then jumps excitedly up and down while flailing his arms and saying "Yoshi! Yoshi!"}}


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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.-->
====Active====
*{{Sm|DIO|Japan}} - Placed 9th at [[Hyper Sumabato]], 7th at [[Sumabato 13]], and 5th at [[Sumabato 14]].
*{{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]]. Formerly ranked 6th on the [[British Columbia Power Rankings]].
*{{Sm|Kamikaze|USA}} - The best Yoshi player in Georgia. Placed 33rd at [[Super Smash Con 2016]], [[UGC Smash Open]], and [[MomoCon 2017]], and 1st at a few local tournaments in doubles play. Formerly ranked 12th on the [[Georgia Power Rankings]]. He has wins over {{Sm|Hyper Kirby}} and {{Sm|ItsSonic}}.
*{{Sm|Nikes|Australia}} - Placed 17th at [[Battle Arena Melbourne 7]], 3rd at [[Southern Cross Championship 2K15]], 9th at [[Battle Arena Melbourne 8]], and 25th at [[SXC2K16|SXC 2K16]]. Ranked 4th on the [[South Australia Power Rankings]].
*{{Sm|Poltergust|USA}} - Placed 13th at [[Paragon Orlando 2015]], 17th at [[CEO 2015]], 49th at [[Paragon Los Angeles 2015]], 13th at [[Smash the Record 2015]], and 33rd at [[Frame Perfect Series 2]]. Ranked 10th on the [[Florida Power Rankings|Central Florida Power Rankings]]. He has a win over {{Sm|Earth}}.
*{{Sm|Raptor|USA}} - Placed 9th at [[Super Smash Con 2015]], 49th at GENESIS 3, 7th at [[GUMS 6]], 17th at [[Pound 2016]], 13th at [[Apex 2016]], 5th at [[Glitch 2]], and has achieved several top 10 placings at [[KTAR (tournament series)|KTAR]] tournaments. Formerly ranked 9th on the [[New York City Power Rankings]].
*{{Sm|Ron|Japan}} - Placed 2nd at [[Sumabato 12]], 3rd at [[Hirosuma: Revolution]], 2nd at [[Sumabato 17]], and 1st at [[Sumabato 18]]. He has wins over {{Sm|Shuton}} and {{Sm|HIKARU}}.
*{{Sm|Seth|USA}} - Placed 9th at [[Midwest Mayhem (tournament series)|Midwest Mayhem]] 3, 5, 7, and 8. Ranked 4th on the [[Chicago Smash 4 Power Rankings|Chicago Power Rankings]] and 16th on the [[Midwest Smash 4 Power Rankings|Midwest Power Rankings]].
*{{Sm|Snoop|USA}} - Placed 17th at [[2GGT: FOW Saga]], 25th at [[2GGT: KTAR Saga]], 49th at [[GENESIS 4]], and 65th at [[2GGC: Civil War]]. 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|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|Papa Wall|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 players pointed out how his buffs restored his status as a viable choice in competitive play. Despite this, his tournament representation and results have not been high as 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}}.
 
Although Yoshi has achieved more tournament success since then, his continually sparse results negatively affected his tier status in subsequent tier lists. He would be ranked 23rd on the second tier list, but due to tier restructuring and Captain Falcon being reassessed as a high-tier character, Yoshi serendipitously became the highest ranking mid-tier character. As of the third and current tier list, Yoshi is ranked 29th, which has resulted in him losing his status as the highest ranking mid-tier character. By extension, this tier drop is tied with {{SSB4|Kirby}} and {{SSB4|Pit}}'s for the second largest between the second and third tier lists. Despite his lower rankings, Yoshi's current ranking is nevertheless respectable.
 
==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.''


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


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


==In Solo Modes==
:'''Super Dragon'''
===[[All-Star Mode]]===
::{{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.''
In All-Star Mode, Yoshi is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version alongside {{SSB4|Captain Falcon}}, {{SSB4|Dr. Mario}}, {{SSB4|Marth}}, {{SSB4|Pit}}, {{SSB4|Mega Man}}, {{SSB4|Palutena}}, and {{SSB4|Ryu}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
::{{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.''
====Solo Events====
* '''[[All-Star Battle: Regulars]]''': Yoshi is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]''
* '''[[King of the Yoshis]]''': Yoshi must defeat seven other Yoshis.
====Co-op Events====
* '''[[Food Fight]]''': {{SSB4|Kirby}} and {{SSB4|King Dedede}} must defeat Yoshi, {{SSB4|Wario}}, and {{SSB4|Pac-Man}}.
* '''[[Robots vs. Dragons]]''': {{SSB4|R.O.B.}} and {{SSB4|Mega Man}} must defeat a giant Yoshi, a giant {{SSB4|Charizard}}, and [[Ridley]] in a [[Stamina Mode|Stamina Battle]].
* '''[[Scheming Sorcerer]]''': Yoshi and {{SSB4|Toon Link}} must defeat a male and a female {{SSB4|Robin}}, followed by a metal male Robin and a giant metal female Robin.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Yoshi.png|Classic Mode
SSB4-3DS Congratulations All-Star Yoshi.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
<gallery>
SSB4-Wii U Congratulations Classic Yoshi.png|Classic Mode
YoshiTrophy3DS.png|Classic (3DS)
SSB4-Wii U Congratulations All-Star Yoshi.png|All-Star Mode
YoshiAllStarTrophy3DS.png|Alt. (3DS)
YoshiTrophyWiiU.png|Classic (Wii U)
YoshiAltTrophyWiiU.png|Alt. (Wii U)
SuperDragonTrophyWiiU.png|[[Super Dragon]]
</gallery>
</gallery>
</center>
</center>


==[[Trophies]]==
==In [[Event Match]]es==
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.
===Solo Events===
{{Trophy/Fighter
* '''[[All-Star Battle: Regulars]]''': Yoshi is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]''
|name=Yoshi
* '''[[King of the Yoshis]]''': Yoshi must defeat seven other Yoshis.
|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
===Co-op Events===
|name=Yoshi (Alt.)
* '''[[Food Fight]]''': {{SSB4|Kirby}} and {{SSB4|King Dedede}} must defeat Yoshi, {{SSB4|Wario}}, and {{SSB4|Pac-Man}}.
|image-3ds=YoshiAltTrophy3DS.png
* '''[[Robots vs. Dragons]]''': {{SSB4|R.O.B.}} and {{SSB4|Mega Man}} must defeat a giant Yoshi, a giant {{SSB4|Charizard}}, and [[Ridley]] in a [[Stamina Mode|Stamina Battle]].
|image-wiiu=YoshiAltTrophyWiiU.png
* '''[[Scheming Sorcerer]]''': Yoshi and {{SSB4|Toon Link}} must defeat a male and a female {{SSB4|Robin}}, followed by a metal male Robin and a giant metal female Robin.
|mode=Alt
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
|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
==[[Alternate costume (SSB4)#Yoshi|Alternate costumes]]==
|name=Super Dragon
*The eggs Yoshi creates now match the respective alternate costume.
|image=SuperDragonTrophyWiiU.png
|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.
|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.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Yoshi|Alternate costumes]]==
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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 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, {{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.
*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.
*''SSB4'' is the first installment in which Yoshi receives new [[alternate costume]]s under normal circumstances.
*Yoshi, Jigglypuff, and {{SSB4|Captain Falcon}} are the only characters to use voice clips from every installment of ''Super Smash Bros.''
**Incidentally, [[Yoshi Bomb]]'s voice clip is still available in [[Sound Test]], even though Yoshi no longer vocalizes upon using Yoshi Bomb.
*Yoshi is the only [[veteran]] who can no longer be rendered [[helpless]] upon using any of his special moves.
*Yoshi is the only [[veteran]] who can no longer be rendered [[helpless]] upon using any of his special moves.
*Although Yoshi's back aerial now consists of three hits instead of four, the sound effect of the removed fourth hit can still be heard if one listens closely. This is much more noticeable in [[Training Mode]]'s 1/speed setting.
*Although 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 1/4x 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]].
*Yoshi's punching victory pose is likely a humorous reference to one of [[wikipedia:Akuma (Street Fighter)|Akuma]]'s victory poses or his Raging Demon ({{ja|瞬獄殺|Shun Goku Satsu}}, ''Blinking Prison Killer''), which concludes with an identical pose. This is even referenced in {{SSB4|Ryu}}'s [[All-Star Mode]] [[congratulations screen]] in ''[[Super Smash Bros. for Wii U]]''.
 
==References==
{{reflist}}


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

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