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| {{ArticleIcons|melee=y}} | | {{ArticleIcons||ssbm=y}} |
| {{disambig2|Yoshi's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Yoshi}} | | {{disambig2|Yoshi's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Yoshi}} |
| {{Infobox Character | | {{Infobox Character |
| |name = Yoshi | | |name = Yoshi |
| |image = [[File:Yoshi SSBM.jpg]] | | |image = [[File:Yoshi SSBM.jpg|Yoshi]] |
| |symbol = preBrawl | | |symbol = preBrawl |
| |game = SSBM | | |game = Melee |
| |ssbgame1 = SSB | | |ssbgame1 = SSB |
| |ssbgame2 = SSBB | | |ssbgame2 = Brawl |
| |ssbgame3 = SSB4 | | |ssbgame3 = SSB4 |
| |ssbgame4 = SSBU
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| |availability = [[Starter character|Starter]] | | |availability = [[Starter character|Starter]] |
| |tier = B+ | | |tier = B |
| |tierPAL = D
| | |ranking = 18 |
| |ranking = 10 | |
| |rankingPAL = 11
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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.
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| Yoshi's voice consists of some of Kazumi Totaka's voice clips from ''Yoshi's Story''. ''Melee'' has a mix of those used in ''Smash 64'' and some not used in ''Smash'' prior to ''Melee''.
| | {{cquote|A dinosaur that boasts surprising jumping prowess.|cite=Melee's instruction manual}} |
| | '''Yoshi''' ({{ja|ヨッシー}} ''Yosshī'', sometimes spelled '''Yossy''' in Japan) is a starter character in ''[[Super Smash Bros. Melee]]''. He was announced as a playable character at the [[E3]] 2001. He possesses a more realistic dinosaur crouching posture and mottled skin in Melee. |
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| He is currently ranked 10th out of 26 on the current tier list, placing him in the B+ tier. This is slightly better than 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. | | He is currently ranked 18th on the current tier list, in the B tier. Yoshi has outstanding combo ability with his double jump cancelling (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. However, Yoshi has a number of significant flaws. One is his lack of a "true" third jump, which creates a reliance on his large double jump; although it gives Yoshi super armor, he has almost no chance of recovering if he is hit out of it. His high falling speed, while aiding in his [[SHFFL]], also makes him a target for combos. Additionally, his shield acts as a double-edged sword; while it protects Yoshi from shield stabs, it cannot be jumped out of, limiting Yoshi's defensive options. Yoshi has poor matchups all around, with five matchups considered nearly unwinnable, and only one being considered favorable against {{SSBM|Kirby}}; he also has the dubious distinction of being one of only three characters that have an even matchup against {{SSBM|Pichu}}. However, due to large innovations in Yoshi's metagame by {{Sm|aMSa}}, as well as strong tournament placements by him, Yoshi's placement on the tier list and matchups have been debated in the ''Melee'' community. When aMSa's results are not counted, however, Yoshi has had one of the worst representations in top-level play. |
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| Although widely considered to be one of the worst characters in the game in ''Melee''{{'}}s early lifespan, large innovations in Yoshi's metagame from {{Sm|aMSa}} in the 2010s greatly improved Yoshi's tournament reputation and performances, which culminated in aMSa's victory at the supermajor {{Trn|The Big House 10}}. As such, Yoshi has seen a significant increase in his playerbase.
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| ==Attributes== | | ==Attributes== |
| [[File:SSBM_Light_shield.gif|thumb|Yoshi's unique [[shield]] allows him to escape pressuring situations.]] | | [[File:SSBM_Light_shield.gif|thumb|Yoshi's unique [[shield]] allows him to escape pressuring situations.]] |
| [[File:SSBM Yoshi Turnaround Edgehog.gif|thumb|Yoshi's [[edgeguarding]] game is complimented by his unique [[double jump]], which allows him to turnaround, so he can quickly [[edgehog]] by simply running offstage and using his double jump in the opposite direction. Yoshi can also grab the edge facing either direction whilst using [[Egg Throw]].]] | | [[File:SSBM Yoshi Turnaround Edgehog.gif|thumb|Yoshi's [[edgeguarding]] game is complimented by his unique [[double jump]], which allows him to turnaround, so he can quickly [[edgehog]] by simply running offstage and using his double jump in the opposite direction. Yoshi can also grab the edge facing either direction whilst using [[Egg Throw]].]] |
| Yoshi does not fall into a specific character archetype, due to a large amount of strongly varying characteristics and options that most other characters don't possess. Yoshi has among the highest jumping prowess in the game, as well as a fast dashing speed, fast falling speed, and the second fastest air speed in the game, surpassed only by {{SSBM|Jigglypuff}}. As a result of his low traction and other properties, Yoshi has the fifth longest [[wavedash]]. He is also a heavyweight, giving him great survivability all around, and when combined with the armor on his double jump, it's somewhat common for Yoshi to survive at over 200% damage. | | Yoshi does not fall into an specific character archetype, due to a large amount of strongly varying characteristics. Yoshi has among the highest jumping prowess in the game, as well as a very high air speed, average falling speed, average traction, and above average dashing speed. As a result of these properties, Yoshi has a rather short, slow wavedash. |
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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]].
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| 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.
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| 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's unique traits, however, also give him weaknesses that are almost exclusive to him. One of his biggest flaws is his lack of a true third jump, which makes his recovery extremely polarizing. His midair jump has its advantages; it is the longest-traveling jump in the game, goes a considerable distance due to his good air speed, and comes with armor frames, which makes edgeguarding Yoshi a surprisingly difficult ordeal unless the edgeguarder has extremely powerful attacks or Yoshi is at a very high percentage. However, Yoshi is notable for being the only character in the game lacking an up special recovery, (previously thought to be a problem shared with Jigglypuff, but [[Sing]] can now be used if jumped and directly below ledges). As such, if Yoshi does end up interrupted during his recovery, he will often be knocked back far enough to where he cannot recover with a directional [[air dodge]], sending him to his doom. Yoshi can't use his aerials to fend off edgeguarders either; while his double jump cancel is great for initiating combos, it highly compromises his recovery as he loses all upward momentum upon using an aerial (this also means a failed DJC onstage can force Yoshi offstage in a position where he is unable to recover). As such, Yoshi is notoriously easy to edgehog, as he has no methods of attacking aggressive edgeguarders without sacrificing distance on his double jump.
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| Yoshi's shield game, despite its merits and advanced techniques, is a double-edged sword, as he lacks shield options that every other character has. While his spot dodge is decent, his rolling dodges are among the worst in the game due to their slow speed and short distances. Far more critical, however, is his inability to jump out of his shield. This severely limits his punish or escape options in some situations when put on the defensive, as he is unable to wavedash or do a short hopped aerial out of shield to capitalize on an enemy's mistakes. Shield grabbing is also a largely ineffective strategy, as Yoshi has arguably the worst grab in ''Melee''; as a ranged grab but not a disjointed grab like {{SSBM|Link}} or {{SSBM|Samus}}, its range is much more limited while still having punishable start-up and ending lag, and his dash grab is even worse because it can inexplicably miss opponents at point blank range (his throws themselves have decent utility, with his up and down throws being good combo starters, which makes his woes in landing grabs arguably even worse). Meanwhile, his ability to parry and DJC counter fail to compensate for all of this, as while they are effective, they are considerably harder to perform compared to a simple aerial out of shield or wavedashing out of it.
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| These two flaws tie into Yoshi's biggest weakness, which is his extreme difficulty in dealing with pressure. While he has great survivability due to his high weight, fast falling speed and double jump armor, Yoshi is also very easy to combo or chain grab, and his awkward hurtbox shape provides an easy target. While dealing with camping is less of an issue, it is still problematic as Egg Throw is slower compared to {{SSBM|Fox}} or {{SSBM|Falco}}'s lasers, which makes it less of a camping threat to other characters despite its amazing versatility. Due to his inability to relieve pressure, it is imperative for Yoshi to win the neutral game, as any mistake on his end can result in a heavily damaging combo or an early gimp of his recovery.
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| Overall, Yoshi is perhaps the most unorthodox character in the ''Melee'' cast. He sacrifices several options that every other character has for ones that only he can take advantage of; his ability to DJC counter and parry partially make up for his inability to jump out of shield, and his third jump is replaced with a projectile that serves a wide variety of offensive and defensive purposes. This is also reflected by his archetype; his vulnerability to combos and awkward hurtbox are compensated with remarkable mobility for a character of his weight class, and his fast frame data and multitude of multi-purpose moves make Yoshi extremely dangerous when he gets within range to where he can land his blows. As such, Yoshi has an extremely high learning curve due to his advanced techniques used to compensate for his designed shortcomings, but in the hands of an unpredictable opponent, Yoshi can be a terror to face.
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| ==Changes from ''[[Super Smash Bros.]]''==
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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.
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| 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 that 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.
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| Despite his nerfs, he is still seen as a viable character, although he struggles against most of the top tier characters.
| | Among Yoshi's greater strengths is his air game. His high air speed and a highly maneuverable midair jump, as well as fast, low-lag, sometimes multi-hitting aerials, aid his comboing game; the addition of a meteor smash via his forward air also gives him a viable combo finisher. Adding to this, Yoshi's small short hop, above average falling speed and low-lag aerials make his SHFFL useful for approaching. Additionally, Yoshi's aerial attacks can be of significant power; his neutral and up aerial have KO potential, as does his forward aerial due to its meteor smash potential. Yoshi's down aerial is also one of the most damaging attacks in all the game; if all hits connect, it can deal 44% on the outset, aided by a variety of weak meteor smash hitboxes. Adding to this rather strong aerial game, Yoshi can also [[double jump cancel]], leading to a variety of interesting possibilities and mind games in his combos. |
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| ===Aesthetics===
| | Yoshi's ground approach is also above average, due to a variety of ground-based tactics. In addition to a down tilt with semi-spike and fixed knockback properties, Yoshi has among the most flexible projectiles in all the game; Egg Throw 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 grab game is also above average; in addition to a ranged grab, Yoshi's up and down throws can lead to a variety of combos, and his forward and back throws can force edgeguarding situations. |
| *{{change|Yoshi received a slightly more realistic appearance, with mottled skin and a more dinosaur-like posture. His green skin tone became darker.}}
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| *{{change|Yoshi's [[taunt]] has a different animation. He no longer turns around while performing it.}}
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| *{{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}}.
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| ===Attributes===
| | One of Yoshi's biggest flaws, however, is his lack of a true third jump, which makes his recovery game rather polarizing. His midair jump does certainly have its advantages; it is the longest-traveling jump in the game, goes a considerable distance due to his good air speed, and comes with armor frames, which makes edgeguarding Yoshi a surprisingly difficult ordeal unless the edgeguarder has extremely powerful attacks or Yoshi is at a very high percentage. However, if Yoshi does end up interrupted during his recovery, it will often knock back Yoshi enough so he cannot recover with a directional [[air dodge]], sending him to his doom. A lack of damaging hitboxes in his limited recovery options makes Yoshi easy to edgehog, and gives Yoshi almost no mix-up choices in his recovery. However, he can protect himself to some degree by using a well-timed forward aerial during the jump, threatening incoming foes with a quick meteor smash down into the abyss should they improperly space their attacks. |
| *{{buff|Yoshi [[walk]]s faster (1.0133 (30.4) → 1.15).}}
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| *{{nerf|Yoshi [[run]]s slightly slower (1.667 (50) → 1.6).}}
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| *{{buff|Yoshi's [[traction]] is slightly higher (0.0533 (1.6) → 0.06), making it easier for him to punish [[out of shield]].}}
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| *{{nerf|Yoshi's [[air speed]] is slower (1.333 (40, JPN) / 1.467 (44, NA/AUS/EUR) → 1.2), no longer being the fastest.}}
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| *{{nerf|Yoshi's [[air acceleration]] is significantly lower (0.1067 (3.2) → 0.048), making it the 7th lowest out of 26 characters.}}
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| *{{nerf|Yoshi [[jump]]s significantly lower (40.1167 (1203.5) → 34.857).}}
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| **{{buff|Compared with the returning veterans, however, he jumps much higher, going from the 2nd lowest out of 12 characters to the 8th highest out of 26.}}
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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.}}
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| **{{nerf|Yoshi's [[double jump]] has less knockback based [[armor]] (140 → 120), hindering its ability to protect Yoshi.}}
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| *{{change|Yoshi's [[gravity]] retains its slightly higher value from the American, Australian, and European versions of ''Smash 64'' (0.09 (2.7, JPN) / 0.0933 (2.8, NA/AUS/EUR) → 0.093).}}
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| *{{change|Yoshi [[falling speed|fall]]s faster (1.833 (55) → 1.93).}}
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| **{{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%).}}
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| *{{nerf|Yoshi is significantly [[weight|lighter]] (115.053763 (0.93) → 108 (NTSC) / 111 (PAL)).}}
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| *{{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.}}
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| *{{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 rest of the cast.}}
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| *{{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.}}
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| *{{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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| *{{nerf|Yoshi can no longer jump out of his [[shield]] (after its initial animation), greatly hindering his already poor out of shield options.}}
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| *{{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.}}
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| *{{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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| ===Ground attacks===
| | Yoshi's shield game is also decidedly poor. Yoshi's shield is unique in that it completely protects his body, leading to an impossibility of shield stabbing, and it also has the unusual property of sometimes perfectly shielding some attacks. 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. However, such a shield also takes away options from Yoshi that all other characters in the game have. His completely invincible rolls are among the slowest in the game, and, perhaps most importantly, he is unable to jump out of his shield. This leads to a lack of options, especially in the punish game, when put onto the defense. Yoshi's grab is slow, short, and easily telegraphed, making it difficult to punish an attack on his shield with a shield grab, and he is unable to wavedash or do a short hopped aerial out of shield to capitalize on an enemy's mistakes. Additionally, while Yoshi's light shield is able to keep him safe, it may also move him into less desirable positions on the stage, especially if the enemy is looking for stage control. It is difficult for Yoshi to regain momentum near the edge after an enemy in the middle hits his light shield away. |
| *[[Neutral attack]]:
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| **{{buff|The first hit of neutral attack has less ending lag (FAF 24 → 18).}}
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| **{{buff|The first hit transitions into the second hit sooner (frame 10 → 8).}}
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| **{{nerf|The second hit has more startup lag (frame 1 → 4).}}
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| ***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
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| *{{nerf|The changes to [[shieldstun]] and shield damage have hindered the shield pressuring potential of Yoshi's tilts; with his tilts going from giving him frame advantage against shield to now all being punishable.}}
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| *[[Forward tilt]]:
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| **{{buff|Forward tilt has less startup lag (frame 8 → 6).}}
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| ***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
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| **{{buff|Forward tilt has more base knockback but less knockback scaling (8 (base), 100 (scaling) → 40/80), which improves its combo potential.}}
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| ***{{nerf|However, due to the introduction of [[DI]] and the universal decrease to hitstun, forward tilt has less consistent combo potential overall.}}
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| **{{change|Forward tilt no longer launches opponents at a consistent angle (70° → 80°/70°/60°).}}
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| **{{nerf|Forward tilt deals less damage when not angled or angled down (13% → 12% (non angled)/11% (down).}}
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| *[[Up tilt]]:
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| **{{change|Yoshi has a new up tilt: a tail swipe above him.}}
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| **{{change|Up tilt no longer has high set knockback (130 (set), 100 (scaling) → 72 (base)/40).}}
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| ***{{buff|This improves its combo potential at lower percents; especially against floatier characters.}}
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| ***{{nerf|However, this hinders its combo potential at higher percents while still being too weak to KO at realistic percents.}}
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| **{{buff|Up tilt has a longer duration (frames 7-10 → 8-12).}}
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| **{{nerf|Up tilt has more startup (frame 7 → 8) and ending lag (FAF 26 → 30).}}
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| ***{{nerf|When combined with the aforementioned changes to hitstun and DI, this hinders its combo potential.}}
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| **{{nerf|Up tilt deals less damage (12% → 10%).}}
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| **{{nerf|Up tilt no longer grants intangibility to Yoshi's head.}}
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| *[[Down tilt]]:
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| **{{nerf|Down tilt has reduced set knockback (110 → 100) hindering its edgeguarding potential despite sending opponents at a lower angle (30° → 28°).}}
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| *[[Dash attack]]:
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| **{{nerf|Dash attack's clean hit deals less damage (12% → 9%) without full compensation on its base knockback (10 → 15). This significantly hinders its KO potential.}}
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| ***{{buff|However, the late hit also has higher base knockback (10 → 15), making it slightly stronger.}}
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| **{{nerf|Dash attack has more startup (frame 9 → 10) and ending lag (FAF 37 → 42).}}
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| **{{nerf|Dash attack grants less intangibility to Yoshi's head (frames 1-12 → 5-13).}}
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| ***{{nerf|Additionally, dash attack no longer grants intangibility to Yoshi's nose.}}
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| *[[Forward smash]]:
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| **{{buff|Forward smash has less startup (frame 18 → 14) and ending lag (FAF 51 → 44).}}
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| **{{nerf|Forward smash deals less damage (18% → 16% (NTSC) / 17% (PAL)) and knockback (20 (base), 100 (scaling) → 32/94(NTSC) / 32/98(PAL)), hindering its KO potential.}}
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| **{{nerf|Forward smash has a shorter duration (frames 18-24 → 14-16).}}
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| **{{nerf|Forward smash grants less intangibility to Yoshi's head (frames 6-24 → 12-14).}}
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| ***{{nerf|Additionally, forward smash no longer grants intangibility to Yoshi's nose.}}
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| *[[Up smash]]:
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| **{{buff|Up smash has less ending lag (FAF 48 → 40).}}
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| **{{change|Up smash now has a consistent hitbox rather than a clean hit and a late hit.}}
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| **{{nerf|Up smash has more startup lag with a shorter duration (frames 9-11 (clean)/12-15 (late) → 11-15).}}
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| **{{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).}}
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| **{{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|Up smash grants less intangibility to Yoshi's head (frames 6-15 → 11-15).}}
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| *[[Down smash]]:
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| **{{buff|Down smash has less ending lag (FAF 60 → 50).}}
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| **{{buff|The front hit has a longer duration (frames 6-7 → 6-8).}}
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| **{{nerf|The front hit deals less knockback (20 (base), 105 (scaling) → 50/(75/60), hindering its KO potential; especially the tipper hitbox.}}
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| **{{nerf|The back hit deals less damage (14% → 12%) and knockback (20 (base), 105 (scaling) → 50/(75/80), significantly hindering its KO potential.}}
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| ===Aerial attacks=== | | ===Changes from ''Smash 64'' to Melee=== |
| *{{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)).}}
| | When making the transition from ''Super Smash Bros.'' to ''Melee'', Yoshi received both [[nerf]]s and [[buff]]s, but was nerfed overall. |
| *{{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|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]]:
| |
| **{{buff|Neutral aerial has less startup (frame 5 → 3) and ending lag (FAF 50 → 45).}}
| |
| **{{buff|Neutral aerial has a shorter animation (49 frames → 47).}}
| |
| **{{buff|Neutral aerial auto-cancels earlier (frame 39 → 36).}}
| |
| **{{nerf|Neutral aerial has a shorter duration (frames 5-38 → 3-33).}}
| |
| **{{nerf|The late hit deals less damage (11% → 10%).}}
| |
| *[[Forward aerial]]:
| |
| **{{buff|Forward aerial has increased base knockback (0 → 30).}}
| |
| **{{change|Forward aerial now has a consistent hitbox rather than having a clean hit and a late hit.}}
| |
| **{{nerf|Forward aerial has much more startup lag with a shorter duration (frames 11-15 → 19-21). The move's shorter duration reduces its range below Yoshi.}}
| |
| ***{{buff|However, its total duration was not fully compensated, decreasing its ending lag.}}
| |
| **{{nerf|Forward aerial has a longer total duration (FAF 40 → 44) and a longer animation (39 frames → 49).}}
| |
| **{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-10 → 1-3).}}
| |
| **{{nerf|Forward aerial deals less damage (18% → 17%).}}
| |
| **{{nerf|Due to the introduction of [[Meteor cancel]]ing, forward aerial can now be meteor cancelled with its altered angle (-85° (clean)/-100° (late) → 270°), significantly hindering its edge-guarding potential.}}
| |
| *[[Back aerial]]:
| |
| **{{change|Yoshi has a new back aerial: he swipes his tail behind him 4 times. Compared to the previous back aerial, it is a much weaker multi-hit attack, no longer being a reliable KO move but it now possesses more combo potential.}}
| |
| **{{buff|Back aerial has a longer duration overall (frames 10-19 → 10-12/16-18/23-25/28-30).}}
| |
| **{{buff|Back aerial has less ending lag (FAF 42 → 38).}}
| |
| **{{buff|Back aerial has a shorter animation (41 frames → 39).}}
| |
| **{{buff|Back aerial has less landing lag (16 frames → 15).}}
| |
| **{{buff|Back aerial deals more damage if all hits connect (16% (clean)/10% (late) → 7% (hit 1)/6% (hit 2)/5% (hit 3)/4% (hit 4)/20% (total)).}}
| |
| **{{change|Back aerial's angles have been altered (361° → 60°).}}
| |
| **{{nerf|Back aerial is much less reliable due to being a multi hit move, especially since the first three hits have fairly high knockback; preventing them for reliably flowing into the rest of the move.}}
| |
| **{{nerf|The final hit only received an increased to its base knockback (10 → 40), drastically hindering its KO potential.}}
| |
| *[[Up aerial]]:
| |
| **{{buff|Up aerial has much less startup lag (frame 9 → 5) with a shorter total duration (FAF 42 → 39).}}
| |
| ***{{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).}}
| |
| **{{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]].}}
| |
| *[[Down aerial]]:
| |
| **{{nerf|Down aerial deals less damage overall due to the changes to [[stale move negation]] (56% → 53%).}}
| |
| ***{{nerf|In the PAL version, each hit is weaker and down aerial does even less damage (56% → 38%).}}
| |
| ***{{nerf|The changes to shields noticeably hinder down aerial's shield pressuring potential; with the move no longer leading into a guaranteed shield break.}}
| |
| **{{nerf|Down aerial has much more startup lag (frame 4 → 18).}}
| |
| ***{{buff|However, its total duration was not fully compensated, decreasing its ending lag.}}
| |
| **{{nerf|Down aerial has a longer total duration (FAF 50 → 53) and a longer animation (49 frames → 59).}}
| |
| **{{nerf|Down aerial's angles have been slightly altered (-90° → 270°), allowing it to be meteor cancelled.}}
| |
|
| |
|
| ===Throws/other attacks===
| | *{{buff|The addition of directional [[air dodge]]s improves his [[recovery]] slightly.}} |
| *[[Grab]]s:
| | *{{buff|Forward tilt is easier to combo from at higher percentages on most characters.}} |
| **{{buff|Yoshi now has a [[pummel]], [[up throw]] and a [[down throw]], giving him options after a grab.}}
| | *{{buff|Forward and up smashes are slightly quicker.}} |
| **{{nerf|Yoshi's standing grab has more startup (frame 15 → 18) and ending lag (FAF 70 → 80).}}
| | *{{buff|Up smash now only hits opponents vertically, making it much easier to combo from.}} |
| **{{buff|Yoshi's new dash grab has less startup lag (frame 15 → 11).}}
| | *{{buff|Down smash now has negligible [[startup]] lag, more power, and a more favorable [[semi-spike]] launch angle, making it Yoshi's best KOing option.}} |
| **{{nerf|Yoshi's dash grab places the hitboxes of his head and tongue in the background for unknown reasons, which may cause the grab to miss thin opponents in certain circumstances.}} <ref name="ThreeDeeGame">{{cite web | url=https://www.youtube.com/watch?v=eWO6iDefd-g | title = Melee is a 3D game (Yoshi's grab) | accessdate = 2016-1-16 | last = Williamson | first = Jeffrey |publisher=YouTube}}</ref>
| | *{{buff|Neutral, forward, and up aerials are stronger.}} |
| **{{nerf|Dash grab has slightly higher ending lag (FAF 70 → 71).}}
| | *{{buff|[[Egg Throw]] now has greater versatility. Although they can no longer be used to gimp opponents far from the stage due to changed knockback values, they can extend aerial combos and set up for various aerial KOing options or a smash attack.}} |
| **{{change|Yoshi's throw's are now weight dependent.}}
| | *{{nerf|Has more trouble with [[combo]]s against [[floaty]] characters.}} |
| *[[Forward throw]]:
| | *{{nerf|Although they are still extremely useful, his [[DJC]] combos are slower and somewhat harder to perform.}} |
| **{{nerf|Forward throw deals much less damage (12% → 6%) and knockback (80 (base), 70 (scaling) → 40/66), completely removing its KO potential.}}
| | *{{nerf|Can no longer jump out of his [[shield]], significantly hindering his [[OoS]] options and exacerbating his already-poor ability to deal with shield [[pressure]].}} |
| **{{nerf|Forward throw has slightly higher ending lag (FAF 39 → 40).}}
| | *{{nerf|New up tilt is less useful for combos at lower percentages.}} |
| *[[Back throw]]:
| | *{{nerf|Down tilt is less useful for [[gimp]]ing at very low percentages, but it still remains a solid gimping tool overall.}} |
| **{{buff|Back throw has less ending lag (FAF 49 → 44).}}
| | *{{nerf|Forward smash is significantly weaker.}} |
| **{{nerf|Back throw deals much less damage (16% → 6%) and knockback (70 (base), 70 (scaling) → 40/66), completely removing its KO potential.}}
| | *{{nerf|Forward tilt and up smash are slightly weaker. The latter can also no longer be used as a horizontal finisher.}} |
| *[[Edge attack]]s:
| | *{{nerf|Forward aerial has much more startup lag.}} |
| **{{nerf|Under 100% edge attack has more startup (frame 15 → 19) and ending lag (FAF 50 → 56).}}
| | *{{nerf|New back aerial is a much weaker multi-hit attack that is not able to KO or [[edgeguard]].}} |
| **{{buff|Under 100% edge attack has a longer duration (frames 15-17 → 19-23).}}
| | *{{nerf|Down aerial has a lower possible damage output, from a maximum of 56% in ''Smash 64'' to 44% in ''Melee'' against normal-sized characters, and from a maximum of 56% in ''Smash 64'' to 53% in ''Melee'' against giant opponents.}} |
| **{{buff|Under 100% edge attack has more range.}}
| |
| **{{change|Yoshi has a new over 100% edge attack: Yoshi now thrusts his head forwards.}}
| |
| **{{buff|Over 100% edge attack has much less startup lag with a longer duration (frames 67-70 → 33-37).}}
| |
| ***{{nerf|However, its total duration was not fully compensated (FAF 90 → 70), giving it more ending lag.}}
| |
| **{{buff|Over 100% edge attack has more range.}}
| |
| **{{buff|Over 100% edge attack deals much more damage (6% → 12%).}}
| |
| **{{nerf|Over 100% edge attack has much less intangibility (frames 1-68 → 1-29).}}
| |
|
| |
|
| ===Special moves===
| | In terms of cosmetic changes, Yoshi received a slightly more realistic appearance, with mottled skin and a more dinosaur-like posture, and he has a new special move, [[Egg Roll]]. |
| *[[Egg Lay]]:
| |
| **{{buff|Egg Lay's grab has less startup lag (frame 18 → 17).}}
| |
| **{{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).}}
| |
| **{{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|Yoshi's opponent has more intangibility when they break out off the egg (frames 1-12 → 1-14).}}
| |
| *[[Egg Roll]]:
| |
| **{{change|Yoshi has a new special move: Egg Roll. While the move is not very useful as an attack, it grants Yoshi an additional recovery option.}}
| |
| *[[Egg Throw]]:
| |
| **{{buff|Egg Throw has less startup lag with a longer duration (frames 23-72 → 18-72).}}
| |
| **{{buff|Egg Throw has less ending lag (FAF 72 → 55).}}
| |
| **{{buff|The eggs now launch opponents vertically (361° → 70°) which along with Egg Throw's lower ending lag, significantly improves their combo potential; being able to extend aerial combos and set up for various aerial KO confirms.}}
| |
| ***{{nerf|However, this also hinders their edgeguarding potential.}}
| |
| **{{nerf|The eggs deal less damage (14% → 12%) and knockback (50 (base), 50 (scaling) → 45/40), hindering their KO potential.}}
| |
| ***{{buff|However, this improves their combo potential.}}
| |
| **{{nerf|The eggs deal less shield damage (6 → 3).}}
| |
| ***{{nerf|When combined with the changes to shields, these changes hinder Egg Throw's ability to lead into shield pressure.}}
| |
| **{{nerf|The egg explosion has a much shorter duration (frames 1-10 → 1-3) and a much smaller hitbox.}}
| |
| *[[Yoshi Bomb]]:
| |
| **{{buff|Yoshi Bomb has less startup lag (frame 30 → 27 (grounded), frame 24 → 19 (aerial)).}}
| |
| **{{buff|Yoshi Bomb has less landing lag (44 frames → 40).}}
| |
| **{{buff|Yoshi Bomb launches opponents at a higher angle (60° → 80°).}}
| |
| **{{buff|Yoshi Bomb now deals extra shield damage (0 → 10).}}
| |
| **{{buff|The stars have altered knockback (30 (set), 100 (scaling) → 50 (base)/50), making them more effective overall.}}
| |
| **{{buff|The stars deal more shield damage (-3 → 3).}}
| |
| **{{change|Grounded Yoshi Bomb covers less distance both horizontally and vertically.}}
| |
| **{{nerf|Yoshi Bomb deals less damage (18% → 16% (grounded)/14% (aerial)) and knockback (50 (base), 100 (scaling) → 50/98 (grounded), 46/96 (aerial)). This hinders its KO potential despite its altered angle, especially the aerial version.}}
| |
| **{{nerf|The stars deal less damage (4% → 1%).}}
| |
|
| |
|
| ==Version history== | | ===PAL differences=== |
| Like other characters, Yoshi received some changes in the [[PAL]] version of ''Melee'' which buffed him overall. | | Like other characters, Yoshi has received some changes in the [[PAL]] version of ''Melee''. |
|
| |
|
| '''PAL'''
| | *{{buff|Yoshi is heavier (111 instead of 108).}} |
| *{{buff|Yoshi is [[weight|heavier]] (108 → 111).}} | | *{{buff|Forward and up smashes are more powerful.}} |
| *{{buff|Up smash deals 1% more damage (14% → 15) and has higher base knockback (26 → 30).}} | | *{{nerf|Down aerial deals 8% less damage (36% instead of 44%).}} |
| *{{buff|Forward smash deals 1% more damage (16% → 17%) and has higher knockback scaling (94 → 98), bringing its power much closer to how it was in ''Smash 64''.}}
| |
| *{{nerf|Down aerial deals considerably less damage as each hit deals 1% less damage (53% → 38%).}} | |
|
| |
|
| ==Moveset== | | ==Moveset== |
Line 244: |
Line 68: |
| |game=SSBM | | |game=SSBM |
| |neutralcount=2 | | |neutralcount=2 |
| |neutralname=Left Kick ({{ja|けり|Keri}}, ''Kick'') / Right Kick ({{ja|けりけり|Keri Keri}}, ''Kick Kick'') | | |neutralname=Kick |
| |neutral1dmg=3% | | |neutral1dmg=2-3% |
| |neutral2dmg=5% | | |neutral2dmg=2-6% |
| |neutraldesc=Yoshi does a very fast short-ranged kick followed by a more powerful kick. | | |neutraldesc=Yoshi will do very fast short-ranged kick followed by a more powerful kick |
| |ftiltname=Dino Kick ({{ja|つよいけり|Tsuyoi Keri}}, ''Strong Kick'') | | |ftiltname=Strong kick |
| |ftiltangles=3 | | |ftiltdmg=9-10% |
| |ftiltupdmg=13%
| | |ftiltdesc=A similar attack to the first hit of his neutral attack, only with more range and knockback. Can combo into a forward aerial (especially when [[Angling|angled]] up), and if [[DI]]'d back onto the stage, Yoshi can [[fastfall]] and then followup with a down smash. |
| |ftiltsidedmg=12%
| | |utiltname=Tail swipe |
| |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. | |
| |utiltname=Tail Snap ({{ja|しっぽつきあげ|Shippo Tsuki Age}}, ''Tail Thrust Up'') | |
| |utiltdmg=10% | | |utiltdmg=10% |
| |utiltdesc=Does a very fast but short-ranged tail swipe upwards. | | |utiltdesc=A fast but very short ranged tail swipe to the air. |
| |dtiltname=Tail Sweep ({{ja|しっぽアタック|Shippo Atakku}}, ''Tail Attack'') | | |dtiltname=Tail whip |
| |dtiltdmg=10% | | |dtiltdmg=9% |
| |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=Swipes his tail. Has rather high base knockback, but zero knockback scaling, thus it's [[set knockback]]. It can be used as a [[gimping]] move, particularly at base to low percentages. |
| |dashname=Noggin Knock ({{ja|ダッシュずつき|Dasshu Zutsuki}}, ''Dash Headbutt'') | | |dashname=Headbutt |
| |dashdmg=9% (clean), 8% (late) | | |dashdmg=8% |
| |dashdesc=Does a running headbutt. Yoshi's head is [[intangible]] during the early transition of the move. | | |dashdesc=Headbutts in front mid-dash. |
| |fsmashname=Noggin Floggin' ({{ja|スマッシュずつき|Sumasshu Zutsuki}}, ''Smash Headbutt'') | | |fsmashname=Strong headbutt |
| |fsmashdmg={{ChargedSmashDmgSSBM|16}} (NTSC), {{ChargedSmashDmgSSBM|17}} (PAL) | | |fsmashdmg=16% uncharged, 20% fully charged. |
| |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, charging in place, and headbutts forwards. Somewhat predictable, but has good KO potential. |
| |usmashname=Jumping Headbutt ({{ja|まうえずつき|Maue Zutsuki}}, ''Overhead Headbutt'') | | |usmashname=High headbutt |
| |usmashdmg={{ChargedSmashDmgSSBM|14}} (NTSC), {{ChargedSmashDmgSSBM|15}} (PAL) | | |usmashdmg=13% uncharged, 19% fully charged. |
| |usmashdesc=Headbutts upwards. Just like his forward smash, Yoshi's head is intangible while the hitboxes are active. | | |usmashdesc=Headbutts upwards in an arch. |
| |dsmashname=Double Tail Whip ({{ja|ぜんごしっぽ|Zengo Shippo}}, ''Back-and-Forth Tail'') | | |dsmashname=Tail wag |
| |dsmashdmg={{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|12}} (back) | | |dsmashdmg=Uncharged, 10% front 8% back, fully charged, 14% front, 11% 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=Yoshi's Kick ({{ja|ヨッシーキック|Yosshī Kikku}}, ''Yoshi Kick'') | | |nairname=Sex kick |
| |nairdmg=14% (clean), 10% (late) | | |nairdmg=14% (first time, weaker after) |
| |nairdesc=A [[sex kick]] with decent knockback. | | |nairdesc=A [[sex kick]]. |
| |fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'') | | |fairname=Aerial headbutt |
| |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 brings it down. It is the third most powerful [[meteor smash]] in the game, and is not particularly slow (though its speed was significantly lowered from ''Smash 64''), being a good edgeguarding move. and when used onstage, it can lead into a down smash. |
| |bairname=Tail Wag ({{ja|あばれしっぽ|Abare Shippo}}, ''Rampage Tail'') | | |bairname= |
| |bairdmg=7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) | | |bairdmg= |
| |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=Several fast tail swipes behind him. 17% if all hits connect. |
| |uairname=Dino Flip ({{ja|かいてんしっぽ|Kaiten Shippo}}, ''Rotating Tail'') | | |uairname= |
| |uairdmg=13% | | |uairdmg= |
| |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 [[DJC]]'d. 12% damage. |
| |dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}}) | | |dairname= |
| |dairdmg=NTSC: 4% (hits 1-14)<br/>PAL: 3% (hits 1-14) | | |dairdmg= |
| |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=Kicks his feet down very fast and continuously, weakly [[meteor smash]]es enemies. Most damaging aerial in ''Melee''. 44% damage if this attack is used against normal sized opponents. 53% damage if this attack is used against giant sized opponents. |
| |grabname=Sticky Tongue ({{ja|ねばねばした舌|Nebaneba Shita Shita}}) | | |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= |
| |pummelname=Chew ({{ja|つかみかみかみ|Tsukami Kamikami}}, ''Grab Chomp-Chomp'') | | |pummelname=Chew |
| |pummeldmg=3% | | |pummeldmg=2-3% |
| |pummeldesc=Chews on foe. | | |pummeldesc=Chews on foe. |
| |fthrowname=Spit Out ({{ja|まえはきだし|Mae Hakidashi}}, ''Front Spit Out'') | | |fthrowname=Spit |
| |fthrowdmg=6% | | |fthrowdmg=6% |
| |fthrowdesc=Spits foe out. | | |fthrowdesc=Spits foe out. |
| |bthrowname=Spin 'n' Spit ({{ja|うしろはきだし|Ushiro Hakidashi}}, ''Back Spit Out'') | | |bthrowname=Back spit |
| |bthrowdmg=6% | | |bthrowdmg=6% |
| |bthrowdesc=Turns around and spits foe out. | | |bthrowdesc=Turns around and spits foe out. 6% damage. |
| |uthrowname=Spit Up ({{ja|うえはきだし|Ue Hakidashi}}, ''Up Spit Out'') | | |uthrowname=Throw up |
| |uthrowdmg=5% | | |uthrowdmg=4% |
| |uthrowdesc=Chucks the opponent upwards. | | |uthrowdesc=Chunks the opponent upwards. |
| |dthrowname=Jump 'n' Spit ({{ja|したはきだし|Shita Hakidashi}}, ''Down Spit Out'') | | |dthrowname=Slam |
| |dthrowdmg=4% | | |dthrowdmg=4% |
| |dthrowdesc=Forcefully slams foe into the ground. | | |dthrowdesc=Forcefully slams foe into the ground. |
| |floorfname= | | |floorfname=Tail roll |
| |floorfdmg=6% | | |floorfdmg=6% |
| |floorfdesc=Gets up and headbutts both sides of himself. | | |floorfdesc=Swirls around, tail extended. |
| |floorbname= | | |floorbname=Tail roll |
| |floorbdmg=6% | | |floorbdmg=6% |
| |floorbdesc=Gets up and spin kicks both sides of himself. | | |floorbdesc=Swirls around, tail extended. |
| |edgefname= | | |edgefname=Tail counter |
| |edgefdmg=6% | | |edgefdmg=6% |
| |edgefdesc=Picks himself up and whips his tail in front. | | |edgefdesc=Picks himself up and whips his tail in front. |
| |edgesname= | | |edgesname=Head counter |
| |edgesdmg=12% | | |edgesdmg=12% |
| |edgesdesc=Slowly gets up and slams his head forward with short range. | | |edgesdesc=Slowly gets up and forces his head out. |
| |nsname=Egg Lay | | |nsname=Egg Lay |
| |nsdmg=7% | | |nsdmg= |
| |nsdesc=Yoshi swallows the foe and turns them into an egg. | | |nsdesc=Uses his tongue to swallow the opponent and lay an egg containing him/her. |
| |ssname=Egg Roll | | |ssname=Egg Roll |
| |ssdmg=4-13% | | |ssdmg= |
| |ssdesc=Turns into an egg and rolls around. The damage done is based on how fast Yoshi is moving. If the move is started in the air, it won't do any damage until Yoshi hits the ground. Yoshi also becomes [[helpless]] if the move is ended in the air, making it a useless [[recovery]] move. If the egg hits a ledge or wall, the egg breaks and the attack is over. | | |ssdesc=Forms an egg around him and rolls. |
| |usname=Egg Throw | | |usname=Egg Throw |
| |usdmg=10% (grounded explosion), 12% (aerial explosion) | | |usdmg= |
| |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 arch. |
| |dsname=Yoshi Bomb | | |dsname=Yoshi Bomb |
| |dsdmg=16% (body, ground), 14% (body, air), 1% (stars) | | |dsdmg= |
| |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 pounds the enemy. |
| }} | | }} |
|
| |
|
| ===Stats=== | | ==In [[Competitive play]]== |
| {{technical data|Needs double jump height}}
| | ===[[Character matchups (SSBM)|Matchups]]=== |
| '''NTSC'''
| | {{SSBMMatchupTable|yoshi=yes}} |
| {{Attributes
| | Yoshi has very poor matchups all around. According to the most recent matchup chart, he only has an advantageous matchup against one character, {{SSBM|Kirby}}, while he is hard [[counter]]ed by five characters (four of which are in the top tier), countered by ten characters, and soft countered by three characters. He has even matchups with six characters, although most are in the bottom tier. A majority of these poor matchups are currently due to Yoshi's poor range and recovery; top tiered characters, especially against ({{SSBM|Fox}}, {{SSBM|Falco}}, {{SSBM|Sheik}}, {{SSBM|Peach}}, and {{SSBM|Samus}}), are especially powerful in both of these departments, and are considered his primary hard counters. |
| |cast = 26
| |
| |weight = 108
| |
| |rweight = 5
| |
| |dash = 1.33 | |
| |rdash = 20
| |
| |run = 1.6
| |
| |rrun = 8-10 | |
| |walk = 1.15
| |
| |rwalk = 11 | |
| |trac = 0.06
| |
| |rtrac = 15-23
| |
| |airfric = 0.013
| |
| |rairfric = 14 | |
| |air = 1.2 | |
| |rair = 2-3 | |
| |baseaccel = 0.02 | |
| |rbaseaccel = 2-23
| |
| |addaccel = 0.028
| |
| |raddaccel = 20
| |
| |gravity = 0.093
| |
| |rgravity = 17
| |
| |fall = 1.93
| |
| |rfall = 11
| |
| |ff = 2.93
| |
| |rff = 7
| |
| |jumpsquat = 5
| |
| |rjumpsquat = 16-22
| |
| |jumpheight = 34.857
| |
| |rjumpheight = 8
| |
| |shorthop = 18.33
| |
| |rshorthop = 4
| |
| |djump = ?
| |
| |rdjump = ? | |
| |ellag = 4
| |
| |rellag = 2-23
| |
| }} | |
|
| |
|
| '''PAL''' | | With new innovations in Yoshi's metagame, however, many of these matchups are being reevaluated as disputable or outright inaccurate altogether. Appropriate applications of Yoshi's combo ability, punish game, double jump armor, and parrying are able to force a greatly limited room for both error and fighting options alike in a wide range of situations. Yoshi's most controversial matchups that are currently being disputed in the metagame are those against {{SSBM|Marth}} and {{SSBM|Ice Climbers}}, where even top professional smashers of those characters claim that Yoshi has the appropriate tools to hold an even or advantageous matchup against them. |
| {{Attributes | |
| |cast = 26 | |
| |weight = 111
| |
| |rweight = 3
| |
| |dash = 1.33
| |
| |rdash = 20
| |
| |run = 1.6
| |
| |rrun = 8-10
| |
| |walk = 1.15
| |
| |rwalk = 11
| |
| |trac = 0.06
| |
| |rtrac = 15-23
| |
| |airfric = 0.013
| |
| |rairfric = 14
| |
| |air = 1.2
| |
| |rair = 2-3
| |
| |baseaccel = 0.02
| |
| |rbaseaccel = 2-23
| |
| |addaccel = 0.028
| |
| |raddaccel = 20
| |
| |gravity = 0.093
| |
| |rgravity = 17
| |
| |fall = 1.93
| |
| |rfall = 11
| |
| |ff = 2.93
| |
| |rff = 7
| |
| |jumpsquat = 5
| |
| |rjumpsquat = 16-22
| |
| |jumpheight = 34.857
| |
| |rjumpheight = 8
| |
| |shorthop = 18.33
| |
| |rshorthop = 4
| |
| |djump = ? | |
| |rdjump = ?
| |
| |ellag = 4
| |
| |rellag = 2-23
| |
| }} | |
|
| |
|
| ===[[Announcer]] call=== | | ===Notable players=== |
| [[File: Yoshi Announcer SSBM.wav]] | | :''See also: [[:Category:Yoshi professionals (SSBM)]]'' |
| | | ====Active==== |
| ===[[Taunt]]===
| | *{{Sm|aMSa|Japan}} |
| {{Taunt/SSBM|char=Yoshi|desc=Faces the camera and jumps up and down, waving his hands in the air and saying "Yoshi!"}}
| | *{{Sm|Mind Trick|Netherlands}} |
| | | *{{Sm|V3ctorman|USA}} |
| ===[[Idle pose]]=== | | ====Inactive==== |
| {{Idle|desc=Looks from side to side.|image=Yoshi Idle Pose Melee.gif}} | | *{{Sm|Bringer of Death|Australia}} |
| | | *{{Sm|Fumi|Japan}} |
| ===[[Crowd cheer]]===
| | *{{Sm|Leffen|Sweden}} |
| {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | |
| |-
| |
| !{{{name|}}}
| |
| !Cheer (International)
| |
| !Cheer (Japanese)
| |
| |-
| |
| ! scope="row"|Cheer
| |
| |[[File:Yoshi Cheer International SSBM.ogg|center]]||[[File:Yoshi Cheer Japanese SSBM.ogg|center]]
| |
| |-
| |
| ! scope="row"|Description
| |
| |Yooo - shiii...! || Yo - shi!
| |
| |}
| |
| | |
| ===[[Victory pose]]s===
| |
| {{Victory/SSBM | |
| |victory-theme=YoshiThemeMelee.ogg | |
| |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. This pose is the same one when Yoshi collects all 30 fruits in ''Yoshi's Story.''
| |
| |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.
| |
| |char=Yoshi}}
| |
| | |
| ==In [[competitive play]]== | |
| ===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 -->
| |
| :''See also: [[:Category:Yoshi players (SSBM)]]''
| |
| | |
| *{{Sm|aMSa|Japan}} - 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 a contender for best player in the world in the post-[[Netplay]] era, peaking at #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 player 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}}, two of the largest Australian tournaments of the era. | |
| *{{Sm|Egg$|Canada}} - The best Yoshi player in North America in the post-[[Netplay]] era, ranking 95th on the [[SSBMRank 2023]] as the third Yoshi player ever ranked on a global ranking and the first from North America. He finished 25th at {{Trn|Get On My Level 2022}}, making him the only Yoshi player other than aMSa to finish top 32 at a North American major, and had also finished 33rd at {{Trn|Battle of BC 4}}, {{Trn|Get On My Level 2023}}, and {{Trn|Battle of BC 6}}. In addition, he placed 3rd at {{Trn|Empty Hop}}, the largest ''Melee'' tournament in his home region, defending his region from invader {{Sm|Preeminent}}.
| |
| *{{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 at that time was the only time a Yoshi player besides aMSa was ranked on a global ranking. He switched to Falco before retiring. | |
| *{{Sm|V3ctorman|USA}} - The best Yoshi player in the world before aMSa's emergence, and he would remain the best Yoshi player 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 placings for Yoshi at a ''Melee'' major or supermajor before aMSa made his international debut at [[EVO 2013]].
| |
|
| |
|
| ===Tier placement and history=== | | ===Tier placement and history=== |
| Yoshi has historically been viewed as borderline non-viable for high level play. He received a negative reception in competitive play for having a terrible out-of-shield game, poor defensive options, large hurtboxes, and no [[recovery]] moves, 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. 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)|fifth tier list]], his standing consistently fell after this point, with only {{Sm|Fumi}} and {{Sm|Bringer of Death}} making any significant impacts with him, the latter of whom did 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. | | Yoshi has almost always been viewed as a nearly nonviable character 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; by this point, Fumi and other Yoshi professionals had begun to retire from ''Melee'', leaving Yoshi's metagame relatively abandoned in the competitive scene. |
|
| |
|
| A couple of years later, players such as {{Sm|V3ctorman}} began to use Yoshi in tournaments, revitalizing and innovating his 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]] was released, Yoshi only rose by one spot. 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.
| | Several years later, {{Sm|Leffen}} and {{Sm|V3ctorman}} both began to use Yoshi in tournaments, revitalizing and innovating Yoshi's previously stagnant metagame. They found that Yoshi's combo and punish game could easily capitalize against characters who were once thought to outperform him in every situation, especially against fastfallers, who were found to be vulnerable to Yoshi's deadly double jump cancelling combos. They also showed the many uses of [[Egg Throw]], developing it as a zoning and edgeguarding tool. Despite these developments, Yoshi failed to rise out of the bottom tiers, and eventually, their standings with Yoshi started to falter as well. Leffen lost the drive to develop Yoshi and switched to Fox, while V3ctorman suffered from declining tournament placings as more people in his region learned the Yoshi matchup. |
|
| |
|
| 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 placed 25th at {{Trn|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]], making him a borderline mid tier character, and putting aMSa in the top 100 players in the world, making him the only Yoshi player on the list. aMSa later reappeared with Yoshi in several future tournaments, including {{Trn|Apex 2014}} and {{Trn|Republic of Fighters 3}}, and, to the surprise of many, placed 5th at {{Trn|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 usage 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, which far outstripped what players of most middle tier characters could do, Yoshi had 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, the best rise in ''Melee'' tier lists yet, solidifying him as a solid middle tier character. | | 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, with his performance quickly piquing the interest of the American and European scenes. 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. aMSa later reappeared with Yoshi in several future tournaments, including [[Apex 2014]] and [[Republic of Fighters 3]], defeating several renowned players of top-tiered characters in them and exceeding expectations of Yoshi's viability by placing consistently high. 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 tier list or matchup charts in response to these developments, it has continued debating and discussing Yoshi's potential at top-level play; Yoshi has been expected by the community to rise several places in the next tier list. |
|
| |
|
| 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, aMSa's performance gradually gained more momentum: not only has he begun to dominate his region, showing that he has erased any reliance on matchup inexperience from his game, but he has been able to continue placing well at majors, such as 4th at {{Trn|EGLX 2018}}, 5th at {{Trn|Get On My Level 2018}}, and 7th at both {{Trn|Full Bloom 4}} and {{Trn|Smash Summit 6}}, while defeating many of the game's best players, including {{Sm|Hungrybox}}, {{Sm|Plup}}, and Mew2King. As a result of this, aMSa was ranked 7th on the [[MPGR 2019]], becoming the first top 10 player to main a perceived mid tier character besides Axe since {{Sm|Shroomed}}, who mained Dr. Mario in 2014, and has since become a mainstay in the top 10. Furthermore, although Yoshi players remained rather scarce in competitive play, several other Yoshi players were able to make notable marks on the scene, including {{Sm|nebbii}}, who was eventually ranked on the [[MPGR 2018]]. With these improvements, Yoshi rose even more on the [[List of SSBM tier lists (NTSC)#Thirteenth tier list (March 29th, 2021)|thirteenth and current tier list]] to 10th. This rise, however, was not considered enough by some players, especially as aMSa's performances improved even more in the years since, including winning three major/supermajor events in the second half of 2022 (most notably {{Trn|The Big House 10}}), ranking as the second-best player in the world on [[SSBMRank 2022]], and becoming a major bracket demon for {{Sm|Zain}}, the best player in the post-[[Project Slippi]] era.
| | ==In Single Player Modes== |
| | ===In [[Classic Mode]]=== |
| | In Classic Mode, Yoshi can appear in one-on-one battles, as an ally in the team and giant battles, as a giant opponent, as part of a team with either {{SSBM|Ness}} or {{SSBM|Luigi}}, or as a metal opponent. In all of his appearances except for the metal battle, Yoshi appears on [[Yoshi's Island]] or [[Yoshi's Story]]. |
|
| |
|
| Overall, thanks to aMSa, Yoshi has achieved great results, which has increased his representation and pushed his metagame to levels originally thought unfathomable, proving him to be much better than people had initially believed.
| | ===In [[Adventure Mode]]=== |
| | Yoshi is the only character of a starting universe that does not have his own stage in the Adventure Mode; rather, his universe is incorporated into the Mario universe in Stage 1. |
|
| |
|
| ==In 1-P Mode==
| | Yoshi's appearance in the Adventure Mode occurs halfway through the first stage of the Adventure Mode. In the [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], the player comes across a team of 10 Yoshis; defeating all ten allows the player continue to the end of the stage. |
| ==={{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]].
| |
|
| |
|
| ===[[Adventure Mode]]=== | | ===In [[All-Star Mode]]=== |
| Yoshi is the only character of a starting universe who does not have their own stage in Adventure Mode. However, the {{uv|Yoshi}} universe is incorporated in the {{uv|Mario}} universe instead. | | Yoshi and his allies are fought on [[Yoshi's Story]] in All-Star Mode. |
|
| |
|
| 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.
| | ===In [[Event Matches]]=== |
| | Yoshi appears in the following Event Matches: |
|
| |
|
| ===[[All-Star Mode]]===
| | *'''[[Event 4: Dino-wrangling]]''': The player, with three stocks, has to take on a Yoshi considerably larger than normal size, moreso than from a Super Mushroom; Yoshi, however, has only one stock. |
| Yoshi and his allies are fought on [[Yoshi's Story]]. | | *'''[[Event 10: All-Star Match 1]]''': Yoshi is the third of five opponents the player must fight in this series of staged battles. The player's character battles him on the [[Yoshi's Story]] stage, and their character has 2 stock while Yoshi has 1. With a timer of four minutes, the player must defeat him and the other four characters one-by-one with the overall time and life the player has: {{SSBM|Mario}}, {{SSBM|Donkey Kong}}, {{SSBM|Bowser}}, and {{SSBM|Peach}}. |
| | *'''[[Event 13: Yoshi's Egg]]''': In the event match, the player takes control of Yoshi in a free for all against Donkey Kong, {{SSBM|Fox}}, and {{SSBM|Pikachu}}. As a twist, there is an extra item on the stage, [[Yoshi's Egg]], which Yoshi must prevent others from breaking for 55 seconds. |
| | *'''[[Event 24: The Yoshi Herd]]''': In this event, the player has to defeat 30 Yoshis, who appear on the stage in groups of three. After defeating 29, a giant Yoshi takes the place of the 30th, and the player has to defeat it as well. The player, however, has a strict time limit of 2 minutes to complete the event. |
|
| |
|
| ===[[Event Match]]es=== | | ===Ending images=== |
| Yoshi is featured in the following event matches:
| | <center><gallery> |
| | File:YoshiClassicMode.jpg|Classic mode |
| | File:YoshiAdventureMode.jpg|Adventure mode |
| | File:YoshiAllStarMode.jpg|All-Star Mode |
| | </gallery></center> |
|
| |
|
| *'''[[Event 4: Dino-wrangling]]''': The player chooses any character and must defeat a extremely large Yoshi on [[Yoshi's Story]]. The player has three stock while Yoshi has one.
| | ==Trophies== |
| *'''[[Event 10: All-Star Match 1]]''': Yoshi is the third opponent to be fought in this series of staged battles. The player battles him on Yoshi's Story, which will transition to the next stage if Yoshi gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Mario}}, {{SSBM|Donkey Kong}}, {{SSBM|Peach}}, and {{SSBM|Bowser}}. | | ''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.'' |
| *'''[[Event 13: Yoshi's Egg]]''': The player controls Yoshi and must protect a unique item, [[Yoshi's Egg]], from {{SSBM|Pikachu}}, {{SSBM|Fox}}, and {{SSBM|Donkey Kong}} for 55 seconds on [[Rainbow Cruise]]. If the egg breaks, the match will result in a failure. | | *''[[Super Mario World]]'' [08/91] |
| *'''[[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. | | ===Smash Red=== |
| | Trophy #284: ''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]] |
|
| |
|
| ===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]=== | | ===Smash Blue=== |
| <center>
| | Trophy #285: ''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.'' |
| <gallery>
| | *Up & B: [[Egg Throw]] |
| YoshiClassicMode.jpg|Classic Mode
| | *Down & B: [[Yoshi Bomb]] |
| YoshiAdventureMode.jpg|Adventure Mode
| |
| YoshiAllStarMode.jpg|All-Star Mode
| |
| </gallery>
| |
| </center>
| |
|
| |
|
| ==[[Trophies]]==
| |
| In addition to the normal trophy about Yoshi as a character unlocked by completing {{SSBM|Classic Mode}} as Yoshi on any difficulty, there are two trophies about him as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Yoshi on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Yoshi:
| |
|
| |
| {{Trophy/Fighter
| |
| |name=Yoshi
| |
| |image=Yoshi Trophy Melee.png
| |
| |mode=Classic
| |
| |desc=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.
| |
| |gamelist-ntsc={{Trophy games|game1=Super Mario World|release1=8/91}}
| |
| |gamelist-pal={{Trophy games|game1=Super Mario World 2: Yoshi's Island}}
| |
| |game=Melee
| |
| }}
| |
| {{clrl}}
| |
|
| |
| {{Trophy/Fighter
| |
| |name=Yoshi
| |
| |image=Yoshi Trophy (Smash).png
| |
| |mode=Adventure
| |
| |desc=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.
| |
| |gamelist=:B: Egg Lay
| |
| :Smash B: Egg Roll
| |
| |game=Melee
| |
| }}
| |
| {{clrl}}
| |
|
| |
| {{Trophy/Fighter
| |
| |name=Yoshi
| |
| |image=Yoshi Trophy (Smash 2).png
| |
| |mode=All Star
| |
| |desc=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.
| |
| |gamelist=:Up & B: Egg Throw
| |
| :Down & B: Yoshi Bomb
| |
| |game=Melee
| |
| }}
| |
| {{clrl}}
| |
|
| |
| ==[[Alternate costume (SSBM)#Yoshi|Alternate costumes]]==
| |
| {|style="margin:1em auto 1em auto;text-align:center"
| |
| |-
| |
| |colspan=6|[[File:Yoshi Palette (SSBM).png]]
| |
| |-
| |
| |{{Head|Yoshi|g=SSBM|s=25px}}
| |
| |{{Head|Yoshi|g=SSBM|s=25px|cl=Red}}
| |
| |{{Head|Yoshi|g=SSBM|s=25px|cl=Blue}}
| |
| |{{Head|Yoshi|g=SSBM|s=25px|cl=Yellow}}
| |
| |{{Head|Yoshi|g=SSBM|s=25px|cl=Pink}}
| |
| |{{Head|Yoshi|g=SSBM|s=25px|cl=Cyan}}
| |
| |}
| |
|
| |
| ==Gallery==
| |
| <center> | | <center> |
| <gallery> | | <gallery> |
| SSBM Yoshi HQ.jpg|Official artwork of Yoshi.
| | File:Yoshi Trophy Melee.png|Character trophy |
| SSBMWebsiteYoshi1.jpg|Green, blue, red, and yellow Yoshis [[dash]]ing on [[Corneria]].
| | File:Yoshi Trophy (Smash).png|Smash red |
| EggThrowMelee.jpg|Using [[Egg Throw]] next to {{SSBM|Kirby}} on [[Onett]].
| | File:Yoshi Trophy (Smash 2).png|Smash blue |
| YoshiRoll.jpg|Using [[Egg Roll]] on {{SSBM|Mario}} and {{SSBM|Captain Falcon}} on Corneria.
| |
| SSBMWebsiteYoshi4.jpg|Using [[Yoshi Bomb]] on {{SSBM|Donkey Kong}} on [[Temple]].
| |
| EgglaySSBM.jpg|Using [[Egg Lay]] on [[Pokémon Stadium]].
| |
| SSBMWebsiteYoshi6.jpg|[[Pummel]]ing an opponent on [[Mute City]].
| |
| </gallery> | | </gallery> |
| </center> | | </center> |
| | ===[[Cheer]]=== |
| | * Yo...shi.... <ref>https://www.youtube.com/watch?v=g35Tqm_w5Jc</ref> |
| | ===[[Taunt]]=== |
| | * Jumps up and down, and waves his hands in the air.<ref>https://www.youtube.com/watch?v=jLwHOov4A8o</ref> |
| | ==[[Palette swap (SSBM)#Yoshi|Palette swaps]]== |
| | [[File:Yoshi Palette (SSBM).png|frame|center|Yoshi's changeable palette swaps in ''Melee'']] |
|
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| ==Trivia== | | ==Trivia== |
| *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.
| | *Yoshi, {{SSBM|Bowser}}, {{SSBM|Young Link}}, {{SSBM|Link}} and {{SSBM|Luigi}} are the only characters in ''Melee'' to use their default costume when on the green team. |
| *''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.
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| *''Melee'' is the only game in which Yoshi does not have the highest air speed.
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| *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 [[Smabura-Ken]] [[character artwork|artwork]], although Yoshi's artwork is flipped vertically. | |
| *If Yoshi is [[Star KO]]'d, his respective voice clip will play a second late, rather than when he begins falling. This also occurs in Stamina Mode, as when Yoshi runs out of stamina, he will begin falling, and the clip will play after.
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| ==References==
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| {{reflist}}
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| ==External links== | | ==External links== |
| *[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1023/index.html Yoshi's page at Smabura-Ken]
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| *[[smashwiki:26TP/Yoshi|Translation]]
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| *[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] |
| | | *[https://www.youtube.com/watch?v=jLwHOov4A8o] |
| | *[https://www.youtube.com/watch?v=g35Tqm_w5Jc] |
| {{SSBMCharacters}} | | {{SSBMCharacters}} |
| {{EnemiesAdvSSBM}} | | {{EnemiesAdvSSBM}} |
| {{Yoshi universe}} | | {{Yoshi universe}} |
| [[Category:Yoshi (SSBM)| ]] | | [[Category:Yoshi universe]] |
| [[Category:Trophies (SSBM)]] | | [[Category:Yoshi (SSBM)]] |
| [[es:Yoshi (SSBM)]]
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