Editing Yoshi (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Yoshi
|name = Yoshi
|image = {{tabber|title1=Normal|content1=[[File:Yoshi SSBU.png|250px]]|title2=Yoshi's Crafted World|content2=[[File:Yoshi-Alt7 SSBU.png|250px]]}}
|image = {{tabber|title1=Normal|tab1=[[File:Yoshi SSBU.png|250px]]|title2=Yoshi's Crafted World|tab2=[[File:Yoshi-Alt7 SSBU.png|250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB
|ssbgame1 = SSB
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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A+
|ranking = 14
}}
}}
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]; he and {{SSBU|Luigi}} were the last veterans confirmed, with both appearing at the very end of the trailer. Yoshi is classified as [[Fighter number|Fighter #05]].
{{cquote|''Yoshi is all about egg-related moves, like throwing eggs, swallowing opponents and turning them into eggs, or turning into an egg and charging toward an opponent. With a high jump, recovery is a piece of cake for Yoshi! And for his Final Smash, a Yoshi army stampedes through the stage.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]; he was the last veteran to be confirmed along with {{SSBU|Luigi}}, appearing at the very end of the trailer. Yoshi is classified as fighter #05.


As in ''[[Super Smash Bros. 4]]'', ''Ultimate'' uses all of Kazumi Totaka's voice clips from ''Yoshi's Story''.
As in all previous ''[[Smash Bros.]]'' games, Kazumi Totaka's portrayal of Yoshi from ''Yoshi's Story'' and other games of the ''Mario'' series was repurposed for ''Ultimate''.


Yoshi is ranked 14th out of 82 on the current [[tier list]], placing him at the bottom of the A+ tier. This is a significant improvement from his 33rd out of 54 placement in ''Super Smash Bros. 4'', and is his best placement in the series. Yoshi is gifted with high movement speed all around, especially his [[Air speed|air mobility]], allowing him to often weave in and out of opposing attacks and space effectively, as well as granting him fantastic [[edgeguarding]] with his long-lasting neutral aerial and [[Egg Throw]], with his neutral aerial also being a strong [[out of shield]] option. On top of that, he has high damage output due to his solid combo game, and a fantastic air game, with versatile and powerful aerials, such as his [[Yoshi (SSBU)/Down aerial|down air]], which is the most damaging down aerial in the game. In addition, he has among the best endurance in ''Ultimate'', as not only is he heavy, but his Double Jump armor allows him to take potentially fatal attacks, which makes it difficult to KO him. His unique shield also always covers his entire body, protecting him from [[shield stabbing]]. Yoshi also has a solid recovery, with his aforementioned great air speed, a uniquely high and armored double jump, and [[Egg Throw]] along with directional [[air dodge]]s granting a bit of extra height when needed.
==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 generally lasts longer than most shields and is larger in size; thus, it does a good job at protecting Yoshi from powerful attacks.


Despite these strengths, Yoshi still has several notable flaws. His unimpressive range can cause him to get stuffed out by characters with disjointed hitboxes and struggle against certain zoners. In addition, his [[special move]]s carry a bit of dead weight, with [[Egg Roll]] being considered one of the worst special moves in the entire game, and [[Egg Lay]] being rather niche. His double jump armor also has a weakness where if Yoshi is hit with a strong enough move, the knockback that exceeds his armor's threshold is applied and can potentially [[Gimp]] him, even with moves that wouldn't do the same to other fighters. Losing a double jump is likely more detrimental to Yoshi than any other character, as it accounts for the vast majority of his recovery distance. Yoshi also struggles to contend with juggling, as he's surprisingly floaty for a heavyweight and most of his aerial attacks are ineffective when he's in disadvantage, as they have a noticeable amount of start-up and/or ending lag, which can also limit his approach options.
As said before, Yoshi sports excellent mobility: he has the 26th fastest [[walking speed]], the 17th fastest [[dashing speed]] (with an above-average [[initial dash]] to boot), the single fastest [[air speed]] in the game, and the 14th highest [[air acceleration]]. Additionally, Yoshi sports the 17th highest [[jump]]ing prowess in the game; this can be owed to his especially high [[double jump]]. However, his [[traction]] and [[gravity]] are only the 60th and 63rd highest in the game; further compounding this, his [[fall]]ing and [[fast-fall]]ing speeds are among the bottom 10 in the game. Thus, Yoshi is a very speedy, yet floaty character.


Overall, Yoshi is a strong character in the metagame, particularly in Japan, where he is considered a top 10 fighter. Japan is also home to a slew of top-level Yoshi players such as {{Sm|Yoshidora}} and {{Sm|Ron}}. Although less popular outside of Japan, Yoshi maintains a positive reception and strong results from players such as {{Sm|Meme}}.
Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used to [[jab lock]]; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable [[tech chasing]] option. Lastly, dash attack has a high reach and duration; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs. Yoshi's smash attacks are also useful in their own right: forward smash has a powerful sweetspot that outprioritizes its slightly weaker sourspot - allowing it to KO at reasonable percents - and has decent start-up, can be angled, and grants Yoshi [[intangibility]] for its duration; up smash has good horizontal and vertical range, reasonable start-up, and a powerful sweetspot, allowing it to KO at percents as low as 120% provided the sweetspot hits; lastly, down smash is extremely quick in both start-up and ending lag which, coupled with its good range, makes it an adept option for punishing rolling opponents.


==Attributes==
Although his grounded moveset comes with potent attacks, it is Yoshi's aerial attacks that possess high usefulness and make up his fantastic air game. Neutral aerial has a very fast [[sex kick]] with low all-around lag, decent range, and good power, allowing it to either KO at surprisingly early percents, serve as an effective combo breaker, be a tech-chase set-up, and be his primary [[out of shield]] option. Forward aerial also possesses high range and reasonable all-around lag, and comes with impressive damage; its tipper hitbox [[meteor smash]]es opponents, allowing for offstage KOs to occur as early as 20%. Back aerial boasts high speed and high power, with its first two hits being effective combo starters and its final hit KOing below 130%. Up aerial possesses high vertical range and a hitbox that hits behind the opponent which, in tandem with its impressive damage output and low all-around lag, makes it an effective [[juggling]] option. Lastly, down aerial serves as the most damaging aerial in the game; its hits can easily link into each other, with its high vertical knockback allows it to KO at reasonable percentages near the upper blast zone. His grab is also relatively decent: his grab release and throws grant invincibility during their animations, [[pummel]] is fast and deals average damage, forward and back throws are decent KO options by the ledge, up throw has combo potential into his up air at low percents, and down throw has little ending lag making it his most useful combo throw.
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]].


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.
Yoshi's special moves are also very effective tools for the character. [[Egg Lay]] is a [[command grab]] which traps the opponent in a egg for a short amount of time, allowing it to work as a damage racker, and when [[B-reverse]]d is a effective surprise trapping option. Egg Roll travels decently fast on the ground and deals effective damage when running into an opponent, [[Yoshi Bomb]] gives Yoshi an option to escape juggles if the situation allows for it, can go through soft platforms, does high damage in both the ground and air, and the grounded version deals high [[shield damage]]. However, his best special move is easily his [[Egg Throw]], his only but incredibly effective projectile. The trajectory of the move can be changed depending on the angle of the joystick, can bounce on the ground, and allow Yoshi to have an option for zoning.


Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used to [[jab lock]] as well as combo into moves such as down special for a [[kill confirm]]; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable [[tech chasing]] option. Lastly, his dash attack has a long duration and good range; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs.
Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses. 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 super armor limit, then he'll be in a very bad 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.


Yoshi's smash attacks are also useful in their own right: forward smash has a powerful sweetspot that out prioritizes its slightly weaker sourspot, allowing it to KO at reasonable percents. It also has decent start-up, can be angled, and grants Yoshi [[intangibility]] for its duration; up smash has good horizontal and vertical range, reasonable start-up, and a powerful sweetspot, allowing it to KO at percents as low as 120% provided the sweetspot hits; lastly, down smash is extremely quick in both start-up and ending lag which, coupled with its good range, makes it an adept option for punishing rolling opponents.
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 very predictable trajectory and is hard for Yoshi to get out of if the attack doesn't work well in his certain situation, and Yoshi Bomb is also predictable if used unsafely and has high ending lag when Yoshi hits the ground.


Although his grounded moveset comes with potent attacks, it is Yoshi's aerial attacks that possess high usefulness and make up his fantastic air game. Neutral aerial is a very fast [[sex kick]] with low all-around lag, decent range, and good power, allowing it to either KO at surprisingly early percents, serve as an effective combo breaker, be a tech-chase set-up, and be his primary [[out of shield]] option. Forward aerial also possesses high range and reasonable all-around lag, and comes with impressive damage; its tipper hitbox [[meteor smash]]es opponents, allowing for offstage KOs to occur as early as 20%. Back aerial boasts high speed and high power, with its first two hits being effective combo starters and its final hit KOing below 130%.
Overall, Yoshi is still a strong character despite his glaring weaknesses. With his fast speed and reliable attacks, he has the ability to combo, take out stocks, and play an effective neutral game. His tournament results have been very strong because of these attributes, with players such as {{Sm|Suarez}}, {{Sm|Squerk}}, {{Sm|Meme}}, and {{Sm|Raptor}} showing the potential that he has, and some players even consider him to be better than he was in ''Smash 64'', although the latter is debatable.


Up aerial possesses high vertical range and a hitbox that hits behind the opponent which, in tandem with its impressive damage output and low all-around lag, makes it an effective [[juggling]] option. Lastly, down aerial serves as the most damaging aerial in the game; its hits can easily link into each other, with its high vertical knockback allowing it to KO at reasonable percentages near the upper blast zone. His grab game is also relatively decent: his grab release and throws grant invincibility during their animations, [[pummel]] is fast and deals average damage, forward and back throws are decent KO options by the ledge, up throw has combo potential into his up air at low percents, and down throw has little ending lag making it his most useful combo throw.
==Changes from ''[[Super Smash Bros. 4]]''==
 
Likely as a result of his mid-tier placement in ''SSB4'', Yoshi was significantly buffed in the transition to ''Ultimate''.
Yoshi's special moves are also very effective tools for the character. [[Egg Lay]] is a [[command grab]] which traps the opponent in an egg for a short amount of time, allowing it to work as a damage racker, and when [[B-reverse]]d is an effective surprise trapping option. [[Egg Roll]] travels decently fast on the ground and deals effective damage when running into an opponent, [[Yoshi Bomb]] gives Yoshi an option to escape juggles if the situation allows for it, can go through soft platforms, does high damage in both the ground and air, and the grounded version deals high [[shield damage]]. However, his best special move is easily his [[Egg Throw]], his only but incredibly effective projectile. The trajectory of the move can be changed depending on the angle of the joystick, can bounce on the ground, and allows Yoshi to have an option for zoning.


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.
One of the biggest buffs was to his previously poor KO power for a heavyweight. His KO power has been noticeably improved, as has his ability to rack up damage at lower percents thanks to changes to moves like back air and forward tilt. All of his aerials have reduced landing lag, and the universal nerfs to air dodging make his edgeguarding with both aerials and Egg Throw much more potent. His already excellent mobility was increased even more, as his walk and run speed are now faster, while Yoshi still has the fastest air speed in the game.  


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.
However, Yoshi has received some minor nerfs. One nerf was to his up tilt, which has less range, no longer hitting opponents from up close. Another slight nerf is that while his dash attack got buffed overall, it is more punishable since it can't cross up shields. Lastly, Yoshi retains some significant flaws from ''SSB4'', particularly his very underwhelming grab game and lack of effective recovery options other than his double jump, despite the buffs to Egg Throw.


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's buffs heavily outweigh his nerfs, resulting in a more menacing competitive presence and lower learning curve. As such, Yoshi's buffs have resulted in a positive perception among the community. Most professionals except for {{Sm|ZeRo}} have acknowledge the viability of Yoshi and consider him to be a high-tier character. As a result, Yoshi players such as {{Sm|Suarez}}, {{Sm|Meme}}, {{Sm|Ron}}, and {{Sm|Danbi}} all have amassed incredible results with Yoshi, with some even arguing that he is better than his ''Smash 64'' iteration.


==Changes from ''[[Super Smash Bros. 4]]''==
===Aesthetics===
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.
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Yoshi's model features a more subdued color scheme. His irises now appear larger while his shoes now feature simple detailing.}}
*{{change|Yoshi has a new [[Alternate costume (SSBU)#Yoshi|alternate costume]] based on his appearance in ''{{s|supermariowiki|Yoshi's Crafted World}}''. It replaces his {{s|mariowiki|Black Yoshi}} costume from ''Smash 4''.}}
*{{change|Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.}}
*{{change|Yoshi is more expressive, he now scowls during his aerials and when grabbing the ledge.}}
*{{change|Idle pose, dashing, falling, and double jump's animations have been updated to further match Yoshi's upright posture.}}
**{{bugfix|Yoshi no longer reverts to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}}
*{{change|Two of Yoshi's [[victory pose]]s were slightly altered.}}
**{{change|The victory animation where Yoshi spins around and strikes a V sign now has him performing a {{s|mariowiki|Flutter Jump}} before spinning around once and striking a V sign.}}
**{{change|The victory animation where Yoshi punches the air once and striking a pose now has him punching the air twice and strikes a pose with his right leg farther back.}}


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.
===Attributes===
*{{buff|Like all characters, Yoshi's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Yoshi [[run]]s faster (1.86 → 2.046).}}
**{{buff|Yoshi's initial [[dash]] is significantly faster (1.33 → 1.98).}}
*{{buff|Yoshi [[walk]]s slightly faster (1.15 → 1.208).}}
*{{buff|Yoshi's [[air speed]] has been increased, now being almost as high as {{SSBM|Jigglypuff}}'s in ''Melee'' (1.28 → 1.344).}}
*{{buff|Yoshi has significantly higher [[traction]] (0.0426 → 0.095), allowing him to punish out of shield much more easily.}}
*{{nerf|Yoshi's [[jump]] height has been slightly reduced.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 36 → 31).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-21 → 4-15).}}
*{{nerf|Back roll has more startup and grants less intangibility (frames 4-21 → 5-16).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 → 27).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 59).}}
*{{buff|The reintroduction of directional air dodges benefits Yoshi, as due to [[Egg Throw]] not causing [[helplessness]], he can get additional distance with a directional air dodge after using it.}}
*{{buff|The removal of [[shield platform drop]]ping benefits Yoshi, as he was the only character unable to perform the technique in ''Smash 4''. When combined with his unique shield rendering him immune to [[shield stabbing]], this effectively gives him the best shield in the game.}}
*{{change|Yoshi's double jump armor has been altered. The armor duration is significantly shorter, but like in ''Smash 64'' and ''Melee'', knockback taken is reduced if the armor is broken by an attack with sufficiently high knockback.}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit transitions into the second hit faster (frame 9 → 6).}}
**{{nerf|Both hits have a higher [[hitlag]] multiplier (1× → 1.5× (hit 1), 2× (hit 2)), giving opponents more time to [[SDI]] the first hit and [[DI]] the second hit.}}
**{{change|The first hit has altered angles (60°/90°/50° → 361°/180°) and knockback (30 base/50 scaling → 40/35/10 base/30/28/20 scaling) to keep opponents close to Yoshi, akin to other neutral attacks. This allows it to connect better into the second hit and [[jab lock]], but removes some of its guaranteed [[jab cancel]] setups.}}
***{{change|Due to this change, and the second hit using the [[Sakurai angle]], grounded opponents hit by the move are launched at a lower angle. This allows it to get them offstage more effectively, but makes followups harder.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has drastically less ending lag (FAF 39 → 30).}}
**{{buff|It launches opponents at higher angles (80°/65°/50° → 88°/85°), and has more base knockback (50 → 60), but less knockback scaling (80 → 75). Combined with the previous change, this turns it into a reliable combo starter, while also improving its KO ability.}}
**{{buff|It deals more damage when not angled (7% → 8%).}}
**{{buff|The outermost hitbox is slightly larger (2.8u → 3u).}}
**{{change|Its animation has been altered, with Yoshi no longer performing a full spin when swinging his tail. Yoshi also now has an angry expression.}}
*[[Up tilt]]:
**{{nerf|Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.}}
*[[Down tilt]]:
**{{buff|Down tilt has slightly more base knockback (65 → 67).}}
**{{change|Down tilt's animation is reversed, with Yoshi spinning towards the screen rather than away from it.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 50 → 41).}}
**{{buff|It deals more damage (9% → 11% (clean), 6% → 8% (late)), with knockback scaling compensated (52 → 45 (clean), 44 (late)).}}
**{{nerf|It no longer [[cross-up|crosses up]] shields consistently, making it easier to punish.}}
**{{nerf|The late hit has smaller hitboxes (5u/3.5u → 4u/2.5u).}}
*[[Forward smash]]:
**{{buff|Forward smash has two different hitboxes instead of three, with the sweetspot taking priority over the sourspot and being located closer to Yoshi. This effectively removes its weaker sourspot (that dealt 13%) and makes the sweetspot easier to land.}}
**{{buff|It has a longer hitbox duration (frame 14 → 14-16) and grants more intangibility on Yoshi's head (frames 12-14 → 12-16).}}
**{{buff|The sweetspot has more knockback scaling (98 → 102).}}
*[[Up smash]]:
**{{buff|Up smash deals more knockback (37 base/95 scaling → 38/99).}}
*[[Down smash]]:
**{{buff|Down smash launches at a lower angle (30° → 26°) and deals more knockback (hit 1:40/42 base/73/57 scaling → 51/46/75/63, hit 2: 40/42 base/81/75 scaling → 51/44/83/75), allowing it to KO around 150% with the first and 130% with the second hit from center stage.}}


However, Yoshi is not without a few nerfs. His [[up tilt]] has less range, no longer hitting opponents up close, which limits its combo potential to hitting opponents above or behind him, and forces Yoshi to use his improved forward tilt in front of himself. [[Dash attack]] can no longer cross-up shields, making it more punishable and risky as an approach option. Finally, Yoshi's overall jump height, while still impressive, has nevertheless been lowered, hampering his vertical survivability offstage; further compounding this are the increased ending lag on air dodges and the ability to use one at a time before landing or getting hit, forcing Yoshi to cautiously use his own air dodge in tandem with his recovery options to avoid a guaranteed self-destruct. This also affects his forward aerial, which can no longer autocancel in a short hop due to his lower short hop. Of note is that Yoshi still retains one of his most noticeable flaws from ''SSB4'', that being his grab game, which, while improved, is still lackluster.
===Aerial attacks===
*{{buff|All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).}}
*[[Forward aerial]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}}
**{{buff|The sourspot has been removed, with the sweetspot and meteor hitboxes being made bigger to compensate (2.4u (sweetspot)/3.5u (meteor) → 4.2u/4u).}}
**{{nerf|Despite the auto-cancel window remaining unchanged, it no longer [[autocancel]]s in a short hop due to Yoshi's lower short hop duration.}}
**{{change|It has a different animation, with Yoshi no longer flipping after the headbutt.}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (2.5% → 3.5% (hits 1-2), 5% → 5.5% (hit 3), total: 10% → 12.5%) with knockback not compensated on the third hit, increasing its KO potential.}}
**{{buff|It has much lower hitlag multipliers (2× → 0.5× (hits 1-2), 1.5× (hit 3)), allowing it to execute faster and making the first two hits harder to [[SDI]].}}
**{{buff|The second and third hits have less startup lag (frame 17/25 → 14/18), causing them to connect more reliably.}}
***{{nerf|However, the move's total duration remains unchanged, giving it more ending lag.}}
**{{buff|The move's first two hits deal much less knockback (30/50 base/200/150 scaling → 20 base/100 scaling), and use the [[autolink angle]] against grounded opponents as well (361° → 367°) instead of only aerial ones. This allows them to connect more reliably, and combined with the move's lower landing lag, start combos at a wide range of percentages.}}
**{{change|All hitboxes have been moved upwards (Y offset: 2u-4u → 3u-5u (hit 1 and 2), 3u → 5u (hit 3)), increasing the move's range above Yoshi, but reducing it below him.}}
**{{change|Back aerial has a slightly altered animation, with Yoshi striking a new pose at the end of the move.}}
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 39 → 37).}}
**{{buff|It auto-cancels earlier (frame 33 → 31).}}
**{{change|It has a new animation where Yoshi raises his tail up from behind without flipping.}}
*[[Down aerial]]:
**{{buff|Down aerial's looping hits have a lower hitlag multiplier (1.1× → 0.6×), use the autolink angle (270°/260°/280° → 367°), and have consistent knockback scaling (100/80 → 100), allowing them to connect more reliably and making them harder to SDI, despite their higher SDI multiplier (1.5× → 1.8×).}}
**{{buff|The landing hit deals more knockback that is no longer [[set knockback|set]] (40 set/100 scaling → 65 base/100 scaling), causing opponents to [[tumble]] even at 0%. This allows it to set up edgeguards more effectively, and grants it followups at low percents if the opponent fails to [[tech]].}}
**{{nerf|The move's initial auto-cancel window has been removed.}}
**{{nerf|It has smaller hitboxes (6u/4.5u → 5u/3.5u (looping hits), 7u/5u → 6.5u/4.5u (last hit)).}}
**{{nerf|The looping hits deal less damage (3%/2% → 2.3%/1.8% (hits 1-6), 2.2%/1.5% → 1.9%/1.4% (hits 7-12)), reducing the move's maximum damage output (32.2% → 28%) despite the last hit dealing more damage (1% → 2.8%).}}
***{{buff|The last hit's knockback has not been fully compensated for its higher damage output (60 base/200 scaling → 55/179), improving its KO potential.}}
**{{change|The last hit has a higher hitlag multiplier (1.1× → 1.5×).}}


Overall, Yoshi's changes have improved his core kit from ''SSB4'', resulting in a lower learning curve; while this doesn't change his playstyle significantly, this allows Yoshi to better play to his strengths thanks to his moves' improved consistency and utility. Because of this, and a comparatively lower amount of nerfs, Yoshi is a significantly better character than he was in ''SSB4'', resulting in a positive perception since the game's release and being considered a very effective character in competitive play.
===Throws and other attacks===
*[[Grab]]s:
**{{buff|All grabs have noticeably less ending lag (FAF 56 → 49 (standing), 68 → 57 (dash), 65 → 52 (pivot)), especially compared to the rest of the cast, as all non-extended grabs have conversely had their ending lag increased.}}
**{{nerf|Dash and pivot grab have more startup lag (frame 10 → 16 (dash), 10 → 17 (pivot)), no longer being faster than his standing grab. His pivot grab in particular has gone from among the fastest to one of the slowest.}}
**{{change|Yoshi's pivot grab animation has been altered; Yoshi pauses for a bit before turning around on one foot.}}
**{{change|Yoshi's grab animation has changed. After grabbing an opponent and holding them in his mouth, his cheeks become swollen and jiggle, as if the fighter inside is trying to break out. He also holds his mouth closed with his hands, and no longer crouches down to the ground.}}
*[[Pummel]]:
**{{nerf|Pummel deals less damage (2% → 1.3%).}}
**{{change|It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).}}
**{{change|It uses a unique, cartoony chomping sound effect, rather than a standard "kick" sound effect.}}
*{{change|The speed of Yoshi's throws is no longer weight-dependent.}}
*[[Forward throw]]:
**{{buff|Forward throw deals more damage (7% → 9%) with no compensation on knockback.}}
*[[Back throw]]:
**{{buff|Back throw deals more damage (7% → 9%) with no compensation on knockback.}}
*[[Up throw]]:
**{{buff|Up throw has significantly more knockback scaling (43 → 90), allowing it to KO at around 230%, compared to being unable to KO under 500% without [[rage]].}}
*[[Down throw]]:
**{{nerf|Down throw releases the opponent later (frame 15 → 25), making it easier to [[DI]].}}
***{{buff|However, its ending lag has been reduced relative to its release frame (FAF 44 → 51). Combined with Yoshi's faster jumpsquat and jump speed, this improves its combo potential, possessing followups even up to high percents.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


{{SSB4 to SSBU changelist|char=Yoshi}}
===Special moves===
*[[Egg Lay]]:
**{{buff|Egg Lay has less startup lag (frame 20 → 18) with identical ending lag, shortening its duration (FAF 44 → 42).}}
**{{buff|Opponents can no longer move left and right in the air while in an egg.}}
**{{change|It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.}}
*[[Egg Roll]]:
**{{buff|Egg Roll deals drastically more damage (4%-≈9% → 10%-≈13.8%).}}
**{{buff|Its base knockback and knockback scaling have been reversed (50/70 → 70/50), making it safer on hit at low percents, while still improving its KO potential due to its higher damage output.}}
**{{nerf|Yoshi always bounces once when using Egg Roll on the ground. This makes the move's execution slower and more predictable.}}
**{{nerf|Changing direction takes longer.}}
**{{change|Yoshi strikes a new pose before using Egg Roll.}}
*[[Egg Throw]]:
**{{buff|Yoshi gains slightly more vertical distance on the first Egg Throw, particularly after a jump.}}
**{{buff|Eggs have a higher hitlag multiplier (0.3× → 0.6×), giving Yoshi more time to follow up.}}
**{{buff|Eggs can bounce on the ground and retain their horizontal momentum before they break, giving Yoshi a new option to stop approaches.}}
**{{buff|Eggs deal a single hit to opponents instead of two, with the same total damage (1% (hit 1), 5% (hit 2) → 6%) and no compensation on knockback.}}
**{{nerf|Egg Throw has more startup (frame 15 → 16) and ending lag (FAF 54 → 56).}}
**{{nerf|Eggs have received negative [[shield damage]] (0 → -3), effectively dealing half their usual damage to shields.}}
**{{change|Yoshi can use either his right arm or left arm to throw eggs, due to his mirrored stance.}}
*[[Yoshi Bomb]]:
**{{buff|Yoshi Bomb can sweetspot a ledge even if Yoshi is facing away from it.}}
**{{buff|Both the grounded and aerial versions allow Yoshi to go through [[soft platform]]s if he is high enough above them and the control stick is held down.}}
***{{change|If too close to them, he will always go through.}}
**{{change|Yoshi vocalizes when using the grounded version, like in previous games.}}
*[[Final Smash]]:
**{{change|Yoshi has a new Final Smash called [[Stampede!]]. He headbutts in front of him and an army of multicolored [[supermariowiki:Yoshi (species)|Yoshis]] stampede over the trapped players, similar to his part of the ''[[Super Smash Bros. Melee]]'' opening.}}


==Update history==
==Update History==
Yoshi received a mix of buffs, nerfs, and a glitch fix via game updates. All of the buffs Yoshi received were homogeneous updates to make Yoshi function more like the rest of the cast. However, the roster-wide increase in shield size in Version 7.0.0 actually nerfed Yoshi due to the impossibility to shield stab, only making it easier to hit without the compensation of being harder to break. Other nerfs include the universal projectile shield damage nerf of Version 3.0.0 affecting Egg Throw and decreasing the push back of forward smash in Version 4.0.0 making making it less safe on certain characters.
Yoshi has not received many direct changes in updates, with the only major change being him getting invincibility during his throws and grab release.
 
Due to changes received being relatively minor, Yoshi's viability has remained virtually unchanged since the launch of ''Ultimate'', and he continues to achieve respectable results in tournaments.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Yoshi}}
*{{buff|Shortened the amount of time the player is unable to grab a ledge after using forward air (71 frames → 68).}}
*{{buff|Yoshi is granted grab invincibility during his grab release and throw animations.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Yoshi}}
*{{nerf|Egg Throw has received negative [[shield damage]] (0 → -3), effectively dealing half its usual damage to shields.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Yoshi}}
*{{bugfix|Fixed a glitch where Egg Lay would cause trapped opponents to fast fall while caught during hitstun.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Yoshi}}
*{{nerf|Yoshi pushes opponents less far while charging [[forward smash]], no longer causing certain characters' [[grab]]s to be unable to reach him from the front.}}


'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
{{UpdateList (SSBU)/5.0.0|char=Yoshi}}
*{{buff|Yoshi can now grab enemies after dodging using input buffering, making it identical to other fighters.}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Yoshi}}


==Moveset==
==Moveset==
*Yoshi can [[Crawling|crawl]].
*Yoshi can [[Crawling|crawl]].
*Yoshi uses a {{iw|mariowiki|Yoshi Egg}} as his shield instead of a bubble like the rest of the cast. Rather than shrinking, his shield darkens as it weakens, rendering him immune to [[shield stab]]bing.
*Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference.
''For a gallery of Yoshi's hitboxes, see [[Yoshi (SSBU)/Hitboxes|here]].''
''For a gallery of Yoshi's hitboxes, see [[Yoshi (SSBU)/Hitboxes|here]].''


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|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname=Kick ({{ja|けり|Keri}}) / Kick Kick ({{ja|けりけり|Keri Keri}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=4%
|neutral2dmg=4%
|neutraldesc=A front kick followed by a roundhouse kick. The two hits transition relatively fast (both hits being frame 3) and can connect into a [[jab lock]].
|neutraldesc=A front kick followed by a roundhouse kick. The two hits transition relatively fast (both hits being frame 3) and can connect into a [[jab lock]].
|ftiltname=Tail Sweep ({{ja|しっぽはたき|Shippo Hataki}})
|ftiltangles=3
|ftiltdmg=8%
|ftiltname= 
|ftiltdesc=Swings his tail outward. Due to the vertical launch angle, moderate base knockback, and drastically reduced ending lag, it can reliably start combos. It can follow into up smash, neutral, and up aerial at low to mid percents.
|ftiltupdmg=8%
|utiltname=Tail Thrust Up ({{ja|しっぽつきあげ|Shippo Tsuki Age}})
|ftiltsidedmg=8%
|ftiltdowndmg=8%
|ftiltdesc=Swings his tail in a forward direction. Due to the vertical launch angle, moderate base knockback, and drastically reduced ending lag, it can reliably start combos. It can follow into up smash, neutral and up aerial at low to mid percents.
|utiltname= 
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=Swings his tail upward, going from front to back. The front hitbox is now placed higher off the ground, making it unreliable at hitting grounded opponents. However, the back hit still hits close to the ground. Yoshi's most effective combo starter due to low knockback growth and can even reach the low platforms of Battlefield, it leads to devastating combo strings at around low to mid percents and KO confirms at higher percents.
|utiltdesc=Brings his tail upwards, going from front to back. The front hitbox is now placed higher off the ground, making it unreliable in hitting grounded opponents. However, the back hit still hits close to the ground. Yoshi's most effective combo starter due low knockback growth and can even reach the low platforms of Battlefield, it leads into devastating combo strings at around low to mid percents and KO confirms at higher percents.
|dtiltname=Rotating Tail ({{ja|かいてんしっぽ|Kaiten Shippo}})
|dtiltname= 
|dtiltdmg=5% (base), 4.5% (mid), 4% (tip)
|dtiltdmg=5% (base, 4.5% (mid), 4% (tip)
|dtiltdesc=Lays on all fours and spins his body around to swing his tail. The attack does the least amount of damage out of all his tilts but has the lowest ending lag out of all of Yoshi's tilts. It can be useful for [[tech chasing]] and stage control.
|dtiltdesc=Lays on all fours and spins his body around to attack with his tail. The attack deals the least amount of damage out of all his tilts, but has the lowest ending lag out of all of Yoshi's tilts. It can be useful for [[tech chasing]] and stage control.
|dashname=Dash Kick ({{ja|ダッシュげり|Dasshu Geri}})
|dashname= 
|dashdmg=11% (early), 8% (late)
|dashdmg=11% (early), 9% (late)
|dashdesc= A side kick. Its long range and duration can create [[cross-ups]] and is capable of punishing rolls or techs. However, its high amount of ending lag can make it very punishable.
|dashdesc= A far reaching side kick. Its long range and duration can create [[cross-ups]], and is capable of punishing rolls or techs. However, its high amount of ending lag can make it very punishable.
|fsmashname=Smash Headbutt ({{ja|スマッシュずつき|Sumasshu Zutsuki}})
|fsmashname= 
|fsmashdmg=15.5% (sweetspot), 14% (sourspot)
|fsmashdmg=15.5% (sweetspot), 14% (sourspot)
|fsmashdesc=Rears his head back and performs a headbutt. The sweet spot takes priority over the sour spot and can be made into a fast KO option. It can also be angled and his head is intangible during the attack. It has a high amount of ending lag, however, and makes it punishable. Yoshi's head becomes intangible, starting from frame 12. It comes out on frame 14.
|fsmashdesc=Rears his head back to perform a headbutt. The sweetspot takes priority over the sourspot and can be made into a fast KO option. It can also be angled and his head is intangible during the attack. It has a high amount of ending lag, however, and makes it punishable because of it. Yoshi's head becomes intangible, starting from frame 12. It comes out on frame 14.
|usmashname=Somersault Kick ({{ja|ちゅうがえりげり|Chūgaeri Geri}})
|usmashname= 
|usmashdmg=14% (clean), 12% (late)
|usmashdmg=14% (clean), 12% (late)
|usmashdesc=A backflip kick. The attack has a clean hitbox and can be a potential KO option. It can hit opponents who are behind Yoshi but has somewhat punishable ending lag.
|usmashdesc=Performs a bicycle kick. The attack has a clean hitbox and can be a potential KO option. It can hit opponents who are behind Yoshi, but has somewhat punishable ending lag.
|dsmashname=Front and Back Tail ({{ja|ぜんごしっぽ|Zengo Shippo}})
|dsmashname= 
|dsmashdmg=12% (close), 10% (tip)
|dsmashdmg=10% (tip), 12% (close)  
|dsmashdesc= Crouches and swings his tail forward at a low angle, and then backward at a low angle. Compared to his other smash attacks, it lacks any real versatility outside of reading ledge rolls or instances where forward and up smash are punishable.
|dsmashdesc= Crouches and swings his tail forward, and then backwards. Compared to his other smash attacks, it lacks any real versatility outside of reading ledge rolls or instances where forward and up smash are punishable.
|nairname=Yoshi Kick ({{ja|ヨッシーキック|Yosshī Kikku}})
|nairname= 
|nairdmg=10% (clean), 7% (mid), 5% (late)
|nairdmg=10% (clean), 7% (mid), 5% (late)
|nairdesc=A flying kick. It is a [[sex kick]] with very low startup (frame 3) and respectable power when clean. Its low landing lag also allows it to lead reliably into follow-ups at low to mid percents and set up tech chases, depending on which hitbox connects. Its aforementioned startup also makes it a potent out-of-shield option and combo breaker. Overall, it is one of Yoshi's most useful moves.
|nairdesc=A flying [[sex kick]] ith very low startup (frame 3). Good power and one of Yoshi's most versatile moves. Its low landing lag allows it to lead reliably into follow ups at low to mid percents, depending on which hitbox connects. A potent out-of-shield option, as well as a combo breaker. Effective at setting up tech chases.  
|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'')
|fairname=Noggin Dunk
|fairdmg=15% (close), 14% (tip)
|fairdmg=15% (close), 14% (tip)
|fairdesc=Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edge guarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a [[meteor smash]], while also having low ending lag. However, it has significant startup lag (16 frames) and can no longer autocancel in a short hop.
|fairdesc=Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edgeguarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a [[meteor smash]]. Although, it has decent startup lag (16 frames) and can no longer autocancel in a short hop.
|bairname=Rampaging Tail ({{ja|あばれしっぽ|Abare Shippo}})
|bairname= 
|bairdmg=3.5% (hits 1-2), 5.5% (hit 3)
|bairdmg=3.5% (hits 1-2), 5.5% (hit 3)
|bairdesc=Swings his tail upward, then downward, and then upward. Moderate startup lag, with its first hit coming out at frame 11, but has a solid damage output and good knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos. However, it doesn't autocancel in a short hop, and due to its 35 frames of ending lag, it's punishable.
|bairdesc=Hits three times with his tail. A fast aerial, with its first hit coming out at frame 11, and has effective damage output and knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos. Autocancels in a full hop.  
|uairname=Rotating Tail ({{ja|かいてんしっぽ|Kaiten Shippo}})
|uairname= 
|uairdmg=12%
|uairdmg=12%
|uairdesc=Swings his tail upward. Yoshi's second-fastest aerial attack, having frame 5 startup. It autocancels in a short hop and has good knockback, making it a reliable KO option. It has a large vertical hitbox where the back can even hit grounded opponents, and due to being a very effective juggling option, it is one of Yoshi's most useful moves.
|uairdesc=Flicks his tail upwards. Yoshi's fastest aerial attack, having frame 5 startup. Has a large vertical hitbox where the back can even hit grounded opponents, and due to being a very effective juggling option, it’s one of Yoshi’s most useful moves.  
|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}})
|dairname=Flutter Kick
|dairdmg=2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit)
|dairdmg=2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit)
|dairdesc=A {{iw|mariowiki|Flutter Jump}}-styled series of kicks. Notorious for being the most damaging aerial move in every installment of the ''Super Smash Bros.'' series, it deals 28% base damage if all the hits connect. Hits link reliably into each other and the final hit has high base knockback, making the move a powerful vertical KO option when near the top blast zone. It has low ending lag compared to the final hit, but it's tied with forward aerial for the slowest startup of Yoshi's aerials, coming out on frame 16.
|dairdesc=Yoshi performs a series of downwards kicks that closely resembles his Flutter Jump. Notorious for being the most damaging aerial move in every iteration of the game, it deals 28% base damage if all the hits connect. Hits link reliably into each other and the final hit has high base knockback, making the move a powerful vertical KO option when near the top blast zone.
|grabname=Tongue Catch ({{ja|舌キャッチ|Shita Kyacchi}})
|grabname=
|grabdesc=Extends his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi's grabs have a lot more range, but a considerable amount of startup and ending lag.
|grabdesc=Opens his mouth and lets out his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi’s grabs have a lot more range, but an considerable amount of startup and ending lag.
|pummelname=Grab Chewing ({{ja|つかみかみかみ|Tsukami Kamikami}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Chews the opponent. Average power and speed.
|pummeldesc=Chews the opponent. A relatively fast pummel that doesn't deal too much damage.
|fthrowname=Front Spit Out ({{ja|まえはきだし|Mae Hakidashi}})
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc= Spits the opponent forward. It has slight KO potential near edges and is mainly used for stage control.
|fthrowdesc= Spits the opponent forward. It has slight KO potential near edges and is mainly used for stage control.
|bthrowname=Back Spit Out ({{ja|うしろはきだし|Ushiro Hakidashi}})
|bthrowname= 
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Turns around and spits the opponent backward. Otherwise, extremely similar to forward throw.
|bthrowdesc=Turns around and spits out the opponent. Otherwise, extremely similar to forward throw.
|uthrowname=Upward Spit Out ({{ja|うえはきだし|Ue Hakidashi}})
|uthrowname= 
|uthrowdmg=5%
|uthrowdmg=5%
|uthrowdesc=Spits the opponent upward. The throw has significantly increased knockback, allowing it to KO at around 230% compared to 500% in previous games. Otherwise, it has limited utility outside of tech chase setups on high platforms.
|uthrowdesc=Spits the opponent upwards. The throw has significantly increased knockback, allowing it to KO at around 230% compared to 500% in previous games. Otherwise, it has limited utility outside of tech chase setups on high platforms.
|dthrowname=Downward Spit Out ({{ja|したはきだし|Shita Hakidashi}})
|dthrowname= 
|dthrowdmg=4%
|dthrowdmg=4%
|dthrowdesc=Spits the opponent down to the ground. Unlike in ''SSB4'', it has significantly better combo potential due to its lower ending lag and Yoshi's increased jump speed.
|dthrowdesc=Spits the opponent down to the ground. Its combo potential is improved due to its lower ending lag and Yoshi’s increased jump speed.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 151: Line 272:
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Performs a [https://en.wikipedia.org/wiki/Spin_(b-boy_move) backspin] (a breakdancing move) to kick outward on each side before getting up with a handspring.
|floorbdesc=Headbutts behind himself and then in front of himself before getting up.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
Line 160: Line 281:
|nsname=Egg Lay
|nsname=Egg Lay
|nsdmg=7%
|nsdmg=7%
|nsdesc=Swallows the opponent and traps them in a {{iw|mariowiki|Yoshi Egg}}. When the opponent is trapped, they can escape by [[button mashing]]. They stay trapped longer the more damage they have. Upon escaping, opponents gain brief intangibility.
|nsdesc=Yoshi swallows the opponent and traps them in a {{s|mariowiki|Yoshi Egg}}. When the opponent is trapped, they can escape by [[button mashing]]. They stay trapped longer the more damage they have. Upon escaping, opponents gain brief intangibility.
|ssname=Egg Roll
|ssname=Egg Roll
|ssdmg=10%-13.8%
|ssdmg=10%-13.8%
|ssdesc=Encases himself in a large Yoshi Egg after a small hop, then rolls around the stage. Damage dealt is proportional to its momentum. Can jump once during the move. The attack has limited usage due to its predictable movement, slow startup and end lag, and lack of armor or disjoints. It does not deal damage until it first touches the ground. Can stall at the ledge if the control stick is not held towards it, but does no damage when stationary. It can be canceled earlier by hitting the special button. Can move through shields.
|ssdesc=Yoshi will encase himself in a large Yoshi Egg after a small hop then roll around the stage. Damage dealt is proportional to momentum. Can jump once during the move. The attack has limited usage due to its predictable movement, slow startup and end lag, and lack of armor or disjoints. Does not deal damage until it first touches the ground. Can stall at the ledge if the control stick is not held towards it, but does no damage when stationary. Can be cancelled earlier by hitting the special button. Can move through shields.
|usname=Egg Throw
|usname=Egg Throw
|usdmg= 6%
|usdmg= 6%
|usdesc=[[mariowiki:Egg Throw|Throws a Yoshi Egg]] that travels on a controllable, parabolic arc. When used in midair, the first three throws cause [[Fall Break]]s that grant Yoshi significant vertical distance based on his current vertical momentum, with the largest possible jump being nearly as high as his double jump. After three uses in midair, it no longer grants upward momentum and Yoshi must land to recover this. A very effective projectile that can now bounce upon hitting the ground, which makes it a more versatile option. The rainbow trail surrounding the Yoshi Egg may be a reference to Yoshi's "Rainbow Swing" Star Swing and his "Rainbow Ball" Star Pitch from ''{{iw|mariowiki|Mario Super Sluggers}}''.
|usdesc=Throws a [[mariowiki:Egg Throw|Yoshi Egg]] that travels on a controllable, parabolic arc. When used in midair, the first three throws grant Yoshi significant vertical distance based on his current vertical momentum, with the largest possible jump being nearly as high as his double jump. After three uses in midair, it no longer grants upward momentum, and Yoshi must land to recover this. A very effective projectile that can now bounce upon hitting the ground, which makes it a more versatile option.
|dsname=Yoshi Bomb
|dsname=Yoshi Bomb
|dsdmg=4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars)
|dsdmg=4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars)
|dsdesc=A {{s|mariowiki|Ground Pound}} that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It's been given more safety since it can now sweet spot ledges, now allowing it to act as a [[2 frame punish]] option. Also can go through soft platforms if the player holds down or is close to the platform on startup. Has increased shield damage; the grounded version can break a full shield if it is not stale and all hits connect on shield.
|dsdesc=A {{s|mariowiki|Ground Pound}} that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It's been given more safety since it can now sweetspot ledges, now allowing it to act as a [[2 frame punish]] option. Also can go through soft platforms if the player holds down or is close to the platform on startup. Has increased shield damage; the grounded version can break a full shield if it is not stale and all hits connect on shield.
|fsname=Stampede!
|fsname=Stampede!
|fsdmg=1% (dash), 4% (headbutt), 30.428571% (cutscene), 13% (last hit)
|fsdmg=6% (hit one), 46% (hits from other Yoshis)
|fsdesc=Yoshi rushes forward and attacks the opponent with an upward headbutt. If the attack hits, it cuts to a cinematic cutscene that occurs in a rocky gorge. Suddenly, various colored Yoshis are seen stampeding down the gorge, and they attack by trampling the opponent. It is almost identical to a segment seen in the ''[[Super Smash Bros. Melee]]'' [[opening movie]], which features a similar stampede in a comparable rocky environment before Yoshi himself stops briefly to observe the stampede. The entire Final Smash deals up to 48.428571% damage, but it can only trap up to 3 opponents at a time. The cutsence portion of the Final Smash is intended to deal 30% over 70 frames; however, in practice, there is an additional frame that adds another 0.<span style="text-decoration:overline;">428571</span>%. The cutscene damage also ignores all damage modifiers, including the 1v1 multiplier.
|fsdesc=Yoshi rushes forward and attacks the opponent with a upwards headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, an stampede of multicolored Yoshis are seen rushing down the gorge, and they attack by trampling the opponent. It has a striking resemblance to the ''[[Super Smash Bros. Melee]]'' [[opening movie]], where it has a similar stampede as well as the similar rocky environment.
}}
}}
===Stats===
{{Attributes
|weight    = 104
|rweight    = 22-26
|cast      = 89
|dash      = 1.98
|rdash      = 19
|run        = 2.046
|rrun      = 19
|walk      = 1.208
|rwalk      = 27-31
|trac      = 0.095
|rtrac      = 66-67
|airfric    = 0.005
|rairfric  = 79-82
|air        = 1.344
|rair      = 1
|baseaccel  = 0.03
|rbaseaccel = 14
|addaccel  = 0.068
|raddaccel  = 14
|gravity    = 0.08
|rgravity  = 68-70
|fall      = 1.29
|rfall      = 83
|ff        = 2.064
|rff        = 83
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 36.09
|rjumpheight= 17
|shorthop  = 14.43
|rshorthop  = 67
|djump      = 51.56
|rdjump    = 2
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Yoshi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Breaks out of a {{s|mariowiki|Yoshi Egg}} and strikes a pose while shaking his tail. The color of the Yoshi will determine the color of the spots on the egg. Based on Yoshi hatching from a Yoshi Egg in ''[[Super Mario World]]''.
Bursts out of a Yoshi Egg and strikes a pose.
<gallery>
YoshiOnScreenAppearanceSSBU.gif|Yoshi's on-screen appearance
</gallery>
 
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Dances around in a circle, chanting "Yoshi!" as he finishes.
*'''Up taunt''': Dances around in a circle, chanting "Yoshi!" as he finishes.
*'''Side taunt''': Chases his tail in circles, then looks back at it as he finishes.
*'''Side taunt''': Chases his tail in circles, then lifts up an arm as he finishes.
*'''Down taunt''': Faces the screen and jumps up and down whilst chanting.
*'''Down taunt''': Yoshi faces the screen and jumps up and down whilst chanting.
<gallery>
<gallery>
SSBUYoshiTaunt1.gif|Yoshi's up taunt.
SSBUYoshiTaunt1.gif|Yoshi's up taunt.
Line 239: Line 311:
*Looks around.
*Looks around.
<gallery>
<gallery>
SSBUYoshiIdle1.gif|Yoshi's first idle pose.
SSBUYoshiIdle1.gif|Yoshi's first idle pose
SSBUYoshiIdle2.gif|Yoshi's second idle pose.
SSBUYoshiIdle2.gif|Yoshi's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Yoshi Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Yoshi Cheer English PAL SSBU.ogg|center]]||[[File:Yoshi Cheer Japanese SSBU.ogg|center]]||[[File:Yoshi Cheer Italian SSBU.ogg|center]]||[[File:Yoshi Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Yoshi Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Yoshi Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Yo - shi! || Yo - shi! *claps 3 times* || Yoshiiiiii! || Yoshiiiiii! || Yo - shi!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Yoshi Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Yoshi Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Yoshi Cheer Spanish PAL SSBU.ogg|center]]||[[File:Yoshi Cheer Russian SSBU.ogg|center]]||[[File:Yoshi Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Yo - shiiiiii! || Yo - shi! || Yo - shi! Yo - shi! || Yo - shi! *claps 3 times*
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Does a flutter jump, spins once, and gives the V sign. Based on an animation from "Yoshi's Story" when a stage is completed.
*'''Left:''' Does a flutter jump, spins once, and gives the V sign. Based on an animation from "Yoshi's Story" when a stage is completed.
*'''Up:''' Punches the air twice, spins, and poses while standing on one foot. (Based on his "character chosen" animation from ''Smash 64'' and his second-place win animation from ''{{iw|mariowiki|Mario Party 10}}''.)
*'''Up:''' Punches the air twice, spins, and poses while standing on one foot. (Based on his "character chosen" animation from ''Smash 64'' but has been drastically altered.)
*'''Right:''' Angrily punches a few times, does a roundhouse kick, then turns his back on the screen facing right. A reference to Akuma's pose after the successful use of the Shun Goku Satsu.
*'''Right:''' Angrily, he punches a few times, and then turns his back on the screen facing right. A reference to Akuma's pose after a successful use of the Shun Goku Satsu.
[[File:YoshiVictoryThemeUltimate.ogg|thumb|A flourished, orchestrated, and significantly sped-up remix of the title music of ''Yoshi's Story''.]]
[[File:YoshiVictoryThemeUltimate.ogg|thumb|A flourished, orchestrated remix of the title music of ''Yoshi's Story'', significantly sped up.]]
<gallery>
<gallery>
YoshiVictoryPose1SSBU.gif
YoshiVictoryPose1SSBU.gif
Line 291: Line 326:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Yoshi was, for some reason, the only original eight character to be excluded from the E3 demo build. It was difficult to find a pre-release consensus on Yoshi in ''Ultimate'' as those who did play the game early went to other characters first. When Yoshi eventually did release, however, numerous players of all skill levels took interest; on top of his strengths, he was rather easy to play and learn the game with. Also helping his early representation was that he was an overall similar character to his ''SSB4'' iteration, making the transition even easier. At the same time, however, this meant that methods on how to fight Yoshi didn't change either. Thus in the competitive scene, despite having the tournament popularity of a top-tier character, he was generally seen as a mid- to high-tier by most 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 (SSBU)]]''
In today's competitive scene, Yoshi remains very popular, mostly because of his ease of use. He has begun to fall off in the current meta as perceived higher tiers like [[Palutena (SSBU)|Palutena]] are further optimized, but given his playstyle, he is one of the most popular characters to use below the top level. Even so, top Yoshis such as {{Sm|Suarez}} still get results at top levels of play, leading a continued advancement of Yoshi's metagame even as the character's initial hype has begun to cool off.


*{{Sm|Fui|Japan}} - First known for his back-to-back 25th place finishes at the supermajors {{Trn|Umebura SP 9}} and {{Trn|Kagaribi 9}} despite being relatively new to the offline scene, and has since become the third-best Yoshi player in Japan, placing 2nd at {{Trn|WAVE Champions 6}} defeating {{Sm|KEN}}, 5th at {{Trn|UltCore Second}} defeating {{Sm|ApolloKage}}, and 9th at [[Tournament:DELTA 7 FAT|DELTA 7 [FAT]]] defeating {{Sm|Neo|p=Japan}}.
===Notable players===
*{{Sm|JMafia|USA}} - One of the best Yoshi players in the United States since late 2019, when he was first known for defeating {{Sm|ESAM}} to place 3rd at {{Trn|Fight For 95}}. He has seen success at several majors since, including placing 17th at {{Trn|Cirque Du CFL 3}} and {{Trn|MomoCon 2022}}, defeating {{Sm|Kola}} in the former tournament while using Yoshi to win the last 2 games, and placing 33rd at {{Trn|2GG: Kongo Saga}} and {{Trn|Let's Make Moves Miami}}.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Meme|Mexico}} - One of the best Yoshi players in the world, and a top 5 player in Mexico, during his prime in the early metagame, winning several large Mexican events including {{Trn|Smash Fest to the Sky}} and {{Trn|BIT MASTER MTY 9}}. He has also seen success outside of Mexico, most notably placing 9th at {{Trn|Low Tier City 7}} defeating {{Sm|Light|p=Connecticut}} and 17th at {{Trn|GENESIS 7}} defeating {{Sm|VoiD}}. Although less active since 2019, he continues to place highly at events he does attend, most notably placing 7th at {{Trn|Smash Factor X}}.
*{{Sm|Ron|Japan}} - The second-best Yoshi player of all-time, having been a top Yoshi player since 2019 thanks to performances such as 2nd at {{Trn|Sumabato SP Ultimate}} defeating {{Sm|Miya|p=Honshu}}, 3rd at {{Trn|Sumabato SP 6}} defeating {{Sm|Shuton}}, and 9th at {{Trn|Battle of BC 6}} defeating {{Sm|MkLeo}}. However, due to his location, he infrequently attends tournaments, and as such is often considered ''Ultimate''{{'}}s strongest hidden boss.
*{{Sm|Rotsuku|Japan}} - The second-best Yoshi player in the world in 2019, placing highly at a multitude of majors including 13th at {{Trn|Umebura SP 3}} defeating {{Sm|Kuro}} and {{Trn|Umebura SP 5}} defeating {{Sm|Tea}}, as well as 25th at {{Trn|EVO 2019}} defeating {{Sm|VoiD}}. He became significantly less active in the post-online metagame, with his performances varying at the events he does attend.
*{{Sm|Suarez|USA}} - The best Yoshi player in ''Ultimate''{{'}}s early months and the first Yoshi player ever ranked globally, ranking 49th on the [[Spring 2019 PGRU]] thanks to consistently strong performances at majors including 9th at {{Trn|Collision 2019}}, 17th at {{Trn|MomoCon 2019}}, and 25th at {{Trn|Pound 2019}}. Although less consistent since 2019, he remained one of the best Yoshi players in the United States, with his best recent performances being 17th at {{Trn|Glitch - Infinite }} and 25th at {{Trn|Collision 2022}}, before becoming inactive in early 2023.
*{{Sm|Yoshidora|Japan}} - The best Yoshi player of all-time, as well as the only Yoshi player ever ranked top 10 globally, ranking 8th on the [[LumiRank 2023]]. He most notably won {{Trn|Maesuma TOP 8}}, making him the only Yoshi player to win a major, and has come close several other times, such as placing 2nd at both {{Trn|Maesuma TOP 14.5 "in Hyogo"}} and {{Trn|Maesuma TOP 15 "FINAL"}}, as well as 3rd at {{Trn|Umebura SP 9}}.


===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
Following ''Ultimate''{{'}}s release, numerous players of all skill levels took an interest in Yoshi due to his overall similarity to how he was in the previous game, making him rather easy to play and learn the game with. Yoshi's new strengths, especially his improved KO power, also reinvigorated his playerbase from the previous game, allowing him to have a sizeable representation in the early metagame, which was spearheaded by players such as {{Sm|Suarez}}, {{Sm|Meme}}, and {{Sm|Ron}}. As such, most players considered Yoshi to be a high-tier character, with his overall representation peaking at 20th by the end of 2019.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank character data for July-December 2019}}</ref>


However, Yoshi's representation began to take a hit as the metagame progressed. His best players in the early metagame either saw a stagnation in results (Suarez) or became far less active than before (Meme). Furthermore, Yoshi's weaknesses, particularly his linear recovery and weakness to disjoints, became more apparent. These negatives slowly decreased Yoshi's representation in the metagame, with it ultimately hitting 36th by the end of 2022.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1gRlzy4z_dpqb2ZRhGoqtbDcuvUKz_ROsMZHGegon53M/edit#gid=329450080|title=OrionRank character data for July-December 2022}}</ref> Nevertheless, Yoshi players still managed to find success, particularly in Japan, thanks to Ron's occasional appearances in tournaments and the rise of {{Sm|Yoshidora}}, who has placed top 8 at multiple majors since the pandemic period. These strong results would help keep Yoshi's reputation afloat. As a result, Yoshi would sit at 20th on the first tier list at the top of the high tier, with some players believing he should be ranked higher, especially in Japan, where panelists for this tier list ranked him in the top 10. This higher perception of Yoshi would be reflected further in the second tier list, with him being six places higher, at 14th place.
*{{Sm|Aiba|Japan}} - Placed 17th at {{Trn|Umebura Japan Major 2019}}.
*{{Sm|Burntsocks|USA}} - Placed 25th at {{Trn|Pound 2019}}, and 33rd at {{Trn|Glitch 6}}. Ranked 12th on the [[MD/VA Power Rankings#Super Smash Bros. Ultimate|MD/VA Ultimate Rankings]].
*{{Sm|Danbi|USA}} - Placed 4th at {{Trn|Super Bit Wars 7}}, 9th at {{Trn|DreamHack Dallas 2019}}, and 25th at {{Trn|Pound 2019}}.
*{{Sm|DIO|Japan}} - Placed 17th at {{Trn|Sumabato SP}} and 25th at {{Trn|Sumabato SP 4}} with both Yoshi and {{SSBU|Snake}}.
*{{Sm|ESAM|USA}} (#16) - Uses Yoshi as a secondary. Placed 1st at {{Trn|Battle of BC 3}} and 2nd at {{Trn|Don't Park on the Grass 2018}} using Yoshi as one of his characters.
*{{Sm|Key|USA}} - Placed 17th at {{Trn|Low Tier City 7}} and 49th at {{Trn|MomoCon 2019}}.
*{{Sm|Meme|Mexico}} - Placed 1st at {{Trn|BIT MASTER MTY 2nd STRIKE}}, 9th at {{Trn|Low Tier City 7}}, and 25th at {{Trn|Frostbite 2019}} while defeating {{Sm|Light|p=Connecticut}}, {{Sm|Stroder}}, {{Sm|Lima}}, and {{Sm|CaptainZack}}.
*{{Sm|Raptor|USA}} - Placed 9th at both {{Trn|Collision 2019}} and {{Trn|Smash at The Paramount}}, and 33rd at {{Trn|Let's Make Moves}}.
*{{Sm|Ron|Japan}} - Co-mains Yoshi along with {{SSBU|Mario}}. Placed 3rd at both {{Trn|Sumabato SP 3}} and {{Trn|Sumabato SP 6}}.
*{{Sm|Rotsuku|Japan}} - Placed 13th at {{Trn|Umebura SP 5}}, 17th at {{Trn|Umebura Japan Major 2019}}, and 25th at {{Trn|EVO 2019}}.
*{{Sm|Seth|USA}} - Placed 7th at {{Trn|Midwest Mayhem Ultimate}} and {{Trn|Full Bloom 5}} and 17th at {{Trn|Smash 'N' Splash 5}}.
*{{Sm|Squerk|USA}} - Placed 13th at {{Trn|Just Roll With It! 11}}, 17th at {{Trn|Glitch 6}}, and 49th at {{Trn|Pound 2019}}. Has wins over {{Sm|ESAM}}, {{Sm|Dark Wizzy}}, and {{Sm|Mekos}}. Ranked 6th on the [[MD/VA Power Rankings#Super Smash Bros. Ultimate|MD/VA Ultimate Rankings]].
*{{Sm|Suarez|USA}} (#49) - Placed 4th at {{Trn|Smash at The Paramount}}, 9th at {{Trn|Collision 2019}}, 17th at both {{Trn|Let's Make Moves}} and {{Trn|MomoCon 2019}}, and 25th at both {{Trn|Frostbite 2019}} and {{Trn|Pound 2019}}. Has wins over {{Sm|Cosmos}}, {{Sm|Light|p=Connecticut}}, {{Sm|HIKARU}}, and {{Sm|tamim}}.
*{{Sm|Yikarur|Germany}} - Placed 4th at {{Trn|Calyptus Cup Begone!}}, 5th at {{Trn|Calyptus Cup Ultimate}} and {{Trn|Calyptus Cup Fusion}}, and 17th at {{Trn|Elysium: Yggdrasil}} and {{Trn|Smashwick 4}}. He has wins over players such as {{Sm|Blacktwins13}} and {{Sm|S1}}.
*{{Sm|Yoshidora|Japan}} - Placed 5th at {{Trn|Sumabato SP 3}}, 9th at {{Trn|Sumabato SP}}, and 17th at {{Trn|Sumabato SP 4}}.


=={{SSBU|Classic Mode}}: Jurassic Journey==
=={{SSBU|Classic Mode}}: Jurassic Journey==
[[File:SSBU Congratulations Yoshi.png|thumb|Yoshi's congratulations screen.]]
[[File:SSBU Congratulations Yoshi.png|thumb|Yoshi's congratulations screen.]]
Yoshi's opponents resemble older pop culture depictions of {{iw|wikipedia|Jurassic}} Period animals. His boss, [[Rathalos]], fits with this theme due to it being a classical draconic wyvern.
Yoshi's adversaries consist of playable dinosaur-like reptiles. His boss, [[Rathalos]], also fits with the theme due to it being a classical draconic wyvern.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Ivysaur|SSBU|hsize=20px}}||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|World Map - Pikmin 2}}''||Ivysaur's {{SSBU|Pokémon Trainer}} is absent.
|1||{{SSBU|Ivysaur}} {{Head|Ivysaur|g=SSBU|s=20px}}||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|World Map - Pikmin 2}}''||Ivysaur's {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|2||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Great Bay]]||''{{SSBUMusicLink|Yoshi|Yoshi's Tale}}''||
|2||Giant {{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px}}||[[Great Bay]]||''{{SSBUMusicLink|Yoshi|Yoshi's Tale}}''||
|-
|-
|3||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Yoshi|Wildlands}}''||
|3||{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Yoshi|Wildlands}}''||
|-
|-
|4||{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}} [[Bowser Jr. (SSBU)|Koopalings]]||{{SSBM|Yoshi's Island}}||''{{SSBUMusicLink|Yoshi|Flower Field}}''||Horde Battle (3 at a time).<br>The Koopalings are fought in the same order as Yoshi’s debut game, ''[[Super Mario World]]''.
|4||[[Koopalings]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}||{{SSBM|Yoshi's Island}}||''{{SSBUMusicLink|Yoshi|Flower Field}}''||The Koopalings are fought in the order Mario faces them in ''Super Mario World''.
|-
|-
|5||{{CharHead|Charizard|SSBU|hsize=20px}}||[[Garden of Hope]]||''{{SSBUMusicLink|Yoshi|Bandit Valley}}''||Charizard's Pokémon Trainer is absent.
|5||{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px}}||[[Garden of Hope]]||''{{SSBUMusicLink|Yoshi|Bandit Valley}}''||Charizard's Pokémon Trainer is absent.
|-
|-
|6||Giant {{CharHead|Bowser|SSBU|hsize=20px}}||[[Mushroom Kingdom U]]||''{{SSBUMusicLink|Super Mario Bros.|Melty Monster}}''||Likely a reference to a recurring element in the ''Yoshi's Island'' series, in which {{iw|mariowiki|Kamek}} transforms {{iw|mariowiki|Baby Bowser}} into a giant upon the latter's defeat.
|6||Giant {{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}||[[Mushroom Kingdom U]]||''{{SSBUMusicLink|Super Mario Bros.|Melty Monster}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final|||[[Rathalos]]||[[Forest Hill]]||''{{SSBUMusicLink|Other|Roar/Rathalos}}''||
|Final|||[[Rathalos]]||Forest Hill||''{{SSBUMusicLink|Other|Roar/Rathalos}}''||
|}
|}


Line 339: Line 381:
{{clr}}
{{clr}}
===Character unlock tree===
===Character unlock tree===
Yoshi's Classic Mode character unlock tree includes the following characters in order:
Yoshi's Classic Mode character unlock tree includes the following characters in order:  
#{{SSBU|Lucario}}
#{{SSBU|Lucario}}
#{{SSBU|Marth}}
#{{SSBU|Marth}}
Line 349: Line 391:
#{{SSBU|Ken}}
#{{SSBU|Ken}}


Each character can be unlocked by clearing Yoshi's Classic Mode, or the Classic Mode of any preceding character if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Mario}}'s character unlock tree, starting with {{SSBU|Sonic}}.
Each character can be unlocked by clearing Yoshi's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Mario}}'s character unlock tree, starting with {{SSBU|Sonic}}.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-05Yoshi.jpg|thumb|Finding Yoshi in World of Light|left]]
[[File:WoL-05Yoshi.jpg|thumb|Finding Yoshi in World of Light|left]]
Although Yoshi does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Although Yoshi does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


He can be found in a ribbon pathway to be awakened, which can be accessed in a short time after taking {{SSBU|Sheik}}'s route.
He can be found in a ribbon pathway to be awakened, which can be accessed in short time after taking {{SSBU|Sheik}}'s route.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|05
| 05
|[[File:Yoshi SSBU.png|center|108x108px]]
| [[File:Yoshi SSBU.png|center|108x108px]]
|Yoshi
| {{SSBU|Yoshi}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{color|#17ba17|Grab}}
|3,600
| 3,600
|[[Super Happy Tree]] ([[Ω form]])
| [[Super Happy Tree]] ([[Ω form]])
|''{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}''
| ''{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Yoshi's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Yoshi in World of Light allows the player to preview the second spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His ''Crafted World'' outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Yoshi's Fighter Spirits can be obtained by completing [[Classic Mode]]. They are also available periodically for purchase in the shop for 500 coins. Unlocking Yoshi in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As  Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Yoshi makes an appearance in various primary and support spirits.
Additionally, Yoshi makes an appearance in various Primary and Support Spirits.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Starship Mario.png|75. Starship Mario
Yoshi_Spirit.png| 297. '''''Yoshi'''''
SSBU spirit Yoshi.png| 297. '''''Yoshi'''''
Yoshi_Flocky_Spirit.png| 298. '''Yoshi (Yoshi's Crafted World)'''
SSBU spirit Yoshi (Yoshi's Crafted World).png| 298. '''Yoshi (Yoshi's Crafted World)'''
Starship Mario Spirit.png|75. Starship Mario
SSBU spirit Mega Eggdozer.png |319. Mega Eggdozer
Yoshi and Baby Mario.png |319. Mega Eggdozer  
SSBU spirit Yarn Yoshi.png |321. Yarn Yoshi
Yarnyoshi.png |321. Yarn Yoshi  
SSBU spirit River Survival.png |1301. River Survival
River Survival Spirit.png |1,301. River Survival  
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|38
|38
|{{SpiritTableName|Hammer Bro|link=y|size=64}}
|[[File:Hammer Bro Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Hammer Bro}}[[Hammer Bro]]
| ''Super Mario series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,400
|3,400
|[[Golden Plains]] ([[Battlefield form]])
|[[Golden Plains]] ([[Battlefield form]])
|•Assist Trophy Enemies (Hammer Bro)
|•[[Assist Trophy]] Enemies (Hammer Bro)
|•Hostile assist trophies will appear when the enemy's at high damage<br>•The enemy favors up specials
|•Hostile assist trophies will appear when the enemy's at high damage<br>•The enemy favors up specials
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 3 (Remix)}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 3 (Remix)}}
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|-
|-
|60
|60
|{{SpiritTableName|Wiggler|iw=mariowiki|size=64}}
|[[File:Wiggler.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Wiggler}}{{s|mariowiki|Wiggler}}
| ''Super Mario series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,600
|1,600
|{{SSBM|Yoshi's Island}} (Melee)
|{{SSBM|Yoshi's Island}} (Melee)
|•Attack Power ↑<br>•Item: [[Lip's Stick]]
|•Attack Power ↑<br>•Item: Lip's Stick
|•The enemy becomes powerful when badly damaged
|•The enemy becomes powerful when badly damaged
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario World}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario World}}
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|-
|-
|77
|77
|{{SpiritTableName|Plessie|iw=mariowiki|size=64}}
|[[File:Plessie.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Plessie}}{{s|mariowiki|Plessie}}
| ''Super Mario series''
|•Giant {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|•Giant {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,100
|2,100
|[[Great Bay]]
|[[Great Bay]]
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|-
|-
|156
|156
|{{SpiritTableName|Rattly|iw=mariowiki|size=64}}
|[[File:Rattly Rattlesnake.png|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Rattly}}{{s|mariowiki|Rattly}}
|''Donkey Kong series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,400
|3,400
|[[Kongo Jungle]]
|[[Kongo Jungle]]
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|-
|-
|167
|167
|{{SpiritTableName|Kip|iw=mariowiki|size=64}}
|[[File:Kip.png|center|64x64px]]
|{{anchor|Kip}}{{s|mariowiki|Kip}}
|''Donkey Kong: Barrel Blast''
|''Donkey Kong: Barrel Blast''
|•Tiny {{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}×4
|•Tiny {{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}} (x4)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,800
|1,800
|[[Yoshi's Story]]
|[[Yoshi's Story]]
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|-
|-
|182
|182
|{{SpiritTableName|Like Like|link=y|size=64}}
|[[File:Likelike.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Like Like}}[[Like Like]]
|''The Legend of Zelda series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,000
|4,000
|[[Great Bay]] ([[Battlefield form]])
|[[Great Bay]] ([[Battlefield form]])
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|-
|-
|218
|218
|{{SpiritTableName|Dimitri (The Legend of Zelda)|customname={{s|zeldawiki|Dimitri}} (The Legend of Zelda)|size=64}}
|[[File:Dimitri Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Dimitri}}{{s|mariowiki|Dimitri}}
|''The Legend of Zelda series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,700
|1,700
|[[Great Bay]]
|[[Great Bay]]
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|-
|-
|318
|318
|{{SpiritTableName|Spirit Who Loves Surprises|iw=mariowiki|size=64}}
|[[File:Surprises Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Spirit Who Loves Surprises}}{{s|mariowiki|Spirit Who Loves Surprises}}
|•{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}×4
|''Yoshi series''
|{{SpiritType|Grab}}
|•{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Pink}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,000
|2,000
|[[Super Happy Tree]]
|[[Super Happy Tree]]
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|-
|-
|321
|321
|{{SpiritTableName|Yarn Yoshi|size=64}}
|[[File:Yarnyoshi.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Yarn Yoshi}}Yarn Yoshi
|•{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}×4
|''Yoshi series''
|{{SpiritType|Grab}}
|•{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,200
|9,200
|[[Super Happy Tree]]
|[[Super Happy Tree]]
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|-
|-
|395
|395
|{{SpiritTableName|Leon Powalski|link=y|size=64}}
|[[File:Powalski.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Leon Powalski}}[[Leon Powalski]]
|''Star Fox series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Green}}<br>•Ally: {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Green}}<br>•Ally: {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,700
|3,700
|[[Venom]] ([[Ω form]])
|[[Venom]] ([[Ω form]])
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|-
|-
|405
|405
|{{SpiritTableName|Tricky|link=y|size=64}}
|[[File:Tricky Spirit.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Tricky}}[[Tricky]]
|''Star Fox series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|1,600
|[[Garden of Hope]] ([[Battlefield form]])
|[[Garden of Hope]] ([[Battlefield form]])
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|-
|-
|424
|424
|{{SpiritTableName|Metapod|size=64}}
|[[File:Metapod Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Metapod}}Metapod
|''Pokémon series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,500
|2,500
|[[Distant Planet]] ([[Ω form]])
|[[Distant Planet]] ([[Ω form]])
|•Defense ↑<br>•Hazard: Sticky Floor
|•Defense ↑<br>•Hazard: Sticky Floor
|•The floor is sticky<br>•Timed battle (1:30)<br>•The enemy has increased defense after a little while
|•The floor is sticky<br>•Timed battle<br>•The enemy has increased defense after a little while
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|
|
|-
|-
|459
|459
|{{SpiritTableName|Eevee|link=y|size=64}}
|[[File:Eevee.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Eevee}}[[Eevee]]
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|''Pokémon series''
|{{SpiritType|Neutral}}
|•{{SSBU|Yoshi}} (×3) ({{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Red}})
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,400
|1,400
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
|N/A
|N/A
|•Only certain Pokémon will emerge from Poké Balls (Eevee)<br>•Reinforcements will appear during the battle
|•Only certain Pokémon will emerge from Poké Balls ([[Eevee]])<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Melee)}}
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Melee)}}
|{{pkmn|Vaporeon}} (blue costume)<br>{{pkmn|Jolteon}} (yellow costume)<br>{{pkmn|Flareon}} (red costume)
|{{pkmn|Vaporeon}} (Blue Yoshi), {{pkmn|Jolteon}} (Yellow Yoshi), {{pkmn|Flareon}} (Red Yoshi)
|-
|-
|514
|514
|{{SpiritTableName|Cresselia|link=y|size=64}}
|[[File:CresseliaSpirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Cresselia}}[[Cresselia]]
|''Pokémon series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,200
|9,200
|[[Spear Pillar]] (Cresselia only)
|[[Spear Pillar]]
|•Defense ↑
|•Defense ↑
|•The enemy has increased defense after a little while
|•The enemy has increased defense after a little while
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|-
|-
|544
|544
|{{SpiritTableName|Zygarde (50% Forme)|size=64}}
|[[File:Zygarde Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Zygarde (50% Forme)}}Zygarde (50% Forme)
|•Giant {{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}<br>•Tiny {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}×7
|''Pokémon series''
|{{SpiritType|Grab}}
|•Giant {{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}<br>•Tiny {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}} (×7)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,100
|2,100
|[[Frigate Orpheon]]
|[[Frigate Orpheon]]
Line 593: Line 651:
|•Reinforcements will appear after an enemy is KO'd<br>•The enemy is giant<br>•Defeat an army of fighters
|•Reinforcements will appear after an enemy is KO'd<br>•The enemy is giant<br>•Defeat an army of fighters
|{{SSBUMusicLink|Pokémon|Battle! (Team Flare)}}
|{{SSBUMusicLink|Pokémon|Battle! (Team Flare)}}
|Zygarde Cell (Tiny Yoshi)
|
|-
|-
|743
|743
|{{SpiritTableName|Pyoro|size=64}}
|[[File:Pyoro.png|center|64x64px]]
|''WarioWare'' Series
|Pyoro
|''WarioWare series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,700
|3,700
|[[Balloon Fight]] ([[Battlefield form]])
|[[Balloon Fight]] ([[Battlefield form]])
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|-
|-
|810
|810
|{{SpiritTableName|Bulborb|link=y|size=64}}
|[[File:Red Bulbord.png|center|64x64px]]
|''Pikmin'' Series
|{{anchor|Bulborb}}[[Bulborb]]
|•Giant {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}} (140 HP)
|''Pikmin series''
|{{SpiritType|Shield}}
|•Giant {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,400
|4,400
|[[Distant Planet]]
|[[Distant Planet]]
|•Attack Power ↑
|•Attack Power ↑
|•Timed [[stamina battle]] (1:30)<br>•The enemy has increased attack power<br>•The enemy favors neutral specials
|•Timed [[Stamina battle]]<br>•The enemy has increased attack power<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Pikmin|Main Theme - Pikmin (Original)}}
|{{SSBUMusicLink|Pikmin|Main Theme - Pikmin (Original)}}
|
|
|-
|-
|837
|837
|{{SpiritTableName|Gracie|size=64}}
|[[File:Gracie Spirit.png|center|64x64px]]
|''Animal Crossing'' Series
|Gracie
|''Animal Crossing series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,100
|4,100
|[[Smashville]] ([[Battlefield form]])
|[[Smashville]] ([[Battlefield form]])
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|-
|-
|1,201
|1,201
|{{SpiritTableName|Pig|size=64}}
|{{anchor|Pig}}[[File:Pig(cubivore).png|center|64x64px]]
|Pig
 
|''Cubivore: Survival of the Fittest''
|''Cubivore: Survival of the Fittest''
|•{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}×6
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Pink}} (×6)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|2,000
|2,000
|{{b|Duck Hunt|stage}}
|[[Duck Hunt]]
|•Item Tidal Wave
|•Item Tidal Wave
|•The enemy becomes more powerful after eating<br>•Certain items will appear in large numbers after a little while<br>•The enemy is easily distracted by items
|•The enemy becomes more powerful after eating<br>•Certain items will appear in large numbers after a little while<br>•The enemy is easily distracted by items
Line 644: Line 707:
|-
|-
|1,231
|1,231
|{{SpiritTableName|T-Rex|size=64}}
|{{anchor|T-Rex}}[[File:Trex Spirit.png|center|64x64px]]
|''Fossil Fighters'' Series
|T-Rex
|''Fossil Fighters series''
|•Giant {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|•Giant {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,400
|4,400
|[[Coliseum]] ([[Battlefield form]])
|[[Coliseum]] ([[Battlefield form]])
|•Hazard: Lava Floor
|•Hazard: Lava Floor
|•The floor is lava<br>•The enemy is giant
|•The floor is lava<br>•The enemy is giant
|{{SSBUMusicLink|Other|Battle Start - Fossil Fighters: Frontier}}
|{{SSBUMusicLink|Nintendo|Battle Start - Fossil Fighters: Frontier}}
|
|
|-
|-
|1,232
|1,232
|{{SpiritTableName|Nibbles|size=64}}
|{{anchor|Nibbles}}[[File:Fossilhunters.png|center|64x64px]]
|''Fossil Fighters'' Series
|Nibbles
|''Fossil Fighters series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|[[Arena Ferox]]
|[[Arena Ferox]]
|•Item: [[Pitfall]]
|•Item: [[Pitfall]]
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Battle Start - Fossil Fighters: Frontier}}
|{{SSBUMusicLink|Nintendo|Battle Start - Fossil Fighters: Frontier}}
|
|-
|1,409
|{{SpiritTableName|Flick|size=64}}
|''Animal Crossing'' Series
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|4,400
|[[Tortimer Island]] (hazards off)
|•Move Speed ↑<br>•Attack Power ↑
|•The enemy has increased attack power when the enemy's at high damage<br>•The enemy has increased move speed when the enemy's at high damage<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Animal Crossing|Tortimer Island Medley}}
|
|
|}
|}
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===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|118
|118
|{{SpiritTableName|Wanda|iw=mariowiki|size=64}}
|[[File:Wanda Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Wanda}}Wanda
| ''Super Mario series''
|•Tiny {{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|•Tiny {{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,500
|1,500
|[[Green Greens]] ([[Battlefield form]])
|[[Green Greens]] ([[Battlefield form]])
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|-
|-
|128
|128
|{{SpiritTableName|MC Ballyhoo & Big Top|size=64}}
|[[File:MC Ballyhoo Big Top.png|center|64x64px]]
|''Mario Party'' Series
|{{anchor|MC Ballyhoo & Big Top}}MC [[Ballyhoo & Big Top]]
|''Mario Party series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|1,600
|{{SSB4|Mario Circuit}}
|[[Mario Circuit]]
|•Item Tidal Wave
|•Item Tidal Wave
|•Certain items will appear in large numbers after a little while
|•Certain items will appear in large numbers after a little while
Line 724: Line 780:
|-
|-
|299
|299
|{{SpiritTableName|Baby Mario|size=64}}
|[[File:Babymario.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Baby Mario}}Baby Mario
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}}{{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}{{Head|Yoshi|g=SSBU|s=20px}}
|''Yoshi series''
|{{SpiritType|Neutral}}
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} (×8) ({{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}}{{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}{{Head|Yoshi|g=SSBU|s=20px}})
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|8,800
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 736: Line 793:
|-
|-
|525
|525
|{{SpiritTableName|Cobalion, Terrakion, & Virizion|size=64}}
|[[File:Cobalion Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Cobalion, Terrakion, & Virizion}}Cobalion, Terrakion, & Virizion
|''Pokémon series''
|•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,000
|9,000
|[[Kalos Pokémon League]]
|[[Kalos Pokémon League]]
Line 748: Line 806:
|-
|-
|1,301
|1,301
|{{SpiritTableName|River Survival|size=64}}
|[[File:River Survival Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|River Survival}} River Survival
| ''Super Mario series''
|•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|5,500
|5,500
|[[Kongo Falls]] ([[Ω form]])
|[[Kongo Falls]] ([[Ω form]])
|•[[Bob-omb]] Festival<br>•Item Tidal Wave<br>•Item: [[Food]]
|•[[Bob-omb]] Festival<br>•Item Tidal Wave<br>•Item: [[Food]]
|•Survive until the timer runs out (1:00)<br>•Bob-ombs will rain from the sky after a little while
|•Survive until the timer runs out<br>•Bob-ombs will rain from the sky after a little while
|{{SSBUMusicLink|Super Mario Bros.|Slide}}
|{{SSBUMusicLink|Super Mario Bros.|Slide}}
|{{s|mariowiki|Yoshi}}
|{{s|mariowiki|Yoshi}}
Line 778: Line 837:
<gallery>
<gallery>
SSBU Yoshi Number.png|Yoshi's fighter card.
SSBU Yoshi Number.png|Yoshi's fighter card.
Yoshi unlock notice SSBU.jpg|Yoshi's unlock notice when obtaining him in [[World of Light]].
YoshiJoinsTheBattleSSBU.jpg|Yoshi's unlock notice when obtaining him in [[World of Light]].
SSBUWebsiteYoshi1.jpg|Yoshi about to use his [[forward aerial]] attack on [[Tortimer Island]].
SSBUWebsiteYoshi1.jpg|Yoshi about to use his [[forward aerial]] attack on [[Tortimer Island]].
SSBUWebsiteYoshi2.jpg|[[Air dodging]] a shot from {{SSBU|Zelda}}'s [[Super Scope]] on [[Mario Galaxy]].
SSBUWebsiteYoshi2.jpg|[[Air dodging]] a shot from {{SSBU|Zelda}}'s [[Super Scope]] on [[Mario Galaxy]].
SSBUWebsiteYoshi3.jpg|Extending his [[Grab|tongue]] at a shrunken {{SSBU|Kirby}} on [[Gaur Plain]].
SSBUWebsiteYoshi3.jpg|Launching his [[Grab|tongue]] at a shrunken {{SSBU|Kirby}} on [[Gaur Plain]].
SSBUWebsiteYoshi4.jpg|Performing his side [[taunt]] on [[Coliseum]].
SSBUWebsiteYoshi4.jpg|[[Taunt|Chasing his tail]] on [[Coliseum]].
SSBUWebsiteYoshi5.jpg|[[Idling]] with {{SSBU|Mr. Game & Watch}} on [[Skyloft]].
SSBUWebsiteYoshi5.jpg|[[Idling]] with {{SSBU|Mr. Game & Watch}} in [[Skyloft]].
SSBUWebsiteYoshi6.jpg|Green and Yellow Yoshis on [[Skyworld]].
SSBUWebsiteYoshi6.jpg|Green and Yellow Yoshis in [[Skyworld]].
SSBUWebsite27.jpg|Green, Yellow, Blue, and Red Yoshis on [[Green Greens]].
SSBUWebsite27.jpg|Green, Yellow, Blue and Red Yoshis on [[Green Greens]].
SSBUWebsitePac-Man4.jpg|Getting hit by {{SSBU|Pac-Man}}'s down smash on [[Big Blue]].
SSBUWebsitePac-Man4.jpg|Getting hit by {{SSBU|Pac-Man}}'s down smash on [[Big Blue]].
SSBUWebsiteBlackHole2.jpg|Stuck in a [[Black Hole]] with {{SSBU|Pit}} on Big Blue.
SSBUWebsiteBlackHole2.jpg|Stuck in a [[Black Hole]] with {{SSBU|Pit}} on Big Blue.
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=bQsMQankmEs}}
{{#widget:YouTube|id=bQsMQankmEs}}


==Trivia==
==Trivia==
*Yoshi is the only "[[Original 8]]" member:
*Yoshi is the only "[[Original 8]]" member:
**Who was not playable in the [[Electronic Entertainment Expo#E3 2018|E3 demo]], and by extension, did not have their Final Smash revealed at E3.
**Who is currently a sole fighter of their series.
**Who did not appear before ''Ultimate''{{'}}s title was revealed.
**That was not playable in the [[Electronic Entertainment Expo#E3 2018|E3 demo]], and by extension, did not have his Final Smash revealed at E3.
**To not appear in the [[World of Light]] trailer.
**That did not appear before ''Ultimate''{{'}}s title was revealed.
**To face a boss (namely [[Rathalos]]) from a third-party franchise in their Classic Mode route.
**To not be seen in {{SSBU|King K. Rool}}'s trailer and to an extension {{SSBU|Banjo & Kazooie}}'s trailer.
*Yoshi has the most stages out of all playable sole series fighters in a single game, with four.
**To not appear in the [[World of Light]] trailer, or any CGI trailer in general.
***However Yoshi was seen during in-game footages revealing newcomers.
**To face [[Rathalos|a boss]] from a third-party franchise in his Classic Mode route.
*Due to the aforementioned traits, Yoshi has the lowest representation of any “Original 8” universes.
**He was also the last "Original 8" fighter to receive an entry on ''Ultimate''{{'}}s Super Smash Blog.
*Yoshi has the most stages out of all playable sole representatives in a single game, with 4.
*Yoshi is among the few voiced fighters in ''Ultimate'' whose voice clips are sourced from their own games rather than specifically recorded for a ''Smash'' game. He shares this trait with {{SSBU|Daisy}}, {{SSBU|Rosalina & Luma}}, {{SSBU|Inkling}}, {{SSBU|Sonic}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Young Link}} and {{SSBU|Toon Link}}.
*Yoshi is one of only two characters who doesn't have humans for opponents in Classic Mode, as Pokemon Trainer is absent from the background of Ivysaur & Charizard's rounds each with Yoshi.
**The other fighter who shares this trait with Yoshi is Samus, despite her penultimate opponent/echo counterpart Dark Samus possessing human-like traits.
*Given that Giant Bowser is his penultimate opponent before Rathalos, Yoshi is one of three characters (which Terry fights Giant Bowser as well) who fights a minor boss from ''Melee'''s [[Adventure Mode]]. The other is {{SSBU|Joker}} who faces a Giant Kirby in Round 2 of his Classic Mode route with {{SSBU|Mr. Game & Watch}} as an ally.
**Giant Bowser as an opponent for Yoshi is likely a reference to the ''Yoshi's Island'' sequels when Kamek transforms Bowser into a giant upon the latter's defeat.
**The order Bowser's Koopalings are fought in Yoshi's Classic Mode route is a reference to his debut game ''Super Mario World'', with Bowser Jr. being the sole exception given that he wasn't introduced until ''Super Mario Sunshine'' 12 years later.
*King K. Rool is Yoshi's only default opponent for Classic Mode, since Ivysaur & Charizard appear without Pokemon Trainer, while Bowser & Ridley are giants, and all of Bowser Jr.'s default costumes are fought in one round.
*Along with Duck Hunt, whose opponents are all animals (with King K. Rool being the only reptile), Yoshi is also the only other character to travel to [[Garden of Hope]] in Classic Mode.
**Both characters fight [[Rathalos]] as the boss of their routes each.
**Yoshi is also the only character to travel to both ''Pikmin'' universe stages in Classic Mode.
*As well as Wolf, Yoshi is the only other character to travel to [[Great Bay]] in Classic Mode.
**Both characters of which travel to said ''Zelda'' stage for their 2nd rounds respectively.
*Yoshi's Classic Mode route is vaguely similar to {{SSBU|Marth}}'s, as both characters face reptiles for opponents, and fight Rathalos as the boss of their routes each.
**Coincidentally, Marth is the second character unlocked in Yoshi's unlock column of Classic Mode.
**On the other hand, Marth mainly fights reptiles with draconic traits, despite facing Mii Fighters with dragon-themed costumes for his 4th round, and Corrin being half-human half-dragon. (Both genders of Corrin of which are his penultimate opponents)
***Not to mention a team of five Yoshis are fought in Marth's second round of Classic Mode.
*Although Yoshi's Classic Mode contains reptiles, {{SSBU|Squirtle}} and {{SSBU|Bowser Jr.}} do not appear as his opponents, despite Ivysaur & Charizard being fought individually, and the Koopalings acting as all of Bowser Jr.'s alternate costumes as a team in Round 4.
*Yoshi's stock icon in ''Ultimate'' bears a strong resemblance to his stock icon from ''Super Smash Bros. 4''.
*Yoshi's stock icon in ''Ultimate'' bears a strong resemblance to his stock icon from ''Super Smash Bros. 4''.
*Yoshi is the only character to have an alternate costume based on a game (namely {{iw|mariowiki|Yoshi's Crafted World}}) after ''Ultimate'' was released.
*Yoshi is the only character to have an alternate costume based on [[mariowiki:Yoshi's Crafted Island|a game]] after ''Ultimate'' was released.
**As a result, this is the second time the ''Yoshi'' universe has had, in some way, representation from an upcoming game; [[Woolly World]] appeared as a stage in {{forwiiu}} before ''{{s|mariowiki|Yoshi's Woolly World}}'' released.
**As a result, this is the second time the ''Yoshi'' universe has had, in some way, representation from an upcoming game; [[Woolly World]] appeared as a stage in {{forwiiu}} before ''{{s|mariowiki|Yoshi's Woolly World}}'' released.
*Alongside {{SSBU|Mr. Game & Watch}}, {{SSBU|R.O.B.}}, and Bowser Jr., Yoshi is one of four characters with a Spirit Battle where all of their alternate costumes appear in a single Spirit Battle, due to the presence of the Baby Mario spirit.
*Due to the presence of the Baby Mario Spirit, Yoshi is one of few characters to use the default costume in a Spirit Battle, the others being {{SSBU|Mr. Game & Watch}}, {{SSBU|Mario}}, {{SSBU|Luigi}}, {{SSBU|Peach}}, {{SSBU|Bowser Jr.}}, {{SSBU|R.O.B.}}, {{SSBU|Inkling}}, {{SSBU|Joker}}, and {{SSBU|Robin}}.
*Before 4.0.0, when Yoshi charged his forward smash, he pushed opponents so far that it caused some moves to miss him entirely.<ref>[https://twitter.com/MGK_Ganondorf/status/1132904871747698688]</ref>
**Alongside Mr. Game & Watch and Bowser Jr., Yoshi is one of three characters with a Spirit battle where all of his alternate costumes appear in a single Spirit fight.
*Yoshi's ''Crafted'' costume is the only one that does not appear during his Final Smash, although its texture was added to the palette of the Yoshis that appear.<ref>[https://tcrf.net/Super_Smash_Bros._Ultimate#Unused_Textures]</ref>
*Prior to 4.0.0, when Yoshi charged his forward smash, he pushed opponents so far it actually caused some moves to miss him entirely. [https://twitter.com/MGK_Ganondorf/status/1132904871747698688]
*Yoshi's reverse throwing animation with a heavy item will have him turn his back to the screen for a brief moment. This is due to the animation being a carryover from ''Smash 4''.
*Yoshi's ''Crafted'' costume is the only one that does not appear during his Final Smash.
 
==References==
{{reflist}}
 
{{SSBUCharacters}}
{{SSBUCharacters}}
{{Yoshi universe}}
{{Yoshi universe}}

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