Yoshi (SSBB): Difference between revisions
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==Attributes== | ==Attributes== | ||
A few | A few of the roster is as unorthodox as Yoshi in ''Brawl''. Yoshi is a [[weight|heavyweight]], tied with {{SSBB|Wario}} for the ninth-heaviest, but is rather small and boasts somewhat outstanding mobility for his weight class. He has excellent maneuverability in the air with a below-average [[falling speed]], low [[gravity]] and the fastest [[air speed]] in the game despite his [[air acceleration]] being only average. Although his [[initial dash]] is slow, he also has above-average [[walk]]ing and [[run]]ning speeds, which are typically attributes absent from other heavyweights. His moveset is characterized with quick frame-data (although not as quick as several characters), but are also generalized with weak knockback. This means while Yoshi can rack up damage easily, his KO power is overall low, but his [[range]] is good for non-disjointed moves. | ||
Arguably the most notable attribute of Yoshi's moveset is his [[midair jump]], which is the farthest-reaching in the game, and gives him limited [[knockback resistance]] during the ascent. As long as Yoshi's double jump is available, his [[edgeguarding]] game is effective, either finishing opponents off with his [[meteor smash]]es, or using his [[neutral aerial]] with current timing to knock them back even further. This also allows Yoshi to perform a pseudo-[[wavedash]], known as the [[Dragonic Reverse]], which allows him to move and attack somewhat spontaneously. However, it is very difficult to execute, so its actual usage is limited. Yoshi's air game is also versatile and synchronizes very well with his attributes. [[Neutral aerial]], due to its quick start-up lag, is the second-fastest of its kind; when coupled with its properties of a [[sex kick]], it is useful for edge-guarding, stopping approaches and breaking out of combos or juggles. When clean, it can KO at high precents near the edge. [[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, excellent knockback growth and disjointed hitbox, it can quickly and reliably KO any opponent regardless of [[weight]] while near the upper blast line. [[Back aerial]] is decent at edge-guarding and trapping opponents at the ledge due to the initial hits' properties, but it is lacking in KO power. Lastly, Yoshi's [[down aerial]] (Flutter Kick) 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. It can hit for 35% if all hits connect, making it among the most damaging attacks in the game (although this can be escaped with [[SDI]]). | Arguably the most notable attribute of Yoshi's moveset is his [[midair jump]], which is the farthest-reaching in the game, and gives him limited [[knockback resistance]] during the ascent. As long as Yoshi's double jump is available, his [[edgeguarding]] game is effective, either finishing opponents off with his [[meteor smash]]es, or using his [[neutral aerial]] with current timing to knock them back even further. This also allows Yoshi to perform a pseudo-[[wavedash]], known as the [[Dragonic Reverse]], which allows him to move and attack somewhat spontaneously. However, it is very difficult to execute, so its actual usage is limited. Yoshi's air game is also versatile and synchronizes very well with his attributes. [[Neutral aerial]], due to its quick start-up lag, is the second-fastest of its kind; when coupled with its properties of a [[sex kick]], it is useful for edge-guarding, stopping approaches and breaking out of combos or juggles. When clean, it can KO at high precents near the edge. [[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, excellent knockback growth and disjointed hitbox, it can quickly and reliably KO any opponent regardless of [[weight]] while near the upper blast line. [[Back aerial]] is decent at edge-guarding and trapping opponents at the ledge due to the initial hits' properties, but it is lacking in KO power. Lastly, Yoshi's [[down aerial]] (Flutter Kick) 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. It can hit for 35% if all hits connect, making it among the most damaging attacks in the game (although this can be escaped with [[SDI]]). | ||
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While Yoshi has outstanding mobility for a heavyweight, he only has a few effective methods to advance on the opponent. As such, Yoshi's approach is rather linear despite his high mobility. 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 [[grab release]] being useful against a sizeable number of the cast. He has a grab release on at least 19 characters, and he can spike seven of those out of a grab release. Aside from that, his grabs' good ranges are offset by their very punishable amounts of start-up and ending lag. In turn, Yoshi's grabs themselves have otherwise relatively short ranges for [[tether grab]]s. Yoshi's [[forward throw|forward]] and [[back throw]]s 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 starting combos or scoring KOs until past 180% by the edge. His [[up throw|up]] and [[down throw]]s are even worse: not only are they unable to KO reliably, despite their low damage outputs, they also lack combo potential because of their lag. Although his [[shield]] gives him immunity to [[shield stab]]bing (outside of a miniscule blindspot at the bottom of Yoshi's shield), it has a long exiting animation (taking 15 frames to [[shield drop]] instead of 7 frames, twice as the rest of entire cast). To make matters worse, Yoshi is the only character unable to both [[shield jump]] and [[glide toss]], rendering Yoshi's [[out of shield]] game arguably the worst in ''Brawl'' when combined with his sluggish standing grab, giving him a near impossible time punishing the opponent for hitting Yoshi's shield. His roll is also poor, though he has one of the best spot dodges in the game. | While Yoshi has outstanding mobility for a heavyweight, he only has a few effective methods to advance on the opponent. As such, Yoshi's approach is rather linear despite his high mobility. 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 [[grab release]] being useful against a sizeable number of the cast. He has a grab release on at least 19 characters, and he can spike seven of those out of a grab release. Aside from that, his grabs' good ranges are offset by their very punishable amounts of start-up and ending lag. In turn, Yoshi's grabs themselves have otherwise relatively short ranges for [[tether grab]]s. Yoshi's [[forward throw|forward]] and [[back throw]]s 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 starting combos or scoring KOs until past 180% by the edge. His [[up throw|up]] and [[down throw]]s are even worse: not only are they unable to KO reliably, despite their low damage outputs, they also lack combo potential because of their lag. Although his [[shield]] gives him immunity to [[shield stab]]bing (outside of a miniscule blindspot at the bottom of Yoshi's shield), it has a long exiting animation (taking 15 frames to [[shield drop]] instead of 7 frames, twice as the rest of entire cast). To make matters worse, Yoshi is the only character unable to both [[shield jump]] and [[glide toss]], rendering Yoshi's [[out of shield]] game arguably the worst in ''Brawl'' when combined with his sluggish standing grab, giving him a near impossible time punishing the opponent for hitting Yoshi's shield. His roll is also poor, though he has one of the best spot dodges in the game. | ||
Yoshi is a | Overall, Yoshi is generalized as a heavyweight version of the all-rounder archetype, similar to {{SSBB|Bowser}}, with the exception of Yoshi possessing both clear advantages and disadvantages. Several of his advantageous match-ups stem from his [[grab release]] or other tricks he can pull off, but his relatively short and laggy grab can be an impediment (though he can [[pivot grab]] to remedy this). In addition, other kinds of super heavyweights can easily outclass Yoshi in a few situations: in particular, other super heavyweights have an easier time KOing than Yoshi, making Yoshi arguably the weakest super heavyweight in ''Brawl'', albeit not to the degree of {{SSBB|R.O.B.}}. When combined with his polarizing recovery and off-stage game, Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated players who truly mastered him can perform exceptionally with him due to his advanced techniques to compensate for his designed shortcomings, but in the hands of an unpredictable opponent, Yoshi can be a terror to face, compared to ''Melee''. | ||
While Yoshi was considered a high-tier in the current metagame of ''Melee'', he was initially perceived as one of the worst characters in the early metagame of ''Melee'' due to the fact that he has been heavily nerfed during the transition from ''[[Smash 64]]''. As a result, Yoshi has been heavily [[buff]]ed during the transition to ''Brawl''. Although he was initially considered to be overall greatly buffed in the transition from ''Melee'' to ''Brawl'' due to him being thought as a low-tier character, or even among the worst, Yoshi has nevertheless received a mixture of buffs and [[nerf]]s, due to the fact that as Yoshi's metagame in ''Melee'' developed, he was now considered to be a more superior fighter in comparison to what he was initially thought to be before, but the changes caused by the transition to '' Brawl'' caused him to be drastically nerfed. | |||
Yoshi has | |||
Yoshi has received | Yoshi has received noticeable direct buffs, especially to his [[grab]] game: due to his introduced [[air release|aerial grab releasing]] option on a sizeable portion of the cast and his new effective [[pivot grab]]. In addition, his [[pummel]] is much quicker in exchange for inflicting less damage, and his [[forward throw|forward]] and [[back throw]]s have been re-purposed as KO throws at higher precentages and as both serviceable combo starters at lower precents due to the removal of [[DI]] against non-[[tumbling]] attacks, whereas [[down throw]] has became a more superior [[combo]] starter, even in spite of the drastic changes to [[hitstun]]. Aside from the improvements to his grab game, the remainder of his moveset has also received comparative improvements: his [[jab]], in particular, has now became one of the strongest non-infinite jabs in ''Brawl'' due to the second hit's moodifications, and [[forward tilt]] and [[up tilt]] have been given more amounts of range; with the former having its combo potential improved, and the latter now being able to hit grounded opponents more consistently. His [[down tilt]] no longer deals [[set knockback]] (instead dealing minimal knockback), and now launches at the [[sakurai angle]], making it more effective at [[edgeguarding]], although it has gained a sourspot located at the hilt of Yoshi's tail. Finally, [[dash attack]] and his [[smash attack]]s (excluding down smash) have also gained additional [[intangibility]] on Yoshi's nose during the periods where the hitboxes are active, improving their rather situational abilities to psuedo-[[counterattack]] most attacks and nullify incoming [[projectile]]s. | ||
Moreover, his aerial game has been enhanced comparatively, and Yoshi has heavily benefited from ''Brawl''{{'}}s altered mechanics: the modifications to [[double jump cancel]]ing has now allowed Yoshi to perform "rising" aerials during his [[double jump]], significantly improving his once formidable aerial prowess. The universal reduction of [[landing lag]] drastically supplements the safety and combo ability of Yoshi's [[aerial attack]]s, effectively subsituting for the loss of [[L-canceling]]. The introduction of [[lock]]ing improves the utility of [[neutral aerial]]'s stale hit, and the changes to [[meteor canceling]] improves [[forward aerial]]'s reliability at edge-guarding and KOing when sweetspotted, whereas it is generalized as an overall more effective KO option due to its new strong sourspot. [[Back aerial]]'s inconsistency of connecting all hits have been addressed, and [[up aerial]] can be performed twice out of a single short hop due to its reduced ending lag and the universal reduction of [[falling speed]]s, with the latter re-purposing it as a stronger KO option. Finally, all of [[down aerial]]'s hitboxes flow more consistently into each other, heavily strengthening its combo and damage-racking abilities. | |||
His mobility has been heavily increased, especially in the air, once again restoring the fastest [[air speed]] in ''Brawl'', now being comparable to those of {{SSBB|Captain Falcon}} and {{SSBB|Sonic}}. This is further supplemented by ''Brawl''{{'}}s gameplay pacing in more relaxation and a slower and defensive engine, allowing Yoshi to play the archetype as a rushdowner more effectively. His most overpowering flaw (his [[recovery]]) has also been heaavily addressed: his [[jump]]ing height has been increased, especially his [[double jump]], wihich is now the absolute highest in the entire game in terms of height. In addition, [[Egg Throw]] now causes Yoshi to temporary stall in the air and perform a slightly acquired jump-boost, which combined with its enlargened [[edge sweetspot]]s, drastically makes Yoshi's recovery above-average across the cast with his double jump available. The aforementoned introduction of [[jab lock]]ing improves the utility of his jab's first hitbox and neutral air's stale hitboxes, leading into more reliable follow-ups. [[Down tilt]] has also received 30% chance of [[tripping]], leading into additional amount of situational follow-ups. Finally, the introduction of [[hitstun canceling]] makes him invulnerable to combos, whereas it does not compromise his own combo game by a considerable degree, and the introduction of [[momentum canceling]] further enhances his great survivability, especially with [[Egg Roll]]. | |||
However, Yoshi has also received several huge direct nerfs that counterbalance his buffs, and ''Brawl''{{'}}s altered and introduced mechanics overall plagued him. His KO potential was drastically reduced, as the severe reductions to [[knockback]] and [[damage]] in a sizeable portion of his moveset, most notably his [[smash attack]]s, [[sweetspot]]ted forward aerial and [[Yoshi Bomb]], and halved damage to his down aerial, removed down smash and Yoshi Bomb's KO potential and up smash is now among the weakest, leaves him capable of KOing consistently only with his now weak [[forward smash]], his [[neutral aerial]] and his [[up aerial]], while [[Egg Roll]] no longer gives him horizontal distance, making it completely useless for recovering and removes its utility outside of [[momentum canceling]], and the drastic changes applied to his double jump and worsened comboing ability, due to the loss of [[double jump canceling]] and the addition of the [[hitstun canceling]], have harmed Yoshi drastically as twice as any other returning veteran. | |||
Arguably Yoshi's most detrimental nerf, however, is to his formally abysmal [[shielding]] game. His [[shield]] is significantly worse, going from being unorthodox, yet still useful in ''Melee'' to being almost being unusable compared to the rest of the cast in ''Brawl''. He still retains the ability to jump [[out of shield]] and has lost all his advanced techniques out of shield, such as [[parrying]], which is an exacerbated problem in the influence to ''Brawl''{{'}}s defensive play, where a character's out-of-shield game has much more prominency. This is made worse by the fact that Yoshi now suffers from the same amount of [[shieldstun]] as the rest of the cast. His [[shield grab]], while improved from ''Melee'', is still among the slowest in the game and is extremely situational at best. The only positives his shield provides are the fact it still cannot be [[shield stab]]bed and that he possesses one of the best [[spot dodge]]s in the game, which has had its [[invincibility]] increased from ''Melee''. This causes him to have the worst defensive game in ''Brawl'', with terrible out-of-shield options and the loss of all his advanced techniques. | |||
Overall, Yoshi was initially thought to be one of the worst characters in ''Brawl'', going from one of the best super heavyweights in ''Smash 64''/''Melee'' to one of the weakest in ''Brawl'', but as the metagame progressed, players have been addressing that it is somewhat questionable whether that Yoshi have been either heavily [[buff]]ed or [[nerf]]ed, similar to {{SSB4|Lucas}} and [[Toon Link (SSB4)|Toon]] [[Toon Link (SSBU)|Link]]. Although the aforementioned nerfs to his shielding game and KO power have made his archetype fit in the epitome of being a glass cannon-esque powerhouse; in comparison to his rushdown-based powerhouse playstyle in ''Melee'', those aforementioned buffs and beneficial changes to ''Brawl''{{'}}s mechanics have compensated for that. Nowadays, Yoshi still remains a viable character compared to ''Melee'', with the exception of now being an average mid-tiered character on the tier list, although a number of players reassess him as a bordeline high-tier at least in their own tier lists. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Yoshi's appearance | *{{change|Due to the introduction of ''Brawl''{{'}}s graphical aesthetics, Yoshi's design has been aesthetically altered: he now regains the appearance from that of his upright, bubblier appearance equipped in all future ''{{s|wikipedia|Super Mario Bros.}}'' franchise, beginning with ''{{s|wikipedia|Yoshi's Story}}''. His skin is more smooth and darker, and his eyes now feature blue-colored irises.}} | ||
*{{change|While Yoshi's tail is smaller in ''Brawl'', his tail grows bigger for attacks where it is | *{{change|While Yoshi's tail is smaller in ''Brawl'', his tail grows bigger for attacks where it is performed with than it did in ''Melee''.}} | ||
*{{change|The spikes on his back are curved rather than spiky, like in his appearances prior to ''Brawl'''s release.}} | *{{change|The hairy spikes on his back are curved rather than spiky, like they are in his recent aesthetical appearances prior to ''Brawl''{{'}}s release.}} | ||
*{{change| | *{{change|His tongue also emits a different and more aesthetic sound in his [[grab]]s and [[Egg Lay]], more likely resembling those in the ''Super Mario Bros.'' franchise.}} | ||
*{{change|Yoshi's skin | *{{change|Due to re-purposing his design from the ''Yoshi's Story'', Yoshi's skin-coloration is a darker tone. In addition, Red Yoshi also provides a darker shade of red and also wears blue-colored shoes.}} | ||
*{{change|Yoshi's previous taunt has been | *{{change|Yoshi's previous [[taunt]] has been transition to his [[down taunt]], and emits a new voice-clip that depicts Yoshi chanting.}} | ||
*{{change|Yoshi no longer | *{{change|Yoshi no longer emits his [[stun]]ned voice-clip when waking out of [[asleep|sleeping]] status.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Yoshi [[dash]]es faster (1.6 → 1.68), especially relative to returning veterans, now going from the 10th fastest out of 26 fighters to the 11th fastest out of 39.}} | *{{buff|Yoshi [[dash]]es slightly faster (1.6 → 1.68), especially relative to returning veterans, now going from the 10th-fastest out of 26 fighters in ''Melee'' to the 11th-fastest out of 39 in ''Brawl''.}} | ||
*{{buff|Yoshi's [[air speed]] is faster (1.2 → 1.316). Excluding Wario-Man, he now has the fastest air speed in the game.}} | *{{buff|Yoshi's [[air speed]] is faster (1.2 → 1.316). Excluding [[Wario-Man]], he now has the fastest air speed in the game.}} | ||
*{{change|Yoshi's [[falling speed]] is slower (1.93 → 1.29). However, Yoshi still falls faster when comparing to the returning veterans, making him even easier to combo due to his hunched stance | *{{change|Yoshi's [[falling speed]] is slower (1.93 → 1.29). However, Yoshi still falls faster when comparing to the returning veterans, making him even easier to combo due to his hunched stance at the expense of improving his endurance.}} | ||
*{{ | *{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}} | ||
*{{ | *{{buff|Yoshi now has the ability to [[crawl]], giving him the ability to duck under attacks or shrink his hurtbox.}} | ||
*{{ | *{{buff|Yoshi now has access to [[super glide tossing]], giving him an additional [[approach]]ing option when holding an [[item]].}} | ||
**{{buff|In addition, Yoshi's super glide toss can cover almost half of the length in [[Final Destination]].}} | |||
*{{buff|The changes to [[meteor cancel]]ing benefits Yoshi more than most other returning veterans: as it improves his [[forward aerial|forward]] and [[down aerial]]s' reliability and KO potential without compromising Yoshi himself to a considerable degree, as he is less vulnerable to [[meteor smash]]es compared to the rest of the cast, as his meteor-canceling window is larger than any other returning veteran.}} | |||
*{{buff|Yoshi has an overall drastically improved [[recovery]], due to his increased air speed and [[Egg Throw]] now giving him a slight hop and causing him to temporarily stall in the air, as well as the fact that combined with the modifications to double jump canceling; he can now perform his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump.}} | |||
**{{buff|Additionally, ''Brawl''{{'}}s new [[air dodging]] mechanics allows Yoshi to air dodge while retaining the momentum of his midair jump, essentially giving him an [[invincible]] recovery, now being one of the best recoveries in ''Brawl'' compared to being polarizing in ''Melee''.}} | |||
*{{change|Yoshi's [[gravity]] is lower (0.093 → 0.07347).}} | |||
*{{buff|If Yoshi attacks during his double jump, the momentum will not halt, unless he performs his [[special move]]s, like [[Egg Throw]]. This means that [[double jump cancel]]ing has been universally modified with his aerials, increasing his recovery's safety without compromising his combo game heavily, and this means once he performs an aerial attack during his midair jump's delay, he will perform a "rising aerial attack," drastically improving his aerial game, at the same rate of {{SSBB|Ness}} and {{SSBB|Lucas}}.}} | |||
*{{buff|Yoshi is one unit [[Weight|lighter]] (108 → 107), although due to the introduction of [[momentum canceling]], Yoshi's overall endurance is nevertheless better.}} | |||
*{{buff|Yoshi's [[powershielding]] window has less startup lag with a longer duration (frames 3-4 → 1-3).}} | |||
**{{nerf|However, he can no longer setup up at any point of his shielding animation in the right circumstances, now functioning like all other characters in the game.}} | |||
*{{nerf|Yoshi's [[Jump|jumpsquat]] is longer (5 frames → 6).}} | *{{nerf|Yoshi's [[Jump|jumpsquat]] is longer (5 frames → 6).}} | ||
*{{nerf|Yoshi's traction is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th highest in ''Melee'' to the 4th worst. Due to the removal of [[wavedashing]], this | *{{nerf|Yoshi's [[traction]] is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th-highest in ''Melee'' to the 4th-worst. Due to the removal of [[wavedashing]], this impairs him overall, which is further exacerbated by his poor [[shield]]ing game and a character's out-of-shield game being more imperative than ever.}} | ||
*{{nerf|Yoshi's double jump now | *{{nerf|Yoshi's [[double jump]] now applies standard knockback-based [[armor]], rather than subtractive knockback-based armor. This mean's that once Yoshi's double jump armor is broken, he will now receive full knockback from the move that caused it, rather than the difference in knockback.}} | ||
*{{nerf|The removal of [[lightshield]]ing hinders Yoshi more than the rest of the cast, as he can no longer make usage of his lightshield to slide across the stage to escape shield pressure when hit.}} | |||
*{{nerf|Yoshi now suffers from the same amount of [[shieldstun]] as the rest of the cast rather than sustaining no shieldstun. This especially hurts him considering the fact that all other characters suffer from less shieldstun.}} | |||
*{{nerf|The removal of | *{{nerf|Yoshi can no longer jump out of his initial shielding animation, removing his ability to [[parry]].}} | ||
*{{nerf|Yoshi now suffers from the same amount of [[shieldstun]] as the rest of the cast rather than | |||
*{{nerf|Yoshi can no longer jump out of his initial | |||
*{{nerf|Yoshi can no longer throw items out of a [[roll]], preventing him for [[glide toss]]ing.}} | *{{nerf|Yoshi can no longer throw items out of a [[roll]], preventing him for [[glide toss]]ing.}} | ||
**{{nerf|Altogether, these changes combined with Yoshi's shield drop only becoming one frame shorter (which especially hurts him considering the fact that every other character's shield | **{{nerf|Altogether, these changes, combined with Yoshi's [[shield drop]] only becoming one frame shorter (which especially hurts him considering the fact that every other character's shield dropping animation is 8 frames shorter) and with Yoshi still being unable to [[powershield canceling|powershield cancel]], have drastically hindered Yoshi's shield game, going from being unique in ''Melee'' to the absolute worst in ''Brawl'' by a large margin.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|The second hit deals slightly more damage (5% → 6%), | **{{buff|The second hit deals slightly more damage (5% → 6%), improving its KO potential without full compensation on knockback (8 (base)/120 (growth) → 25/100). Even then, it makes it safer on hit at lower precentages.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{change|Yoshi has a new forward tilt: a tail swat instead of a strong kick.}} | **{{change|Yoshi has a new forward tilt: a forward tail-swat instead of a strong {{s|wikipedia|side kick}}.}} | ||
**{{buff|It has more increased range, | **{{buff|It has more increased range, improving its [[spacing]] potential.}} | ||
**{{nerf|It deals less damage (13%/12%/11% → 10%/9%/8%), | ***{{buff|It also has improved combo potential at lower percents due to its now lowered damage-output.}} | ||
**{{nerf|It deals less damage (13%/12%/11% → 10%/9%/8%), hindering its KO potential.}} | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has slightly less startup lag (frame 8 → 7), and, due to | **{{buff|Up tilt has slightly less startup lag (frame 8 → 7), and, due to its animation remaining intact, it can hit grounded opponents more consistently overall.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{change|Down tilt no longer | **{{change|Down tilt no longer deals [[set knockback]], instead dealing minimal knockback growth (100 (set) → 65 (base), 30 (scaling)).}} | ||
**{{change|It also privdes a [[sourspot]] located at the tip of his tail that deals half the damage (10% → 5%) and launches opponents at the [[sakurai angle]] (28° → [[sakurai angle|361°]]).}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{ | **{{buff|Dash attack now gains additional [[intangibility]] on Yoshi's nose, allowing it to potentially [[counter]] incoming attacks and [[projectile]]s with more efficiency.}} | ||
**{{nerf|It has a smaller [[hitbox]] (9.54u → 6u), worsening its horizontal range.}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf|Forward smash deals noticeably less knockback (32 base/94 growth → 20/92). It | **{{nerf|Forward smash deals noticeably less knockback (32 base/94 growth → 20/92), drastically hindering its KO potential.}} | ||
**{{nerf|It has smaller hitboxes (4.8/4/2.4u → 4.2/3.7/3u).}} | |||
**{{nerf|It has more [[ending lag]] (FAF 44 → 51).}} | |||
**{{buff|It has gained additional [[intangibility]] on Yoshi's nose, improving its ability to pseudo-[[counterattack]].}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash deals more damage (14% → 16%) | **{{buff|Up smash deals more damage (14% → 16%).}} | ||
**{{nerf|It | **{{buff|It has a longer duration (frames 11-15 → 11-16).}} | ||
**{{nerf|It deals drastically less knockback (26 (base)/108 (growth) → 23/83), greatly hindering its KO potential, now being among the weakest up smashes in ''Brawl'' compared to its above-average power in ''Melee'', despite its increased damage.}} | |||
**{{nerf|It has more ending lag (FAF 40 → 44).}} | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{nerf|Down smash | **{{nerf|Down smash deals drastically less knockback (50 (base)/75 (growth) → 30/63), to where it can no longer consistently KO under 150%, even with the frontal hitboxes, despite the back-hitboxes dealing slightly more damage to compensate (12% → 13%).}} | ||
***{{nerf|Despite Yoshi's tail being longer when performing this move, it is less [[disjoint]]ed by comparison, slightly hindering its reach.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{buff|All aerials have less [[landing lag]] (15 frames → 9 (neutral/back), 21 frames → 16 (forward), 19 frames → 14 (up), 26 frames → 24 (down)). However, due to the removal of [[L-canceling]], their landing lag were not fully compensated.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff| | **{{buff|The introduction of [[lock]]ing improves the utility of neutral aerial's late hitbox.}} | ||
**{{nerf|It deals less damage (14% (clean), 10% (late) → 12%/9%/6%) hindering its KO potential. It | **{{nerf|It deals less damage (14% (clean), 10% (late) → 12%/9%/6%) without compensation on knockback, hindering its KO potential.}} | ||
**{{change|It has an altered animation.}} | **{{nerf|It has a shorter duration (frames 3-33 → 3-31).}} | ||
**{{nerf|It [[auto-cancel]]s later (frame 36 → 38).}} | |||
**{{change|It has an altered animation: Yoshi performs a flying kick in a more straight pattern instead of slightly downwards.}} | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff| | **{{buff|Its new [[sourspot]] improves forward aerial's KO potential and reliability on-stage.}} | ||
**{{nerf|[[ | **{{buff|The changes to [[meteor cancel]]ing improves sweetspotted forward aerial's reliability and [[edgeguarding]] potential.}} | ||
**{{nerf|[[Sweetspot]]ted forward aerial deals less damage (17% → 15%) and knockback (30 (base), 100 (scaling) → 0/90), going from the third-strongest meteor smash in ''Melee'' to a meteor smash of average power in ''Brawl''.}} | |||
***{{nerf|Sweetspotted forward aerial is also much harder to land, since it now provides a sourspot that launches horizontally (270 and [[priority|out-prioritizes]] the sweetspot (#ID 1 → 0), even though it deals 1% more damage than the meteor smashing hitbox, and both hitboxes are smaller (7.03u → 2.5u (sourspot)/5.5u (sweetspot)).}} | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has more ending lag (FAF 38 → 40) | **{{nerf|Back aerial has more ending lag (FAF 38 → 40).}} | ||
**{{change|With the exception of the final | **{{nerf|It [[auto-cancel]]s later (frame 33 → 38).}} | ||
**{{change|With the exception of the final hitbox, back aerial deals less damage (7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) → 4% (hits 1 & 4), 3% (hits 2 & 3)).}} | |||
***{{nerf|This hinders its damage-racking potential.}} | |||
***{{buff|However, this also improves its consistency of connecting all hitboxes and improves its combo potential as the first three hits deal more base knockback (10 → 20) and have larger hitboxes (4.8u/3.71u/2.34u → 5.5/4.5/3.5u), as well as gaining a [[hitlag]] multiplier of x1.0, despite gaining an [[SDI]] multiplier of 1.5x for the first hit, 1.3x for the second/third hits, and 1.0x for the last hit.}} | |||
****{{buff|The move's larger hitboxes improve their spacing potential.}} | |||
**{{buff|The final hit has increased base knockback (40 → 50), improving its KO potential at higher precents while making it safer on hit at lower precents despite its extended ending lag.}} | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less ending lag (FAF 39 → 38) | **{{buff|Up aerial has less ending lag (FAF 39 → 38).}} | ||
***{{buff|This, combined with the universal reduction of [[falling speed]]s, allows it to be performed twice in a single [[short hop]].}} | |||
**{{buff|The universal reduction to falling speeds also make it a more reliable KO option.}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|All hits of Yoshi's down aerial flow into each other much more | **{{buff|All hits of Yoshi's down aerial flow into each other much more consistently, strengthening its combo and damage-racking ability.}} | ||
**{{buff|It has less startup lag (frame 18 → 16).}} | **{{buff|It has less startup lag (frame 18 → 16).}} | ||
**{{nerf|It has a drastically | **{{buff|All hits now consist of three hitboxes, two of which launch at slightly different meteor smashing angles (270° → 260°/280°).}} | ||
**{{buff|The initial hits have gained a double [[hitlag]] multiplier of 1.1x, allowing all hits to connect into each other more consistently despite gaining a double [[SDI]] multiplier of 1.4x.}} | |||
**{{buff|The introduction of [[tripping]] improves the move's follow-up potential.}} | |||
**{{nerf|It no longer deals consistent damage, and damage [[stale-move negation|stales]] overtime (4% → 3%/2%/1% (hits 1-7), 2%/1% (hits 8-13)).}} | |||
**{{nerf|It has smaller hitboxes (7.03u → 6/4.5/4.5u).}} | |||
**{{nerf|It now consists of a total of 13 hits instead of 14, drastically halving the move's maximum damage-output (53% → 35%) when combined with the previous point, though it still remains the most damaging [[aerial attack]] in the game by a considerable margin (beating {{SSBB|Snake}}'s neutral and down aerials by 7%).}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff|Standing grab has less startup lag (frame 18 → 17) though it is still the slowest standing grab in the game tied with {{SSBB|Samus}}. | **{{change|An aesthetic chewing sound effect emits while Yoshi grabs/swallows an opponent.}} | ||
**{{buff|Yoshi will now | **{{buff|Standing grab has less startup lag (frame 18 → 17), though it is still the slowest standing grab in the game (tied with {{SSBB|Samus}}).}} | ||
**{{buff| | **{{buff|All grabs have less ending lag (FAF 79 (standing), 70 (dash) → 63 (both).}} | ||
**{{change|Yoshi no longer vocalizes when [[grab]]bing; the relevant vocalizations are | **{{buff|Yoshi will now typically force his opponent into an [[Grab release|aerial grab release]] if not throwing his opponent. This, combined with the changes to aerial grab releases, give him grab-released follow-ups on a significant portion of the cast, such as a [[chain grab]] on 17 characters and a guaranteed follow-up into his forward aerial to [[meteor smash]] off-stage for guaranteed KO-based combos and confirms.}} | ||
**{{buff|The introduction of [[pivot grab]]s have significantly improved Yoshi's grabbing game more than the rest of the cast, and help boost his defensive game. Yoshi's pivot grab has the least amount of startup out of his grabs (frame 17/11 → 10) and more significantly; ending lag (FAF 63 → 36).}} | |||
**{{change|Yoshi no longer vocalizes when [[grab]]bing; the relevant vocalizations are transitioned to [[Egg Lay]].}} | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel has less ending lag (FAF 25 → 16).}} | **{{buff|Pummel has much less ending lag (FAF 25 → 16).}} | ||
**{{nerf|It deals 1% less damage (3% → 2%).}} | **{{nerf|It deals 1% less damage (3% → 2%).}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{ | **{{buff|Forward throw deals more damage (6% → 7%), improving its KO potential.}} | ||
***{{buff|Although it impairs its chain grabbing potential, this is compensated with the fact non-[[tumbling]] attacks can no longer be [[DI]]ed.}} | |||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{ | **{{buff|Back throw deals more damage (6% → 7%), improving its KO potential.}} | ||
***{{buff|Although it impairs its chain grabbing potential, this is compensated with the fact non-[[tumbling]] attacks can no longer be [[DI]]ed.}} | |||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{ | **{{nerf|Up throw releases the opponent later (frame 12 → 13) with an extended total duration as well (FAF 42 → 43), which hinders its combo and chain grabbing potential when combined with the introduction of [[hitstun canceling]].}} | ||
*[[Down throw]]: | |||
**{{Buff|Down throw has less base knockback, but more knockback scaling (120 (base), 20 (scaling) → 100/25), further improving its combo potential at lower precents while setting up aerial follow-ups and juggles at higher precents, even with the introduction of [[hitstun canceling]].}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Egg Lay]]: | *[[Egg Lay]]: | ||
**{{buff|Egg Lay has a longer duration (frames 17-21 → 17-22) and can now be [[B-reversing|B-reversed]].}} | **{{buff|Egg Lay has a longer duration (frames 17-21 → 17-22).}} | ||
**{{nerf|Due to universally | **{{buff|Egg Lay and can now be [[B-reversing|B-reversed]].}} | ||
**{{nerf|Due to universally reduced [[falling speed]]s, Egg Lay is much less effective at edgeguarding.}} | |||
**{{change|Yoshi now vocalizes when using Egg Lay.}} | **{{change|Yoshi now vocalizes when using Egg Lay.}} | ||
*[[Egg Roll]]: | *[[Egg Roll]]: | ||
**{{change|Egg Roll | **{{change|Egg Roll emits different and more aesthetic entering/ejecting and rolling sound effects.}} | ||
**{{nerf|Egg Roll | **{{buff|Egg Roll deals more base knockback (32 → 50).}} | ||
**{{buff|The universal reduction of [[falling speed]]s improve Egg Roll's KO and aerial pressuring potential.}} | |||
**{{nerf|Egg Roll no longer grants virtually horizontal distance when performed in the air, while still causing him to fall into [[helplessness]] if canceled, making it drastically ineffective for [[recovery|recovering]].}} | |||
***{{nerf|Even though it also almost completely [[momentum canceling|negates momentum]], this is almost nonexistent, as Yoshi will be guaranteed to fail to make it back to the stage if he performs it in this manner under normal circumstances.}} | |||
*[[Egg Throw]]: | *[[Egg Throw]]: | ||
**{{buff|Egg Throw now | **{{buff|Egg Throw now depicts Yoshi slight hopping and stalling in the air, improving his [[recovery]].}} | ||
**{{ | ***{{buff|Egg Throw has much more manueverability and horizontal controllability.}} | ||
**{{change|Yoshi no longer vocalizes when | ***{{buff|It can now [[edge sweetspot|sweetspot edges]] while Yoshi is facing the opposite direction from it. In combination of the expansion of edges in ''Brawl'', this drastically improves Yoshi's recovery.}} | ||
**{{buff|The removal of [[DI]] against non-[[tumbling]] attacks improve Egg Throw's combo potential.}} | |||
**{{buff|The eggs travel a longer distance, improving their zoning and [[edgeguarding]] potential.}} | |||
**{{nerf|Egg Throw has more startup (frame 18 → 19) and ending lag (FAF 54 → 55), with the tossed eggs lasting much shorter (frames 18-74 → 19-59), now lasting half the duration from ''Melee''.}} | |||
**{{nerf|The eggs' explosions deal less base knockback (45 → 40).}} | |||
**{{nerf|The eggs deal less damage (10%/12% → 9%).}} | |||
**{{nerf|The eggs and can no longer be tossed backwards (although this nerf is nullified because he is capable of now B-reversing Egg Tosses).}} | |||
***{{nerf|Additionally, the tossed eggs have a finite number of throwing angles instead of infinite, hindering its overall utility.}} | |||
**{{change|Yoshi no longer vocalizes when performing Egg Throw.}} | |||
*[[Yoshi Bomb]]: | *[[Yoshi Bomb]]: | ||
**{{buff| | **{{buff|If Yoshi Bomb is performed from the ground, it produces a weak [[hitbox]] during the rise that launches the opponent towards the positioned they are standing directly in front of Yoshi up with him (making its functionaility comparable to [[Final Cutter]]), drastically improving its utility and consistency.}} | ||
**{{nerf| | ***{{buff|This also further improves its utility as a combo/disadvantage breaker or [[out of shield]].}} | ||
**{{change| | ***{{buff|This is further supplemented by the universal reduction of [[falling speed]]s: despite floatier/lighter characters now being able to [[air dodge]] to avoid being KO'd from the second hit due to the introduction of [[hitstun canceling]], heavier/faster-falling characters have more difficulty avoiding the second hit.}} | ||
**{{change| | **{{buff|The universal reduction to falling speeds make both variations of Yoshi Bomb more reliable at KOing (especially for [[sacrificial KO]]s), despite their reduced knockback.}} | ||
**{{nerf|Aerial Yoshi Bomb has more startup lag (frame 19 → 20).}} | |||
**{{nerf|Aerial Yoshi Bomb deals less damage (14% → 12%) and significantly less knockback (46 (base), 96 (scaling) → 55/70), meaning that it is almost no longer a KO option under 150%.}} | |||
**{{nerf|Grounded Yoshi Bomb deals less damage (16% → 15%) and knockback (50 (base), 98 (scaling) → 60/70).}} | |||
**{{change|Yoshi Bomb's plummet is slower.}} | |||
**{{change|Yoshi Bomb's produces a different sound effect when landing.}} | |||
*[[Super Dragon]]: | *[[Super Dragon]]: | ||
**{{change|Yoshi now | **{{change|Yoshi now provides a [[Final Smash]], [[Super Dragon]]. Yoshi sprouts wings from his back and starts flying. In this form, Yoshi can fly around freely, damaging opponents by simply colliding with them (similar to [[Super Sonic]]) and breath spitting out streams of fire that deals heavy damage. After 20 seconds, Yoshi will turn back to his ordinary form.}} | ||
==Moveset== | ==Moveset== | ||
Line 156: | Line 211: | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=6% | |neutral2dmg=6% | ||
|neutraldesc= | |neutraldesc=A pair of quick alternating {{s|wikipedia|one-two combo}} kicks. The feet Yoshi strikes with are [[intangible|invulnerable]], unlike other comparative jabs. The first hit can [[jab lock]], and the second hit can KO middleweights at around 167% by the edge of [[Final Destination]]. It serves as a burst get-off-me and damage-racking tool due to its quick speed and decent damage (the second kick will [[clang]] with attacks that inflict up to 14%, such as most tilts), making it a solid "panic" move. Its first hit can be [[jab cancel]]ed consistently into his tilt attacks; down smash; and [[Yoshi Bomb]] at low percentages, and into his forward and up smashes at low/high percentages, the latter of which KO reliably. Conversely, its second hit can function as a set-up into a dash attack or a dash grab at low percentages. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
Line 162: | Line 217: | ||
|ftiltsidedmg=9% | |ftiltsidedmg=9% | ||
|ftiltdowndmg=8% | |ftiltdowndmg=8% | ||
|ftiltdesc= | |ftiltdesc=A spinning {{s|wikipedia|roundhouse}} tail-swipe. Capable of being angled either up or down. If angled up, it can KO middleweights at 177% from the center of Final Destination, whereas it KOs middleweights at around 166% by the edge of Final Destination when non-angled and [[sweetspot]]ted at the tip of Yoshi's tails. Inflicts enough damage (without being angled down) to clank with attacks that inflict up to 17% (or even 18% against those that are slightly [[stale-move negation|stale]]), which covers quite a lot of tilts, [[smash attack]]s, [[aerial attack]]s, and [[projectile]]s. Can have utility to juggle several characters across the stage at certain percentages, ideal against characters like {{SSBB|Sonic}}. 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 [[pivot]]ing. 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. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11% (tail), 10% (tail tip) | |utiltdmg=11% (tail), 10% (tail tip) | ||
|utiltdesc=Yoshi crouches and flicks his tail | |utiltdesc=Yoshi 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/medium percentages. Can KO floaty middleweights at around 186%. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% (tail), 5% (tail tip) | |dtiltdmg=10% (tail), 5% (tail tip) | ||
|dtiltdesc=Yoshi | |dtiltdesc=Low-sweeps his tail horizontally forward while laying in a prone position, comparatively like {{SSBB|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, making it useful for edge-guarding. Its horizontal range is surprisingly greater than Yoshi's down smash, although hitting with the tip halves the typical damage. It does, however, have a 40% chance of [[tripping]] (the primary attack has a 30% chance). However, it is Yoshi's least damaging tilt attack. | ||
|dashname= | |dashname= | ||
|dashdmg=9% (clean), 7% (late) | |dashdmg=9% (clean), 7% (late) | ||
|dashdesc= | |dashdesc=A running {{s|wikipedia|battering ram}}. It has fairly quick start-up (frame 10) and low ending lag, and is one of the strongest dash attacks in the game when clean, as it KOs heavier middleweights at around 187% at the center of Final Destination, with horizontal knockback being useful at the edge, where Yoshi can initiate edge-guarding. Yoshi's frontal hitboxes are [[intangible]] during half of its start-up and the clean hit and a decent amount of time beforehand, allowing it to potentially [[counterattack]] incoming attacks and [[projectile]]s. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|16}} | |fsmashdmg={{ChargedSmashDmgSSBB|16}} | ||
|fsmashdesc= | |fsmashdesc=Rears his head back, then slams his head forward to perform a powerful-lunging headbutt. It has a sweetspot on Yoshi's head that is powerful enough to KO middleweights at 94% while near the edge of Final Destination. Although its other hitboxes inflict slightly less damage, they are still strong enough to KO reliably: its head's tip-hitbox KOs middleweights at 105%, whereas its body-hitbox KOs them at 97%. It can also be angled and renders his head intangible. Despite being a headbutt, it also features a hitbox around Yoshi's body. However, its hitboxes only last for 3 frames, and it has 34 frames of ending lag, making it punishable if [[shield]]ed or [[whiff]]ed. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|16}} | |usmashdmg={{ChargedSmashDmgSSBB|16}} | ||
|usmashdesc= | |usmashdesc=A bicycling headbutt, similar to {{SSBB|Mario}}'s up smash, albeit weaker. Yoshi's head gains intangibility while the hitboxes are active, similar to his forward smash. It is one of the weakest up smashes in ''Brawl'', as it KOs middleweights at 131% when uncharged and 85% at full charge. However, its poor power also means it is a good combo starter when combined with its only moderate ending lag. Since Yoshi is slightly above the ground for a short time during the move, it can actually dodge some attacks. Its long and extending vertical hitbox, combined with the fact that Yoshi's head outstretches during the move, also makes it a great anti-air and allows it to hit opponents on [[platform]]s, such as [[Battlefield]]'s middling ones. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|14}} (front), {{ChargedSmashDmgSSBB|13}} (back) | |dsmashdmg={{ChargedSmashDmgSSBB|14}} (front), {{ChargedSmashDmgSSBB|13}} (back) | ||
|dsmashdesc= | |dsmashdesc=Strikes his tail forward at a low angle in a quick manner, and then backward at a low angle. Although it has noticeable ending lag, it is substantially quick (frame 6), but surprisingly deals low knockback for a smash attack. Assuming the move is fresh and uncharged, it is the sixth-weakest down smash in ''Melee'', as it cannot KO middleweights until at least 150% even at the edge. As such, it is more suited for edge-guarding than KOing. It is useful against opponents recovering from a ledge for [[gimp]]ing. In addition to being useful for punishing rolls, it is a semi-spike like his down tilt. Its back-hitbox has increased knockback growth than its frontal hit, but it is overall Yoshi's weakest smash attack. While near the edge of Final Destination, its tail-hitbox's frontal hit KOs middleweights at 135%. In comparison, its tail-hitbox's back-hit KOs them at 119%. | ||
|nairname= | |nairname= | ||
|nairdmg=12% (clean), 9% (mid), 6% (late) | |nairdmg=12% (clean), 9% (mid), 6% (late) | ||
|nairdesc= | |nairdesc=A flying [[sex kick]]. The size of his foot enlagers during the attack to indicate an extended [[reach]]. It is one of the strongest sex kicks in the entire game, as the clean hitbox KOs middleweights at 142% from the center of Final Destination. It hits on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. Can be performed immediately after the ending of a down aerial in attempt to break through shields. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials (9 frames), with the latter being tied with his back aerial. Altogether, these traits make it exceptionally useful from [[out of shield]] and for [[approach]]ing, edge-guarding, or breaking out of combos and juggles. | ||
|fairname=Noggin Dunk | |fairname=Noggin Dunk | ||
|fairdmg=16% (body), 15% (head) | |fairdmg=16% (body), 15% (head) | ||
|fairdesc= | |fairdesc=Rears his head back while winding up before performing the {{s|wikipedia|noggin dunk}}, a downward-arcing headbutt. A useful method for finishing a combo or as a basic edge-guarder. Can also be performed as a [[grab release]]d follow-up on certain characters, such as {{SSBB|Meta Knight}}. Upon striking opponents on the ground at low percentages, it has a chance to trip them. Its head-hitbox [[meteor smash]]es, whereas its body-hitbox also deals impressive damage and has high knockback growth, which enable it to KO middleweights at 97% while near the left/right blast zones of Final Destination. It is also capable of [[auto-cancel]]ing with a short hop, which allows it to function either as an approaching option, or as a method to hinder approaches. Due to it hitting on frame 19, however, it has the highest amount of start-up lag out of Yoshi's aerials. | ||
|bairname= | |bairname= | ||
|bairdmg=4% (hits 1), 3% (hits 2-3), 4% (hit 4) | |bairdmg=4% (hits 1), 3% (hits 2-3), 4% (hit 4) | ||
|bairdesc= | |bairdesc=Performs a rapid, quadrupling series of tail-flicks behind himself. The conjunction of [[reverse aerial rush]]ing can enable it to drag opponents off-stage, making it useful for [[wall of pain|walls of pain]] and edge-guarding. In comparison, its third hit inflicts high knockback growth, which makes useful for edge-guarding. While near the left/right blast lines of Final Destination, its last hit KOs middleweights at 100%. However, extra potential [[SDI]] makes it easier to escape than other multi-hitting attacks that hit up to four times, combined with the fact that the initial hitboxes lack [[set knockback]], hindering its reliability. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc= | |uairdesc=Somersaults to flick his tail vertically overhead in a straight line. Due to it hitting on frame 5 and inflicting a respectable damage-output, incredible knockback growth, and a [[disjoint]]ed hitbox, it is one of Yoshi's most viable tools in his kit, especially for KOing (considered Yoshi's best KOing tool). It can combo into itself or juggle at low/medium percentages, and KOs even super heavies at 120% while near the upper blast line of Final Destination, being one of the strongest aerial attacks in the game. | ||
|dairname=Flutter Kick | |dairname=Flutter Kick | ||
|dairdmg=2-3% (hits 1-7), 1-2% (hits 8-15) | |dairdmg=2-3% (hits 1-7), 1-2% (hits 8-15) | ||
|dairdesc= | |dairdesc=A {{s|wikipedia|Flutter Jump}}-designated series of peddling kicks. Its multiple hits give it extreme versatility for damage-racking and pressuring [[shield]]s, whereas its last hit has deceptive horizontal range and meteor smashes, making it useful for edgeguarding and gimping. It is still as powerful as ever, being potentially the most damaging aerial in the game if all hits connect (inflicting up to 33% against large heavyweights). Due to it hitting on frame 16, however, it has the second-highest amount of start-up lag of Yoshi's aerials. When combined with possessing the highest amount of ending and landing lag out of his aerials, this makes it punishable without wise usage. Good for wearing down shields and leading to [[shield break]]s, neutral aerials or footstool set-ups; however, SDI makes it mostly difficult for landing all hits. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc=Extends his tongue to grab an opponent and pull them into his mouth. His [[dash grab]] cause him to trip if failing to grab an opponent. Despite its appearance, Yoshi's tongue is not a [[tether grab]]. Instead, its range and lag are comparativle between those of tether grabs and normal kinds of grabs. As a result, Yoshi's grabs have fairly long ranges, but considerable amounts of start-up and ending lag. However, his [[pivot grab]] is arguably the best in ''Brawl'' due to its much quicker lag and long range. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=Chews | |pummeldesc=Chews the opponent. A relatively quick pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=7% | |fthrowdmg=7% | ||
|fthrowdesc=Yoshi spits the opponent forwards. | |fthrowdesc=Yoshi spits the opponent forwards. It has slight KO potential near edges, killing middleweights at around 160% by the edge of Final Destination, and has primary usage for stage-control and setting up an edgeguard, as well as [[chain grab]]bing. It has 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 virtually situational. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
|bthrowdesc= | |bthrowdesc=Yoshi spits the opponent backwards. It shares the rest of the comparable properties from forward throw, albeit more viable for KOing compared to forward throw due to its increased knockback scaling, killing middleweights at around 155% by the edge of Final Destination. The only major difference is that back throw is slower than forward throw (although it does have slightly less ending lag), and it naturally releases the opponent behind Yoshi. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% | |uthrowdmg=5% | ||
|uthrowdesc=Yoshi spits the opponent upwards. | |uthrowdesc=Yoshi spits the opponent upwards. It has minimal utility, as it deals a small amount of damage and inflicts little knockback, making it unviable for scoring KOs until about 500%. It also lacks possible follow-ups, as its ending lag is too high. It does launch opponents directly above Yoshi, however, which allows Yoshi the opportunity to attack with anti-airs or juggles, or set up a KO with up aerial at higher percents. Even then, this is unguaranteed as well. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Yoshi spits the opponent into the ground. | |dthrowdesc=Yoshi spits the opponent into the ground, bouncing them upwards. The throw launches opponents vertically with good [[hitstun]] and it possesses high base knockback at the expense of minimal knockback scaling. This puts the opponent in an unfavorable position, allowing for a potential follow-up or chain grab; for the former, it sets up well into an [[up aerial]] for a viable KO combo. However, it has too much ending lag to have [[true combo]]s at all, and being able to land a follow-up can be difficult with the throw's base knockback being rather high. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
Line 246: | Line 301: | ||
===Chain grab list=== | ===Chain grab list=== | ||
The following characters can be chain | The following characters can be [[chain grab]]bed through an [[air release]] by Yoshi, though some are harder to chain grab than others: | ||
*{{SSBB|Bowser}} | *{{SSBB|Bowser}} | ||
*{{SSBB|Donkey Kong}} | *{{SSBB|Donkey Kong}} | ||
Line 316: | Line 371: | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{Appearance | {{Appearance | ||
|desc= | |desc=Hatches out of a [[Yoshi Egg]] and wags both his tail and rear end simultaneously. Even if a Yoshi is selected with another [[alternate costume]] other than his regular green coloration, he will nevertheless break out of a white egg with green spots. | ||
|char=Yoshi | |char=Yoshi | ||
|game=SSBB}} | |game=SSBB}} | ||
Line 323: | Line 378: | ||
{{Taunt/SSBB | {{Taunt/SSBB | ||
|char=Yoshi | |char=Yoshi | ||
|desc-up=Dances around in a circle and | |desc-up=Dances around in a circle, comparable to {{SSBB|King Dedede}} and the {{SSBB|Ice Climbers}}, chanting his name as he finishes. | ||
|desc-side= | |desc-side=Persuades his tail in circles, pausing at the end to briefly stare at it upon finishing. | ||
|desc-down= | |desc-down=Looks towards the screen, then jumps excitedly up and down while flailing his arms and partially chanting his name twice, presumably greeting the audience. This is an update of the taunt he formally possessed in ''SSB'' and ''Melee''. Because Yoshi's [[down taunt]] involves leaning forwards out of the plane of gameplay, certain quick and thin hitboxes (including [[Palutena's Arrow]]s and [[R.O.B. Blaster]]'s shots) can be dodged with it.}} | ||
===[[Idle pose]]=== | ===[[Idle pose]]=== | ||
{{Idle | {{Idle | ||
|desc-1= | |desc-1=Performs a short dance. | ||
|desc-2=Looks around. | |desc-2=Looks around at each alternative side. | ||
|image-1=Yoshi Idle Pose 2 Brawl.png | |image-1=Yoshi Idle Pose 2 Brawl.png | ||
|image-2=Yoshi Idle Pose 1 Brawl.png}} | |image-2=Yoshi Idle Pose 1 Brawl.png}} | ||
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{{Victory/SSBB | {{Victory/SSBB | ||
|victory-theme=YoshiTheme.ogg | |victory-theme=YoshiTheme.ogg | ||
|victory-desc=A orchestrated | |victory-desc=A orchestrated and flourished combination of a pair of small musical excerpts from ''Yoshi's Story'', the title screen theme of [[mariowiki:Yoshi's Story|the game of the same name]]. | ||
|desc-up= | |desc-up=Performs a pair of {{s|wikipedia|fist pumps}} in the air, spins in a circle, then assumes a "ta-da" pose while standing on a single foot. (based on his "character chosen" animation from ''Smash 64'' and his second-place win animation from ''{{iw|mariowiki|Mario Party 10}}'') | ||
|desc-left=Looks up at the sky with his hands together, spins once, and | |desc-left=Looks up at the sky with his hands together, spins once, and then strikes the {{s|wikipedia|V sign}}. Based on an animation from "Yoshi's Story" when a stage is completed. | ||
|desc-right=Angrily, he punches a | |desc-right=Angrily, he performs a series of alternating punches, followed with a {{s|wikipedia|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. | ||
|char=Yoshi}} | |char=Yoshi}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}} | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Yoshi players (SSBB)]]'' | :''See also: [[:Category:Yoshi players (SSBB)]]'' | ||
*{{Sm|Deltacod|USA}} | *{{Sm|Deltacod|USA}} | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
Opinions on Yoshi's viability have greatly fluctuated throughout | Opinions on Yoshi's viability have greatly fluctuated throughout 'Brawl''{{'}}s metagame. During the initial release of ''Brawl'', Yoshi was virtually and infamously flawed throughout the history of ''Brawl''{{'}}s competitive lifespan due to his notoriously lackluster [[shield]], some of the worst KO capabilities for a super heavyweight, and almost non-existent [[out of shield]] options. As a result, Yoshi was initially considered to be one of the worst characters in the game due to his poor matchups and poor results in [[tournament]]s, leading him to being ranked 32nd on the first tier list, and being ranked as low as 33rd on the following tier list, specifically at the bottom 5. Due to his low-tiered rankings on tier lists, several smashers predicted that he would fail to rise out of low-tier and he wouldn't perform well in the future. | ||
However, players such as {{Sm|Poltergust}} started to gain good tournament results with Yoshi, notably [[WHOBO 3]], where he placed 17th, as well as 2nd in ''Brawl'' low tier singles using only Yoshi. Because of this, Yoshi then rose into mid tier on the sixth tier list (July 2011), where he ranked 28th place. Yoshi also jumped up two places in the seventh tier list (April 2012), his highest | However, players (such as {{Sm|Poltergust}}) started to gain good tournament results with Yoshi, notably [[WHOBO 3]], where he placed 17th, as well as 2nd in ''Brawl''{{'}}s low-tier singles using only Yoshi. Because of this, Yoshi then rose into mid-tier on the sixth tier list (July 2011), where he ranked 28th place. Yoshi also jumped up two places in the seventh tier list (April 2012), his highest ranking yet (so far throughout ''Brawl''{{'}}s history). On the final and current tier list, he is ranked 27th in mid-tier in the eighth and current tier list, as of April 2013. His current placing is, however, debatable by the community: there is a division between the community that some players that think Yoshi should be slightly higher, while some players think Yoshi should be even lower. | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:SubspaceIntro-Yoshi.png|thumb|250px|Yoshi in ''[[SSE]]'' | [[File:SubspaceIntro-Yoshi.png|thumb|250px|Yoshi in ''[[SSE]]'']] | ||
After removing the Master Sword from a pedestal in a forest, {{SSBB|Link}} encounters Yoshi, who is | After removing the Master Sword from a pedestal in a forest, {{SSBB|Link}} encounters Yoshi, who is snoozing on a tree stump. However, the passing [[Halberd]] drops a series of [[Shadow Bug]]s, which (in turn) form [[Primid]]s. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight and repel them off. | ||
Yoshi's | During the following events of The Subspace Emissary, Yoshi's following role in the story depends on which corresponding princess {{SSBB|Kirby}} resuced at the [[Midair Stadium]]. If {{SSBB|Peach}} was rescued, Yoshi and Link battle against a [[false character#Peach|false clone of Peach]] whose created by the [[Shadow Bugs]] (who was recently trophied by {{SSBB|Bowser}}), who was attempting to trophify an unsuspecting {{SSBB|Mario}} and {{SSBB|Pit}} until Link sliced the cannon in half. After the battle, the trophy disintegrates. Presuming that they slaughtered the real princess, Mario and Pit attack Link and Yoshi. Alternatively, if {{SSBB|Zelda}} was saved, then Mario and Pit would fight a [[false character#Zelda|false clone of Zelda]] instead, and Link and Yoshi would attack Mario and Pit. Either way, both teams fight each other. After either Link and Yoshi/Mario and Pit defeat the opposing characters, {{SSBB|King Dedede}} passes by in the cargo and snags the trophies with a metailic arm, while Link/Mario notices the real trophies of Zelda/Peach in the back of the cargo. After King Dedede raises his fist in triumph, Kirby jumps onto the cargo and performs a [[Final Cutter]], severing the arm and reviving the trophies. Pit/Link quickly hits the cargo with an arrow as it passes by, damaging it. Kirby, Link, Yoshi, Mario, and Pit then team up for the lookout of King Dedede's kingdom. After traveling through a set of caves, they arrive at the castle, only to find it in ruins from an ambush by Bowser. They only find a hole in the wall and they venture through a secondary set of caves until they catch up to Bowser at a cliff. They attempt to stop him from stealing Zelda/Peach, but fail. Bowser eventualy seals the princess' trophy up to the Halberd. | ||
Later on, they find the Ancient Minister setting off a Subspace | Later on, they find the Ancient Minister setting off a [[Subspace Bomb]], and witness the real regret that he feels in this deed. Upon the bomb's detonation, Yoshi carries Mario to safety by running at speed-of-light, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this particular ''SSE'' cutscene reflects on how Yoshi was equipment for transportation for Mario (most notably in {{s|universe|Yoshi's Island}} and [[Super Mario World]]). | ||
Yoshi joins his companions when they reinforce Marth's team in | Yoshi joins his companions when they reinforce {{SSBB|Marth}}'s team in [[The Canyon]]. Overtime, he joins the heroes in the battle against the [[Subspace Gunship]] and (once again) against [[Tabuu]]. After being effortlessly trophied by Tabuu's [[Tabuu#Off Waves|Off Waves]] (alongside the rest of the other characters), Yoshi is eventually revived by Kirby, alongside {{SSBB|Luigi}}, King Dedede and {{SSBB|Ness}}, and afterward, joins {{SSBB|Sonic}} and the others against Tabuu and successfully defeat him to end the Subspace Invasion, alongside the rest of the resurrected fighters. | ||
===Playable appearances=== | ===Playable appearances=== | ||
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*[[The Great Maze]] (if rescued in [[Subspace (Part II)]]) | *[[The Great Maze]] (if rescued in [[Subspace (Part II)]]) | ||
==In | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[Event 10: All-Star Battle Regulars]]''': Yoshi is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game. | *'''[[Event 10: All-Star Battle Regulars]]''': Yoshi is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game. | ||
*'''[[Event 11: Yoshi's Rainbow]]''': As the {{SSBB|Ice Climbers}} on [[Rainbow Cruise]], the player must KO the Yoshis in the following order: Red, pink, yellow, green, light blue, and blue. Not KOing them in that order is an instant failure. | *'''[[Event 11: Yoshi's Rainbow]]''': As the {{SSBB|Ice Climbers}} on [[Rainbow Cruise]], the player must KO the Yoshis in the following order: Red, pink, yellow, green, light blue, and blue. Not KOing them in that order is an instant failure. | ||
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*'''[[Event 37: The Pirate Airship]]''': As {{SSBB|Toon Link}}, the player must KO both Yoshis on [[Pirate Ship]] while the ship is in the air. | *'''[[Event 37: The Pirate Airship]]''': As {{SSBB|Toon Link}}, the player must KO both Yoshis on [[Pirate Ship]] while the ship is in the air. | ||
===Co-op Events=== | |||
*'''[[Co-Op Event 3: Fastest, Shortest, Sudden Death]]''': Yoshi and {{SSBB|King Dedede}} must survive for 10 seconds against {{SSBB|Lucas}} and {{SSBB|Pit}} on [[WarioWare Inc.]] All players start at 300% for this event. | *'''[[Co-Op Event 3: Fastest, Shortest, Sudden Death]]''': Yoshi and {{SSBB|King Dedede}} must survive for 10 seconds against {{SSBB|Lucas}} and {{SSBB|Pit}} on [[WarioWare Inc.]] All players start at 300% for this event. | ||
*'''[[Co-Op Event 5: The Yoshi Team of 50]]''': As {{SSBB|Meta Knight}} and Pit, KO all 50 Yoshis on Rainbow Cruise before completing one lap of the stage. | *'''[[Co-Op Event 5: The Yoshi Team of 50]]''': As {{SSBB|Meta Knight}} and Pit, KO all 50 Yoshis on Rainbow Cruise before completing one lap of the stage. | ||
*'''[[Co-Op Event 9: Those Who Wait in Onett]]''': Lucas and {{SSBB|Ness}} must defeat {{SSBB|Luigi}} and Yoshi on [[Onett]]. | *'''[[Co-Op Event 9: Those Who Wait in Onett]]''': Lucas and {{SSBB|Ness}} must defeat {{SSBB|Luigi}} and Yoshi on [[Onett]]. | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}. | *'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}. | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
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|{{Head|Yoshi|g=SSBB|s=25px|cl=Cyan}} | |{{Head|Yoshi|g=SSBB|s=25px|cl=Cyan}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Although Yoshi's in-game model | *Although Yoshi's in-game model depicts him standing with his back hunched over, he stands upright (which is in-line with his appearance in most modern ''Mario'' and ''Yoshi'' representative titles, as well as ''Super Smash Bros.'' titles following ''Brawl'') in both his official character artwork and [[victory pose|victory]] animations. | ||
*Yoshi is the only character with a tether | *Yoshi is the only character with a [[tether grab]]/extended grab without a [[tether recovery]]. | ||
*Yoshi is one of only two characters who never | **He is also the only veteran with this particular trait. | ||
*With a [[Bunny Hood]], Yoshi can | *Yoshi is one of only two characters in ''Brawl'' who never attack with his hands for any part of his moveset (including [[grab]]s), the other being {{SSBB|Ivysaur}}. He is also the only veteran to not utilize hand-to-hand combat for any attacks, including grabs. | ||
*Yoshi's grab | *With a [[Bunny Hood]] equipped, Yoshi can perform [[Egg Throw]] to [[stall]] in certain places, such as under the lip of the ''Melee''{{'}}s [[Pokémon Stadium]]. | ||
*Yoshi is the only veteran | *Yoshi's grab-based positions the opponent in a unique state and utilizes a different pulling technique than all other kinds of extended grabs. Due to these interactions, the opponent is considered grabbed before Yoshi is considered fully grabbing. As a result, it is possible to begin [[button mashing]] out of Yoshi's grab before actually entering Yoshi's mouth. Should the opponent be grabbed at near the maximum distance the grab can reach, it is possible to break out of the grab before they even reach Yoshi's mouth, in which case, [https://youtu.be/WWZ_IStFrPc the game will crash]. While this may result in a forfeit under [[Tournament legal (SSBB)|tournament-based rules]], it can only make an occurence at extremely low percentages, and only with extreme mashing skills in addition to exceptional time of reaction, thus there are unknown instances of this scenario actually occurring in a tournament-based match. | ||
*Yoshi is the only veteran whose possessing an unusual [[meteor canceling]] window. | |||
**In particular, Yoshi can meteor cancel 5 frames earlier than any other character in ''Brawl''. {{SSBB|Charizard}}, {{SSBB|Ivysaur}}, {{SSBB|Olimar}}, {{SSBB|Zero Suit Samus}}, {{SSBB|Meta Knight}}, {{SSBB|Pit}}, {{SSBB|Wolf}} and the [[Fighting Alloys]] share this unique trait as well. | |||
==External links== | ==External links== |
Revision as of 12:39, March 8, 2024
Yoshi in Super Smash Bros. Brawl | |
---|---|
Universe | Yoshi |
Other playable appearances | in SSB in Melee in SSB4 in Ultimate |
Availability | Starter |
Final Smash | Super Dragon |
Tier | D (27) |
Yoshi (ヨッシー, Yoshi) is a returning veteran in Super Smash Bros. Brawl, confirmed on the Smash Bros. DOJO!! website on July 24, 2007. Kazumi Totaka's voice-clips from Yoshi's Story are reused once again, with a mix of those last used in Melee and some not used in Smash before Brawl.
Yoshi ranks 27th on the current tier list at the last spot of mid-tier, a vast drop from his 10th position in Melee and his worst placement in the series to date. Yoshi is a unique character overall; he is a heavyweight with the fastest air speed in Brawl, possesses a recovery that revolves around the best midair jump in Brawl, and possesses a unique shield that does not shrink, making him extremely immune to shield stabbing (outside of a miniscule blindspot at the bottom of Yoshi's shield). Yoshi, in general, has great all-around mobility (possessing a fast walking and dashing speed to compliment his air speed), and quick frame-data throughout his moveset. Additionally, Yoshi possesses options out of a grab release on several characters (which include chain grabs on nearly half the cast, an up smash and a forward aerial meteor smash follow up, although the latter is only guaranteed at the ledge in certain matchups), which is complimented by one of the best pivot grabs. Yoshi also has among the best horizontal survivability with above-average vertical survivability due to his heavyweight status despite his below-average falling speed, good reach all around, a great get-off-me move in his jab, and a great anti-air projectile in Egg Throw.
However, Yoshi's most devastating flaw is his shield: he is unable to jump out of shield (the only character with this hindrance), his shield drop is twice as long as the rest of the cast, Yoshi is unable to powershield cancel and Yoshi is unable to glide toss. When combined with the fact that Yoshi's standing grab is tied with Samus for the slowest in the game in terms of startup (which is his fastest out of shield punish on both normal shield and even powershield) and he has poor rolls, this gives Yoshi the worst out-of-shield game in the entire game. Yoshi is incapable of punishing several moves which are easily punishable for the rest of the cast and he is overall vulernable to rather unique shield pressure compared to the rest of the cast due to his lackluster shield, making Yoshi's shield the worst in the entire cast by a significant margin. In addition to Yoshi's poor shield, he also has an over-reliance on his double jump to recover because Egg Throw grants minimal vertical distance, making footstool jumps, meteor smashes, or certain special grabs very dangerous and capable of instantly gimping him if his double jump is unavailable (although he can air dodge during his second jump to gain invincibility). Yoshi also has a lackluster grab game and an awkwardly large hurtbox on his nose that makes it easier to hit and space Yoshi. He also has problematic KO power for a heavyweight, since outside of his forward smash, up aerial and neutral aerial, he lacks other effective finishers, since his up and down smashes are among the weakest and back aerial cannot KO reliably. Overall, this has resulted in average matchups and average tournament results for Yoshi.
Attributes
A few of the roster is as unorthodox as Yoshi in Brawl. Yoshi is a heavyweight, tied with Wario for the ninth-heaviest, but is rather small and boasts somewhat outstanding mobility for his weight class. He has excellent maneuverability in the air with a below-average falling speed, low gravity and the fastest air speed in the game despite his air acceleration being only average. Although his initial dash is slow, he also has above-average walking and running speeds, which are typically attributes absent from other heavyweights. His moveset is characterized with quick frame-data (although not as quick as several characters), but are also generalized with weak knockback. This means while Yoshi can rack up damage easily, his KO power is overall low, but his range is good for non-disjointed moves.
Arguably the most notable attribute of Yoshi's moveset is his midair jump, which is the farthest-reaching in the game, and gives him limited knockback resistance during the ascent. As long as Yoshi's double jump is available, his edgeguarding game is effective, either finishing opponents off with his meteor smashes, or using his neutral aerial with current timing to knock them back even further. This also allows Yoshi to perform a pseudo-wavedash, known as the Dragonic Reverse, which allows him to move and attack somewhat spontaneously. However, it is very difficult to execute, so its actual usage is limited. Yoshi's air game is also versatile and synchronizes very well with his attributes. Neutral aerial, due to its quick start-up lag, is the second-fastest of its kind; when coupled with its properties of a sex kick, it is useful for edge-guarding, stopping approaches and breaking out of combos or juggles. When clean, it can KO at high precents near the edge. 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, excellent knockback growth and disjointed hitbox, it can quickly and reliably KO any opponent regardless of weight while near the upper blast line. Back aerial is decent at edge-guarding and trapping opponents at the ledge due to the initial hits' properties, but it is lacking in KO power. Lastly, Yoshi's down aerial (Flutter Kick) 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. It can hit for 35% if all hits connect, making it among the most damaging attacks in the game (although this can be escaped with SDI).
Because of his polarizing recovery, however, footstool jumps, grabs (such as special grabs that can catch in the air), and powerful attacks that can cancel his midair jump's resistance can be devastating against Yoshi should either of them be performed while his second jump is available. Furthermore, if Yoshi's double jump is unavailable, his recovery is limited with Egg Throw. Although his attributes allow for long horizontal recovery, Egg Throw grants only minimal vertical distance and deteriorates with consecutive usage without landing on the ground.. By extension, Yoshi is over-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.
While Yoshi has outstanding mobility for a heavyweight, he only has a few effective methods to advance on the opponent. As such, Yoshi's approach is rather linear despite his high mobility. 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 grab release being useful against a sizeable number of the cast. He has a grab release on at least 19 characters, and he can spike seven of those out of a grab release. Aside from that, his grabs' good ranges are offset by their very punishable amounts of start-up and ending lag. In turn, Yoshi's grabs themselves have otherwise relatively short ranges for tether grabs. 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 starting combos or scoring KOs until past 180% by the edge. His up and down throws are even worse: not only are they unable to KO reliably, despite their low damage outputs, they also lack combo potential because of their lag. Although his shield gives him immunity to shield stabbing (outside of a miniscule blindspot at the bottom of Yoshi's shield), it has a long exiting animation (taking 15 frames to shield drop instead of 7 frames, twice as the rest of entire cast). To make matters worse, Yoshi is the only character unable to both shield jump and glide toss, rendering Yoshi's out of shield game arguably the worst in Brawl when combined with his sluggish standing grab, giving him a near impossible time punishing the opponent for hitting Yoshi's shield. His roll is also poor, though he has one of the best spot dodges in the game.
Overall, Yoshi is generalized as a heavyweight version of the all-rounder archetype, similar to Bowser, with the exception of Yoshi possessing both clear advantages and disadvantages. Several of his advantageous match-ups stem from his grab release or other tricks he can pull off, but his relatively short and laggy grab can be an impediment (though he can pivot grab to remedy this). In addition, other kinds of super heavyweights can easily outclass Yoshi in a few situations: in particular, other super heavyweights have an easier time KOing than Yoshi, making Yoshi arguably the weakest super heavyweight in Brawl, albeit not to the degree of R.O.B.. When combined with his polarizing recovery and off-stage game, Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated players who truly mastered him can perform exceptionally with him due to his advanced techniques to compensate for his designed shortcomings, but in the hands of an unpredictable opponent, Yoshi can be a terror to face, compared to Melee.
While Yoshi was considered a high-tier in the current metagame of Melee, he was initially perceived as one of the worst characters in the early metagame of Melee due to the fact that he has been heavily nerfed during the transition from Smash 64. As a result, Yoshi has been heavily buffed during the transition to Brawl. Although he was initially considered to be overall greatly buffed in the transition from Melee to Brawl due to him being thought as a low-tier character, or even among the worst, Yoshi has nevertheless received a mixture of buffs and nerfs, due to the fact that as Yoshi's metagame in Melee developed, he was now considered to be a more superior fighter in comparison to what he was initially thought to be before, but the changes caused by the transition to Brawl caused him to be drastically nerfed.
Yoshi has received noticeable direct buffs, especially to his grab game: due to his introduced aerial grab releasing option on a sizeable portion of the cast and his new effective pivot grab. In addition, his pummel is much quicker in exchange for inflicting less damage, and his forward and back throws have been re-purposed as KO throws at higher precentages and as both serviceable combo starters at lower precents due to the removal of DI against non-tumbling attacks, whereas down throw has became a more superior combo starter, even in spite of the drastic changes to hitstun. Aside from the improvements to his grab game, the remainder of his moveset has also received comparative improvements: his jab, in particular, has now became one of the strongest non-infinite jabs in Brawl due to the second hit's moodifications, and forward tilt and up tilt have been given more amounts of range; with the former having its combo potential improved, and the latter now being able to hit grounded opponents more consistently. His down tilt no longer deals set knockback (instead dealing minimal knockback), and now launches at the sakurai angle, making it more effective at edgeguarding, although it has gained a sourspot located at the hilt of Yoshi's tail. Finally, dash attack and his smash attacks (excluding down smash) have also gained additional intangibility on Yoshi's nose during the periods where the hitboxes are active, improving their rather situational abilities to psuedo-counterattack most attacks and nullify incoming projectiles.
Moreover, his aerial game has been enhanced comparatively, and Yoshi has heavily benefited from Brawl's altered mechanics: the modifications to double jump canceling has now allowed Yoshi to perform "rising" aerials during his double jump, significantly improving his once formidable aerial prowess. The universal reduction of landing lag drastically supplements the safety and combo ability of Yoshi's aerial attacks, effectively subsituting for the loss of L-canceling. The introduction of locking improves the utility of neutral aerial's stale hit, and the changes to meteor canceling improves forward aerial's reliability at edge-guarding and KOing when sweetspotted, whereas it is generalized as an overall more effective KO option due to its new strong sourspot. Back aerial's inconsistency of connecting all hits have been addressed, and up aerial can be performed twice out of a single short hop due to its reduced ending lag and the universal reduction of falling speeds, with the latter re-purposing it as a stronger KO option. Finally, all of down aerial's hitboxes flow more consistently into each other, heavily strengthening its combo and damage-racking abilities.
His mobility has been heavily increased, especially in the air, once again restoring the fastest air speed in Brawl, now being comparable to those of Captain Falcon and Sonic. This is further supplemented by Brawl's gameplay pacing in more relaxation and a slower and defensive engine, allowing Yoshi to play the archetype as a rushdowner more effectively. His most overpowering flaw (his recovery) has also been heaavily addressed: his jumping height has been increased, especially his double jump, wihich is now the absolute highest in the entire game in terms of height. In addition, Egg Throw now causes Yoshi to temporary stall in the air and perform a slightly acquired jump-boost, which combined with its enlargened edge sweetspots, drastically makes Yoshi's recovery above-average across the cast with his double jump available. The aforementoned introduction of jab locking improves the utility of his jab's first hitbox and neutral air's stale hitboxes, leading into more reliable follow-ups. Down tilt has also received 30% chance of tripping, leading into additional amount of situational follow-ups. Finally, the introduction of hitstun canceling makes him invulnerable to combos, whereas it does not compromise his own combo game by a considerable degree, and the introduction of momentum canceling further enhances his great survivability, especially with Egg Roll.
However, Yoshi has also received several huge direct nerfs that counterbalance his buffs, and Brawl's altered and introduced mechanics overall plagued him. His KO potential was drastically reduced, as the severe reductions to knockback and damage in a sizeable portion of his moveset, most notably his smash attacks, sweetspotted forward aerial and Yoshi Bomb, and halved damage to his down aerial, removed down smash and Yoshi Bomb's KO potential and up smash is now among the weakest, leaves him capable of KOing consistently only with his now weak forward smash, his neutral aerial and his up aerial, while Egg Roll no longer gives him horizontal distance, making it completely useless for recovering and removes its utility outside of momentum canceling, and the drastic changes applied to his double jump and worsened comboing ability, due to the loss of double jump canceling and the addition of the hitstun canceling, have harmed Yoshi drastically as twice as any other returning veteran.
Arguably Yoshi's most detrimental nerf, however, is to his formally abysmal shielding game. His shield is significantly worse, going from being unorthodox, yet still useful in Melee to being almost being unusable compared to the rest of the cast in Brawl. He still retains the ability to jump out of shield and has lost all his advanced techniques out of shield, such as parrying, which is an exacerbated problem in the influence to Brawl's defensive play, where a character's out-of-shield game has much more prominency. This is made worse by the fact that Yoshi now suffers from the same amount of shieldstun as the rest of the cast. His shield grab, while improved from Melee, is still among the slowest in the game and is extremely situational at best. The only positives his shield provides are the fact it still cannot be shield stabbed and that he possesses one of the best spot dodges in the game, which has had its invincibility increased from Melee. This causes him to have the worst defensive game in Brawl, with terrible out-of-shield options and the loss of all his advanced techniques.
Overall, Yoshi was initially thought to be one of the worst characters in Brawl, going from one of the best super heavyweights in Smash 64/Melee to one of the weakest in Brawl, but as the metagame progressed, players have been addressing that it is somewhat questionable whether that Yoshi have been either heavily buffed or nerfed, similar to Lucas and Toon Link. Although the aforementioned nerfs to his shielding game and KO power have made his archetype fit in the epitome of being a glass cannon-esque powerhouse; in comparison to his rushdown-based powerhouse playstyle in Melee, those aforementioned buffs and beneficial changes to Brawl's mechanics have compensated for that. Nowadays, Yoshi still remains a viable character compared to Melee, with the exception of now being an average mid-tiered character on the tier list, although a number of players reassess him as a bordeline high-tier at least in their own tier lists.
Aesthetics
- Due to the introduction of Brawl's graphical aesthetics, Yoshi's design has been aesthetically altered: he now regains the appearance from that of his upright, bubblier appearance equipped in all future Super Mario Bros. franchise, beginning with Yoshi's Story. His skin is more smooth and darker, and his eyes now feature blue-colored irises.
- While Yoshi's tail is smaller in Brawl, his tail grows bigger for attacks where it is performed with than it did in Melee.
- The hairy spikes on his back are curved rather than spiky, like they are in his recent aesthetical appearances prior to Brawl's release.
- His tongue also emits a different and more aesthetic sound in his grabs and Egg Lay, more likely resembling those in the Super Mario Bros. franchise.
- Due to re-purposing his design from the Yoshi's Story, Yoshi's skin-coloration is a darker tone. In addition, Red Yoshi also provides a darker shade of red and also wears blue-colored shoes.
- Yoshi's previous taunt has been transition to his down taunt, and emits a new voice-clip that depicts Yoshi chanting.
- Yoshi no longer emits his stunned voice-clip when waking out of sleeping status.
Attributes
- Yoshi dashes slightly faster (1.6 → 1.68), especially relative to returning veterans, now going from the 10th-fastest out of 26 fighters in Melee to the 11th-fastest out of 39 in Brawl.
- Yoshi's air speed is faster (1.2 → 1.316). Excluding Wario-Man, he now has the fastest air speed in the game.
- Yoshi's falling speed is slower (1.93 → 1.29). However, Yoshi still falls faster when comparing to the returning veterans, making him even easier to combo due to his hunched stance at the expense of improving his endurance.
- Spot dodge has a longer duration (frames 2-15 → 2-20).
- Yoshi now has the ability to crawl, giving him the ability to duck under attacks or shrink his hurtbox.
- Yoshi now has access to super glide tossing, giving him an additional approaching option when holding an item.
- In addition, Yoshi's super glide toss can cover almost half of the length in Final Destination.
- The changes to meteor canceling benefits Yoshi more than most other returning veterans: as it improves his forward and down aerials' reliability and KO potential without compromising Yoshi himself to a considerable degree, as he is less vulnerable to meteor smashes compared to the rest of the cast, as his meteor-canceling window is larger than any other returning veteran.
- Yoshi has an overall drastically improved recovery, due to his increased air speed and Egg Throw now giving him a slight hop and causing him to temporarily stall in the air, as well as the fact that combined with the modifications to double jump canceling; he can now perform his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump.
- Additionally, Brawl's new air dodging mechanics allows Yoshi to air dodge while retaining the momentum of his midair jump, essentially giving him an invincible recovery, now being one of the best recoveries in Brawl compared to being polarizing in Melee.
- Yoshi's gravity is lower (0.093 → 0.07347).
- If Yoshi attacks during his double jump, the momentum will not halt, unless he performs his special moves, like Egg Throw. This means that double jump canceling has been universally modified with his aerials, increasing his recovery's safety without compromising his combo game heavily, and this means once he performs an aerial attack during his midair jump's delay, he will perform a "rising aerial attack," drastically improving his aerial game, at the same rate of Ness and Lucas.
- Yoshi is one unit lighter (108 → 107), although due to the introduction of momentum canceling, Yoshi's overall endurance is nevertheless better.
- Yoshi's powershielding window has less startup lag with a longer duration (frames 3-4 → 1-3).
- However, he can no longer setup up at any point of his shielding animation in the right circumstances, now functioning like all other characters in the game.
- Yoshi's jumpsquat is longer (5 frames → 6).
- Yoshi's traction is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th-highest in Melee to the 4th-worst. Due to the removal of wavedashing, this impairs him overall, which is further exacerbated by his poor shielding game and a character's out-of-shield game being more imperative than ever.
- Yoshi's double jump now applies standard knockback-based armor, rather than subtractive knockback-based armor. This mean's that once Yoshi's double jump armor is broken, he will now receive full knockback from the move that caused it, rather than the difference in knockback.
- The removal of lightshielding hinders Yoshi more than the rest of the cast, as he can no longer make usage of his lightshield to slide across the stage to escape shield pressure when hit.
- Yoshi now suffers from the same amount of shieldstun as the rest of the cast rather than sustaining no shieldstun. This especially hurts him considering the fact that all other characters suffer from less shieldstun.
- Yoshi can no longer jump out of his initial shielding animation, removing his ability to parry.
- Yoshi can no longer throw items out of a roll, preventing him for glide tossing.
- Altogether, these changes, combined with Yoshi's shield drop only becoming one frame shorter (which especially hurts him considering the fact that every other character's shield dropping animation is 8 frames shorter) and with Yoshi still being unable to powershield cancel, have drastically hindered Yoshi's shield game, going from being unique in Melee to the absolute worst in Brawl by a large margin.
Ground attacks
- Neutral attack:
- The second hit deals slightly more damage (5% → 6%), improving its KO potential without full compensation on knockback (8 (base)/120 (growth) → 25/100). Even then, it makes it safer on hit at lower precentages.
- Forward tilt:
- Yoshi has a new forward tilt: a forward tail-swat instead of a strong side kick.
- It has more increased range, improving its spacing potential.
- It also has improved combo potential at lower percents due to its now lowered damage-output.
- It deals less damage (13%/12%/11% → 10%/9%/8%), hindering its KO potential.
- Up tilt:
- Up tilt has slightly less startup lag (frame 8 → 7), and, due to its animation remaining intact, it can hit grounded opponents more consistently overall.
- Down tilt:
- Down tilt no longer deals set knockback, instead dealing minimal knockback growth (100 (set) → 65 (base), 30 (scaling)).
- It also privdes a sourspot located at the tip of his tail that deals half the damage (10% → 5%) and launches opponents at the sakurai angle (28° → 361°).
- Dash attack:
- Dash attack now gains additional intangibility on Yoshi's nose, allowing it to potentially counter incoming attacks and projectiles with more efficiency.
- It has a smaller hitbox (9.54u → 6u), worsening its horizontal range.
- Forward smash:
- Forward smash deals noticeably less knockback (32 base/94 growth → 20/92), drastically hindering its KO potential.
- It has smaller hitboxes (4.8/4/2.4u → 4.2/3.7/3u).
- It has more ending lag (FAF 44 → 51).
- It has gained additional intangibility on Yoshi's nose, improving its ability to pseudo-counterattack.
- Up smash:
- Up smash deals more damage (14% → 16%).
- It has a longer duration (frames 11-15 → 11-16).
- It deals drastically less knockback (26 (base)/108 (growth) → 23/83), greatly hindering its KO potential, now being among the weakest up smashes in Brawl compared to its above-average power in Melee, despite its increased damage.
- It has more ending lag (FAF 40 → 44).
- Down smash:
- Down smash deals drastically less knockback (50 (base)/75 (growth) → 30/63), to where it can no longer consistently KO under 150%, even with the frontal hitboxes, despite the back-hitboxes dealing slightly more damage to compensate (12% → 13%).
- Despite Yoshi's tail being longer when performing this move, it is less disjointed by comparison, slightly hindering its reach.
- Down smash deals drastically less knockback (50 (base)/75 (growth) → 30/63), to where it can no longer consistently KO under 150%, even with the frontal hitboxes, despite the back-hitboxes dealing slightly more damage to compensate (12% → 13%).
Aerial attacks
- All aerials have less landing lag (15 frames → 9 (neutral/back), 21 frames → 16 (forward), 19 frames → 14 (up), 26 frames → 24 (down)). However, due to the removal of L-canceling, their landing lag were not fully compensated.
- Neutral aerial:
- The introduction of locking improves the utility of neutral aerial's late hitbox.
- It deals less damage (14% (clean), 10% (late) → 12%/9%/6%) without compensation on knockback, hindering its KO potential.
- It has a shorter duration (frames 3-33 → 3-31).
- It auto-cancels later (frame 36 → 38).
- It has an altered animation: Yoshi performs a flying kick in a more straight pattern instead of slightly downwards.
- Forward aerial:
- Its new sourspot improves forward aerial's KO potential and reliability on-stage.
- The changes to meteor canceling improves sweetspotted forward aerial's reliability and edgeguarding potential.
- Sweetspotted forward aerial deals less damage (17% → 15%) and knockback (30 (base), 100 (scaling) → 0/90), going from the third-strongest meteor smash in Melee to a meteor smash of average power in Brawl.
- Sweetspotted forward aerial is also much harder to land, since it now provides a sourspot that launches horizontally (270 and out-prioritizes the sweetspot (#ID 1 → 0), even though it deals 1% more damage than the meteor smashing hitbox, and both hitboxes are smaller (7.03u → 2.5u (sourspot)/5.5u (sweetspot)).
- Back aerial:
- Back aerial has more ending lag (FAF 38 → 40).
- It auto-cancels later (frame 33 → 38).
- With the exception of the final hitbox, back aerial deals less damage (7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) → 4% (hits 1 & 4), 3% (hits 2 & 3)).
- This hinders its damage-racking potential.
- However, this also improves its consistency of connecting all hitboxes and improves its combo potential as the first three hits deal more base knockback (10 → 20) and have larger hitboxes (4.8u/3.71u/2.34u → 5.5/4.5/3.5u), as well as gaining a hitlag multiplier of x1.0, despite gaining an SDI multiplier of 1.5x for the first hit, 1.3x for the second/third hits, and 1.0x for the last hit.
- The move's larger hitboxes improve their spacing potential.
- The final hit has increased base knockback (40 → 50), improving its KO potential at higher precents while making it safer on hit at lower precents despite its extended ending lag.
- Up aerial:
- Up aerial has less ending lag (FAF 39 → 38).
- This, combined with the universal reduction of falling speeds, allows it to be performed twice in a single short hop.
- The universal reduction to falling speeds also make it a more reliable KO option.
- Up aerial has less ending lag (FAF 39 → 38).
- Down aerial:
- All hits of Yoshi's down aerial flow into each other much more consistently, strengthening its combo and damage-racking ability.
- It has less startup lag (frame 18 → 16).
- All hits now consist of three hitboxes, two of which launch at slightly different meteor smashing angles (270° → 260°/280°).
- The initial hits have gained a double hitlag multiplier of 1.1x, allowing all hits to connect into each other more consistently despite gaining a double SDI multiplier of 1.4x.
- The introduction of tripping improves the move's follow-up potential.
- It no longer deals consistent damage, and damage stales overtime (4% → 3%/2%/1% (hits 1-7), 2%/1% (hits 8-13)).
- It has smaller hitboxes (7.03u → 6/4.5/4.5u).
- It now consists of a total of 13 hits instead of 14, drastically halving the move's maximum damage-output (53% → 35%) when combined with the previous point, though it still remains the most damaging aerial attack in the game by a considerable margin (beating Snake's neutral and down aerials by 7%).
Throws/other attacks
- Grabs:
- An aesthetic chewing sound effect emits while Yoshi grabs/swallows an opponent.
- Standing grab has less startup lag (frame 18 → 17), though it is still the slowest standing grab in the game (tied with Samus).
- All grabs have less ending lag (FAF 79 (standing), 70 (dash) → 63 (both).
- Yoshi will now typically force his opponent into an aerial grab release if not throwing his opponent. This, combined with the changes to aerial grab releases, give him grab-released follow-ups on a significant portion of the cast, such as a chain grab on 17 characters and a guaranteed follow-up into his forward aerial to meteor smash off-stage for guaranteed KO-based combos and confirms.
- The introduction of pivot grabs have significantly improved Yoshi's grabbing game more than the rest of the cast, and help boost his defensive game. Yoshi's pivot grab has the least amount of startup out of his grabs (frame 17/11 → 10) and more significantly; ending lag (FAF 63 → 36).
- Yoshi no longer vocalizes when grabbing; the relevant vocalizations are transitioned to Egg Lay.
- Pummel:
- Pummel has much less ending lag (FAF 25 → 16).
- It deals 1% less damage (3% → 2%).
- Forward throw:
- Back throw:
- Up throw:
- Up throw releases the opponent later (frame 12 → 13) with an extended total duration as well (FAF 42 → 43), which hinders its combo and chain grabbing potential when combined with the introduction of hitstun canceling.
- Down throw:
- Down throw has less base knockback, but more knockback scaling (120 (base), 20 (scaling) → 100/25), further improving its combo potential at lower precents while setting up aerial follow-ups and juggles at higher precents, even with the introduction of hitstun canceling.
Special moves
- Egg Lay:
- Egg Lay has a longer duration (frames 17-21 → 17-22).
- Egg Lay and can now be B-reversed.
- Due to universally reduced falling speeds, Egg Lay is much less effective at edgeguarding.
- Yoshi now vocalizes when using Egg Lay.
- Egg Roll:
- Egg Roll emits different and more aesthetic entering/ejecting and rolling sound effects.
- Egg Roll deals more base knockback (32 → 50).
- The universal reduction of falling speeds improve Egg Roll's KO and aerial pressuring potential.
- Egg Roll no longer grants virtually horizontal distance when performed in the air, while still causing him to fall into helplessness if canceled, making it drastically ineffective for recovering.
- Even though it also almost completely negates momentum, this is almost nonexistent, as Yoshi will be guaranteed to fail to make it back to the stage if he performs it in this manner under normal circumstances.
- Egg Throw:
- Egg Throw now depicts Yoshi slight hopping and stalling in the air, improving his recovery.
- Egg Throw has much more manueverability and horizontal controllability.
- It can now sweetspot edges while Yoshi is facing the opposite direction from it. In combination of the expansion of edges in Brawl, this drastically improves Yoshi's recovery.
- The removal of DI against non-tumbling attacks improve Egg Throw's combo potential.
- The eggs travel a longer distance, improving their zoning and edgeguarding potential.
- Egg Throw has more startup (frame 18 → 19) and ending lag (FAF 54 → 55), with the tossed eggs lasting much shorter (frames 18-74 → 19-59), now lasting half the duration from Melee.
- The eggs' explosions deal less base knockback (45 → 40).
- The eggs deal less damage (10%/12% → 9%).
- The eggs and can no longer be tossed backwards (although this nerf is nullified because he is capable of now B-reversing Egg Tosses).
- Additionally, the tossed eggs have a finite number of throwing angles instead of infinite, hindering its overall utility.
- Yoshi no longer vocalizes when performing Egg Throw.
- Egg Throw now depicts Yoshi slight hopping and stalling in the air, improving his recovery.
- Yoshi Bomb:
- If Yoshi Bomb is performed from the ground, it produces a weak hitbox during the rise that launches the opponent towards the positioned they are standing directly in front of Yoshi up with him (making its functionaility comparable to Final Cutter), drastically improving its utility and consistency.
- This also further improves its utility as a combo/disadvantage breaker or out of shield.
- This is further supplemented by the universal reduction of falling speeds: despite floatier/lighter characters now being able to air dodge to avoid being KO'd from the second hit due to the introduction of hitstun canceling, heavier/faster-falling characters have more difficulty avoiding the second hit.
- The universal reduction to falling speeds make both variations of Yoshi Bomb more reliable at KOing (especially for sacrificial KOs), despite their reduced knockback.
- Aerial Yoshi Bomb has more startup lag (frame 19 → 20).
- Aerial Yoshi Bomb deals less damage (14% → 12%) and significantly less knockback (46 (base), 96 (scaling) → 55/70), meaning that it is almost no longer a KO option under 150%.
- Grounded Yoshi Bomb deals less damage (16% → 15%) and knockback (50 (base), 98 (scaling) → 60/70).
- Yoshi Bomb's plummet is slower.
- Yoshi Bomb's produces a different sound effect when landing.
- If Yoshi Bomb is performed from the ground, it produces a weak hitbox during the rise that launches the opponent towards the positioned they are standing directly in front of Yoshi up with him (making its functionaility comparable to Final Cutter), drastically improving its utility and consistency.
- Super Dragon:
- Yoshi now provides a Final Smash, Super Dragon. Yoshi sprouts wings from his back and starts flying. In this form, Yoshi can fly around freely, damaging opponents by simply colliding with them (similar to Super Sonic) and breath spitting out streams of fire that deals heavy damage. After 20 seconds, Yoshi will turn back to his ordinary form.
Moveset
For a visual representation of Yoshi's attack hitboxes, see this page.
For a more detailed information regarding Yoshi's moveset and attack hitboxes, see this page.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | A pair of quick alternating one-two combo kicks. The feet Yoshi strikes with are invulnerable, unlike other comparative jabs. The first hit can jab lock, and the second hit can KO middleweights at around 167% by the edge of Final Destination. It serves as a burst get-off-me and damage-racking tool due to its quick speed and decent damage (the second kick will clang with attacks that inflict up to 14%, such as most tilts), making it a solid "panic" move. Its first hit can be jab canceled consistently into his tilt attacks; down smash; and Yoshi Bomb at low percentages, and into his forward and up smashes at low/high percentages, the latter of which KO reliably. Conversely, its second hit can function as a set-up into a dash attack or a dash grab at low percentages. | ||
6% | ||||
Forward tilt | ↗ | 10% | A spinning roundhouse tail-swipe. Capable of being angled either up or down. If angled up, it can KO middleweights at 177% from the center of Final Destination, whereas it KOs middleweights at around 166% by the edge of Final Destination when non-angled and sweetspotted at the tip of Yoshi's tails. Inflicts enough damage (without being angled down) to clank with attacks that inflict up to 17% (or even 18% against those that are slightly stale), which covers quite a lot of tilts, smash attacks, aerial attacks, and projectiles. Can have utility to juggle several characters across the stage at certain percentages, ideal against characters like Sonic. 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. | |
→ | 9% | |||
↘ | 8% | |||
Up tilt | 11% (tail), 10% (tail tip) | Yoshi 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/medium percentages. Can KO floaty middleweights at around 186%. | ||
Down tilt | 10% (tail), 5% (tail tip) | Low-sweeps his tail horizontally forward while laying in a prone position, comparatively like 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, making it useful for edge-guarding. Its horizontal range is surprisingly greater than Yoshi's down smash, although hitting with the tip halves the typical damage. It does, however, have a 40% chance of tripping (the primary attack has a 30% chance). However, it is Yoshi's least damaging tilt attack. | ||
Dash attack | 9% (clean), 7% (late) | A running battering ram. It has fairly quick start-up (frame 10) and low ending lag, and is one of the strongest dash attacks in the game when clean, as it KOs heavier middleweights at around 187% at the center of Final Destination, with horizontal knockback being useful at the edge, where Yoshi can initiate edge-guarding. Yoshi's frontal hitboxes are intangible during half of its start-up and the clean hit and a decent amount of time beforehand, allowing it to potentially counterattack incoming attacks and projectiles. | ||
Forward smash | 16% | Rears his head back, then slams his head forward to perform a powerful-lunging headbutt. It has a sweetspot on Yoshi's head that is powerful enough to KO middleweights at 94% while near the edge of Final Destination. Although its other hitboxes inflict slightly less damage, they are still strong enough to KO reliably: its head's tip-hitbox KOs middleweights at 105%, whereas its body-hitbox KOs them at 97%. It can also be angled and renders his head intangible. Despite being a headbutt, it also features a hitbox around Yoshi's body. However, its hitboxes only last for 3 frames, and it has 34 frames of ending lag, making it punishable if shielded or whiffed. | ||
Up smash | 16% | A bicycling headbutt, similar to Mario's up smash, albeit weaker. Yoshi's head gains intangibility while the hitboxes are active, similar to his forward smash. It is one of the weakest up smashes in Brawl, as it KOs middleweights at 131% when uncharged and 85% at full charge. However, its poor power also means it is a good combo starter when combined with its only moderate ending lag. Since Yoshi is slightly above the ground for a short time during the move, it can actually dodge some attacks. Its long and extending vertical hitbox, combined with the fact that Yoshi's head outstretches during the move, also makes it a great anti-air and allows it to hit opponents on platforms, such as Battlefield's middling ones. | ||
Down smash | 14% (front), 13% (back) | Strikes his tail forward at a low angle in a quick manner, and then backward at a low angle. Although it has noticeable ending lag, it is substantially quick (frame 6), but surprisingly deals low knockback for a smash attack. Assuming the move is fresh and uncharged, it is the sixth-weakest down smash in Melee, as it cannot KO middleweights until at least 150% even at the edge. As such, it is more suited for edge-guarding than KOing. It is useful against opponents recovering from a ledge for gimping. In addition to being useful for punishing rolls, it is a semi-spike like his down tilt. Its back-hitbox has increased knockback growth than its frontal hit, but it is overall Yoshi's weakest smash attack. While near the edge of Final Destination, its tail-hitbox's frontal hit KOs middleweights at 135%. In comparison, its tail-hitbox's back-hit KOs them at 119%. | ||
Neutral aerial | 12% (clean), 9% (mid), 6% (late) | A flying sex kick. The size of his foot enlagers during the attack to indicate an extended reach. It is one of the strongest sex kicks in the entire game, as the clean hitbox KOs middleweights at 142% from the center of Final Destination. It hits on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. Can be performed immediately after the ending of a down aerial in attempt to break through shields. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials (9 frames), with the latter being tied with his back aerial. Altogether, these traits make it exceptionally useful from out of shield and for approaching, edge-guarding, or breaking out of combos and juggles. | ||
Forward aerial | Noggin Dunk | 16% (body), 15% (head) | Rears his head back while winding up before performing the noggin dunk, a downward-arcing headbutt. A useful method for finishing a combo or as a basic edge-guarder. Can also be performed as a grab released follow-up on certain characters, such as Meta Knight. Upon striking opponents on the ground at low percentages, it has a chance to trip them. Its head-hitbox meteor smashes, whereas its body-hitbox also deals impressive damage and has high knockback growth, which enable it to KO middleweights at 97% 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 approaching option, or as a method to hinder approaches. Due to it hitting on frame 19, however, it has the highest amount of start-up lag out of Yoshi's aerials. | |
Back aerial | 4% (hits 1), 3% (hits 2-3), 4% (hit 4) | Performs a rapid, quadrupling series of tail-flicks behind himself. The conjunction of reverse aerial rushing can enable it to drag opponents off-stage, making it useful for walls of pain and edge-guarding. In comparison, its third hit inflicts high knockback growth, which makes useful for edge-guarding. While near the left/right blast lines of Final Destination, its last hit KOs middleweights at 100%. However, extra potential SDI makes it easier to escape than other multi-hitting attacks that hit up to four times, combined with the fact that the initial hitboxes lack set knockback, hindering its reliability. | ||
Up aerial | 13% | Somersaults to flick his tail vertically overhead in a straight line. Due to it hitting on frame 5 and inflicting a respectable damage-output, incredible knockback growth, and a disjointed hitbox, it is one of Yoshi's most viable tools in his kit, especially for KOing (considered Yoshi's best KOing tool). It can combo into itself or juggle at low/medium percentages, and KOs even super heavies at 120% while near the upper blast line of Final Destination, being one of the strongest aerial attacks in the game. | ||
Down aerial | Flutter Kick | 2-3% (hits 1-7), 1-2% (hits 8-15) | A Flutter Jump-designated series of peddling kicks. Its multiple hits give it extreme versatility for damage-racking and pressuring shields, whereas its last hit has deceptive horizontal range and meteor smashes, making it useful for edgeguarding and gimping. It is still as powerful as ever, being potentially the most damaging aerial in the game if all hits connect (inflicting up to 33% against large heavyweights). Due to it hitting on frame 16, however, it has the second-highest amount of start-up lag of Yoshi's aerials. When combined with possessing the highest amount of ending and landing lag out of his aerials, this makes it punishable without wise usage. Good for wearing down shields and leading to shield breaks, neutral aerials or footstool set-ups; however, SDI makes it mostly difficult for landing all hits. | |
Grab | — | Extends his tongue to grab an opponent and pull them into his mouth. His dash grab cause him to trip if failing to grab an opponent. Despite its appearance, Yoshi's tongue is not a tether grab. Instead, its range and lag are comparativle between those of tether grabs and normal kinds of grabs. As a result, Yoshi's grabs have fairly long ranges, but considerable amounts of start-up and ending lag. However, his pivot grab is arguably the best in Brawl due to its much quicker lag and long range. | ||
Pummel | 2% | Chews the opponent. A relatively quick pummel. | ||
Forward throw | 7% | Yoshi spits the opponent forwards. It has slight KO potential near edges, killing middleweights at around 160% by the edge of Final Destination, and has primary usage for stage-control and setting up an edgeguard, as well as chain grabbing. It has 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 virtually situational. | ||
Back throw | 7% | Yoshi spits the opponent backwards. It shares the rest of the comparable properties from forward throw, albeit more viable for KOing compared to forward throw due to its increased knockback scaling, killing middleweights at around 155% by the edge of Final Destination. The only major difference is that back throw is slower than forward throw (although it does have slightly less ending lag), and it naturally releases the opponent behind Yoshi. | ||
Up throw | 5% | Yoshi spits the opponent upwards. It has minimal utility, as it deals a small amount of damage and inflicts little knockback, making it unviable for scoring KOs until about 500%. It also lacks possible follow-ups, as its ending lag is too high. It does launch opponents directly above Yoshi, however, which allows Yoshi the opportunity to attack with anti-airs or juggles, or set up a KO with up aerial at higher percents. Even then, this is unguaranteed as well. | ||
Down throw | 4% | Yoshi spits the opponent into the ground, bouncing them upwards. The throw launches opponents vertically with good hitstun and it possesses high base knockback at the expense of minimal knockback scaling. This puts the opponent in an unfavorable position, allowing for a potential follow-up or chain grab; for the former, it sets up well into an up aerial for a viable KO combo. However, it has too much ending lag to have true combos at all, and being able to land a follow-up can be difficult with the throw's base knockback being rather high. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Gets up and headbutts both sides of himself. | ||
Floor attack (back) Floor getups (back) |
6% | Gets up and spin kicks both sides of himself. | ||
Floor attack (trip) Floor getups (trip) |
5% | Gets up and whips his tail both sides of himself. | ||
Edge attack (fast) Edge getups (fast) |
6% | Gets up and whips his tail. | ||
Edge attack (slow) Edge getups (slow) |
12% | Slowly gets up and slams his head forward with short range. The third most damaging ledge attack in the game. | ||
Neutral special | Egg Lay | 7% | Yoshi swallows the foe and turns them into an egg. | |
Side special | Egg Roll | 4-12% | Yoshi eggs himself and rolls around. The damage done is based on how fast he's moving. At max speed, it can KO at roughly 170%. | |
Up special | Egg Throw | 1% (contact), 8% (explosion) | Yoshi throws an egg in a controllable parabolic arc. This moves gives Yoshi a small boost when used in the air. | |
Down special | Yoshi Bomb | 4% (hop), 15% (ground drop), 12% (air drop), 4% (stars) | Yoshi plummets downwards, producing stars when he lands. KOs at 111% (both hits), 123% (ground drop), and 163% (air drop). | |
Final Smash | Super Dragon | 8% (ram), 6% (fire breath), 17% (fireball) | Yoshi grows wings allowing him to fly, rendering him invulnerable whilst in this state, and starts spewing fire. Pressing the special button will also allow him to shoot fireballs. If Yoshi remains standing for around 3-5 seconds, he starts spewing fire automatically similar to the Superspicy Curry. However while in this form, Yoshi has no inertia hence he'll be a bit hard to control for beginners. |
Chain grab list
The following characters can be chain grabbed through an air release by Yoshi, though some are harder to chain grab than others:
- Bowser
- Donkey Kong
- Diddy Kong
- Wario
- Link
- Ganondorf
- Zero Suit Samus
- Pit
- Meta Knight
- King Dedede
- Falco
- Captain Falcon
- Pikachu
- Squirtle
- Charizard
- Ike
- Lucas
- Snake
- Sonic
Stats
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 107 | 1.33 – Initial dash 1.68 – Run |
1.15 | 0.0426 | 0.00975 | 1.316 | 0.01 – Base 0.07 – Additional |
0.07347 | 1.29 – Base 1.806 – Fast-fall |
6 | 36.10337322 - Base ? - Short hop |
? |
Announcer call
English/Japanese
Wii Remote selection sound
- A sound effect is heard and Yoshi says "Yoshiii!"
On-screen appearance
- Hatches out of a Yoshi Egg and wags both his tail and rear end simultaneously. Even if a Yoshi is selected with another alternate costume other than his regular green coloration, he will nevertheless break out of a white egg with green spots.
Taunts
- Up taunt: Dances around in a circle, comparable to King Dedede and the Ice Climbers, chanting his name as he finishes.
- Side taunt: Persuades his tail in circles, pausing at the end to briefly stare at it upon finishing.
- Down taunt: Looks towards the screen, then jumps excitedly up and down while flailing his arms and partially chanting his name twice, presumably greeting the audience. This is an update of the taunt he formally possessed in SSB and Melee. Because Yoshi's down taunt involves leaning forwards out of the plane of gameplay, certain quick and thin hitboxes (including Palutena's Arrows and R.O.B. Blaster's shots) can be dodged with it.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle pose
- Performs a short dance.
- Looks around at each alternative side.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | File:Yoshi Cheer NTSC Brawl.ogg | File:Yoshi Cheer JP Brawl.ogg |
Description | Yo-shi! | Yo-shi! |
Pitch | High female | High female |
Victory poses
- Up: Performs a pair of fist pumps in the air, spins in a circle, then assumes a "ta-da" pose while standing on a single foot. (based on his "character chosen" animation from Smash 64 and his second-place win animation from Mario Party 10)
- Left: Looks up at the sky with his hands together, spins once, and then strikes the V sign. Based on an animation from "Yoshi's Story" when a stage is completed.
- Right: Angrily, he performs a series of alternating punches, followed with 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.
Up | Left | Right |
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In competitive play
Notable players
- See also: Category:Yoshi players (SSBB)
- Deltacod
- Karamity
- HadesBlade
- Poltergust - Was widely considered to be the best Yoshi player in the world when he actively played.
- Raptor - Formerly ranked 10th on the Tristate Brawl Power Rankings.
- Zudenka - Best Yoshi in Europe. Placed 5th at Super Lion 4 and 17th at Bushido Brawl Impact.
Tier placement and history
Opinions on Yoshi's viability have greatly fluctuated throughout 'Brawl's metagame. During the initial release of Brawl, Yoshi was virtually and infamously flawed throughout the history of Brawl's competitive lifespan due to his notoriously lackluster shield, some of the worst KO capabilities for a super heavyweight, and almost non-existent out of shield options. As a result, Yoshi was initially considered to be one of the worst characters in the game due to his poor matchups and poor results in tournaments, leading him to being ranked 32nd on the first tier list, and being ranked as low as 33rd on the following tier list, specifically at the bottom 5. Due to his low-tiered rankings on tier lists, several smashers predicted that he would fail to rise out of low-tier and he wouldn't perform well in the future.
However, players (such as Poltergust) started to gain good tournament results with Yoshi, notably WHOBO 3, where he placed 17th, as well as 2nd in Brawl's low-tier singles using only Yoshi. Because of this, Yoshi then rose into mid-tier on the sixth tier list (July 2011), where he ranked 28th place. Yoshi also jumped up two places in the seventh tier list (April 2012), his highest ranking yet (so far throughout Brawl's history). On the final and current tier list, he is ranked 27th in mid-tier in the eighth and current tier list, as of April 2013. His current placing is, however, debatable by the community: there is a division between the community that some players that think Yoshi should be slightly higher, while some players think Yoshi should be even lower.
Role in The Subspace Emissary
After removing the Master Sword from a pedestal in a forest, Link encounters Yoshi, who is snoozing on a tree stump. However, the passing Halberd drops a series of Shadow Bugs, which (in turn) form Primids. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight and repel them off.
During the following events of The Subspace Emissary, Yoshi's following role in the story depends on which corresponding princess Kirby resuced at the Midair Stadium. If Peach was rescued, Yoshi and Link battle against a false clone of Peach whose created by the Shadow Bugs (who was recently trophied by Bowser), who was attempting to trophify an unsuspecting Mario and Pit until Link sliced the cannon in half. After the battle, the trophy disintegrates. Presuming that they slaughtered the real princess, Mario and Pit attack Link and Yoshi. Alternatively, if Zelda was saved, then Mario and Pit would fight a false clone of Zelda instead, and Link and Yoshi would attack Mario and Pit. Either way, both teams fight each other. After either Link and Yoshi/Mario and Pit defeat the opposing characters, King Dedede passes by in the cargo and snags the trophies with a metailic arm, while Link/Mario notices the real trophies of Zelda/Peach in the back of the cargo. After King Dedede raises his fist in triumph, Kirby jumps onto the cargo and performs a Final Cutter, severing the arm and reviving the trophies. Pit/Link quickly hits the cargo with an arrow as it passes by, damaging it. Kirby, Link, Yoshi, Mario, and Pit then team up for the lookout of King Dedede's kingdom. After traveling through a set of caves, they arrive at the castle, only to find it in ruins from an ambush by Bowser. They only find a hole in the wall and they venture through a secondary set of caves until they catch up to Bowser at a cliff. They attempt to stop him from stealing Zelda/Peach, but fail. Bowser eventualy seals the princess' trophy up to the Halberd.
Later on, they find the Ancient Minister setting off a Subspace Bomb, and witness the real regret that he feels in this deed. Upon the bomb's detonation, Yoshi carries Mario to safety by running at speed-of-light, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this particular SSE cutscene reflects on how Yoshi was equipment for transportation for Mario (most notably in Yoshi's Island and Super Mario World).
Yoshi joins his companions when they reinforce Marth's team in The Canyon. Overtime, he joins the heroes in the battle against the Subspace Gunship and (once again) against Tabuu. After being effortlessly trophied by Tabuu's Off Waves (alongside the rest of the other characters), Yoshi is eventually revived by Kirby, alongside Luigi, King Dedede and Ness, and afterward, joins Sonic and the others against Tabuu and successfully defeat him to end the Subspace Invasion, alongside the rest of the resurrected fighters.
Playable appearances
- The Forest
- The Lake Shore
- The Cave
- The Wilds (Part II)
- The Canyon
- Entrance to Subspace
- The Great Maze (if rescued in Subspace (Part II))
In Event Matches
Solo Events
- Event 10: All-Star Battle Regulars: Yoshi is one of the opponents fought in this event. All opponents are starters from the original Super Smash Bros. game.
- Event 11: Yoshi's Rainbow: As the Ice Climbers on Rainbow Cruise, the player must KO the Yoshis in the following order: Red, pink, yellow, green, light blue, and blue. Not KOing them in that order is an instant failure.
- Event 12: Sleeping in the Eggs: Using Yoshi’s Egg Lay, the player must put Kirby and Pikachu in eggs simultaneously. [1]
- Event 37: The Pirate Airship: As Toon Link, the player must KO both Yoshis on Pirate Ship while the ship is in the air.
Co-op Events
- Co-Op Event 3: Fastest, Shortest, Sudden Death: Yoshi and King Dedede must survive for 10 seconds against Lucas and Pit on WarioWare Inc. All players start at 300% for this event.
- Co-Op Event 5: The Yoshi Team of 50: As Meta Knight and Pit, KO all 50 Yoshis on Rainbow Cruise before completing one lap of the stage.
- Co-Op Event 9: Those Who Wait in Onett: Lucas and Ness must defeat Luigi and Yoshi on Onett.
- Co-Op Event 21: The True All-Star Battle: Two players select a character and take on the entire roster on Battlefield.
Trophies
Yoshi's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Yoshi.
- Yoshi
- A creature that hails from Yoshi's Island. Yoshis come in a variety of colors, and all possess gentle personalities. No matter what problems they face, they always look like they're having fun. Yoshis use their long tongues to grab and swallow fruit and enemies. They can convert what they swallow into eggs, which they then lay. They also give Mario rides.
- : Yoshi's Safari
- : Yoshi's Story
- Super Dragon
- Yoshi with wings on his back that give him the power to fly freely across the sky. In this state, he can spew giant fireballs. He is more mobile and powerful, but the inertia makes movement quirky, so it takes some skill to master flight. Yoshi returns to a normal state after a set period of time has passed.
- : Super Smash Bros. Brawl
Alternate costumes
Trivia
- Although Yoshi's in-game model depicts him standing with his back hunched over, he stands upright (which is in-line with his appearance in most modern Mario and Yoshi representative titles, as well as Super Smash Bros. titles following Brawl) in both his official character artwork and victory animations.
- Yoshi is the only character with a tether grab/extended grab without a tether recovery.
- He is also the only veteran with this particular trait.
- Yoshi is one of only two characters in Brawl who never attack with his hands for any part of his moveset (including grabs), the other being Ivysaur. He is also the only veteran to not utilize hand-to-hand combat for any attacks, including grabs.
- With a Bunny Hood equipped, Yoshi can perform Egg Throw to stall in certain places, such as under the lip of the Melee's Pokémon Stadium.
- Yoshi's grab-based positions the opponent in a unique state and utilizes a different pulling technique than all other kinds of extended grabs. Due to these interactions, the opponent is considered grabbed before Yoshi is considered fully grabbing. As a result, it is possible to begin button mashing out of Yoshi's grab before actually entering Yoshi's mouth. Should the opponent be grabbed at near the maximum distance the grab can reach, it is possible to break out of the grab before they even reach Yoshi's mouth, in which case, the game will crash. While this may result in a forfeit under tournament-based rules, it can only make an occurence at extremely low percentages, and only with extreme mashing skills in addition to exceptional time of reaction, thus there are unknown instances of this scenario actually occurring in a tournament-based match.
- Yoshi is the only veteran whose possessing an unusual meteor canceling window.
- In particular, Yoshi can meteor cancel 5 frames earlier than any other character in Brawl. Charizard, Ivysaur, Olimar, Zero Suit Samus, Meta Knight, Pit, Wolf and the Fighting Alloys share this unique trait as well.
External links
- Confirmation of Event Match
- Yoshi's page at Smash Bros. DOJO!!.
- Yoshi Character Guide on SmashBoards
Fighters in Super Smash Bros. Brawl | |
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Veterans | Bowser · Captain Falcon · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Jigglypuff · Kirby · Link · Luigi · Mario · Marth · Mr. Game & Watch · Ness · Peach · Pikachu · Samus · Yoshi · Zelda / Sheik |
Newcomers | Diddy Kong · Ike · King Dedede · Lucario · Lucas · Meta Knight · Olimar · Pit · Pokémon Trainer (Charizard · Ivysaur · Squirtle) · R.O.B. · Snake · Sonic · Toon Link · Wario · Wolf · (Zero Suit Samus) |
Yoshi universe | |
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Fighter | Yoshi (SSB · SSBM · SSBB · SSB4 · SSBU) |
Stages | Super Happy Tree · Yoshi's Story · Yoshi's Island (SSBM) · Yoshi's Island (SSBB) · Woolly World |
Enemies | Shy Guy · Fly Guy |
Other | Kamek |
Trophies, Stickers, and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | Yoshi |
Related universe | Mario |