Template:SSB4 to SSBU changelist/Yoshi: Difference between revisions

From testing, it seems that yes, Yoshi's dash attack has shorter travel distance in Ultimate than in Smash 4.
(New Page: ===Aesthetics=== *{{change|Yoshi's model retains its brighter green color from ''Smash 64'' and ''SSB4'' with a more subdued color scheme, keeping the consistency with his appearanc...)
 
(From testing, it seems that yes, Yoshi's dash attack has shorter travel distance in Ultimate than in Smash 4.)
 
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===Aesthetics===
===Aesthetics===
*{{change|Yoshi's model retains its brighter green color from ''[[Smash 64]]'' and ''SSB4'' with a more subdued color scheme, keeping the consistency with his appearance in the ''Mario'' and ''Yoshi'' series. His irises appear larger while his shoes feature subtle detailing.}}
*{{change|Due to the aesthetic used in ''Ultimate'', Yoshi's model features a more subdued color scheme, but unlike in ''[[Melee]]'' and ''[[Brawl]]'', it retains its chartreuse color from the ''Mario'' and ''Yoshi'' series used in ''[[Smash 64]]'' and ''SSB4''. His irises appear larger while his shoes feature subtle detailing.}}
*{{change|Yoshi has a new [[Alternate costume (SSBU)#Yoshi|alternate costume]] based on his felted design in ''{{s|supermariowiki|Yoshi's Crafted World}}''. It replaces his {{s|mariowiki|Black Yoshi}} costume from ''SSB4''.}}
*{{change|Yoshi has a new [[Alternate costume (SSBU)#Yoshi|alternate costume]] based on his felted design in ''{{s|supermariowiki|Yoshi's Crafted World}}''. It replaces his {{s|mariowiki|Black Yoshi}} costume from ''SSB4''.}}
*{{change|Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.}}
*{{change|Yoshi now always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.}}
*{{change|Yoshi is more expressive, he scowls when using his aerials and when grabbing onto a ledge.}}
*{{change|Yoshi is more expressive, he scowls when using his aerials and grabbing onto a ledge.}}
*{{change|Idle pose, dashing, falling, and double jump's animations have been updated to further match Yoshi's upright posture.}}
*{{change|Idle pose, dashing, falling, and double jump animations have been updated to match Yoshi's upright posture.}}
**{{bugfix|Yoshi no longer reverts to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}}
**{{bugfix|Yoshi no longer reverts to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}}
*{{change|Two of Yoshi's [[victory pose]]s were slightly altered.}}
*{{change|All of Yoshi's [[victory pose]]s were slightly altered:}}
**{{change|The victory animation where Yoshi spins around and strikes a V sign has him performing a {{s|mariowiki|Flutter Jump}} before spinning around once and striking a V sign.}}
**{{change|His left-inputted victory pose now has him performing a {{s|mariowiki|Flutter Jump}} before spinning around once and striking a V sign.}}
**{{change|The victory animation where Yoshi punches the air once and striking a pose has him punching the air twice and strikes a pose with his right leg farther back.}}
**{{change|His up-inputted victory pose now has him strike a new pose, where he stands on one leg while extending his arms out.}}
**{{change|His right-inputted victory pose now has him punch the air twice and strike a pose with his right leg farther back.}}


===Attributes===
===Attributes===
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**{{buff|Yoshi's initial [[dash]] is significantly faster (1.33 → 1.98).}}
**{{buff|Yoshi's initial [[dash]] is significantly faster (1.33 → 1.98).}}
*{{buff|Yoshi [[walk|walks]] slightly faster (1.15 → 1.208).}}
*{{buff|Yoshi [[walk|walks]] slightly faster (1.15 → 1.208).}}
*{{buff|Yoshi's [[air speed]] has been increased, being almost as high as {{SSBM|Jigglypuff}}'s in ''Melee'' (1.28 → 1.344).}}
*{{buff|Yoshi's [[air speed]] has been increased, now being faster than he was in ''Brawl'' (1.28 → 1.344).}}
*{{buff|Yoshi has significantly higher [[traction]] (0.0426 → 0.095), allowing him to punish out of shield much more easily.}}
*{{buff|Yoshi has significantly higher [[traction]] (0.0426 → 0.095), allowing him to punish out of shield much more easily.}}
*{{nerf|Yoshi's [[jump]] height has been slightly reduced.}}
*{{nerf|Yoshi's [[jump]] height has been slightly reduced.}}
**{{buff|However, the reduction to his [[short hop]] height noticeably improves his ability to utilize short hop aerials against grounded opponents.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 36 → 31).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 36 → 31).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-21 → 4-15).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-21 → 4-15).}}
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**{{change|The first hit has altered angles (60°/90°/50° → 361°/180°) and knockback (30 base/50 scaling → 40/35/10 base/30/28/20 scaling) to keep opponents close to Yoshi, akin to other neutral attacks. This allows it to connect better into the second hit and [[jab lock]], but removes some of its guaranteed [[jab cancel]] setups.}}
**{{change|The first hit has altered angles (60°/90°/50° → 361°/180°) and knockback (30 base/50 scaling → 40/35/10 base/30/28/20 scaling) to keep opponents close to Yoshi, akin to other neutral attacks. This allows it to connect better into the second hit and [[jab lock]], but removes some of its guaranteed [[jab cancel]] setups.}}
***{{change|Due to this change, and the second hit using the [[Sakurai angle]], grounded opponents hit by the move are launched at a lower angle. This allows it to get them offstage more effectively, but makes followups harder.}}
***{{change|Due to this change, and the second hit using the [[Sakurai angle]], grounded opponents hit by the move are launched at a lower angle. This allows it to get them offstage more effectively, but makes followups harder.}}
***{{nerf|At low percents, the outermost hitbox now doesn't have enough hitstun to prevent opponents from shielding the second hit.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has drastically less ending lag (FAF 39 → 30).}}
**{{buff|Forward tilt has significantly less ending lag (FAF 39 → 30).}}
**{{buff|It launches opponents at higher angles (80°/65°/50° → 88°/85°), and has more base knockback (50 → 60), but less knockback scaling (80 → 75). Combined with the previous change, this turns it into a reliable combo starter, while also improving its KO ability.}}
**{{buff|It launches opponents at higher angles (80°/65°/50° → 88°/85°), and has more base knockback (50 → 60), but less knockback scaling (80 → 75). Combined with the previous change, this turns it into a reliable combo starter, while also improving its KO ability.}}
**{{buff|It deals more damage when not angled (7% → 8%).}}
**{{buff|It deals more damage when not angled (7% → 8%).}}
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*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 50 → 41).}}
**{{buff|Dash attack has less ending lag (FAF 50 → 41).}}
**{{buff|It deals more damage (9% → 11% (clean), 6% → 8% (late)), with knockback scaling compensated (52 → 45 (clean), 44 (late)).}}
**{{buff|It deals more damage (9% → 11% (clean), 6% → 8% (late)).}}
**{{nerf|It no longer [[cross-up|crosses up]] shields consistently, making it easier to punish.}}
**{{nerf|It has altered knockback scaling (52 → 45 (clean), 44 (late)). Overall, the clean hit deals less knockback, hindering its KO potential, while the late hit deals around the same knockback.}}
**{{nerf|The move has noticeably shorter travel distance, worsening its utility as a grounded burst option. It also no longer [[cross-up|crosses up]] shields consistently, making it easier to punish despite its reduced ending lag and higher damage output.}}
**{{nerf|The late hit has smaller hitboxes (5u/3.5u → 4u/2.5u).}}
**{{nerf|The late hit has smaller hitboxes (5u/3.5u → 4u/2.5u).}}
*[[Forward smash]]:
*[[Forward smash]]:
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**{{buff|It has a longer hitbox duration (frame 14 → 14-16) and grants more intangibility on Yoshi's head (frames 12-14 → 12-16).}}
**{{buff|It has a longer hitbox duration (frame 14 → 14-16) and grants more intangibility on Yoshi's head (frames 12-14 → 12-16).}}
**{{buff|The sweetspot has more knockback scaling (98 → 102).}}
**{{buff|The sweetspot has more knockback scaling (98 → 102).}}
**{{change|Yoshi now sports an angrier expression while headbutting, instead of closing his eyes like in previous games.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash deals more knockback (37 base/95 scaling → 38/99).}}
**{{buff|Up smash deals more knockback (37 base/95 scaling → 38/99).}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).}}
*{{buff|All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).}}
*[[Neutral aerial]]:
**{{buff|The clean and mid hits have been moved further away from Yoshi (z offset: 5.5 (clean)/4 (mid) → 7.5/5), improving their range.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}}
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}}
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**{{buff|Up throw has significantly more knockback scaling (43 → 90), allowing it to KO at around 230%, compared to being unable to KO under 500% without [[rage]].}}
**{{buff|Up throw has significantly more knockback scaling (43 → 90), allowing it to KO at around 230%, compared to being unable to KO under 500% without [[rage]].}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw releases the opponent later (frame 15 → 25), making it easier to [[DI]].}}
**{{buff|Down throw releases opponents 3 frames later (frame 15 → 18), reducing its effective ending lag, and improving its combo potential.}}
***{{buff|However, its ending lag has been reduced relative to its release frame (FAF 44 → 51). Combined with Yoshi's faster jumpsquat and jump speed, this improves its combo potential, possessing followups even up to high percents.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
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===Special moves===
===Special moves===
*[[Egg Lay]]:
*[[Egg Lay]]:
**{{buff|Egg Lay has less startup lag (frame 20 18) with identical ending lag, shortening its duration (FAF 44 → 42).}}
**{{buff|Egg Lay has less startup lag (frame 21 19), with its total duration equally reduced (FAF 44 → 42).}}
**{{buff|Opponents can no longer move left and right in the air while in an egg.}}
**{{buff|Opponents can no longer move left and right in the air while in an egg.}}
**{{nerf|The aerial version's animation is longer (43 frames → 61), as is the laying animation (37 frames → 52). This increases the amount of time aerial mobility is locked, and Yoshi cannot grab the ledge, if the move is not interrupted.}}
**{{change|Opponents in an egg can shift themselves left and right on the ground by mashing the respective direction and slightly jump if mashing diagonally upwards.}}
**{{change|It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.}}
**{{change|It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.}}
*[[Egg Roll]]:
*[[Egg Roll]]:
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***{{change|If too close to them, he will always go through.}}
***{{change|If too close to them, he will always go through.}}
**{{change|Yoshi once again vocalizes when using the grounded version, much like in previous games up until ''Brawl''.}}
**{{change|Yoshi once again vocalizes when using the grounded version, much like in previous games up until ''Brawl''.}}
**{{change|Yoshi falls more slowly (5 → 4.8).}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{change|Yoshi has a new Final Smash called [[Stampede!]]. He headbutts in front of him and an army of multicolored [[supermariowiki:Yoshi (species)|Yoshis]] stampede over the trapped players, similar to his part of the ''[[Super Smash Bros. Melee]]'' opening.}}
**{{change|Yoshi has a new Final Smash called [[Stampede!]]. He headbutts in front of him and an army of multicolored [[supermariowiki:Yoshi (species)|Yoshis]] stampede over the trapped players, similar to his part of the ''[[Super Smash Bros. Melee]]'' opening.}}
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