Yoshi (SSB): Difference between revisions

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* Does not flinch easily while jumping
* Does not flinch easily while jumping
* Can [[Double Jump Cancel]]
* Can [[Double Jump Cancel]]
* His shield does not shrink over time
* His [[Down aerial]] is the most damaging move and can spike
* His [[Down aerial]] is the most damaging move and can spike
* Has invincibility frames
* Has invincibility frames

Revision as of 21:44, March 13, 2008

This article is about Yoshi's appearance in Super Smash Bros. For other uses, see Yoshi.
Yoshi
Yoshi
YoshiSymbol.svg
Universe Yoshi
Appears in SSB
SSBM
SSBB
Availability Starter
Tier Middle (8)


Yoshi (ヨッシー, Yosshī, sometimes spelled Yossy in Japan) is a starter character in Super Smash Bros.

Normal Moves

A Attacks

  • A Kick, 3%
  • AA Double Kick, 3, 5%

Tilts

  • Foward A Up Kick, 12 (Normally combos into DJC'd/sometimes not DJC'd Forward Air%
  • Up A Up Tail, 10 (upwards), Normally combos into up air, back air, down b, down air, or another up tilt, matters the percentage, a very powerful move if used correctly
  • Down A Sweep tail, 8%, semi-spike?

Smash Attacks

Aerial Attacks

comboes into other aerials at lower percentages

  • Uair Up Tail, 12%, very powerful in combos using DJC's

sometimes combos into down aerial, other airs, up smash, or other moves

  • Bair Back Sex Kick, 12-14%
  • Dair Drop Kick spike, 12-60%, shield breaker if opponent is above, very, very powerful if all hits hit, can combo out of and into moves

Throws

Other

Special Moves

Pro's & Con's

Pro's

Cons

  • Lacks a third jump, and thus is highly vulnerable to being hit after his second jump while recovering
  • Grabs have a lot of start-up lag
  • Extreme learning curve
  • His B moves have limited use

Recovery

Yoshi's lack of a third jump is a major hindrance for beginner players, who often steer clear of him. However, Yoshi arguably has one of the best recoveries in the game. This is due to the fact that Yoshi cannot be knocked back during his midair jump and that it can be canceled. The method of recovery then goes as follows: Yoshi uses his second jump at the last possible moment and then does an aerial right when he's above the ground, minimizing the time in which he is vulnerable of being edgeguarded. It is also important to note that while Yoshi only gets a second jump, he can cover much more distance than many other characters.

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