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]].
'''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 number|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 various 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.
 
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.
 
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}}.


==Attributes==
==Attributes==
Yoshi is a [[Weight|heavyweight]] fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to [[shield stabbing]].
Yoshi is a [[Weight|heavyweight]] fighter 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 of protecting Yoshi from powerful attacks.
 
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.
 
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.


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.
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 single 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. 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 moreso than any other in the game.


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%.
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 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. 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.


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.
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%. 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 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.


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.
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.
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Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the main problem being that his recovery is very limited. His double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once and if his opponent has a move that breaks his armor limit, then he'll likely be in a difficult situation for getting back onstage. His other recovery options outside of his double jump are very short-ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag. His reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited.
Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the main problem being that his recovery is very limited. His double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once and if his opponent has a move that breaks his armor limit, then he'll likely be in a difficult situation for getting back onstage. His other recovery options outside of his double jump are very short-ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag. His reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited.


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


Overall, Yoshi is still a very reliable character despite his glaring weaknesses. With his fast speed and useful moveset, he is very capable of performing combos, scoring KOs, and playing an effective neutral game. As a result, opinions on Yoshi have remained high throughout the game's competitive lifespan.
Overall, Yoshi is still a 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|Ron}}, and {{Sm|Meme}} showing the potential that he has. Some players even consider him to be better than he was in ''Smash 64'', although the latter is debatable.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Yoshi has been considerably buffed in the transition to ''Ultimate''. Many of his most notorious attributes have been improved, with comparatively very few nerfs to balance out his buffs.
Yoshi was greatly buffed in the transition to ''Ultimate''.
 
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 edge guarding 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 (which itself was increased).
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.


Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which combined with his vastly improved forward tilt improves Yoshi's combo and damage racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping his [[approach]]. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw.
Yoshi's recovery received both buffs and nerfs. His increased air speed allows him to better come back to the stage horizontally, while the reintroduction of directional air dodges allows him to mix up his recovery options; Egg Throw, Yoshi's up special, grants more diagonal distance during its first three uses. However, Yoshi's overall jump height - while still impressive - has nevertheless been lowered, hampering his vertical survivability offstage. Further compounding this, air dodges have more ending lag - making them considerably more punishable; thus, players have to cautiously use their air dodges in tandem with Yoshi's double jump and Egg Throw or face a guaranteed self-destruct.


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.
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 was 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'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.
Overall, Yoshi's buffs outweigh his nerfs, granting him a stronger competitive presence and lower learning curve. As such, Yoshi's buffs have resulted in a positive perception among the community. Most professionals consider him to be a high-tier character. As a result, Yoshi players such as {{Sm|Suarez}}, {{Sm|Meme}}, {{Sm|Ron}}, and {{Sm|Danbi}} have garnered strong results with Yoshi, with some even arguing that he is better than his ''Smash 64'' iteration.  


{{SSB4 to SSBU changelist|char=Yoshi}}
{{SSB4 to SSBU changelist|char=Yoshi}}


==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.
In addition to a single glitch being fixed, Yoshi has received a mix of minor buffs and nerfs via game updates.
 
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}}'''
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==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 uses a Yoshi Egg as his shield, rather than a bubble like the rest of the cast. Rather than shrinking, his shield grows darker 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.
*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}})
|ftiltname= 
|ftiltdmg=8%
|ftiltdmg=8%
|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.
|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=Tail Thrust Up ({{ja|しっぽつきあげ|Shippo Tsuki Age}})
|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 to 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 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.
|dashname=Dash Kick ({{ja|ダッシュげり|Dasshu Geri}})
|dashname= 
|dashdmg=11% (early), 8% (late)
|dashdmg=11% (early), 8% (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 sidekick. 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% (sweet spot), 14% (sour spot)
|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 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 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=12% (close), 10% (tip)
|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 backward. 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]] with 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 edge guarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a [[meteor smash]]. But it has significant 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. 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. 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 second-fastest aerial attack, having frame 5 startup. 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’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 a 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%
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|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=Performs a [https://en.wikipedia.org/wiki/Spin_(b-boy_move) backspin], kicking outwards with his foot on each side before getting up with a handspring.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
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|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 rolls 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. 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.
|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 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 egg may be a reference to Yoshi's "Rainbow Swing" Star Swing and his "Rainbow Ball" Star Pitch in ''{{s|mariowiki|Mario Super Sluggers}}''.
|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 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.
|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 an upward headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, a stampede of multicolored Yoshis are seen rushing down the gorge, and they attack by trampling the opponent. It has a striking resemblance a shot seen in the ''[[Super Smash Bros. Melee]]'' [[opening movie]], which features a similar stampede in a comparable 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>
<gallery>
YoshiOnScreenAppearanceSSBU.gif|Yoshi's on-screen appearance
YoshiOnScreenAppearanceSSBU.gif|Yoshi's on-screen appearance
Line 227: Line 167:
===[[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 179:
*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>


Line 282: Line 222:
===[[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'' and his second place win animation from ''{{iw|mariowiki|Mario Party 10}}''.)
*'''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 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.
[[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 292: Line 232:


==In [[competitive play]]==
==In [[competitive play]]==
Yoshi was 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 an 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 did not 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.
In today's competitive scene, Yoshi remains very popular, mostly because of his ease of use. Top Yoshis such as {{Sm|Suarez}}, {{Sm|Ron}}, {{Sm|Meme}}, and {{Sm|Yoshidora}} achieve results at top levels of play, leading a continued advancement of Yoshi's metagame.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten-player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
''See also: [[:Category:Yoshi players (SSBU)]]''


*{{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}}.
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
*{{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}}.
*{{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===
''See also: [[:Category:Yoshi professionals (SSBU)]]''
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|Bluesky|France}} - The best Yoshi player in France. Placed 9th at both {{Trn|Stunfest 2019}} and {{Trn|WANTED SAISON 4 - Episode 1}}, 13th at {{Trn|Le Colossel de M3R}}, 17th at {{Trn|4 Seasons Tournament: Winter 2020}}, and 33rd at {{Trn|Ultimate Fighting Arena 2019}} with wins over players such as {{Sm|PeW}}, {{Sm|Jeda}}, and {{Sm|Ogey}}.
*{{Sm|JMafia|USA}} - The best Yoshi player in Florida. Placed 3rd at both {{Trn|GatorLAN Spring 2020}} and {{Trn|Fight For 95}}, 7th at {{Trn|Tampa Never Sleeps 8}}, 9th at {{Trn|InfinityCON Tally 2021}}, and 33rd at {{Trn|2GG: Kongo Saga}} with wins over players such as {{Sm|ESAM}}, {{Sm|ScAtt}}, and {{Sm|Goblin}}. Online, placed 9th at {{Trn|The Box: Lunch Box 10}} and 13th at {{Trn|Mazer Gaming Smash}}. Formerly ranked in the Area 51 position on the [[Wi-Fi Warrior Rank v6]].
*{{Sm|Meme|Mexico}} - One of the best Yoshi players in the world. Placed 1st at {{Trn|BIT MASTER MTY 2nd STRIKE}}, 9th at {{Trn|Low Tier City 7}}, 17th at {{Trn|GENESIS 7}}, and 25th at {{Trn|Frostbite 2019}} with wins over players such as {{Sm|Maister}}, {{Sm|Light|p=Connecticut}}, and {{Sm|Stroder}}. Currently ranked 12th on the [[Mexican Power Rankings]].
*{{Sm|Myles|USA}} - The best Yoshi player in New England. Placed 7th at {{Trn|Overclocked Ultimate III}} with wins over players such as {{Sm|Raffi-X}} and {{Sm|Sinji}}. Currently ranked 9th on the [[New England Power Rankings]]. Online, placed 7th at {{Trn|The Cosmic Kerfuffle}} and 9th at both {{Trn|Collision Online}} and {{Trn|Rev It Up: 2020 Series}}. Currently ranked 49th on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|Ron|Japan}} (#50) - One of the best Yoshi players in the world. Placed 3rd at both {{Trn|Sumabato SP 3}} and {{Trn|Sumabato SP 6}}, 4th at {{Trn|Maesuma TOP 1}}, and 7th at {{Trn|Umebura SP 6}} with wins over players such as {{Sm|T}} and {{Sm|Shuton}}.
*{{Sm|Rotsuku|Japan}} - One of the best Yoshi players in Japan. Placed 13th at {{Trn|Umebura SP 5}}, 17th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|EGS Cup 3}}, and 25th at both {{Trn|EVO 2019}} and {{Trn|Umebura SP 4}} with wins over players such as {{Sm|Abadango}}, {{Sm|Tea}}, and {{Sm|VoiD}}.
*{{Sm|Seth|USA}} - Placed 5th at {{Trn|Spotlight}}, 7th at {{Trn|Full Bloom 5}}, 17th at {{Trn|Smash 'N' Splash 5}}, and 49th at {{Trn|EVO 2019}} with wins over players such as {{Sm|Ned}}, {{Sm|yeti}}, and {{Sm|Ravenking}}.
*{{Sm|Suarez|USA}}  - One of the best Yoshi players in the world during the early metagame. Placed 4th at {{Trn|Smash at The Paramount}}, 9th at {{Trn|Collision 2019}}, 17th at both {{Trn|Shine 2019}} and {{Trn|Glitch 8 - Missingno}}, and 25th at {{Trn|DreamHack Atlanta 2019}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Light|p=Connecticut}}, and {{Sm|LeoN}}. Formerly ranked 49th on the [[Spring 2019 PGRU]]. Online, placed 5th at {{Trn|Frame Perfect Series 5: ONLINE}}, 13th at {{Trn|The Box: Lunch Box 9}}, and 25th at both {{Trn|Super Galaxy Gambit X Collision}} and {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. Currently ranked in the Area 51 position on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|Yoshidora|Japan}} - The best Yoshi player in the world. Placed 1st at {{Trn|Sumabato SP 14}}, 2nd at {{Trn|Sumabato SP 17}}, 3rd at {{Trn|Sumabato SP 10}}, 4th at {{Trn|Maesuma TOP 2}}, and 5th at {{Trn|Kagaribi 4}} with wins over players such as {{Sm|Tea}}, {{Sm|Shuton}}, and {{Sm|Atelier}}. Currently ranked 34th on the [[Japan Player Rankings]].


=={{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]], fits with this theme due to it being a classical draconic wyvern.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|3||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Yoshi|Wildlands}}''||
|3||{{CharHead|King K. Rool|SSBU|hsize=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||{{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.<br/>The Koopalings are fought in the order Mario faces them in ''[[Super Mario World]]'' (Yoshi's debut game).
|-
|-
|5||{{CharHead|Charizard|SSBU|hsize=20px}}||[[Garden of Hope]]||''{{SSBUMusicLink|Yoshi|Bandit Valley}}''||Charizard's Pokémon Trainer is absent.
|5||{{CharHead|Charizard|SSBU|hsize=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 {{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 Kamek transforms Bowser into a giant upon the latter's defeat.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 377: Line 320:
|''{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}''
|''{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]s==
==[[Spirit]]s==
Line 781: Line 724:
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]].
Line 804: Line 747:
**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.
*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.
*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>
*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 ''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>
*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. [https://tcrf.net/Super_Smash_Bros._Ultimate#Unused_Textures]
*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 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''.
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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