Editing Yoshi (SSBU)

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==Attributes==
==Attributes==
Yoshi is a [[Weight|heavyweight]] fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to [[shield stabbing]].
Yoshi is a [[Weight|heavyweight]] fighter who deviates greatly from the heavy character archetype, with great mobility, good frame data, and decent KO potential, though lower than other heavyweights. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to [[shield stabbing]].


As stated previously, Yoshi sports excellent mobility: he has the 27th fastest [[walking speed]], the 19th fastest [[dashing speed]] (with an above-average [[initial dash]] as well), the fastest [[air speed]] in the game, and the 14th highest [[air acceleration]]. Additionally, Yoshi sports among the highest [[jump]]ing prowesses in the game; this can especially be owed to his [[double jump]], which is the second-highest in the game, only behind {{SSBU|Mewtwo}}'s. Along with this, his double jump possesses a unique form of subtractive knockback [[armor]] that is active immediately on frame 1, granting him an excellent combo breaker. However, his [[traction]] and [[gravity]] are the 23rd and 20th lowest in the game, respectively; further compounding this, his [[fall]]ing and [[fast-fall]]ing speeds are among the bottom 10 in the game (the 7th slowest to be specific). Thus, Yoshi is quite speedy overall, yet at the same time, he's one of the floatiest characters in the game, which is incredibly unorthodox for a heavyweight, arguably more so than any other in the game.
As stated previously, Yoshi sports excellent mobility: he has the 27th fastest [[walking speed]], the 19th fastest [[dashing speed]] (with an above-average [[initial dash]] as well), the fastest [[air speed]] in the game, and the 14th highest [[air acceleration]]. Additionally, Yoshi sports among the highest [[jump]]ing prowesses in the game; this can especially be owed to his [[double jump]], which is the second-highest in the game, only behind {{SSBU|Mewtwo}}'s. Along with this, his double jump possesses a unique form of subtractive knockback [[armor]] that is active immediately on frame 1, granting him an excellent combo breaker. However, his [[traction]] and [[gravity]] are the 23rd and 20th lowest in the game, respectively; further compounding this, his [[fall]]ing and [[fast-fall]]ing speeds are among the bottom 10 in the game (the 7th slowest to be specific). Thus, Yoshi is quite speedy overall, yet at the same time, he's one of the floatiest characters in the game, which is incredibly unorthodox for a heavyweight, arguably more so than any other in the game.
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Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the main problem being that his recovery is very limited. His double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once and if his opponent has a move that breaks his armor limit, then he'll likely be in a difficult situation for getting back onstage. His other recovery options outside of his double jump are very short-ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag. His reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited.
Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the main problem being that his recovery is very limited. His double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once and if his opponent has a move that breaks his armor limit, then he'll likely be in a difficult situation for getting back onstage. His other recovery options outside of his double jump are very short-ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag. His reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited.


His approach can also be very punishable as his moves outside of tilts are noticeably slower, with every one of his aerial attacks outside of his neutral and up aerials having below-average speed, and most of his attacks have short-range that leaves him vulnerable to getting stuffed out by [[disjoint]]ed hitboxes. His grab is also very punishable when missed despite its invincibility and long range, Egg Lay is very limited and has no usage if the opponent is far away, Egg Roll has a very predictable trajectory and is hard for Yoshi to get out of if the attack doesn't work well in his current situation, and Yoshi Bomb is also predictable if used unsafely and has high ending lag when Yoshi hits the ground. Finally, his shield, as useful as it is due to never shrinking when weakened, presents a double-edged sword situation: a weakened shield can still be hit easily, and as such can break more easily than a normal shield.
His approach can also be very punishable as his moves outside of tilts are noticeably slower, with every one of his aerial attacks outside of his neutral and up aerials having below-average speed, and most of his attacks have short range that leaves him vulnerable to getting stuffed out by [[disjoint]]ed hitboxes. This makes most of his aerials much less useful in disadvantage state, and Yoshi has difficulty against juggles, partly because of that and because he's surprisingly floaty for his high weight. His grab is also very punishable when missed despite its invincibility and long range, Egg Lay is very limited and has no usage if the opponent is far away, Egg Roll has a very predictable trajectory and is hard for Yoshi to get out of if the attack doesn't work well in his current situation, and Yoshi Bomb is also predictable if used unsafely and has high ending lag when Yoshi hits the ground. Finally, his shield, as useful as it is due to never shrinking when weakened, presents a double-edged sword situation: a weakened shield can still be hit easily, and as such can break more easily than a normal shield.


Overall, Yoshi is still a very reliable character despite his glaring weaknesses. With his fast speed and useful moveset, he is very capable of performing combos, scoring KOs, and playing an effective neutral game. As a result, opinions on Yoshi have remained high throughout the game's competitive lifespan.
Overall, Yoshi is still a very reliable character despite his glaring weaknesses. With his fast speed and useful moveset, he is very capable of performing combos, scoring KOs, and playing an effective neutral game. As a result, opinions on Yoshi have remained high throughout the game's competitive lifespan.
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Yoshi has been considerably buffed in the transition to ''Ultimate''. Many of his most notorious attributes have been improved, with comparatively very few nerfs to balance out his buffs.
Yoshi has been considerably buffed in the transition to ''Ultimate''. Many of his most notorious attributes have been improved, with comparatively very few nerfs to balance out his buffs.


One of Yoshi's biggest buffs was to his previously poor KO power for a heavyweight. All of Yoshi's smash attacks have had their power increased, and [[forward smash]] has lost one of its sourspots, making it a more consistent option. Moves like [[forward tilt]] and [[back aerial]] now lead much more reliably into other moves thanks to their improved combo potential, either improving Yoshi's KO confirms into other moves or outright granting him new ones. [[Egg Throw]] now consists of one hit that deals more damage, which puts the opponent into a more disadvantageous position at low percentages, allowing Yoshi to win the [[neutral game]] with more ease and also improving his combo game; additionally, Egg Throw grants more diagonal distance during its first three uses.
One of Yoshi's biggest buffs was to his previously poor KO power for a heavyweight. All of Yoshi's smash attacks have had their power increased, and [[forward smash]] has lost the weakest of its two sourspots, which was located on his forehead, while the remaining one was enlarged to compensate, making it a more consistent option. Moves like [[forward tilt]] and [[back aerial]] now lead much more reliably into other moves thanks to their improved combo potential, either improving Yoshi's KO confirms into other moves or outright granting him new ones. [[Egg Throw]] now consists of one hit that deals more damage, which puts the opponent into a more disadvantageous position at low percentages, allowing Yoshi to win the [[neutral game]] with more ease and also improving his combo game; additionally, Egg Throw grants more diagonal distance during its first three uses.


Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which combined with his vastly improved forward tilt improves Yoshi's combo and damage racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping his [[approach]]. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw.
Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which combined with his vastly improved forward tilt improves Yoshi's combo and damage racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping his [[approach]]. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw.

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