Super Smash Bros. 4

Yoshi (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Yoshi has been [[buff]]ed significantly in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed and utility; when coupled with the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-ups. For the first time since ''SSB'', Yoshi can jump [[out of shield]], which removes his main weakness in ''Brawl''. However, the removal of [[chain grab]]bing significantly [[nerf]]ed Yoshi's damage racking potential and his already poor grab game. Many of his attacks also deal less damage, while most of his aerials have higher landing lag. Overall, Yoshi's buffs largely outweigh his nerfs, and have resulted in him being noticeably better than in ''Brawl''.
Yoshi has been [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed and utility; when coupled with the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-ups. His smash attacks while dealing less damage are also stronger. Yoshi's biggest buff however was to his shield game which was previously his main weakness. Yoshi's shield [[grab]] is faster and for the first time since ''SSB'', Yoshi can jump [[out of shield]]. The other issues his shield gained in Brawl such as his longer shield drop, his inability to throw items out of a [[roll]] and his inability to power shield were all fixed making his out of shield game much better no longer being the worst in the game by a huge margin. The only new disadvantages Yoshi has while in shield is that he cannot [[shield platform drop]] and his [[spotdodge]] is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.
 
However, Yoshi has also received some noticeable [[nerf]]s. Yoshi's grab game was made even worse. Yoshi can no longer [[air release]] his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of [[chain grab]]bing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter [[auto-cancel]] window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial while connecting more reliably and having a stronger final hit, it only has three hits making it weaker and it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher ending and landing lag while also being unable to auto-cancel in a short hop which also greatly hinders its safety and spacing potential. The eggs from his [[Egg Throw]] also deal less damage and Yoshi can no longer edge cancel Egg Toss hindering its camping potential when used at the ledge although Egg Throw is faster.
 
Overall, Yoshi's main issue from ''Brawl'' was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to ''Smash 4''{{'}}s mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when ''Smash 4'' was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of {{SSB4|Bayonetta}} and {{SSB4|Cloud}} proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.


===Aesthetics===
===Aesthetics===
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*{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}}
*{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}}
*{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}}
*{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}}
*{{buff|Yoshi's [[air acceleration]] is higher (0.08 → 0.098).}}
*{{buff|[[Shield]] drop has decreased ending lag (frame 17 → 7), now matching the rest of the cast's. Yoshi is also able to jump [[out of shield]] for the first time since ''SSB'' and he can once again power shield. These changes significantly improve its defensive potential as his shield is no longer near unusable.}}
*{{buff|[[Shield]] drop has decreased ending lag (frame 17 → 7), now matching the rest of the cast's. Yoshi is also able to jump [[out of shield]] for the first time since ''SSB'' and he can once again power shield. These changes significantly improve its defensive potential as his shield is no longer near unusable.}}
*{{buff|Yoshi can once again throw [[item]]s out of a roll however due to the removal of [[glide toss]]ing, this has minimal impact. The removal of glide tossing benefits Yoshi more than any other returning veteran as it hinders much of the rest of the cast's approach with items and Yoshi still has access to his long super glide toss making his approach with items much better relative to the cast.}}
*{{buff|Yoshi can once again throw [[item]]s out of a roll however due to the removal of [[glide toss]]ing, this has minimal impact. The removal of glide tossing benefits Yoshi more than any other returning veteran as it hinders much of the rest of the cast's approach with items and Yoshi still has access to his long super glide toss making his approach with items much better relative to the cast.}}
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*{{change|Double jump now functions like a [[jump]], instead of having a scripted upward movement pattern. This means it can now be affected by special gravity conditions.}}
*{{change|Double jump now functions like a [[jump]], instead of having a scripted upward movement pattern. This means it can now be affected by special gravity conditions.}}
*{{nerf|[[Dragonic Reverse]] and [[Super Jump (Yoshi)|super jumping]] have been removed, hindering Yoshi's [[Advanced technique|advanced technical options]].}}
*{{nerf|[[Dragonic Reverse]] and [[Super Jump (Yoshi)|super jumping]] have been removed, hindering Yoshi's [[Advanced technique|advanced technical options]].}}
*{{buff|[[Roll]]s have a longer duration (frames 4-19 → 4-21) especially when compared to the rest of the cast and back roll has less ending lag (frame 38 → 36).}}
*{{nerf|Forward roll has more ending lag (frame 35 → 36).}}
*{{buff|Air dodge has less startup (frame 4 → 3) and ending lag (frame 50 → 34).}}
*{{nerf|[[Spotdodge]] has more startup lag, a shorter duration (frames 2-20 → 3-18) and more ending lag (frame 23 → 28) no longer being one of the fastest spotdodges in the game.}}
*{{nerf|[[Spotdodge]] has more startup lag, a shorter duration (frames 2-20 → 3-18) and more ending lag (frame 23 → 28) no longer being one of the fastest spotdodges in the game.}}
*{{nerf|The removal of [[meteor cancel]]ing significantly hinders Yoshi's endurance against meteor smashes more than any other returning veteran besides {{SSB4|Olimar}} and {{SSB4|Zero Suit Samus}} due to him previously having an above average meteor-cancel window.}}
*{{nerf|The removal of [[meteor cancel]]ing significantly hinders Yoshi's endurance against meteor smashes more than any other returning veteran besides {{SSB4|Olimar}} and {{SSB4|Zero Suit Samus}} due to him previously having an above average meteor-cancel window.}}
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*{{buff|Neutral attack's first hit has has more base knockback (8 → 30) compared to the previous neutral attack's first hit. This makes it significantly more effective for combos.}}
*{{buff|Neutral attack's first hit has has more base knockback (8 → 30) compared to the previous neutral attack's first hit. This makes it significantly more effective for combos.}}
*{{nerf|Neutral attack's first hit has a shorter duration (frames 3-5 → 3-4) compared to the previous neutral attack's first hit.}}
*{{nerf|Neutral attack's first hit has a shorter duration (frames 3-5 → 3-4) compared to the previous neutral attack's first hit.}}
*{{nerf|Upward angled and non-angled forward tilt deal less damage (10% (upward)/9% (non-angled) → 8%/7%). Forward tilt also has increased ending lag (frame 30 → 39), the angled version's mid hitbox launches opponents at a higher angle (70° → 65°) and all version have higher base knockback (40 → 50) significantly hindering its spacing and combo potential despite the changes to hitstun.}}
*{{nerf|Upward angled and non-angled forward tilt deal less damage (10% (angled), 9% (non-angled) → 8%/7%). Forward tilt also has increased ending lag (frame 30 → 39), the angled version's mid hitbox launches opponents at a higher angle (70° → 65°) and all version have higher base knockback (40 → 50) significantly hindering its spacing and combo potential despite the changes to hitstun.}}
*{{buff|Forward tilt has decreased start-up lag (frame 6 → 5).}}
*{{buff|Forward tilt has decreased start-up lag (frame 6 → 5).}}
*{{buff|Up tilt has a longer duration (frames 7-11 → 8-15).}}
*{{buff|Up tilt has a longer duration (frames 7-11 → 8-15).}}
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*{{nerf|Forward (frame 36 → 40) and back aerials (frame 38 → 44) [[auto-cancel]] later with back aerial no longer auto-cancelling in a short hop.}}
*{{nerf|Forward (frame 36 → 40) and back aerials (frame 38 → 44) [[auto-cancel]] later with back aerial no longer auto-cancelling in a short hop.}}
*{{nerf|Forward and up aerials deal less damage (16% (head)/15% (nose) → 15%/14% (forward), 13% → 12% (up)), hindering their KO potentials as their knockback was not compensated.}}
*{{nerf|Forward and up aerials deal less damage (16% (head)/15% (nose) → 15%/14% (forward), 13% → 12% (up)), hindering their KO potentials as their knockback was not compensated.}}
*{{buff|Forward aerial has slightly larger hitboxes; decreased start-up lag (frame 19 → 16); and a longer duration (frames 19-21 → 16-20).}}
*{{buff|Forward aerial has slightly larger hitboxes; decreased start-up lag (frame 19 → 16); and a longer duration (frames 19-21 → 16-20). The removal of [[meteor canceling]] also significantly improves the sweetspot's reliability.}}
*{{buff|The removal of [[meteor canceling]] significantly improves sweetspotted forward aerial's reliability.}}
*{{change|Forward aerial's animation has slightly changed. Yoshi now slightly turns his head before and during the headbutt.}}
*{{change|Forward aerial's animation has slightly changed. Yoshi now slightly turns his head before and during the headbutt.}}
*{{nerf|Due to consisting of three hits instead of four, back aerial deals 4% less damage (14% → 10%).}}  
*{{nerf|Due to consisting of three hits instead of four, back aerial deals 4% less damage (14% → 10%).}}  
*{{change|The final hit of back aerial has signifciantly increased knockback (50 (base), 100 (scaling) → 30/184). This improves its KO and edgeguarding potential but hinders its followup potential.}}
*{{change|The final hit of back aerial has signifciantly increased knockback (50 (base), 100 (scaling) → 30/184). This improves its KO and edgeguarding potential but hinders its followup potential.}}
*{{buff|Back aerial's first and second hits' angles have been altered (60° (grounded/aerial opponents) → 361° (grounded opponents)/[[Autolink angle|366°]] (aerial opponents)). This when coupled with the weakening of [[Smash directional influence|SDI]] and it's lower SDI multiplier (1x → 0.5x) makes them connect together better with its last hit.}}  
*{{buff|Back aerial's first and second hits' angles have been altered (60° (grounded/aerial opponents) → 361° (grounded opponents)/[[Autolink angle|366°]] (aerial opponents)). This when coupled with the weakening of [[Smash directional influence|SDI]] and it's lower SDI multiplier (1x → 0.5x) makes them connect together better with its last hit.}}  
*{{nerf|These changes however combined with its much higher landing lag significantly hinder back aerial's combo potential as it can no longer combo into other aerials, tilts or smash attacks if Yoshi lands with the first couple of hits. It also has more startup lag with a shorter duration (frames 10-12 (hit 1), 16-18 (hit 2), 23-25 (hit 3), 28-30 (hit 4) → 11/17/25-26) and much more ending lag (frame 40 → 56) preventing Yoshi from comboing with it and performing another aerial after it in a short hop. It's much higher landing lag and inability to auto-cancel in a short hop also drastically hinder its approach potential.}}
*{{nerf|These changes however combined with its much higher landing lag significantly hinder back aerial's combo potential as it can no longer combo into other aerials, tilts or smash attacks if Yoshi lands with the first couple of hits. It also has more startup lag with a shorter duration (frames 10-12 (hit 1), 16-18 (hit 2), 23-25 (hit 3), 28-30 (hit 4) → 11/17/25-26) and much more ending lag (frame 40 → 56) preventing Yoshi from comboing with it and performing another aerial after it in a short hop. Its much higher landing lag and inability to auto-cancel in a short hop also drastically hinder its approach potential.}}
*{{change|Back aerial's last hit's angle has been altered (361° → 54°).}}
*{{change|Back aerial's last hit's angle has been altered (361° → 54°).}}
*{{nerf|Up aerial can no longer be performed twice in a short hop.}}
*{{nerf|Up aerial can no longer be performed twice in a short hop due to Yoshi's lower short hop/higher gravity.}}
*{{change|Down aerial deals slightly less damage (3%/2% (hits 1-7)/2%/1% (hits 8-14) → 3%/2% (hits 1-6)/2.2%/1.5% (hits 7-13)/1% (hit 14)), although it has a new last hit's with much higher knockback (5 (base), 100 (scaling) → 60/200).}}
*{{change|Down aerial deals slightly less damage (3%/2% (hits 1-7)/2%/1% (hits 8-14) → 3%/2% (hits 1-6)/2.2%/1.5% (hits 7-13)/1% (hit 14)), although it has a new last hit with much higher knockback (5 (base), 100 (scaling) → 60/200).}}
*{{buff|Down aerial's last hit's hitbox is larger, improving its reliability against grounded opponents.}}
*{{buff|Down aerial's last hit's hitbox is larger, improving its reliability against grounded opponents.}}
*{{nerf|Due to its angle being altered (270°/260°/280° → 80°/40°), down aerial's last hit is no longer a [[meteor smash]], significantly hindering its edge-guarding potential. Its lower damage output also hinders its damage racking potential. It also has more ending lag (frame 53 → 57).}}
*{{nerf|Due to its angle being altered (270°/260°/280° → 80°/40°), down aerial's last hit is no longer a [[meteor smash]], significantly hindering its edge-guarding potential. Its lower damage output also hinders its damage racking potential. It also has more ending lag (frame 53 → 57).}}
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*{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety. Yoshi can also jump while using it, improving its approach potential.}}
*{{buff|Egg Roll no longer renders Yoshi [[helpless]], improving its safety. Yoshi can also jump while using it, improving its approach potential.}}
*{{nerf|[[Egg Throw]]'s explosion deals 3% less damage (8% → 5%), although its knockback was compensated (40 (base)/40 (growth) → 60/50). Egg Throw also covers less distance and can no longer be [[Ledge-canceling|edge-canceled]], hindering its vertical recovery potential and significantly hindering its camping potential especially when at the ledge (which is further exacerbated by the general changes to ledges).}}  
*{{nerf|[[Egg Throw]]'s explosion deals 3% less damage (8% → 5%), although its knockback was compensated (40 (base)/40 (growth) → 60/50). Egg Throw also covers less distance and can no longer be [[Ledge-canceling|edge-canceled]], hindering its vertical recovery potential and significantly hindering its camping potential especially when at the ledge (which is further exacerbated by the general changes to ledges).}}  
*{{buff|Egg Throw's Yoshi Egg travels slightly faster, granting it approach potential. Yoshi also retains his horizontal momentum while using Egg Throw, improving its horizontal recovery potential. The changes to hitstun canceling also improves its combo potential at high percents.}}
*{{buff|Egg Throw's Yoshi Egg have less startup lag with a longer duration (frames 19-54 → 15-59) and travels slightly faster, improving its approach potential. Yoshi also retains his horizontal momentum while using Egg Throw, improving its horizontal recovery potential. The changes to hitstun canceling also improves its combo potential at high percents.}}
*{{change|Egg Throw's visual effects have changed. The Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.}}
*{{change|Egg Throw's visual effects have changed. The Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.}}
*{{buff|Grounded [[Yoshi Bomb]] has increased knockback scaling (70 → 72), slightly improving its KO potential. Aerial Yoshi Bomb also has increased knockback (55 (base), 70 (scaling) → 70/68), restoring some of its its KO potential.}}
*{{buff|Grounded [[Yoshi Bomb]] has increased knockback scaling (70 → 72), slightly improving its KO potential. Aerial Yoshi Bomb also has increased knockback (55 (base), 70 (scaling) → 70/68), restoring some of its its KO potential.}}

Revision as of 14:17, April 16, 2019

This article is about Yoshi's appearance in Super Smash Bros. 4. For the character in other contexts, see Yoshi.
Yoshi
in Super Smash Bros. 4
Yoshi SSB4.png
YoshiSymbol.svg
Universe Yoshi
Other playable appearances in SSB
in Melee
in Brawl
in Ultimate
Availability Starter
Final Smash Super Dragon
Tier D (34)
Yoshi (SSB4)
Yoshi Rolls into Battle!
—Introduction Tagline

Yoshi (ヨッシー, Yoshi) is a playable character in Super Smash Bros. 4. His return to the series was announced during a Super Smash Bros. Direct on April 8th, 2014, making him the last of the "perfect-attendance crew" to be announced.[1] He was also among the first wave of amiibo figures. Kazumi Totaka reprises his role as Yoshi's voice actor, albeit via recycled voice clips.

Yoshi is currently ranked 34th out of 55 on the tier list, placing him in the D tier. This is a moderate improvement from his placement in Super Smash Bros. Brawl, where he was ranked 27th out of 38. As in previous installments, Yoshi boasts excellent aerial mobility: he has the fastest air speed in the game by default, while his double jump is the second highest in the game and grants him nearly 70 frames of armor. Yoshi's grounded mobility has also been improved, as his already fast dashing speed is now considerably faster.

Another of Yoshi's strengths is the utility of his moveset: neutral attack and up tilt are very useful combo starters, down tilt can be used for tech-chasing, neutral aerial is very useful for approaching and edge-guarding, Egg Lay is a command grab, Egg Roll can force approaches or escape from pressure, Egg Throw is a projectile that has recovery and mindgame potential, and Yoshi Bomb is strong enough to KO outright and heavily pressure shields. Yoshi's shield is also fairly useful, as it is completely immune to shield stabbing and, for the first time since Super Smash Bros., enables him to jump out of it.

However, Yoshi has noticeable flaws. His grab game is still infamously poor: all of his grabs are among the slowest in the game, while his throws have almost nonexistent utility. Yoshi's defensive presence on the ground is also surprisingly lacking for a few reasons. His rolls and sidestep are among the unsafest, and he has the dubious distinction of being the only character who is unable to shield platform drop. By extension, Yoshi's shield is the smallest among the cast, while his very low traction significantly hinders his out of shield options.

Yoshi's KO potential is also problematic for a heavyweight: although his smash attacks, up aerial, and grounded Yoshi Bomb are powerful, each of them are burdened with very short durations and punishable amounts of ending lag. Lastly, Yoshi has a very short vertical recovery outside of his double jump, as his primary recovery move, Egg Throw, grants minimal vertical distance and deteriorates when used consecutively without landing on the ground.

Overall, Yoshi's strengths outweigh his weaknesses, yet his tier placement is heavily debatable. Despite being initially perceived as an impressively well-rounded character, and having achieved instances of tournament success even at the national level, Yoshi's placement has dropped throughout SSB4's lifespan. This is largely because of his results waning in lieu of his metagame stagnating. When coupled with many characters that were previously considered inferior to him (such as Mewtwo, Marth, and Mega Man) having attained vastly greater viability thanks to more consistent success and/or expanded metagames, Yoshi's current ranking is viewed by some players, such as ZeRo, as too high.

Attributes

Yoshi is a heavyweight that noticeably deviates from his weight class' archetype. This is most obvious with his air speed, which is the fastest in the game by default, though it is surpassed under certain conditions (Giga Mac; Wario-Man; the lightest possible Mii Brawler; and a fully Limit Charged Cloud). By extension, Yoshi has the second highest double jump in the game (surpassed only by Mewtwo's), which also grants him 68 frames of armor that can withstand a maximum of 120 units of knockback. Yoshi's other attributes also deviate from that of a typical heavyweight, albeit not to the degree as his air speed and double jump. He has slightly above-average walking speed; above-average dashing speed and air acceleration; below-average gravity; among the slowest falling and fast falling speeds; and the fourth lowest traction. Lastly, Yoshi is capable of crawling. Overall, these attributes collectively grant him excellent aerial mobility and great grounded mobility, yet do not render him frail or susceptible to juggling.

Yoshi's greatest strength is the utility of his moveset. His neutral and tilt attacks are all very fast, leaving him exposed only very briefly. They additionally launch opponents either vertically or horizontally, which makes them reliable as set-ups for combos or edge-guarding. Yoshi's dash attack has high base knockback and long range, which allows for easy cross-ups and make it useful for punishing rolls or techs. His smash attacks possess decent power, with his forward smash being the strongest among them. However, each of Yoshi's smashes also have certain perks. Forward and clean up smash grant intangibility to his head and legs, respectively, whereas down smash is a semi-spike like his down tilt.

Yoshi's air game is also versatile and synchronizes very well with his attributes. Due to it hitting on frame 3, neutral aerial is the second fastest of its kind; when coupled with its sex kick properties, it is useful for edge-guarding, stopping approaches and breaking out of combos or juggles. Forward aerial can either meteor smash or powerfully launch opponents diagonally, and is capable of auto-canceling with a short hop. Up aerial is one of Yoshi's most viable KOing options: due to it hitting on frame 5 and possessing a respectable damage output, very high knockback growth and disjointed hitbox, it can quickly and reliably KO any opponent of any weight while near the upper blast line. Back aerial is excellent at edge-guarding, as its first two hits launch opponents at the auto-link angle, whereas its third hit has extremely high knockback growth. Lastly, Yoshi's renowned down aerial hits repeatedly and is the most damaging aerial in the game. By extension, it can strongly pressure shields to the point of potentially breaking one if it is auto-canceled with a jump and followed by Yoshi Bomb.

The respectable utility of Yoshi's moveset also extends to his special moves. Egg Lay is a command grab that immobilizes opponents and thus allows for free hits. If opponents do not break out of the Yoshi Egg while near the edge, they also face the risk of being unable to recover. Egg Roll functions similarly to Spin Dash, as it can be used to approach or retreat quickly. Egg Throw is a projectile that can be used to stop approaches; allow Yoshi to close in on the opponent; and, when continuously B-reversed in the air, keep the opponent guessing as to where he is going to go next. Although it is not a traditional recovery move, it nevertheless grants minimal vertical recovery upon its first use in midair. Lastly, Yoshi Bomb is useful for pressuring shields, thanks to it dealing considerable shield damage. Outside of this, its grounded version's respectable damage output and deceptively low start-up lag make it one of Yoshi's most viable KOing options.

However, Yoshi has noticeable weaknesses, with his main one being his vertical recovery. Although his attributes allow for long horizontal recovery, Egg Throw grants only minimal vertical distance. By extension, Yoshi is overly reliant on his double jump for recovery, and will be unable to reuse it if he is hit out of it. As such, Yoshi is heavily susceptible to meteor smashes and footstool jumps, as a single opening he makes off-stage could potentially prove fatal.

Another very glaring weakness is his grab game, which is widely considered to be among the worst in the game. Yoshi's pummel is the only positive trait of his grab game, thanks to its quick speed; average damage output; and its release being a useful set-up into his neutral attack. Outside of this, his grabs' good ranges are offset by their very punishable amounts of start-up and ending lag. Yoshi's forward and back throws are his fastest and most damaging throws. However, they have average damage outputs; below-average base knockback; and low knockback growth, which make them unreliable for scoring KOs or starting combos. His up and down throws are also unable to KO reliably and, despite having low damage outputs, lack combo potential because of their lag. Yoshi's ability to escape pressure is also limited, as his rolls and sidestep are short-distanced, among the slowest in the game, and have some of the lowest amounts of intangibility frames. By extension, his shield is the smallest in the game, and he is the only character who is unable to perform shield platform dropping.

Lastly, Yoshi's KO potential is problematic for a heavyweight. Although his smash attacks, up aerial and grounded Yoshi Bomb are his most reliable KOing options thanks to their respectable power, they are burdened with very short durations and punishable amounts of ending lag. However, forward smash, down smash and Yoshi Bomb also suffer from other particular flaws. Forward smash has noticeable start-up lag, down smash's back hit is more effective for KOing than its front hit, and Yoshi Bomb's short range makes it best suited from out of shield. While Yoshi's neutral, forward and back aerials also possess KO potential, their very low base knockback makes them best suited for doing so while near the left or right blast line.

Yoshi gains noticeable benefits from his custom moves. Lick is effectively his best custom move: it is a semi-spike that is powerful enough to KO reliably, yet can also provide function as a horizontal recovery option, thanks to it slightly boosting Yoshi forward. Egg Launch deals more damage and launches opponents away, which can be used as a potent way minimize their chances of recovering. Heavy Egg Roll is slower, but deals much more damage and has armor throughout its duration. Conversely, Light Egg Roll has more power and moves higher and faster, but ends after its bounce. High Jump covers noticeably more distance, but in turn removes Yoshi's only projectile. Star Bomb has less power, but its stars are larger and more damaging. Conversely, Crushing Bomb is strong enough to easily KO opponents of any weight, yet is punishable because of its much slower speed and lack of stars.

Overall, Yoshi is effectively a heavyweight version of the all-rounder archetype, thanks to his lack of glaring issues against the majority of the cast. Due to his strengths and low learning curve, Yoshi has managed to achieve respectable placings at all levels of play, thanks to the likes of Raptor, Sky, Papa Wall, Poltergust, Kamikaze, Seth, Snoop, and Ron. However, Yoshi's easily exploitable weaknesses have nevertheless resulted in his representation remaining below-average in competitive play.

Changes from Brawl

Yoshi has been buffed in the transition from Brawl to SSB4. Many of his attacks have more speed and utility; when coupled with the changes to hitstun canceling, his combo game has improved to the point of granting him new KO set-ups. His smash attacks while dealing less damage are also stronger. Yoshi's biggest buff however was to his shield game which was previously his main weakness. Yoshi's shield grab is faster and for the first time since SSB, Yoshi can jump out of shield. The other issues his shield gained in Brawl such as his longer shield drop, his inability to throw items out of a roll and his inability to power shield were all fixed making his out of shield game much better no longer being the worst in the game by a huge margin. The only new disadvantages Yoshi has while in shield is that he cannot shield platform drop and his spotdodge is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.

However, Yoshi has also received some noticeable nerfs. Yoshi's grab game was made even worse. Yoshi can no longer air release his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of chain grabbing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter auto-cancel window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial while connecting more reliably and having a stronger final hit, it only has three hits making it weaker and it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher ending and landing lag while also being unable to auto-cancel in a short hop which also greatly hinders its safety and spacing potential. The eggs from his Egg Throw also deal less damage and Yoshi can no longer edge cancel Egg Toss hindering its camping potential when used at the ledge although Egg Throw is faster.

Overall, Yoshi's main issue from Brawl was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to Smash 4's mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when Smash 4 was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of Bayonetta and Cloud proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.

Aesthetics

  • Change Due to the aesthetic used in SSB4, Yoshi has a sleeker design, and his overall color scheme is significantly more vibrant. Unlike in previous installments, he now stands upright.[1] Altogether, these changes make Yoshi appear virtually identical to his appearance as of Mario & Sonic at the London 2012 Olympic Games.
  • Change Yoshi has received two new alternate costumes. The first is Purple Yoshi, and the second is Black Yoshi.
  • Change Yoshi now faces the foreground at a slight angle, instead of facing directly forward.
  • Change Yoshi is slightly more expressive. His irises now shrink during the end of his pivot grab and when he is hit, launched, or prone/supine.
  • Change Yoshi's boots and double jump's sound clips are lower pitched. He also vocalizes less frequently while double jumping.
  • Change Yoshi Eggs now match Yoshi's selected color scheme. This also applies to Kirby's copied Egg Lay.

Attributes

  • Buff Yoshi's upright posture adjusts his hurtbox, resulting in its shape being less awkward. However, he will revert to his posture and idle poses from Brawl while holding a small item.
  • Change Yoshi's upright posture has translated into his moveset, be it through a tweaked animation or a completely new move.
  • Change Yoshi is lighter (107 → 104). This makes him less susceptible to combos, but hinders his endurance.
  • Change Yoshi's gravity is higher (0.07347 → 0.08).
  • Buff Yoshi dashes faster (1.68 → 1.86).
  • Nerf Yoshi's air speed is slower (1.316 → 1.28) although it is still the fastest in the game (excluding Giga Mac, Wario-Man and lightest Mii Brawler).
  • Buff Yoshi's air acceleration is higher (0.08 → 0.098).
  • Buff Shield drop has decreased ending lag (frame 17 → 7), now matching the rest of the cast's. Yoshi is also able to jump out of shield for the first time since SSB and he can once again power shield. These changes significantly improve its defensive potential as his shield is no longer near unusable.
  • Buff Yoshi can once again throw items out of a roll however due to the removal of glide tossing, this has minimal impact. The removal of glide tossing benefits Yoshi more than any other returning veteran as it hinders much of the rest of the cast's approach with items and Yoshi still has access to his long super glide toss making his approach with items much better relative to the cast.
  • Nerf Yoshi can no longer shield platform drop, slightly hindering his out of shield game although the other changes to his shield more than make up for it.
  • Change Double jump now functions like a jump, instead of having a scripted upward movement pattern. This means it can now be affected by special gravity conditions.
  • Nerf Dragonic Reverse and super jumping have been removed, hindering Yoshi's advanced technical options.
  • Buff Rolls have a longer duration (frames 4-19 → 4-21) especially when compared to the rest of the cast and back roll has less ending lag (frame 38 → 36).
  • Nerf Forward roll has more ending lag (frame 35 → 36).
  • Buff Air dodge has less startup (frame 4 → 3) and ending lag (frame 50 → 34).
  • Nerf Spotdodge has more startup lag, a shorter duration (frames 2-20 → 3-18) and more ending lag (frame 23 → 28) no longer being one of the fastest spotdodges in the game.
  • Nerf The removal of meteor canceling significantly hinders Yoshi's endurance against meteor smashes more than any other returning veteran besides Olimar and Zero Suit Samus due to him previously having an above average meteor-cancel window.

Ground attacks

  • Change Yoshi has a new neutral attack, a front kick followed by a roundhouse kick. Compared to the previous neutral attack, its second hit deals 2% less damage (6% → 4%) and has different knockback (25 (base)/100 (growth) → 56/70). When coupled with the changes to hitstun canceling, these changes make it capable of combos at low to medium percentages. However, these changes make it less effective for spacing.
  • Buff Neutral attack's first hit has has more base knockback (8 → 30) compared to the previous neutral attack's first hit. This makes it significantly more effective for combos.
  • Nerf Neutral attack's first hit has a shorter duration (frames 3-5 → 3-4) compared to the previous neutral attack's first hit.
  • Nerf Upward angled and non-angled forward tilt deal less damage (10% (angled), 9% (non-angled) → 8%/7%). Forward tilt also has increased ending lag (frame 30 → 39), the angled version's mid hitbox launches opponents at a higher angle (70° → 65°) and all version have higher base knockback (40 → 50) significantly hindering its spacing and combo potential despite the changes to hitstun.
  • Buff Forward tilt has decreased start-up lag (frame 6 → 5).
  • Buff Up tilt has a longer duration (frames 7-11 → 8-15).
  • Change Up tilt deals less damage (11% (tail)/10% (tip) → 7%), without full compensation on its knockback scaling (40 → 45). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages but hinder its damage racking and KO potential.
  • Nerf Up tilt has increased start-up (frame 7 → 8) and ending lag (frame 30 → 32).
  • Nerf Down tilt deals much less damage (10% (base/mid)/5% (tip) → 5% (base)/4.5% (mid)/4% (tip)) significantly hindering its spacing and edgeguarding potential.
  • Buff These changes however grant down tilt greater tech-chasing potential when coupled with the changes to hitstun and DI.
  • Nerf Yoshi has a new dash attack, a side kick. Compared to the previous dash attack, its late hit deals 1% less damage (7% → 6%), it has a shorter duration (frames 10-13 (clean), 14-23 (late) → 10-12/13-20), and more ending lag (frame 42 → 50).
  • Change Dash attack has different knockback (15 (base)/100 (growth) → 90/52) and a different angle (361° → 65°) compared to the previous dash attack. This makes it more effective for spacing and capable of cross-ups, but less effective for edge-guarding and removes its ability to lock opponents.
  • Buff Dash attack has more range compared to the previous dash attack.
  • Nerf Forward smash deals less damage (16% (head/neck/body) → 15.5% (head)/14% (body)/13% (head's tip)), hindering the head's tip KO potential. It also has a shorter duration (frames 14-16 → 14).
  • Buff Forward smash has slightly larger hitboxes. Its head hitboxes have also been re-positioned to cover Yoshi's entire head, instead of only most of it. It also deals more knockback (20 (base), 92 (scaling) → 30/(97/98)) improving its KO potential despite its lower damage.
  • Nerf Yoshi has a new up smash, a bicycle kick. Compared to the previous up smash, it deals less damage (16% (head/neck) → 14% (clean)/12% (late)) and it has a new weaker late hit. It also has significantly less range behind Yoshi, and less intangibility frames (frames 11-16 → 11-13).
  • Buff Up smash deals more knockback (23 (base), 83 (scaling) → 37/95); has slightly more vertical range; and less ending lag (frame 50 → 47) compared to the previous up smash. Altogether, these traits make it slightly more effective as an anti-air attack.
  • Nerf Down smash deals less damage (14% (front), 13% (back) → 12% (front/back tail)/10% (front/back body)) and the front hit has more startup lag (frame 6 → 7). It now has a weaker sourspot on Yoshi's body and the sourspot on the front hit did not have its knockback fully compensated although the back hit did (30 (base), 53 (scaling) → 42/57 (front)/42/75 (back)).
  • Buff Down smash's clean hit deals more knockback (30 (base), 63 (scaling) → 40/73 (front)/40/81 (back)) improving its KO potential despite its lower damage especially the back hit.


Aerial attacks

  • Nerf Neutral aerial deals less damage (12% (clean)/9% (mid)/6% (late) → 10%/7%/5%).
  • Change Neutral aerial has altered knockback (15 (base), 100 (scaling) (clean), 0/100 (mid/late) → 40/86 (clean), 30/100 (mid/late)). This improves its egedguarding potential especially the late hit but hinders its locking and KO potential.
  • Nerf The mid and late hits of neutral aerial have a shorter duration (frames 6-15 → 5-11 (mid), frames 16-31 → 12-25 (late)).
  • Nerf Neutral, forward and back aerials have increased landing lag (9 frames → 11 (neutral), 16 frames → 17 (forward), 9 frames → 19 (back)).
  • Nerf Forward (frame 36 → 40) and back aerials (frame 38 → 44) auto-cancel later with back aerial no longer auto-cancelling in a short hop.
  • Nerf Forward and up aerials deal less damage (16% (head)/15% (nose) → 15%/14% (forward), 13% → 12% (up)), hindering their KO potentials as their knockback was not compensated.
  • Buff Forward aerial has slightly larger hitboxes; decreased start-up lag (frame 19 → 16); and a longer duration (frames 19-21 → 16-20). The removal of meteor canceling also significantly improves the sweetspot's reliability.
  • Change Forward aerial's animation has slightly changed. Yoshi now slightly turns his head before and during the headbutt.
  • Nerf Due to consisting of three hits instead of four, back aerial deals 4% less damage (14% → 10%).
  • Change The final hit of back aerial has signifciantly increased knockback (50 (base), 100 (scaling) → 30/184). This improves its KO and edgeguarding potential but hinders its followup potential.
  • Buff Back aerial's first and second hits' angles have been altered (60° (grounded/aerial opponents) → 361° (grounded opponents)/366° (aerial opponents)). This when coupled with the weakening of SDI and it's lower SDI multiplier (1x → 0.5x) makes them connect together better with its last hit.
  • Nerf These changes however combined with its much higher landing lag significantly hinder back aerial's combo potential as it can no longer combo into other aerials, tilts or smash attacks if Yoshi lands with the first couple of hits. It also has more startup lag with a shorter duration (frames 10-12 (hit 1), 16-18 (hit 2), 23-25 (hit 3), 28-30 (hit 4) → 11/17/25-26) and much more ending lag (frame 40 → 56) preventing Yoshi from comboing with it and performing another aerial after it in a short hop. Its much higher landing lag and inability to auto-cancel in a short hop also drastically hinder its approach potential.
  • Change Back aerial's last hit's angle has been altered (361° → 54°).
  • Nerf Up aerial can no longer be performed twice in a short hop due to Yoshi's lower short hop/higher gravity.
  • Change Down aerial deals slightly less damage (3%/2% (hits 1-7)/2%/1% (hits 8-14) → 3%/2% (hits 1-6)/2.2%/1.5% (hits 7-13)/1% (hit 14)), although it has a new last hit with much higher knockback (5 (base), 100 (scaling) → 60/200).
  • Buff Down aerial's last hit's hitbox is larger, improving its reliability against grounded opponents.
  • Nerf Due to its angle being altered (270°/260°/280° → 80°/40°), down aerial's last hit is no longer a meteor smash, significantly hindering its edge-guarding potential. Its lower damage output also hinders its damage racking potential. It also has more ending lag (frame 53 → 57).
  • Buff Due to the weakening of SDI; the 19% damage increase to shields; and the increase to shieldstun, Down aerial is significantly more difficult to escape from, and these changes significantly improves its shield pressuring potential.

Throws/other attacks

  • Buff All grabs have received disjointed grabboxes on the tip of Yoshi's tongue.
  • Buff Grab has decreased start-up (frame 17 → 14) and ending lag (frame 63 → 56).
  • Nerf Dash and pivot grabs have increased ending lag (frame 63 → 68 (dash), frame 36 → 65 (pivot)). Yoshi's pivot grab has a much longer animation and its IASA frames were increased rather than compensated (frame 63 → 65) removing its status as one of the best pivot grabs in the game.
  • Nerf The removal of chain grabbing removes forward throw's damage racking potential.
  • Bug fix Fixed a glitch where opponents could escape from the tip of Yoshi's tongue during his grab and before they enter his mouth, resulting in a game crash.
  • Nerf Yoshi can no longer force his opponent into an aerial grab release while pummelling them. When combined with the removal of chain grabbing and the fact that opponents are only stuck in 40 frames of ending lag (rather than 50) after an aerial grab release, this completely removes his grab release's combo potential outside of very rare and specific situations.
  • Buff The changes to hitstun canceling and the weakening of DI has improved down throw's followup potential.
  • Buff Front and back floor attacks deal 1% more damage (6% → 7%).

Special moves

  • Nerf Egg Lay has increased start-up lag (frame 17 → 21) and a shorter duration (frames 17-22 → 21-24).
  • Nerf Egg Roll's fastest hit deals 3% less damage (12% → 9%). Egg Roll also has a slightly smaller hitbox.
  • Buff Egg Roll no longer renders Yoshi helpless, improving its safety. Yoshi can also jump while using it, improving its approach potential.
  • Nerf Egg Throw's explosion deals 3% less damage (8% → 5%), although its knockback was compensated (40 (base)/40 (growth) → 60/50). Egg Throw also covers less distance and can no longer be edge-canceled, hindering its vertical recovery potential and significantly hindering its camping potential especially when at the ledge (which is further exacerbated by the general changes to ledges).
  • Buff Egg Throw's Yoshi Egg have less startup lag with a longer duration (frames 19-54 → 15-59) and travels slightly faster, improving its approach potential. Yoshi also retains his horizontal momentum while using Egg Throw, improving its horizontal recovery potential. The changes to hitstun canceling also improves its combo potential at high percents.
  • Change Egg Throw's visual effects have changed. The Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.
  • Buff Grounded Yoshi Bomb has increased knockback scaling (70 → 72), slightly improving its KO potential. Aerial Yoshi Bomb also has increased knockback (55 (base), 70 (scaling) → 70/68), restoring some of its its KO potential.
  • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve Yoshi Bomb's shield pressuring potential.
  • Change Yoshi no longer vocalizes when using Yoshi Bomb.
  • Nerf Super Dragon deals 5% less damage on contact (8% → 3%) and its Fire Breath no longer deals consistent damage (6% → 6% (near)/4% (mid)/3% (far)). It also has a shorter duration.
  • Change Super Dragon's Fireball no longer deals consistent damage (17% → 18% (near)/14% (mid)/12% (far)).
  • Buff Super Dragon's Fireball can now pierce multiple opponents.

Update history

Unlike the majority of the cast, Yoshi's most notable changes from game updates have been fixes to glitches associated with him. Although game updates also granted him buffs and nerfs, the majority of them did so ambivalently. Update 1.0.4 granted Yoshi partial intangibility in certain situations, yet increased the lag of his dash attack, down aerial and Egg Lay. Updates 1.0.6 and 1.1.0 followed similar formats, as they each granted a single buff and a single nerf to his forward smash and back aerial, respectively.

The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 also indirectly buffed and nerfed Yoshi: they enable his down aerial and Yoshi Bomb to wear down shields much better than before, yet hinder his out of shield options because of his very low traction. Lastly, update 1.1.4 shortened the duration of his invincibility he receives after tripping or during any trip follow-ups aside from his floor attack.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Yoshi gained 5 frames of partial intangibility in certain situations.
  • Nerf Dash attack's ending lag increased.
  • Nerf Down aerial's landing lag increased: 24 → 28 frames.
  • Nerf Egg Lay's start-up lag increased: frame 17 → 21.
  • Change Using Yoshi Bomb on downward slopes no longer makes Yoshi slide on them.
  • Bug fix Fixed a glitch that allowed Yoshi to perform a much higher High Jump immediately after using Yoshi Bomb.
  • Bug fix Fixed a glitch that allowed Yoshi to teleport back to an edge after using his up special.
  • Bug fix Fixed a glitch that allowed Yoshi to make characters grow to gigantic sizes in Multi-Man Mode after repeatedly using Egg Lay.

Super Smash Bros. 4 1.0.6

  • Buff Upward angled forward tilt's start-up lag decreased: frame 6 → 5. This matches its other angles' start-up lag.
  • Buff Part of forward smash has been made irreversible.
  • Nerf Forward smash's body hitbox's size decreased: 3.1u → 2.9u.
  • Buff Edge attack's ending lag decreased.

Super Smash Bros. 4 1.1.0

  • Buff Back aerial's first two hits' angles altered: 365° (grounded/aerial opponents) → 361° (grounded opponents)/366° (aerial opponents) and its SDI multiplier decreased: 1× → 0.5×. These changes make its hits connect together better.
  • Nerf Back aerial stops auto-canceling earlier: frame 11 → 6.
  • Bug fix Fixed a glitch that allowed Yoshi to grab an edge as long as he used Yoshi Bomb while being very close to it and the control stick/circle pad was tilted upward or toward the stage.

Super Smash Bros. 4 1.1.1

  • Buff Edge attack deals more shield damage: 0 → 1.
  • Buff High Jump's ending lag decreased.

Super Smash Bros. 4 1.1.4

  • Nerf Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


Moveset

  Name Damage Description
Neutral attack   3% A front kick followed by a roundhouse kick. Its first hit can be jab canceled reliably into his tilt attacks; down smash; and Yoshi Bomb at low percentages, and into his forward and up smashes at low to high percentages, the latter of which KO reliably. Conversely, its second hit can act as a set-up into a dash attack or a dash grab at low percentages.
4%
Forward tilt   8% Spins around to swing his tail. Due to it hitting on frame 5, it has the lowest amount of start-up out of Yoshi's tilt attacks, which makes it useful via pivoting. It can also be angled, and deals slightly more damage when angled upward or downward. The base of Yoshi's tail launches opponents vertically, whereas the tip launches them diagonally. However, it has very short range and the highest amount of ending lag out of his tilts, which make it virtually unusable for set-ups.
7%
8%
Up tilt   7% Crouches and flicks his tail upward. A good combo starter, it can combo into itself and up smash from 0% to low percentages, and a neutral aerial and up aerial at low to medium percentages.
Down tilt   5% (base), 4.5% (mid), 4% (tip) Lays in a prone position and spins around to swing his tail forward, similarly to Pikachu's down tilt. It is a semi-spike and has the lowest amount of ending lag out of his tilts, which make it useful for tech-chasing. It can also interrupt an opponent's attempt at grabbing an edge. However, it is Yoshi's least damaging tilt attack.
Dash attack   9% (clean), 6% (late) A side kick. Its long range and duration allow for easy cross-ups, and make it capable of punishing rolls or techs. However, its 37 frames of ending lag make it punishable if it is not spaced properly.
Forward smash   13% (head's tip), 15.5% (head), 14% (body) Rears back his head and then performs a headbutt. It has a sweetspot on Yoshi's head that is strong enough to KO middleweights at 94%/85% (3DS/Wii U) while near the edge of Final Destination. Although its other hitboxes deal slightly less damage, they are still strong enough to KO reliably: its head's tip hitbox KOs middleweights at 116%/105% (3DS/Wii U), whereas its body hitbox KOs them at 107%/97% (3DS/Wii U). It can also be angled and renders his head intangible. Despite being a headbutt, it also has a hitbox around Yoshi's body. However, its 38 frames of ending lag make it punishable, and its hitboxes only last for 1 frame.
Up smash   14% (clean), 12% (late) A bicycle kick, similar to Fox's up smash. Its clean hitbox renders Yoshi's legs intangible and is strong enough to KO middleweights at 120%/112% (3DS/Wii U) from anywhere on Final Destination. Although its late hitbox deals slightly less damage, it is still strong enough to KO middleweights at 127%/119% (3DS/Wii U). Despite its appearance, it can hit opponents behind Yoshi, such as immediately after using Egg Lay at low percentages. However, its 30 frames of ending lag make it punishable, and its late hitbox lacks intangibility. Since Yoshi is slightly above the ground for a short time during the move, it can actually dodge some attacks.
Down smash   12% (tail), 10% (body) Quickly swings his tail forward at a low angle, and then backward at a low angle. It hits on frame 7, which is fast for a smash attack. In addition to being useful for punishing rolls, it is a semi-spike like his down tilt. Its back hit has higher knockback growth than its front hit, but it is overall Yoshi's weakest smash attack. While near the edge of Final Destination, its tail hitbox's front hit KOs middleweights at 150%/135% (3DS/Wii U). In comparison, its tail hitbox's back hit KOs them at 132%/119% (3DS/Wii U).
Neutral aerial   10% (clean), 7% (mid), 5% (late) A flying kick. It is a sex kick and hits on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials. Altogether, these traits make it very useful from out of shield and for approaching, edge-guarding, or breaking out of combos and juggles. While near the left/right blast line of Final Destination, its clean hitbox KOs middleweights at 118%/104% (3DS/Wii U).
Forward aerial Noggin Dunk 15% (head), 14% (nose) Rears back his head and then performs a downward headbutt. Its nose hitbox deals impressive damage and has a sweetspot that is a meteor smash. However, its head hitbox also deals impressive damage and has high knockback growth, which enable it to KO middleweights at 108%/97% (3DS/Wii U) while near the left/right blast zones of Final Destination. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. Due to it hitting on frame 16, however, it is tied with down aerial for the highest amount of start-up lag out of Yoshi's aerials.
Back aerial   2.5% (hits 1-2), 5% (hit 3) Rapidly flicks his tail up and down repeatedly. Its first two hits launch at the auto-link angle, which can enable it to drag opponents down to the stage for a set-up. In comparison, its third hit has extremely high knockback growth, which makes useful for edge-guarding. While near the left/right blast line of Final Destination, its last hit KOs middleweights at 104%/100% (3DS/Wii U). However, it has the second highest amount of landing lag out of Yoshi's aerials.
Up aerial   12% Somersaults to flick his tail upward. Due to it hitting on frame 5 and having a respectable damage output, very high knockback growth, and a disjointed hitbox, it is one of Yoshi's most useful moves. It can combo into itself or juggle at low to medium percentages, and KOs middleweights at 112%/98% (3DS/Wii U) while near the upper blast line of Final Destination.
Down aerial Flutter Kick 3% (center hits 1-6), 2% (side hits 1-6), 2.2% (center hits 7-13), 1.5% (side hits 7-13), 1% (hit 14), 1% (landing) A Flutter Jump-style series of kicks. Its multiple hits make it very useful for damage racking and pressuring shields, whereas its last hit has deceptive horizontal range. It is still as powerful as ever, being potentially the most damaging aerial in the game. Due to it hitting on frame 16, however, it is tied with forward aerial for the highest amount of start-up lag of Yoshi's aerials. It also has the highest amount of ending and landing lag out of his aerials, which make it punishable if used unwisely.
Grab   Uses his tongue to grab an opponent and pull them into his mouth. Despite its appearance, Yoshi's tongue is not a tether. Instead, its range and lag are between those of tether grabs and normal grabs. As a result, Yoshi's grabs have fairly long ranges, but punishable amounts of start-up and ending lag.
Pummel   2% Chews the opponent. A fairly fast pummel.
Forward throw   7% Spits the opponent forward. It has very minimal combo potential, as its only follow-ups are forward aerial or Egg Throw when throwing the opponent off-stage. However, both of these are largely situational.
Back throw   7% Spits the opponent backward. It has no utility outside of dealing damage.
Up throw   5% Spits the opponent upward. Like back throw, it has no utility outside of dealing damage.
Down throw   4% Spits the opponent onto the ground. Although it has very high base knockback and very low knockback growth like R.O.B.'s down throw, it has extremely minimal combo potential in comparison because of its very slow speed. Its only follow-up is up aerial, although it requires a proper read.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins around and swings his tail around himself before getting up.
Floor attack (back)
Floor getups (back)
  7% Headbutts behind himself and then in front of himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins around and swings his tail around himself before getting up.
Edge attack
Edge getups
  7% Swings his tail inward while climbing up.
Neutral special Default Egg Lay 7% Swallows the opponent and encases them in a Yoshi Egg. While trapped, the opponent receives roughly 2/3 the normal damage and can they use button mashing in order to break free, but they are completely immobile and vulnerable to Yoshi's attacks while trapped. They also stay trapped longer the more damaged they are, though the difference is small.
Custom 1 Lick 10% Pokes the opponent with his tongue. Deals more damage and, unlike Egg Lay or Egg Launch, it has high knockback growth and is a semi-spike. Altogether, these traits make it a viable KOing option, as it KOs middleweights at 126% while near the edge of Final Destination in the 3DS version. It also slightly boosts Yoshi forward, similarly to Jumping Inhale. This quirk allows it to function as a punishment option when spaced properly, and even as a horizontal recovery option. It is comparable to how Egg Lay functioned in The Subspace Emissary.
Custom 2 Egg Launch 10% Deals more damage, has slightly less start-up lag, and the Yoshi Egg laid is launched much farther away from Yoshi, which makes it capable of spacing. However, the Yoshi Egg is even easier to break out of, barely gaining increased duration from higher percentages.
Side special Default Egg Roll 4%-9% Encases himself inside a Yoshi Egg in order to roll around. Yoshi can barrel through opponents, which deals a maximum of 9% with sufficient momentum, or quickly retreat. Unlike in previous installments, it no longer renders Yoshi helpless and allows him to jump once while rolling, the latter of which grants it mindgame potential.
Custom 1 Heavy Egg Roll 4%-15% The roll is significantly stronger, to the point that it deals a maximum of 15% in one roll with sufficient momentum. It also grants armor, but is significantly slower.
Custom 2 Light Egg Roll 10%-12% (ram), 4% (melee hit 1), 1% (melee hit 2) Unlike the other two variants, this Egg Roll makes Yoshi bounce in place once, propelling himself forward a sizable set distance, and then immediately leaving the egg after the second bounce. The roll is considerably faster and stronger, dealing higher consistent damage. The egg will bounce higher if the move is initiated in mid air. After launching forward, the egg will bounce again in that direction, unless the control stick is tilted in either horizontal direction, in which case it’ll bounce straight up. The egg will not bounce forward if it strikes something during the initial bounce, also dealing considerably less damage. Striking a wall or initiating the move higher in the air will end the move earlier.
Up special Default Egg Throw 1% (contact), 5% (explosion) Throws a Yoshi Egg on a controllable, parabolic arc. When used in midair, it grants Yoshi a small vertical and horizontal boost, which loses effectiveness with each consecutive use (4th egg does nothing) until he touches the ground. A very versatile projectile, it can be used for pressuring, edge-guarding, approaching, hindering approaches, and performing mindgames. The egg can be angled in a roughly 90° radius; tilting the control stick in the opposite direction will cause Yoshi to launch the egg straight up.
Custom 1 High Jump Grants a considerably higher vertical boost, but Yoshi does not throw a Yoshi Egg. Like Egg Throw, it can grant momentum up to three times until landing.
Custom 2 Timed Egg Throw 9% The Yoshi Egg is larger and its explosion deals more damage. However, it travels harmlessly through opponents instead of exploding on contact. It also has slightly more start-up, while the aerial version grants a shorter vertical boost.
Down special Default Yoshi Bomb 4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars) A Ground Pound that produces damaging stars in front and behind himself when he lands. It boasts impressive power and has very minimal start-up lag, which allow it to function as a viable surprise KOing option, especially from out of shield. The grounded version's Ground Pound KOs middleweights at 119%/113% (3DS/Wii U) from anywhere on Final Destination. Both versions also deal bonus amounts of shield damage, with the grounded version being capable of almost breaking a full shield when each of its hitboxes connect. However, the aerial version's slightly lower damage output and knockback growth result in it being less effective at KOing in comparison. The aerial version KOs middleweights at 156%/145% (3DS/Wii U) from anywhere on Final Destination.
Custom 1 Star Bomb 3% (hop), 4% (Ground Pound), 8%/6%/4% (stars) The Ground Pound produces much larger stars that deal more damage. However, the Ground Pound itself deals much less damage and has much lower knockback, to the point that it has virtually no KO potential.
Custom 2 Crushing Bomb 5% (hop), 18% (Ground Pound) The Ground Pound deals more damage and has much higher knockback, to the point that even its aerial version KOs reliably. The grounded version's Ground Pound KOs middleweights at 78% from anywhere on Final Destination in the 3DS version. In comparison, the aerial version KOs them at 90% from anywhere on Final Destination in the 3DS version. However, it has significantly more start-up and ending lag, and produces no stars.
Final Smash Super Dragon 3% (idle/ram), 18% (near Fireball), 14% (mid Fireball), 12% (far Fireball), 6% (near Fire Breath), 4% (mid Fire Breath), 3% (far Fire Breath) Grows a pair of angelic wings that allow him to freely fly around. While transformed, Yoshi can fire large Fireballs from his mouth when the attack or special attack buttons are pressed. The Fireballs deal respectable damage and have high knockback; the most damaging Fireball is strong enough to KO middleweights at 99% while near the edge of Final Destination in the 3DS version. Conversely, not pressing any buttons will result in him briefly exhaling a continuous stream of flames. Yoshi can also make use of his flight and invincibility to ram into opponents, although it is significantly weaker than his Fireball and Fire Breath.

On-screen appearance

  • Bursts out of a Yoshi Egg and strikes a pose.
YoshiOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Dances around in a circle and then says "Yoshi!" upon finishing.
  • Side taunt: Chases his tail, then briefly pauses to stare at it.
  • Down taunt: Looks towards the screen, then jumps excitedly up and down while flailing his arms and saying "Yoshi! Yoshi!"
Up taunt Side taunt Down taunt
YoshiUpTauntSSB4.gif YoshiSideTauntSSB4.gif YoshiDownTauntSSB4.gif

Idle poses

  • Performs a short dance.
  • Looks around.
YoshiIdlePose1WiiU.jpg YoshiIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Yo-shi! Yo-shi! *claps 3 times*
Pitch Group chant Female

Victory poses

A flourished remix of Yoshi's Story, the title screen theme of the game of the same name.
  • Angrily performs two alternating punches, then turns his back to the screen while looking to the right.
  • Looks up at the sky with his hands together, spins once, and then strikes the V sign.
  • Punches the air, then strikes a pose with his arms outstretched. It appears very similar to his "character chosen" animation in SSB.
YoshiPose1WiiU.gif YoshiPose2WiiU.gif YoshiPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Yoshi (SSB4) Yoshi 3111 2111 1311 1211 3211
3311 2211 2311 2113 3112

Notable players

Active

Inactive

Tier placement and history

Yoshi's perception has been positive since SSB4's release, as many considered him to be as one of the best characters in the game with Japan putting him at 2nd on their 3DS tier list. Players pointed out how his buffs made him an extremly threatening character with "Alot of potential". Despite this, his tournament representation and results was never as high as some of the other characters, with very sparse results from professionals, such as Papa Wall placing 13th at 2GGT: Mexico Saga. As a result, Yoshi was ranked 15th on the first tier list, which resulted in him becoming the second highest ranking mid-tier character after Captain Falcon with some smashers still claiming that his spot is debatable.

Although Yoshi has achieved more tournament success since then, his continually sparse results negatively affected his tier status in subsequent tier lists. On top of this, the additions of Cloud, Bayonetta and Corrin hurt Yoshi as they proved to be very troublesome matchups. Marth and Lucina were also buffed durring patch 1.1.4 and they also proved to be difficult matchups for Yoshi. Yoshi's flaws such as his terrible grab game, poor range, being prone to edgeguarding, and lackluster landing capabilites became much more apparent. He would be ranked 23rd on the second tier list, but because of tier restructuring and Captain Falcon being reassessed as a high-tier character, Yoshi serendipitously became the highest ranking mid-tier character.

By the time of the third tier list, Yoshi was ranked 29th, which was largely owed to the debut of both Cloud and Bayonetta, both of whom are widely agreed upon as being his most challenging matchups as well as his results continuing to be inconsistent and not as impressive as other mid- and high-tier characters. In addition to resulting in Yoshi losing his status as the highest ranking mid-tier character, this tier drop was tied with Kirby and Pit's for the second largest between the second and third tier lists. As of the fourth and current tier list, Yoshi is ranked 34th, with this tier drop owing to both his results and metagame stagnating with some smashers like ZeRo claiming that he should be even lower. Other smashers such as ESAM however think that he is slightly underrated and that he should be ranked fairly higher with ESAM putting him above some characters ranked above him such as Link, Ness, Lucas, Pit and Dark Pit

Trophies

Yoshi
Ntsc As dependable a partner as one could hope for, Yoshi often aids Mario in his adventures. Yoshi can swallow just about anything and make an egg of it instantly. He's got some serious airborne power, making launching opponents skyward and then following up with more attacks a wise choice.
Pal They say man's best friends is a dog, but Mario's may well be Yoshi. He lives on Yoshi's Island, and can swallow up just about anything, then lay it as an egg. In this game, jumping is his forte - he can leap really high, then quickly land again, making chasing after launched opponents and getting in sneaky follow-up strikes easy.
SNES: Super Mario World (08/1991)
SNES: Super Mario World 2: Yoshi's Island (10/1995)
Yoshi (Alt.)
Ntsc Yoshi's up special move Egg Throw is a projectile attack that travels farther the longer the button is held. Yoshi will also rise a bit if this move is used in midair. The side special Egg Roll turns Yoshi into a rolling, damaging egg. Yoshi won't roll off an edge if no directions are pressed.
Pal When you use the Egg Throw up special, how far Yoshi throws the egg depends on how long you hold the button. In mid-air, the move also makes him rise a bit. Egg Roll, a side special, sends him rolling inside an egg. If you don't control him while he's rolling, he'll stop just before he rolls off the edge of a platform.
SNES: Super Mario World (08/1991)
SNES: Super Mario World 2: Yoshi's Island (10/1995)
Super Dragon
Ntsc Wings sprout from Yoshi's back and he transforms into a super-cool dragon! While transformed, Yoshi is invincible and will constantly breathe fire. He can also ram into foes and shoot fireballs at them. The fireballs are great for launching foes and most powerful when used at close range.
Pal A pair of wings appear on Yoshi's back, turning him into an angelic dragon. While the Final Smash is active, he can fly freely through the air, and is invincible to boot. He constantly breathes fire, can ram into opponents, and can also shoot fireballs that deal a lot of damage and have great launching power, especially at close range.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Yoshi Palette (SSB4).png
Yoshi (SSB4) Yoshi (SSB4) Yoshi (SSB4) Yoshi (SSB4) Yoshi (SSB4) Yoshi (SSB4) Yoshi (SSB4) Yoshi (SSB4)

Gallery

Trivia

  • Yoshi is the only member of "The Original 8" to not be revealed at E3 2013, and the last one to be revealed in general.
    • He is also the only one not appear in Mega Man's character poster, likely for the above reason.
    • He, Ness, and Jigglypuff are also the only members of the "perfect-attendance crew" to be absent from non-DLC posters containing newcomers. In Yoshi's case, the only poster he appears on is Bayonetta's.
    • However, Yoshi is the first member of the "perfect-attendance crew" to be confirmed on 2014.
  • Yoshi is the only non-DLC veteran that is not an alternate form or part of a set to have splash art and an introduction tagline accompany his reveal.
  • Although SSB4 is the first game where Yoshi stands upright during gameplay, he also stood upright in Brawl, albeit only during his victory poses and official artwork.
  • Yoshi, Jigglypuff, and Captain Falcon are the only characters to use voice clips from every installment of Super Smash Bros.
    • Incidentally, Yoshi Bomb's voice clip is still available in Sound Test, even though Yoshi no longer vocalizes upon using Yoshi Bomb.
  • Yoshi is the only veteran who can no longer be rendered helpless upon using any of his special moves.
  • Although Yoshi's back aerial now consists of three hits instead of four, the sound effect of the removed fourth hit can still be heard if one listens closely. This is much more noticeable in Training Mode's 1/4× speed setting.

References