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.
m (→‎Throws and other attacks: Missed this before, but the only thing this true combos into is up air, at low percents, without DI. Combos at later percents are *almost* true, but there's a fine distinction there and the one true followup it does have being DI-dependent tempts me to reword this point as it is.)
(From testing, it seems that yes, Yoshi's dash attack has shorter travel distance in Ultimate than in Smash 4.)
 
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*{{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 now 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|All of Yoshi's [[victory pose]]s were slightly altered:}}
*{{change|All of Yoshi's [[victory pose]]s were slightly altered:}}
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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 significantly less ending lag (FAF 39 → 30).}}
**{{buff|Forward tilt has significantly less ending lag (FAF 39 → 30).}}
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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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**{{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]]:
**{{buff|Down throw now inflicts 8 frames of hitlag upon release. While this does make the throw noticeably easier to [[DI]] when combined with its later release frame (frame 15 → 18), this also reduces the throw's ending lag, as its total duration was not fully compensated (FAF 44 → 51). Combined with Yoshi's faster jumpsquat and jump speed, this improves its combo potential and lets it confirm into up aerial at low percentages.}}
**{{buff|Down throw releases opponents 3 frames later (frame 15 → 18), reducing its effective ending lag, and improving its combo potential.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
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