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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 comparable 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'' | Although widely considered to be one of the worst characters in the game in ''Melee'''s early lifespan, his placement has greatly improved in the most recent tier lists due to large innovations in Yoshi's metagame by {{Sm|aMSa}}, as well as strong tournament placements by him. Yoshi has also seen a significant increase in his playerbase in recent years, thanks to aMSa. | ||
==Attributes== | ==Attributes== | ||
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Perhaps Yoshi's greatest strength is his amazing air game. In addition to his high air speed and a highly maneuverable midair jump, as well as fast, low-lag, sometimes multi-hitting aerials to aid his comboing game, Yoshi can also [[double jump cancel]], being one of only a handful of characters capable of performing this technique. By interrupting his midair jump with an aerial, Yoshi can use his powerful aerials in rapid succession, opening up a multitude of follow-ups and shield pressure. Yoshi can combine his double jump cancel with an already useful SHFFL (thanks to his low short hop and fast falling speed) to make his attacking and damage rate even faster. Additionally, Yoshi's aerial attacks themselves boast outstanding versatility; his neutral and up aerials have KO potential, as does his forward aerial due to its meteor smash potential (the third strongest in the game), making them incredible combo finishers. Yoshi's down aerial is also one of the most damaging attacks in all the game; if all hits connect, it can deal 53% (38% in PAL) on the outset, aided by a variety of weak meteor smash hitboxes. Meanwhile, back aerial is another highly damaging move that deals 20% if all hits connect. Finally, thanks to his double jump cancel and armor frames on his midair jump, Yoshi can even use his aerials to counterattack to a degree that no other character has access to, known as the [[double jump cancel counter]]. | Perhaps Yoshi's greatest strength is his amazing air game. In addition to his high air speed and a highly maneuverable midair jump, as well as fast, low-lag, sometimes multi-hitting aerials to aid his comboing game, Yoshi can also [[double jump cancel]], being one of only a handful of characters capable of performing this technique. By interrupting his midair jump with an aerial, Yoshi can use his powerful aerials in rapid succession, opening up a multitude of follow-ups and shield pressure. Yoshi can combine his double jump cancel with an already useful SHFFL (thanks to his low short hop and fast falling speed) to make his attacking and damage rate even faster. Additionally, Yoshi's aerial attacks themselves boast outstanding versatility; his neutral and up aerials have KO potential, as does his forward aerial due to its meteor smash potential (the third strongest in the game), making them incredible combo finishers. Yoshi's down aerial is also one of the most damaging attacks in all the game; if all hits connect, it can deal 53% (38% in PAL) on the outset, aided by a variety of weak meteor smash hitboxes. Meanwhile, back aerial is another highly damaging move that deals 20% if all hits connect. Finally, thanks to his double jump cancel and armor frames on his midair jump, Yoshi can even use his aerials to counterattack to a degree that no other character has access to, known as the [[double jump cancel counter]]. | ||
Complimenting Yoshi's amazing air game is a varied grounded approach, thanks to his fast dashing speed and long wavedash. Like in ''Smash 64'', Yoshi's forward tilt has outstanding combo potential, easily setting up his powerful forward aerial meteor smash or his down smash. Up tilt can combo into itself at low percents, and down tilt is a semi-spike with set knockback, giving it utility in tech-chasing and edgeguarding. Yoshi's smash attacks are all strong; forward and up smashes both grant intangibility on Yoshi's head, and down smash is considered his best KO move and one of the best down smashes in the game, thanks to it hitting on frame 6, having an enormous disjointed hitbox (the tail) that hits on both sides, and being an exceptionally strong semi-spike, making it a fearsome edgeguarding option and combo finisher. Yoshi's most useful grounded tool however is his up special, [[Egg Throw]], which is one of the most flexible projectiles in the game; it is a powerful spacing tool as the eggs can be aimed in nearly limitless trajectories, allowing them to aid in camping on the ledge, playing mindgames against opponents, disrupting enemy recoveries, and extending combos. | Complimenting Yoshi's amazing air game is a varied grounded approach, thanks to his fast dashing speed and long wavedash. Like in ''Smash 64'', Yoshi's forward tilt has outstanding combo potential, easily setting up his powerful forward aerial meteor smash or his down smash. Up tilt can combo into itself at low percents, and down tilt is a semi-spike with set knockback, giving it utility in tech-chasing and edgeguarding. Yoshi's smash attacks are all strong; forward and up smashes both grant intangibility on Yoshi's head, and down smash is considered his best KO move and one of the best down smashes in the game, thanks to it hitting on frame 6, having an enormous disjointed hitbox (the tail) that hits on both sides, and being an exceptionally strong semi-spike, making it a fearsome edgeguarding option and combo finisher. Yoshi's most useful grounded tool however is his up special, [[Egg Throw]], which is one of the most flexible projectiles in the game; it is a powerful spacing tool as the eggs can be aimed in nearly limitless trajectories, allowing them to aid in camping on the ledge, playing mindgames against opponents, disrupting enemy recoveries, and extending combos. | ||
Yoshi's defensive game is far different compared to the rest of the cast, largely due to his shield. Yoshi's shield is unique in that it is an egg that completely protects his body, leading to an impossibility of shield stabbing and it also has the unusual property of randomly perfectly shielding attacks, including grabs. Additionally, when Yoshi is light shielding and is hit by an enemy, he will slide an abnormally far distance away, especially if the attack has a great deal of knockback; this property of Yoshi's shield allows him to keep himself safe. Yoshi's shield also has the unique property that it suffers no shieldstun, meaning that Yoshi can act out of shield when hit faster than any other character, giving him access to exclusive punish and escape options on block. Yoshi also has an advanced technique unique to him due to his shield, known as [[parry]]ing; although very difficult to perform, if the shield button is pressed three or fewer frames before an attack hits Yoshi, he will shrug off the attack but is not stuck in lag, allowing him to immediately retaliate. This technique, coupled with his aforementioned double jump cancel counter, can allow Yoshi to punish opponents in situations that would be safe against any other character. | Yoshi's defensive game is far different compared to the rest of the cast, largely due to his shield. Yoshi's shield is unique in that it is an egg that completely protects his body, leading to an impossibility of shield stabbing and it also has the unusual property of randomly perfectly shielding attacks, including grabs. Additionally, when Yoshi is light shielding and is hit by an enemy, he will slide an abnormally far distance away, especially if the attack has a great deal of knockback; this property of Yoshi's shield allows him to keep himself safe. Yoshi's shield also has the unique property that it suffers no shieldstun, meaning that Yoshi can act out of shield when hit faster than any other character, giving him access to exclusive punish and escape options on block. Yoshi also has an advanced technique unique to him due to his shield, known as [[parry]]ing; although very difficult to perform, if the shield button is pressed three or fewer frames before an attack hits Yoshi, he will shrug off the attack but is not stuck in lag, allowing him to immediately retaliate. This technique, coupled with his aforementioned double jump cancel counter, can allow Yoshi to punish opponents in situations that would be safe against any other character. | ||
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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=== | ||
*{{ | *{{nerf|Yoshi [[walk]]s slightly slower (0.38 → 1.15).}} | ||
*{{ | *{{buff|Yoshi's initial [[dash]] is faster (40 → 1.33) and covers more distance.}} | ||
*{{ | *{{nerf|Yoshi's [[air speed]] is slightly lower (44 → 1.2), no longer being the highest.}} | ||
*{{ | *{{change|Yoshi's [[falling speed]] is slightly higher (58 → 1.93).}} | ||
*{{ | *{{change|Yoshi's [[gravity]] is higher (2.7 (JPN) / 2.8 (NA/PAL) → 0.093).}} | ||
*{{ | *{{buff|Yoshi [[jump]]s higher (1249.744907 (JPN) / 1203.644643 (NA) → 32.36377554) despite his increased gravity, going from the 3rd (JPN) / 2nd (NA) lowest out of 12 characters to the 9th highest out of 26.}} | ||
*{{nerf|Yoshi's [[double jump]] grants less height.}} | |||
*{{nerf|Yoshi's double jump has less knockback based [[armor]] (140 → 120), hindering its ability to protect Yoshi.}} | |||
*{{nerf|Yoshi is lighter (115 → 108 (NTSC) / 111 (PAL)), no longer being a super heavyweight.}} | |||
*{{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.}} | ||
*{{nerf|Yoshi can no longer jump out of his [[shield]] (after its initial animation), greatly hindering his already poor out of shield options.}} | *{{nerf|Yoshi can no longer jump out of his [[shield]] (after its initial animation), greatly hindering his already poor out of shield options.}} | ||
*{{nerf|Yoshi's [[parry]] window is shorter (3 frames → 2). When combined with the fact that the first two frames of Yoshi's jumpsquat are no longer [[intangible]] when he jumps out of shield, this makes parrying more difficult to perform and overall makes it worse at avoiding attacks.}} | *{{nerf|Yoshi's [[parry]] window is shorter (3 frames → 2). When combined with the fact that the first two frames of Yoshi's jumpsquat are no longer [[intangible]] when he jumps out of shield, this makes parrying more difficult to perform and overall makes it worse at avoiding attacks.}} | ||
*{{buff|The addition of [[air dodge]]s benefits Yoshi as they give him an additional [[recovery]] option and they give him access to [[wavedash]]ing.}} | *{{buff|The addition of [[air dodge]]s benefits Yoshi as they give him an additional [[recovery]] option and they give him access to [[wavedash]]ing.}} | ||
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**{{buff|Up smash has less ending lag (FAF 48 → 40).}} | **{{buff|Up smash has less ending lag (FAF 48 → 40).}} | ||
**{{change|Up smash now has a consistent hitbox rather than a clean hit and a late hit.}} | **{{change|Up smash now has a consistent hitbox rather than a clean hit and a late hit.}} | ||
**{{nerf|Up smash has more startup lag with a shorter duration (frames 9-11 (clean)/12-15 (late) → 11-15).}} | **{{nerf|Up smash has more startup lag with a shorter duration (frames 9-11 (clean)/12-15 (late) → 11-15).}} | ||
**{{nerf|Up smash deals less damage (18% → 14%(NTSC) / 15%(PAL)), significantly hindering its KO potential. It deals less knockback compared to the previous clean hit (20 (base), 118 (scaling) → 26/108(NTSC) / 30/108(PAL)) while also having barely increased knockback compared to the previous late hit (20 (base), 110 (scaling) → 26/108).}} | **{{nerf|Up smash deals less damage (18% → 14%(NTSC) / 15%(PAL)), significantly hindering its KO potential. It deals less knockback compared to the previous clean hit (20 (base), 118 (scaling) → 26/108(NTSC) / 30/108(PAL)) while also having barely increased knockback compared to the previous late hit (20 (base), 110 (scaling) → 26/108).}} | ||
**{{nerf|Up smash now always launches opponents vertically (361° (clean)/80° (late) → 75°). This significantly hinders its edgeguarding (and KO) potential compared to the previous clean hit while also sending opponents at a less favorable angle compared to the previous late hit.}} | **{{nerf|Up smash now always launches opponents vertically (361° (clean)/80° (late) → 75°). This significantly hinders its edgeguarding (and KO) potential compared to the previous clean hit while also sending opponents at a less favorable angle compared to the previous late hit.}} | ||
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*{{nerf|All aerials except back aerial have increased landing lag (14 frames → 15 (neutral), 16 frames → 21 (forward), 14 frames → 19 (up), 14 frames → 26 (down)).}} | *{{nerf|All aerials except back aerial have increased landing lag (14 frames → 15 (neutral), 16 frames → 21 (forward), 14 frames → 19 (up), 14 frames → 26 (down)).}} | ||
*{{nerf|All aerials except neutral aerial [[auto-cancel]] later (frame 31 → 36 (forward), frame 20 → 33 (back), frame 11 → 33 (up), frame 32 → 50 (down)). Down aerial now cannot auto-cancel in a short hop.}} | *{{nerf|All aerials except neutral aerial [[auto-cancel]] later (frame 31 → 36 (forward), frame 20 → 33 (back), frame 11 → 33 (up), frame 32 → 50 (down)). Down aerial now cannot auto-cancel in a short hop.}} | ||
*{{nerf|The weakening of [[L-canceling]] has hindered Yoshi's combo game with landing aerials as well as their safety; with the increasing landing lag and worse auto-cancel windows on his aerials only further exacerbating this.}} | *{{nerf|The weakening of [[L-canceling]] has hindered Yoshi's combo game with landing aerials as well as their safety; with the increasing landing lag and worse auto-cancel windows on his aerials only further exacerbating this.}} | ||
**{{nerf|This combined with the changes to [[shield]]s has severely harmed Yoshi's shield pressuring potential making his aerials much less safe against shield and completely removing his ability to perform [[shield break combo]]s.}} | **{{nerf|This combined with the changes to [[shield]]s has severely harmed Yoshi's shield pressuring potential making his aerials much less safe against shield and completely removing his ability to perform [[shield break combo]]s.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
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***{{nerf|However, its total duration was not fully compensated, increasing its ending lag by one frame.}} | ***{{nerf|However, its total duration was not fully compensated, increasing its ending lag by one frame.}} | ||
**{{buff|Up aerial has a shorter animation (41 frames → 39).}} | **{{buff|Up aerial has a shorter animation (41 frames → 39).}} | ||
**{{nerf|Up aerial deals less damage (15% → 13%) without full compensation on its base knockback (20 → 25).}} | **{{nerf|Up aerial deals less damage (15% → 13%) without full compensation on its base knockback (20 → 25).}} | ||
***{{nerf|Despite this, it has less combo potential overall due to the weakening of L-canceling and its much smaller auto-cancel window, combined with its decreased hitstun and the introduction of [[DI]].}} | ***{{nerf|Despite this, it has less combo potential overall due to the weakening of L-canceling and its much smaller auto-cancel window, combined with its decreased hitstun and the introduction of [[DI]].}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Down aerial deals less damage overall due to the changes to [[stale move negation]] (56% → 53%).}} | **{{nerf|Down aerial deals less damage overall due to the changes to [[stale move negation]] (56% → 53%).}} | ||
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**{{buff|Egg Lay deals more damage (5% → 7%).}} | **{{buff|Egg Lay deals more damage (5% → 7%).}} | ||
**{{buff|Yoshi releases opponents later from Egg Lag (frame 20 → 25) and it has less ending lag (FAF 35 → 30).}} | **{{buff|Yoshi releases opponents later from Egg Lag (frame 20 → 25) and it has less ending lag (FAF 35 → 30).}} | ||
**{{nerf|Egg Lay's grab has a shorter duration (frames 18-23 → 17-21).}} | **{{nerf|Egg Lay's grab has a shorter duration (frames 18-23 → 17-21).}} | ||
**{{nerf|Egg Lay's grab has more ending lag (FAF 38 → 40).}} | **{{nerf|Egg Lay's grab has more ending lag (FAF 38 → 40).}} | ||
**{{nerf|Yoshi's opponent has more intangibility when they break out off the egg (frames 1-12 → 1-14).}} | **{{nerf|Yoshi's opponent has more intangibility when they break out off the egg (frames 1-12 → 1-14).}} | ||
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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=Noggin Floggin' | |fsmashname=Noggin' Floggin' | ||
|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. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
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|victory-theme=YoshiThemeMelee.ogg | |victory-theme=YoshiThemeMelee.ogg | ||
|victory-desc=An orchestrated combination of two small musical excerpts from ''Yoshi's Story''. | |victory-desc=An orchestrated combination of two small musical excerpts from ''Yoshi's Story''. | ||
|desc-1=Looks up at the sky with his hands together, spins once, and gives a V sign with his hand. | |desc-1=Looks up at the sky with his hands together, spins once, and gives a V sign with his hand. | ||
|desc-2=Punches the air, then makes a "ta-da" pose. (His animation when chosen in ''Super Smash Bros. 64''.) | |desc-2=Punches the air, then makes a "ta-da" pose. (His animation when chosen in ''Super Smash Bros. 64''.) | ||
|desc-3=Angrily, he punches a few times, and then turns his back on the screen, facing right. | |desc-3=Angrily, he punches a few times, and then turns his back on the screen, facing right. | ||
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===Most historically significant players=== | ===Most historically significant 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 --> | <!--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 --> | ||
:''See also: [[:Category:Yoshi | ''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]] from 2019.'' | ||
:''See also: [[:Category:Yoshi professionals (SSBM)]]'' | |||
*{{Sm|aMSa|Japan}} - | *{{Sm|aMSa|Japan}} (#7) - Widely considered to be the best Yoshi main of all time and the most influential. Placed 4th at {{Trn|GENESIS 6}}, and 5th at {{Trn|Smash Summit 7}}, {{Trn|Smash Summit 12}}, and {{Trn|Super Smash Con 2018}}. He has defeated many top players such as {{Sm|Hungrybox}}, {{Sm|Mew2King}}, {{Sm|Plup}}, and {{Sm|Mango}}. One of only 2 Yoshi mains on the [[2018 MPGR]] along with nebbii. | ||
*{{Sm|Bringer of Death|Australia}} - | *{{Sm|Bringer of Death|Australia}} - Best Australian Yoshi and one of the original high-level Yoshi players. Placed 1st at {{Trn|@M}} and 4th at {{Trn|Comrades of Anfology}}. | ||
*{{Sm| | *{{Sm|Faxx|USA}} - Best Yoshi main in Florida, 33rd at {{Trn|CEO Dreamland}} and 9th at {{Trn|Frame Perfect Series 2}}. | ||
*{{Sm|Fumi|Japan}} - Known as the best Japanese Yoshi main before aMSa | *{{Sm|Fumi|Japan}} - Known as the best Japanese Yoshi main before aMSa. | ||
*{{Sm|nebbii|Netherlands}} - Was formerly the best European Yoshi main and | *{{Sm|HP|Chile}} - Currently dual mains Yoshi/Fox. Currently ranked 3rd on the [[Chilean Power Rankings]]. | ||
*{{Sm|V3ctorman|USA}} - The best Yoshi | *{{Sm|nebbii|Netherlands}} - Was formerly the best European Yoshi main and one of the best in the world. Placed 7th at {{Trn|Heir 4}} and {{Trn|Syndicate 2017}} with wins over {{Sm|Amsah}}, {{Sm|Android}}, and {{Sm|Stango}}. Ranked 98th on the [[2018 MPGR]], with him and aMSa being the only 2 Yoshi mains on it. Has switched to Falco. | ||
*{{Sm|Peanutphobia|USA}} - Placed 33rd at {{Trn|Pound 2019}} and 49th at {{Trn|Super Smash Con 2019}} with wins over {{Sm|Druggedfox}} and {{Sm|Krudo}}. Previously ranked in MD/VA. | |||
*{{Sm|Plata|Japan}} - 2nd Best Japanese Yoshi, after aMSa. Power ranked in Japan. Has a win over {{Sm|Darkatma}}. | |||
*{{Sm|V3ctorman|USA}} - The best Yoshi in Arizona and known as the best Yoshi in the world before aMSa. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Yoshi has historically been viewed as borderline | 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 flexible projectile, were not fully developed and written off as gimmicks. Initially starting as a mid-tiered character in the first tier list, Yoshi's standing consistently fell, with only {{Sm|Fumi}} and {{Sm|Bringer of Death}} making any significant impacts with him. By the ninth tier list, Yoshi had dropped to 22nd place on the tier list, firmly within the bottom tiers and the fifth worst; by this point, Fumi and the other Yoshi professionals retired from ''Melee'', leaving Yoshi's metagame relatively abandoned in the competitive scene. | ||
Several 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 professionals in the past, and also showed more uses of [[Egg Throw]], developing it as a zoning and edgeguarding tool. Despite these developments, when the tenth tier list was out Yoshi only rose by one spot, and as a result, he failed to rise out of the bottom tier, and eventually, even V3ctorman suffered from declining tournament placings as more people in his region learned the Yoshi matchup. The only top-level representation for Yoshi was arguably {{Sm|Leffen}}, who never actually mained him and later dropped him in favor of Fox, thus leaving Yoshi's metagame stagnant once again. | |||
In late 2012 to early 2013, however, {{Sm|aMSa}} made his | In late 2012 to early 2013, however, {{Sm|aMSa}} made his professional debut in Japan, taking top 8 in a Japanese tournament with only Yoshi. He later finished 25th place 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 tier list following said tournament, making him a low-mid tier. 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, Leffen, and other previous Yoshi mains; he showed the use of parrying and spacing that was previously never seen before and demonstrated that Yoshi's ability to punish errors made by opponents was far greater than expected. While the ''Melee'' community has not yet updated the matchup chart in response to these developments, Yoshi has risen 6 places in the twelfth American tier list and 8 places in the third [[PAL Tier List]], the best improvement on Melee's tier list, making him a solid mid-tier character. | ||
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 | 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. To top all of that, aMSa is currently ranked 7th on the [[2019 MPGR]], becoming the first top 10 player to main a mid-tier character beside Axe since {{Sm|Shroomed}}'s Dr. Mario in 2014. aMSa's astounding achievements helped push Yoshi into the top 10, and he now sits at 10th on the thirteenth and current tier list. Overall, thanks to aMSa, Yoshi has achieved great results, which increased his representation and helped develop his metagame, causing him to be much better than people thought. | ||
==In [[Solo#1-P_Mode|1-P Mode]]== | |||
==In 1-P Mode== | |||
==={{SSBM|Classic Mode}}=== | ==={{SSBM|Classic Mode}}=== | ||
In Classic Mode, Yoshi can appear as an ordinary, giant, metal opponent, or teamed up with {{SSBM|Ness}} or {{SSBM|Luigi}} as well as an ally in team and giant fights. In his appearances in one-on-one fights, he either appears in {{SSBM|Yoshi's Island}} or [[Yoshi's Story]]. | In Classic Mode, Yoshi can appear as an ordinary, giant, metal opponent, or teamed up with {{SSBM|Ness}} or {{SSBM|Luigi}} as well as an ally in team and giant fights. In his appearances in one-on-one fights, he either appears in {{SSBM|Yoshi's Island}} or [[Yoshi's Story]]. | ||
===[[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> | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
In addition to the normal trophy about Yoshi as a character | In addition to the normal trophy about Yoshi as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Yoshi on any difficulty: | ||
:'''Yoshi''' | |||
:''Yoshis are gentle, fleet-of-foot dinosaurs that make their home on idyllic Yoshi's Island. They come in a variety of colors and have evolved an interesting trait to help increase their numbers: they can transform anything they swallow into an egg. With adhesive tongues and bottomless bellies, Yoshis have been known to eat anything.'' | |||
:*Super Mario World [08/91] | |||
:'''Yoshi''' [<span style="color:#FF0000">Smash</span>] | |||
:''To make up for his lack of powerful airborne attacks, Yoshi has a miraculous jumping ability and is resistant to damage while in the air. Yoshi can also swallow a foe and transform him or her into an egg: try doing this close to an edge! The speed and power of the Egg Roll increases if you hold down the B Button, but it'll be tougher to control.'' | |||
:*B: Egg Lay | |||
:*Smash B: Egg Roll | |||
:'''Yoshi''' [<span style="color:#0000FF">Smash</span>] | |||
:''Yoshi has no third jump, so the timing of his second jump is of vital importance. The angle and distance of his Egg Throw can be altered by how you tilt the Control Stick and how long you press the B Button. When Yoshi lands after doing his Yoshi Bomb, stars appear on either side of him, making it hard for enemies to deliver counterattacks.'' | |||
:*Up & B: Egg Throw | |||
:*Down & B: Yoshi Bomb | |||
: | |||
<center> | |||
| | <gallery> | ||
Yoshi Trophy Melee.png|Classic | |||
| | Yoshi Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
Yoshi Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Yoshi|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Yoshi|Alternate costumes]]== | ||
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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== | ||
*''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] | ||