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'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a starter character in ''[[Super Smash Bros. Melee]]''. He was announced as a playable character at the [[E3]] 2001. | '''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a starter character in ''[[Super Smash Bros. Melee]]''. He was announced as a playable character at the [[E3]] 2001. | ||
Like most of his appearances, he is voiced by Kazumi Totaka, albeit via recycled voice clips from ''Yoshi's Story'' and ''Smash 64''. | |||
He is currently ranked 10th out of 26 on the current tier list, placing him in the B+ tier. This is | He is currently ranked 10th out of 26 on the current tier list, placing him in the B+ tier. This is similar to his previous placement in ''Smash 64'', where he was ranked 5th out of 12. Yoshi has outstanding combo ability with his double jump canceling (especially against fast-fallers like {{SSBM|Fox}}), a great aerial game (coupled with the third most powerful [[meteor smash]] in the game), and some decent approach options. He can also play mindgames and extend combos with his unpredictable [[Egg Throw]], and has a very reliable finisher in his down smash, which has almost no start-up lag, outstanding reach and knockback, and a very [[semi-spike|favorable launch angle]] that is hard to [[DI]] against or recover from. Yoshi also has very unique mechanics, such as a knockback reduction armor active during his double jump, which he can use to tank hits or create counter punch opportunities by double jump canceling out of it. However, his lack of a "true" third jump means he can be vulnerable when hit out of it, or after canceling it. His high falling speed also makes him a target for combos. Yoshi's shield is also very unique. He cannot jump out of it once in the egg, but cannot be shieldstabbed, and suffers no shieldstun, meaning situations involving his shield play out very differently than they do for the rest of the cast. On the other hand, his shield startup animation has invincibility frames and can be jumped out of -the mechanic known as parry- giving him unique punish opportunities when an opponent hits him during that startup animation. | ||
Although widely considered to be one of the worst characters in the game in ''Melee'''s early lifespan, his placement has greatly improved in more recent tier lists due to large innovations in Yoshi's metagame by {{Sm|aMSa}}, as well as strong tournament placements by him, which culminated in aMSa's victory at the supermajor {{Trn|The Big House 10}}. Yoshi has also seen a significant increase in his playerbase in recent years thanks to aMSa. | Although widely considered to be one of the worst characters in the game in ''Melee'''s early lifespan, his placement has greatly improved in more recent tier lists due to large innovations in Yoshi's metagame by {{Sm|aMSa}}, as well as strong tournament placements by him, which culminated in aMSa's victory at the supermajor {{Trn|The Big House 10}}. Yoshi has also seen a significant increase in his playerbase in recent years thanks to aMSa. | ||
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Yoshi received a mix of [[buff]]s and [[nerf]]s but was nerfed overall. His out of shield game has been nerfed due to the fact he can no longer jump out of his shield making his already poor out of shield game even worse as well as giving him a significant disadvantage while in shield compared to the rest of the cast. In addition to this, his shield grab is slower and his throws are much weaker. His damage output and KO potential have also been considerably decreased making it harder for him to close out stocks. His combo game is also worse in some aspects as some of his moves (such as up tilt) have been altered to give them less combo potential and the introduction of [[DI]] and the reduction of hitstun have also made his combo game less consistent. The introduction of [[meteor canceling]] has also significantly harmed him as it hinders the reliability of his forward aerial and it does not make him much less vulnerable to meteor smashes himself due to him only having one double jump and his [[Egg Throw]] not granting him any extra height. | Yoshi received a mix of [[buff]]s and [[nerf]]s but was nerfed overall. His out of shield game has been nerfed due to the fact he can no longer jump out of his shield making his already poor out of shield game even worse as well as giving him a significant disadvantage while in shield compared to the rest of the cast. In addition to this, his shield grab is slower and his throws are much weaker. His damage output and KO potential have also been considerably decreased making it harder for him to close out stocks. His combo game is also worse in some aspects as some of his moves (such as up tilt) have been altered to give them less combo potential and the introduction of [[DI]] and the reduction of hitstun have also made his combo game less consistent. The introduction of [[meteor canceling]] has also significantly harmed him as it hinders the reliability of his forward aerial and it does not make him much less vulnerable to meteor smashes himself due to him only having one double jump and his [[Egg Throw]] not granting him any extra height. | ||
Yoshi has also seen some buffs. Yoshi's comboing ability remains strong due to the much faster falling speeds, as well as retaining the ability to [[double jump cancel]]. Despite the nerfs | Yoshi has also seen some buffs. Yoshi's comboing ability remains strong due to the much faster-falling speeds, as well as retaining the ability to [[double jump cancel]]. Despite the nerfs Yoshi's out of shield game received, his shield no longer suffers from [[shieldstun]] and he can still parry out of shield giving him unique options the rest of the cast does not have. Yoshi also benefits from the introduction of directional [[air dodge]]s as they give him an extra recovery option and allow him to [[wavedash]]. As for buffs to his moveset, some of his moves are slightly faster either in terms of startup lag, ending lag, or both and his new side special [[Egg Roll]] gives him an additional recovery option. | ||
Despite his nerfs, he is still seen as a viable character | Despite his nerfs, he is still seen as a viable character although he struggles against most of the top tier characters. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Yoshi received a slightly more realistic appearance, with mottled skin and a more dinosaur-like posture. His green skin tone became darker.}} | *{{change|Yoshi received a slightly more realistic appearance, with mottled skin and a more dinosaur-like posture. His green skin tone became darker.}} | ||
*{{change|Yoshi's [[taunt]] has a different animation. He no longer turns around while performing it.}} | *{{change|Yoshi's [[taunt]] has a different animation. He no longer turns around while performing it.}} | ||
*{{change|Blue Yoshi and Pink Yoshi can now be selected during normal gameplay instead of being exclusive to the AI. Blue replaces Light Blue Yoshi as Yoshi's blue team color | *{{change|Blue Yoshi and Pink Yoshi can now be selected during normal gameplay instead of being exclusive to the AI. Blue replaces Light Blue Yoshi as Yoshi's blue team color and they also switch character selection order}}. | ||
===Attributes=== | ===Attributes=== | ||
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**{{change|Yoshi's [[short hop]] is also significantly lower (23.767 (713) → 18.33). Compared with the returning veterans, however, his short hop is significantly higher, going from the 3rd lowest out of 12 characters to the 4th highest out of 26.}} | **{{change|Yoshi's [[short hop]] is also significantly lower (23.767 (713) → 18.33). Compared with the returning veterans, however, his short hop is significantly higher, going from the 3rd lowest out of 12 characters to the 4th highest out of 26.}} | ||
**{{nerf|Yoshi's [[double jump]] has less knockback based [[armor]] (140 → 120), hindering its ability to protect Yoshi.}} | **{{nerf|Yoshi's [[double jump]] has less knockback based [[armor]] (140 → 120), hindering its ability to protect Yoshi.}} | ||
*{{change|Yoshi's [[gravity]] retains its slightly higher value from the | *{{change|Yoshi's [[gravity]] retains its slightly higher value from the North America, Australian, and European versions of ''Smash 64'' (0.09 (2.7, JPN) / 0.0933 (2.8, NA/AUS/EUR) → 0.093).}} | ||
*{{change|Yoshi [[falling speed|fall]]s faster (1.833 (55) → 1.93).}} | *{{change|Yoshi [[falling speed|fall]]s faster (1.833 (55) → 1.93).}} | ||
**{{nerf|However, Yoshi's [[fast fall]]ing speed has been unchanged (2.933 (88) → 2.93). The difference between his falling speed and fast falling speed is lower than his Japanese ''Smash 64'' counterpart (increase: 60% (JPN) / 51.7% (NA/AUS/EUR) → 51.8%).}} | **{{nerf|However, Yoshi's [[fast fall]]ing speed has been unchanged (2.933 (88) → 2.93). The difference between his falling speed and fast falling speed is lower than his Japanese ''Smash 64'' counterpart (increase: 60% (JPN) / 51.7% (NA/AUS/EUR) → 51.8%).}} | ||
*{{nerf|Yoshi is significantly [[weight|lighter]] (115.053763 (0.93) → 108 (NTSC) / 111 (PAL)).}} | *{{nerf|Yoshi is significantly [[weight|lighter]] (115.053763 (0.93) → 108 (NTSC) / 111 (PAL)).}} | ||
*{{nerf|Yoshi's tail now has a hurtbox. This makes Yoshi easier to hit in the back and makes his tail based attacks less disjointed.}} | *{{nerf|Yoshi's tail now has a hurtbox. This makes Yoshi easier to hit in the back and makes his tail based attacks less disjointed.}} | ||
*{{buff|Yoshi no longer suffers from [[shieldstun]], which | *{{buff|Yoshi no longer suffers from [[shieldstun]], which along with the introduction of light shielding, makes him significantly less vulnerable to shield pressure and allows him to punish out of shield much sooner; even relative to the cast.}} | ||
*{{nerf|Yoshi's initial shield animation is longer (3 frames → 6), meaning that Yoshi cannot drop shield as early if he wants to put it up and put it away instantly.}} | *{{nerf|Yoshi's initial shield animation is longer (3 frames → 6), meaning that Yoshi cannot drop shield as early if he wants to put it up and put it away instantly.}} | ||
*{{nerf|If Yoshi drops shield early on into his shield animation, it will no longer grant intangibility to Yoshi's shield drop animation.}} | *{{nerf|If Yoshi drops shield early on into his shield animation, it will no longer grant intangibility to Yoshi's shield drop animation.}} | ||
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*{{buff|Yoshi is [[weight|heavier]] (108 → 111).}} | *{{buff|Yoshi is [[weight|heavier]] (108 → 111).}} | ||
*{{buff|Up smash deals 1% more damage (14% → 15) and has higher base knockback (26 → 30).}} | *{{buff|Up smash deals 1% more damage (14% → 15) and has higher base knockback (26 → 30).}} | ||
*{{buff|Forward smash deals 1% more damage (16% → 17%) and has higher knockback scaling (94 → 98) | *{{buff|Forward smash deals 1% more damage (16% → 17%) and has higher knockback scaling (94 → 98).}} | ||
*{{nerf|Down aerial deals considerably less damage as each hit deals 1% less damage (53% → 38%).}} | *{{nerf|Down aerial deals considerably less damage as each hit deals 1% less damage (53% → 38%).}} | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=5% | |neutral2dmg=5% | ||
|neutraldesc=Yoshi does a very fast short-ranged kick followed by a more powerful kick. | |neutraldesc=Yoshi does a very fast short-ranged kick followed by a more powerful kick. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=13% | |ftiltupdmg=13% | ||
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|ftiltdowndmg=11% | |ftiltdowndmg=11% | ||
|ftiltdesc=Sticks his foot out in a similar fashion to the second hit of his neutral attack, only with more range and knockback. Can combo into a forward aerial (especially when angled up), and if [[DI]]'d come back onto the stage, Yoshi can followup with a down smash. Can be angled up or down. | |ftiltdesc=Sticks his foot out in a similar fashion to the second hit of his neutral attack, only with more range and knockback. Can combo into a forward aerial (especially when angled up), and if [[DI]]'d come back onto the stage, Yoshi can followup with a down smash. Can be angled up or down. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% | |utiltdmg=10% | ||
|utiltdesc=Does a very fast but short-ranged tail swipe upwards. | |utiltdesc=Does a very fast but short-ranged tail swipe upwards. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=Performs a low sweep with his tail. Has [[fixed knockback]]. It can be used as a [[gimping]] move, particularly at base to low percentages. | |dtiltdesc=Performs a low sweep with his tail. Has [[fixed knockback]]. It can be used as a [[gimping]] move, particularly at base to low percentages. | ||
|dashname= | |dashname= | ||
|dashdmg=9% (clean), 8% (late) | |dashdmg=9% (clean), 8% (late) | ||
|dashdesc=Does a running headbutt. Yoshi's head is [[intangible]] during the early transition of the move. | |dashdesc=Does a running headbutt. Yoshi's head is [[intangible]] during the early transition of the move. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBM|16}} (NTSC), {{ChargedSmashDmgSSBM|17}} (PAL) | |fsmashdmg={{ChargedSmashDmgSSBM|16}} (NTSC), {{ChargedSmashDmgSSBM|17}} (PAL) | ||
|fsmashdesc=Reels his head back, then slams it forward as a powerful headbutt. This move is somewhat predictable, but it has good KO potential. Can be slightly angled up or down. Yoshi's head is intangible while the hitboxes are active. | |fsmashdesc=Reels his head back, then slams it forward as a powerful headbutt. This move is somewhat predictable, but it has good KO potential. Can be slightly angled up or down. Yoshi's head is intangible while the hitboxes are active. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|14}} (NTSC), {{ChargedSmashDmgSSBM|15}} (PAL) | |usmashdmg={{ChargedSmashDmgSSBM|14}} (NTSC), {{ChargedSmashDmgSSBM|15}} (PAL) | ||
|usmashdesc=Headbutts upwards. Just like his forward smash, Yoshi's head is intangible while the hitboxes are active. | |usmashdesc=Headbutts upwards. Just like his forward smash, Yoshi's head is intangible while the hitboxes are active. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|12}} (back) | ||
|dsmashdesc=Swipes his tail in front and then back. A very useful [[edgeguarding]] move that powerfully sends opponents on a low [[semi-spike]] trajectory. Considered Yoshi's best KO move. | |dsmashdesc=Swipes his tail in front and then back. A very useful [[edgeguarding]] move that powerfully sends opponents on a low [[semi-spike]] trajectory. Considered Yoshi's best KO move. | ||
|nairname= | |nairname= | ||
|nairdmg=14% (clean), 10% (late) | |nairdmg=14% (clean), 10% (late) | ||
|nairdesc=A [[sex kick]] with decent knockback. | |nairdesc=A [[sex kick]] with decent knockback. | ||
|fairname=Noggin Dunk | |fairname=Noggin Dunk | ||
|fairdmg=17% | |fairdmg=17% | ||
|fairdesc=Brings his head back and forcefully swings it down. It is the third most powerful [[meteor smash]] in the game, and isn't particularly slow (though its speed was significantly lowered from ''Smash 64''). It is a good edgeguarding move and can lead into a down smash when used onstage. | |fairdesc=Brings his head back and forcefully swings it down. It is the third most powerful [[meteor smash]] in the game, and isn't particularly slow (though its speed was significantly lowered from ''Smash 64''). It is a good edgeguarding move and can lead into a down smash when used onstage. | ||
|bairname= | |bairname= | ||
|bairdmg=7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) | |bairdmg=7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) | ||
|bairdesc=Swipes his tail four times behind him. Great for racking up damage, although not as great as his down aerial. All hits deal up to ≈20.65% when used fresh. | |bairdesc=Swipes his tail four times behind him. Great for racking up damage, although not as great as his down aerial. All hits deal up to ≈20.65% when used fresh. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=Thrusts his tail upwards very fast. Can be used to [[juggle]], working especially well when [[Double jump cancel|DJC'd]]. | |uairdesc=Thrusts his tail upwards very fast. Can be used to [[juggle]], working especially well when [[Double jump cancel|DJC'd]]. | ||
|dairname=Flutter Kick | |dairname=Flutter Kick | ||
|dairdmg=NTSC: 4% (hits 1-14)<br/>PAL: 3% (hits 1-14) | |dairdmg=NTSC: 4% (hits 1-14)<br/>PAL: 3% (hits 1-14) | ||
|dairdesc=Rapidly peddles his feet downwards as he descends, weakly meteor smashing enemies. Most damaging aerial in Melee, dealing ≈51.32 if all 14 hits connect (NTSC version only). | |dairdesc=Rapidly peddles his feet downwards as he descends, weakly meteor smashing enemies. Most damaging aerial in Melee, dealing ≈51.32 if all 14 hits connect (NTSC version only). | ||
|grabname= | |grabname= | ||
|grabdesc=Yoshi uses his tongue to grab an opponent and pull them into his mouth. His dash grab causes him to trip if he doesn't get anyone. Despite the appearance, Yoshi's tongue isn't a tether, though its range and lag is between tethers and normal grabs. | |grabdesc=Yoshi uses his tongue to grab an opponent and pull them into his mouth. His dash grab causes him to trip if he doesn't get anyone. Despite the appearance, Yoshi's tongue isn't a tether, though its range and lag is between tethers and normal grabs. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Chews on foe. | |pummeldesc=Chews on foe. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% | |fthrowdmg=6% | ||
|fthrowdesc=Spits foe out. | |fthrowdesc=Spits foe out. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=6% | |bthrowdmg=6% | ||
|bthrowdesc=Turns around and spits foe out. | |bthrowdesc=Turns around and spits foe out. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% | |uthrowdmg=5% | ||
|uthrowdesc=Chunks the opponent upwards. | |uthrowdesc=Chunks the opponent upwards. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Forcefully slams foe into the ground. | |dthrowdesc=Forcefully slams foe into the ground. | ||
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|usdesc=Throws an egg at an upward arc. The strength and angle of the egg that is thrown can be controlled by holding the [[B button]] and tilting the [[control stick]] respectively during Yoshi's windup. | |usdesc=Throws an egg at an upward arc. The strength and angle of the egg that is thrown can be controlled by holding the [[B button]] and tilting the [[control stick]] respectively during Yoshi's windup. | ||
|dsname=Yoshi Bomb | |dsname=Yoshi Bomb | ||
|dsdmg= | |dsdmg=14% (body), 1% (stars) | ||
|dsdesc=Jumps and plummets downwards, producing stars when he lands. If used in the air, Yoshi will fall straight down. Can sweetspot the ledge only if Yoshi is facing towards one. | |dsdesc=Jumps and plummets downwards, producing stars when he lands. If used in the air, Yoshi will fall straight down. Can sweetspot the ledge only if Yoshi is facing towards one. | ||
}} | }} | ||
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:''See also: [[:Category:Yoshi players (SSBM)]]'' | :''See also: [[:Category:Yoshi players (SSBM)]]'' | ||
*{{Sm|aMSa | *{{flag|Japan}} / {{flag|Canada}} {{Sm|aMSa}} - The undisputed best Yoshi main of all time and the most influential, while he would become not only a legitimate top level player rather than just being good for a Yoshi player, but also become a contender for best player in the world in the post-[[COVID]] era, being ranked #2 on [[SSBMRank 2022]]. He has defeated nearly every top player with Yoshi, and has a vast amount of major top 8s under his belt, including several major wins such as {{Trn|The Big House 10}}, {{Trn|Apex 2022}}, and {{Trn|Scuffed World Tour}}. aMSa is single-handily responsible for completely reversing the perception of Yoshi being a bottom tier character, proving Yoshi to be a viable character at the top level. | ||
*{{Sm|Bringer of Death|Australia}} - An Australian Yoshi | *{{Sm|Bringer of Death|Australia}} - An Australian Yoshi known for being one of the very few notable Yoshi players in the [[MLG]] era. Placed 4th at {{Trn|@M}} and 1st at {{Trn|Comrades of the Anfology}}, the two largest Australian tournaments of the era. | ||
*{{Sm|Fumi|Japan}} - Known as the best Japanese Yoshi main before aMSa, and one of the very few notable Yoshi players in the MLG era. | *{{Sm|Fumi|Japan}} - Known as the best Japanese Yoshi main before aMSa, and one of the very few notable Yoshi players in the MLG era. | ||
*{{Sm|nebbii|Netherlands}} - Was formerly the best European Yoshi main and second best in the world after aMSa. Placed 7th at {{Trn|Heir 4}} and {{Trn|Syndicate 2017}} with wins over {{Sm|Amsah}}, {{Sm|Android}}, and {{Sm|Stango}}. He was ranked 98th on the [[2018 MPGR]], which | *{{Sm|nebbii|Netherlands}} - Was formerly the best European Yoshi main and second best in the world after aMSa. Placed 7th at {{Trn|Heir 4}} and {{Trn|Syndicate 2017}} with wins over {{Sm|Amsah}}, {{Sm|Android}}, and {{Sm|Stango}}. He was ranked 98th on the [[2018 MPGR]], which has been the only time a Yoshi player besides aMSa was ranked on SSBMRank/MPGR. He switched to Falco before retiring. | ||
*{{Sm|V3ctorman|USA}} - The best Yoshi | *{{Sm|V3ctorman|USA}} - The best Yoshi in the world before aMSa's emergence, and he would remain the best Yoshi in the United States up until he stopped competing in 2016. V3ctorman's 65th placing at [[Apex 2012]] and [[Apex 2013]] with solo Yoshi were the highest placing for Yoshi at a ''Melee'' major or supermajor before aMSa made his international debut [[EVO 2013]]. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Yoshi has historically been viewed as borderline nonviable for high level play. He | Yoshi has historically been viewed as borderline nonviable for high level play. He was often accused of having a terrible [[shield ]]game, slow attacks, and an inflexible [[recovery]], all of which many top and high tiered characters could easily exploit. Yoshi's advantageous properties, such as his deadly [[double jump cancel]] combos, ability to [[parry]], and [[Yoshi (SSBM)/Up special|flexible projectile]], were not fully developed and written off as gimmicks. While Yoshi would be considered a middle tier character early on, rising as high as 13th on the [[List of SSBM tier lists (NTSC)#Fifth tier list (September 29, 2003)|the fifth tier list]], Yoshi's standing consistently fell after this point, with only {{Sm|Fumi}} and {{Sm|Bringer of Death}} making any significant impacts with him, the latter of which doing so in a very isolated and weak region. By the [[List of SSBM tier lists (NTSC)#Ninth tier list (October 14, 2008)|ninth tier list]], Yoshi had dropped to 22nd place on the tier list, firmly within the bottom tiers and the fifth worst character overall; by this point, Fumi and the other notable Yoshi players retired from ''Melee'', leaving Yoshi's metagame relatively abandoned in the competitive scene. | ||
A couple years later, players such as {{Sm|V3ctorman}} began to use Yoshi in tournaments, revitalizing and innovating | A couple years later, players such as {{Sm|V3ctorman}} began to use Yoshi in tournaments, revitalizing and innovating Yoshi's previously stagnant metagame. They pushed Yoshi's [[punish]] game, becoming much more consistent at double jump canceling than Yoshi players in the past, and also showed more innovative uses of [[Egg Throw]], developing it as a zoning and [[edgeguard]]ing tool. Despite these developments, when the [[List of SSBM tier lists (NTSC)#Tenth tier list (December 31, 2010)|tenth tier list]] released, Yoshi only rose by one spot, and as a result, being barely out of the bottom tier. Eventually, even V3ctorman suffered from declining tournament placings as more people in his region learned the Yoshi [[matchup]]. The only high level representation for Yoshi was arguably {{Sm|Leffen}}, who never actually mained him, only using him as a [[secondary]] at locals and dropping him shortly into his career, thus leaving Yoshi's metagame stagnant once again. | ||
In late 2012 to early 2013, however, {{Sm|aMSa}} made his competitive debut in Japan, taking top 8 in a Japanese tournament with only Yoshi. He later | In late 2012 to early 2013, however, {{Sm|aMSa}} made his competitive debut in Japan, taking top 8 in a Japanese tournament with only Yoshi. He later finished 25th in [[EVO 2013]], sweeping his pools and taking a game off of {{Sm|Mew2King}}, a placement that convinced the [[Melee Back Room]] to move Yoshi up 3 places on the [[List of SSBM tier lists (NTSC)#Eleventh tier list (July 26th, 2013)|tier list]] following said tournament, making him a borderline mid tier character. aMSa later reappeared with Yoshi in several future tournaments, including [[Apex 2014]] and [[Republic of Fighters 3]], and, to the surprise of many, placed 5th at [[Apex 2015]], defeating several renowned players of top tiered characters, namely {{Sm|Lucky}}, {{Sm|Silent Wolf}}, {{Sm|Fly Amanita}}, and {{Sm|SFAT}}. aMSa's use of Yoshi was considered completely unique from those of Fumi, V3ctorman, and other previous Yoshi mains; he showed the use of parrying and spacing that was previously never seen before, demonstrating that Yoshi's ability to punish errors made by opponents was far greater than expected. Following these performances from aMSa that far outstripped what players of most middle tier characters could do, Yoshi has risen 6 places in the [[List of SSBM tier lists (NTSC)#Twelfth tier list (December 10th, 2015)|twelfth NTSC tier list]] and 8 places in the third [[PAL Tier List#Third PAL Tier List (March 22nd, 2015)|PAL tier list]], to 12th and 11th respectively, solidifying Yoshi as a solid middle tier character. | ||
Yoshi's placement in the current tier list has been a topic of debate since then. Throughout aMSa's earlier years in the scene, many noted his tendency to perform better overseas than in Japan, suggesting that he won mainly through [[matchup]] inexperience. However, in recent times, aMSa's performance has gradually gained momentum; not only has he begun to dominate his region, showing that he has erased any reliance on matchup inexperience from his game, | Yoshi's placement in the current tier list has been a topic of debate since then. Throughout aMSa's earlier years in the scene, many noted his tendency to perform better overseas than in Japan, suggesting that he won mainly through [[matchup]] inexperience. However, in recent times, {{Sm|aMSa}}'s performance has gradually gained momentum; not only has he begun to dominate his region, showing that he has erased any reliance on matchup inexperience from his game, he has been able to continue placing well at majors, placing 9th at [[GENESIS 5]], 9th at [[GameTyrant Expo 2017]], 7th at [[Full Bloom 4]], 7th at [[Smash Summit 6]], 5th at [[Get On My Level]], and 4th at [[EGLX 2018]], while defeating the likes of players such as {{Sm|Hungrybox}}, {{Sm|Plup}}, {{Sm|Mew2King}}, {{Sm|Axe}}, {{Sm|Wizzrobe}}, {{Sm|SFAT}}, and many others. As a result of this, aMSa would become ranked 7th on the [[2019 MPGR]], becoming the first top 10 player to main a perceived mid tier character beside Axe since {{Sm|Shroomed}}'s Dr. Mario in 2014. aMSa's astounding achievements pushed Yoshi into becoming recognizing as a competitively viable character, sitting now at 10th on the [[List of SSBM tier lists (NTSC)#Thirteenth tier list (March 29th, 2021)|thirteenth and current tier list]]. aMSA would then improve even farther in the post-COVID era, with him outright winning majors such as {{Trn|The Big House 10}}, {{Trn|Apex 2022}}, and {{Trn|Scuffed World Tour}}, becoming a contender for outright best player in the world as he would be ranked the second best player after {{Sm|Zain}} on [[SSBMRank 2022]]. Overall, thanks to aMSa, Yoshi has achieved great results, which increased his representation and pushed his metagame to levels originally thought unfathomable, proving him to be much better than people believed for most of ''Melee''{{'}}s competitive life. | ||
==In 1-P Mode== | ==In 1-P Mode== | ||
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===[[Adventure Mode]]=== | ===[[Adventure Mode]]=== | ||
Yoshi is the only character of a starting universe | Yoshi is the only character of a starting universe that does not have his own stage in Adventure Mode. However, the {{uv|Yoshi}} universe is incorporated in the {{uv|Mario}} universe instead. | ||
Yoshi's appearance in the Adventure Mode occurs halfway through the first stage of the [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]] stage. Once the player reaches an elevated platform, a team of 10 Yoshis will appear, who must all be defeated to continue. | Yoshi's appearance in the Adventure Mode occurs halfway through the first stage of the [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]] stage. Once the player reaches an elevated platform, a team of 10 Yoshis will appear, who must all be defeated to continue. | ||
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*'''[[Event 24: The Yoshi Herd]]''': The player chooses any character and must defeat a group of 30 Yoshis on Yoshi's Island, with the last one being giant. The player has two minutes to KO all 30 Yoshis. | *'''[[Event 24: The Yoshi Herd]]''': The player chooses any character and must defeat a group of 30 Yoshis on Yoshi's Island, with the last one being giant. The player has two minutes to KO all 30 Yoshis. | ||
===[[Congratulations_screen#Super_Smash_Bros._Melee| | ===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
YoshiClassicMode.jpg|Classic | YoshiClassicMode.jpg|Classic mode | ||
YoshiAdventureMode.jpg|Adventure | YoshiAdventureMode.jpg|Adventure mode | ||
YoshiAllStarMode.jpg|All-Star | YoshiAllStarMode.jpg|All-Star mode | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
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<center> | <center> | ||
<gallery> | <gallery> | ||
SSBM Yoshi HQ.jpg|Official artwork of Yoshi | SSBM Yoshi HQ.jpg|Official artwork of Yoshi | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
==Trivia== | ==Trivia== | ||
*Yoshi's trophy lists his first game as ''Super Mario World'' in the NTSC version | *Yoshi's trophy lists his first game as ''Super Mario World'' in the NTSC version but ''Super Mario World 2: Yoshi's Island'' in the Japanese and PAL versions. The former is his first appearance while the latter is his first fully playable appearance. | ||
*''Melee'' marked the latest game that Yoshi was not the last "Original 8" member to be confirmed. In later games, he would always be the last of the "Original 8" to be confirmed. | *''Melee'' marked the latest game that Yoshi was not the last "Original 8" member to be confirmed. In later games, he would always be the last of the "Original 8" to be confirmed. | ||
*''Melee'' is the only game in which Yoshi does not have the highest air speed. | *''Melee'' is the only game in which Yoshi does not have the highest air speed. | ||
*Yoshi, {{SSBM|Mario}}, {{SSBM|Peach}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their | *Yoshi, {{SSBM|Mario}}, {{SSBM|Peach}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[character artwork|official artwork]], although Yoshi's artwork is flipped vertically. | ||
==References== | ==References== | ||
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==External links== | ==External links== | ||
*[http://www.youtube.com/watch?v=UufV85QoCVE The Red Essence - A Yoshi tech skill video by aMSa] | *[http://www.youtube.com/watch?v=UufV85QoCVE The Red Essence - A Yoshi tech skill video by aMSa] | ||