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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A+ | |tier = A+ | ||
|ranking = | |ranking = 14 | ||
}} | }} | ||
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]; he and {{SSBU|Luigi}} were the last veterans confirmed, with both appearing at the very end of the trailer. Yoshi is classified as [[Fighter number|Fighter #05]]. | '''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]; he and {{SSBU|Luigi}} were the last veterans confirmed, with both appearing at the very end of the trailer. Yoshi is classified as [[Fighter number|Fighter #05]]. | ||
As in ''[[Super Smash Bros. 4]]'', ''Ultimate'' uses all of Kazumi Totaka's ''Yoshi's Story | As in ''[[Super Smash Bros. 4]]'', ''Ultimate'' uses all of Kazumi Totaka's voice clips from ''Yoshi's Story''. | ||
Yoshi is ranked | Yoshi is ranked 14th out of 82 on the current [[tier list]], placing him at the bottom of the A+ tier. This is a significant improvement from his 33rd out of 54 placement in ''Super Smash Bros. 4'', and is his best placement in the series. Yoshi is gifted with high movement speed all around, especially his [[Air speed|air mobility]], allowing him to often weave in and out of opposing attacks and space effectively, as well as granting him fantastic [[edgeguarding]] with his long-lasting neutral aerial and [[Egg Throw]], with his neutral aerial also being a strong [[out of shield]] option. On top of that, he has high damage output due to his solid combo game, and a fantastic air game, with versatile and powerful aerials, such as his [[Yoshi (SSBU)/Down aerial|down air]], which is the most damaging down aerial in the game. In addition, he has among the best endurance in ''Ultimate'', as not only is he heavy, but his Double Jump armor allows him to take potentially fatal attacks, which makes it difficult to KO him. His unique shield also always covers his entire body, protecting him from [[shield stabbing]]. Yoshi also has a solid recovery, with his aforementioned great air speed, a uniquely high and armored double jump, and [[Egg Throw]] along with directional [[air dodge]]s granting a bit of extra height when needed. | ||
Despite these strengths, Yoshi still has several notable flaws. His unimpressive range can cause him to get stuffed out by characters with disjointed hitboxes and struggle against certain zoners. In addition, his [[special move]]s carry a bit of dead weight, with [[Egg Roll]] being considered one of the worst special moves in the entire game, and [[Egg Lay]] being rather niche. His double jump armor also has a weakness where if Yoshi is hit with a strong enough move, the knockback that exceeds his armor's threshold is applied and can potentially [[Gimp]] him, even with moves that wouldn't do the same to other fighters. Losing a double jump is likely more detrimental to Yoshi than any other character, as it accounts for the vast majority of his recovery distance. Yoshi also struggles to contend with juggling, as he's surprisingly floaty for a heavyweight and most of his aerial attacks are ineffective when he's in disadvantage, as they have a noticeable amount of start-up and/or ending lag, which can also limit his approach options. | |||
Overall, Yoshi is a strong character in the metagame, particularly in Japan, where he is considered a top 10 fighter. Japan is also home to a slew of top-level Yoshi players such as {{Sm|Yoshidora}} and {{Sm|Ron}}. Although less popular outside of Japan, Yoshi maintains a positive reception and strong results from players such as {{Sm|Meme}}. | |||
==Attributes== | ==Attributes== | ||
Yoshi is a [[Weight|heavyweight]] fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to [[shield stabbing]]. | Yoshi is a [[Weight|heavyweight]] fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to [[shield stabbing]]. | ||
As stated previously, Yoshi sports excellent mobility: he has the 27th fastest [[walking speed]], the 19th fastest [[dashing speed]] (with an above-average [[initial dash]] as well), the | As stated previously, Yoshi sports excellent mobility: he has the 27th fastest [[walking speed]], the 19th fastest [[dashing speed]] (with an above-average [[initial dash]] as well), the fastest [[air speed]] in the game, and the 14th highest [[air acceleration]]. Additionally, Yoshi sports among the highest [[jump]]ing prowesses in the game; this can especially be owed to his [[double jump]], which is the second-highest in the game, only behind {{SSBU|Mewtwo}}'s. Along with this, his double jump possesses a unique form of subtractive knockback [[armor]] that is active immediately on frame 1, granting him an excellent combo breaker. However, his [[traction]] and [[gravity]] are the 23rd and 20th lowest in the game, respectively; further compounding this, his [[fall]]ing and [[fast-fall]]ing speeds are among the bottom 10 in the game (the 7th slowest to be specific). Thus, Yoshi is quite speedy overall, yet at the same time, he's one of the floatiest characters in the game, which is incredibly unorthodox for a heavyweight, arguably more so than any other in the game. | ||
Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used to [[jab lock]] as well as combo into moves such as down special for a [[kill confirm]]; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable [[tech chasing]] option. Lastly, his dash attack has a long duration and good range; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs. | Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used to [[jab lock]] as well as combo into moves such as down special for a [[kill confirm]]; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable [[tech chasing]] option. Lastly, his dash attack has a long duration and good range; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs. | ||
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Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which combined with his vastly improved forward tilt improves Yoshi's combo and damage racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping his [[approach]]. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw. | Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which combined with his vastly improved forward tilt improves Yoshi's combo and damage racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping his [[approach]]. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw. | ||
However, Yoshi is not without a few nerfs. His [[up tilt]] has less range, no longer hitting opponents up close, which limits its combo potential to hitting opponents above or behind him, and forces Yoshi to use his improved forward tilt in front of himself. [[Dash attack]] can no longer cross-up shields, making it more punishable and risky as an approach option. Finally, Yoshi's overall jump height, while still impressive, has nevertheless been lowered, hampering his vertical survivability offstage; further compounding this are the increased ending lag on air dodges and the ability to use one at a time before landing or getting hit, forcing Yoshi to cautiously use his own air dodge in tandem with his recovery options to avoid a guaranteed self-destruct. Of note is that Yoshi still retains one of his most noticeable flaws from ''SSB4'', that being his | However, Yoshi is not without a few nerfs. His [[up tilt]] has less range, no longer hitting opponents up close, which limits its combo potential to hitting opponents above or behind him, and forces Yoshi to use his improved forward tilt in front of himself. [[Dash attack]] can no longer cross-up shields, making it more punishable and risky as an approach option. Finally, Yoshi's overall jump height, while still impressive, has nevertheless been lowered, hampering his vertical survivability offstage; further compounding this are the increased ending lag on air dodges and the ability to use one at a time before landing or getting hit, forcing Yoshi to cautiously use his own air dodge in tandem with his recovery options to avoid a guaranteed self-destruct. This also affects his forward aerial, which can no longer autocancel in a short hop due to his lower short hop. Of note is that Yoshi still retains one of his most noticeable flaws from ''SSB4'', that being his grab game, which, while improved, is still lackluster. | ||
Overall, Yoshi's changes have improved his core kit from ''SSB4'', resulting in a lower learning curve; while this doesn't change his playstyle significantly, this allows Yoshi to better play to his strengths thanks his moves' improved consistency and utility. Because of this, and a comparatively lower amount of nerfs, Yoshi is a significantly better character than he was in ''SSB4'', resulting in a positive perception since the game's release | Overall, Yoshi's changes have improved his core kit from ''SSB4'', resulting in a lower learning curve; while this doesn't change his playstyle significantly, this allows Yoshi to better play to his strengths thanks to his moves' improved consistency and utility. Because of this, and a comparatively lower amount of nerfs, Yoshi is a significantly better character than he was in ''SSB4'', resulting in a positive perception since the game's release and being considered a very effective character in competitive play. | ||
{{SSB4 to SSBU changelist|char=Yoshi}} | {{SSB4 to SSBU changelist|char=Yoshi}} | ||
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==Moveset== | ==Moveset== | ||
*Yoshi can [[Crawling|crawl]]. | *Yoshi can [[Crawling|crawl]]. | ||
*Yoshi uses a {{iw|mariowiki|Yoshi Egg}} as his shield instead of a bubble | *Yoshi uses a {{iw|mariowiki|Yoshi Egg}} as his shield instead of a bubble like the rest of the cast. Rather than shrinking, his shield darkens as it weakens, rendering him immune to [[shield stab]]bing. | ||
*Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference. | *Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference. | ||
''For a gallery of Yoshi's hitboxes, see [[Yoshi (SSBU)/Hitboxes|here]].'' | ''For a gallery of Yoshi's hitboxes, see [[Yoshi (SSBU)/Hitboxes|here]].'' | ||
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|usmashname=Somersault Kick ({{ja|ちゅうがえりげり|Chūgaeri Geri}}) | |usmashname=Somersault Kick ({{ja|ちゅうがえりげり|Chūgaeri Geri}}) | ||
|usmashdmg=14% (clean), 12% (late) | |usmashdmg=14% (clean), 12% (late) | ||
|usmashdesc=A | |usmashdesc=A backflip kick. The attack has a clean hitbox and can be a potential KO option. It can hit opponents who are behind Yoshi but has somewhat punishable ending lag. | ||
|dsmashname=Front and Back Tail ({{ja|ぜんごしっぽ|Zengo Shippo}}) | |dsmashname=Front and Back Tail ({{ja|ぜんごしっぽ|Zengo Shippo}}) | ||
|dsmashdmg=12% (close), 10% (tip) | |dsmashdmg=12% (close), 10% (tip) | ||
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|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'') | |fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'') | ||
|fairdmg=15% (close), 14% (tip) | |fairdmg=15% (close), 14% (tip) | ||
|fairdesc=Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edge guarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a [[meteor smash]]. | |fairdesc=Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edge guarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a [[meteor smash]], while also having low ending lag. However, it has significant startup lag (16 frames) and can no longer autocancel in a short hop. | ||
|bairname=Rampaging Tail ({{ja|あばれしっぽ|Abare Shippo}}) | |bairname=Rampaging Tail ({{ja|あばれしっぽ|Abare Shippo}}) | ||
|bairdmg=3.5% (hits 1-2), 5.5% (hit 3) | |bairdmg=3.5% (hits 1-2), 5.5% (hit 3) | ||
|bairdesc=Swings his tail upward, then downward, and then upward. Moderate startup lag, with its first hit coming out at frame 11, but has a solid damage output and good knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos. | |bairdesc=Swings his tail upward, then downward, and then upward. Moderate startup lag, with its first hit coming out at frame 11, but has a solid damage output and good knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos. However, it doesn't autocancel in a short hop, and due to its 35 frames of ending lag, it's punishable. | ||
|uairname=Rotating Tail ({{ja|かいてんしっぽ|Kaiten Shippo}}) | |uairname=Rotating Tail ({{ja|かいてんしっぽ|Kaiten Shippo}}) | ||
|uairdmg=12% | |uairdmg=12% | ||
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|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}}) | |dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}}) | ||
|dairdmg=2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit) | |dairdmg=2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit) | ||
|dairdesc=A {{iw|mariowiki|Flutter Jump}}-styled series of kicks. Notorious for being the most damaging aerial move in every installment of the ''Super Smash Bros.'' series, it deals 28% base damage if all the hits connect. Hits link reliably into each other and the final hit has high base knockback, making the move a powerful vertical KO option when near the top blast zone. | |dairdesc=A {{iw|mariowiki|Flutter Jump}}-styled series of kicks. Notorious for being the most damaging aerial move in every installment of the ''Super Smash Bros.'' series, it deals 28% base damage if all the hits connect. Hits link reliably into each other and the final hit has high base knockback, making the move a powerful vertical KO option when near the top blast zone. It has low ending lag compared to the final hit, but it's tied with forward aerial for the slowest startup of Yoshi's aerials, coming out on frame 16. | ||
|grabname= | |grabname=Tongue Catch ({{ja|舌キャッチ|Shita Kyacchi}}) | ||
|grabdesc=Extends his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi's grabs have a lot more range, but a considerable amount of startup and ending lag. | |grabdesc=Extends his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi's grabs have a lot more range, but a considerable amount of startup and ending lag. | ||
|pummelname=Grab Chewing ({{ja|つかみかみかみ|Tsukami Kamikami}}) | |pummelname=Grab Chewing ({{ja|つかみかみかみ|Tsukami Kamikami}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Chews the opponent. | |pummeldesc=Chews the opponent. Average power and speed. | ||
|fthrowname=Front Spit Out ({{ja|まえはきだし|Mae Hakidashi}}) | |fthrowname=Front Spit Out ({{ja|まえはきだし|Mae Hakidashi}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
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|fsname=Stampede! | |fsname=Stampede! | ||
|fsdmg=1% (dash), 4% (headbutt), 30.428571% (cutscene), 13% (last hit) | |fsdmg=1% (dash), 4% (headbutt), 30.428571% (cutscene), 13% (last hit) | ||
|fsdesc=Yoshi rushes forward and attacks the opponent with an upward headbutt. If the attack hits, it cuts to a cinematic cutscene that occurs in a rocky gorge. Suddenly, various colored Yoshis are seen stampeding down the gorge, and they attack by trampling the opponent. It is almost identical to a segment seen in the ''[[Super Smash Bros. Melee]]'' [[opening movie]], which features a similar stampede in a comparable rocky environment before Yoshi himself stops briefly to observe the stampede. The entire Final Smash deals up to 48.428571% damage, but it can only trap up to 3 opponents at a time. The cutsence portion of the Final Smash is intended to deal 30% over 70 frames, | |fsdesc=Yoshi rushes forward and attacks the opponent with an upward headbutt. If the attack hits, it cuts to a cinematic cutscene that occurs in a rocky gorge. Suddenly, various colored Yoshis are seen stampeding down the gorge, and they attack by trampling the opponent. It is almost identical to a segment seen in the ''[[Super Smash Bros. Melee]]'' [[opening movie]], which features a similar stampede in a comparable rocky environment before Yoshi himself stops briefly to observe the stampede. The entire Final Smash deals up to 48.428571% damage, but it can only trap up to 3 opponents at a time. The cutsence portion of the Final Smash is intended to deal 30% over 70 frames; however, in practice, there is an additional frame that adds another 0.<span style="text-decoration:overline;">428571</span>%. The cutscene damage also ignores all damage modifiers, including the 1v1 multiplier. | ||
}} | }} | ||
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===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
* | *Breaks out of a {{s|mariowiki|Yoshi Egg}} and strikes a pose while shaking his tail. The color of the Yoshi will determine the color of the spots on the egg. Based on Yoshi hatching from a Yoshi Egg in ''[[Super Mario World]]''. | ||
<gallery> | <gallery> | ||
YoshiOnScreenAppearanceSSBU.gif|Yoshi's on-screen appearance | YoshiOnScreenAppearanceSSBU.gif|Yoshi's on-screen appearance | ||
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''See also: [[:Category:Yoshi players (SSBU)]]'' | ''See also: [[:Category:Yoshi players (SSBU)]]'' | ||
*{{Sm| | *{{Sm|Fui|Japan}} - First known for his back-to-back 25th place finishes at the supermajors {{Trn|Umebura SP 9}} and {{Trn|Kagaribi 9}} despite being relatively new to the offline scene, and has since become the third-best Yoshi player in Japan, placing 2nd at {{Trn|WAVE Champions 6}} defeating {{Sm|KEN}}, 5th at {{Trn|UltCore Second}} defeating {{Sm|ApolloKage}}, and 9th at [[Tournament:DELTA 7 FAT|DELTA 7 [FAT]]] defeating {{Sm|Neo|p=Japan}}. | ||
*{{Sm|JMafia|USA}} - One of the best Yoshi players in the United States for | *{{Sm|JMafia|USA}} - One of the best Yoshi players in the United States since late 2019, when he was first known for defeating {{Sm|ESAM}} to place 3rd at {{Trn|Fight For 95}}. He has seen success at several majors since, including placing 17th at {{Trn|Cirque Du CFL 3}} and {{Trn|MomoCon 2022}}, defeating {{Sm|Kola}} in the former tournament while using Yoshi to win the last 2 games, and placing 33rd at {{Trn|2GG: Kongo Saga}} and {{Trn|Let's Make Moves Miami}}. | ||
*{{Sm|Meme|Mexico}} - One of the best Yoshi players in the world | *{{Sm|Meme|Mexico}} - One of the best Yoshi players in the world, and a top 5 player in Mexico, during his prime in the early metagame, winning several large Mexican events including {{Trn|Smash Fest to the Sky}} and {{Trn|BIT MASTER MTY 9}}. He has also seen success outside of Mexico, most notably placing 9th at {{Trn|Low Tier City 7}} defeating {{Sm|Light|p=Connecticut}} and 17th at {{Trn|GENESIS 7}} defeating {{Sm|VoiD}}. Although less active since 2019, he continues to place highly at events he does attend, most notably placing 7th at {{Trn|Smash Factor X}}. | ||
*{{Sm|Ron|Japan}} - The second-best Yoshi player of all-time, having been a top Yoshi player since 2019 thanks to performances such as 2nd at {{Trn|Sumabato SP Ultimate}} defeating {{Sm|Miya|p=Honshu}}, 3rd at {{Trn|Sumabato SP 6}} defeating {{Sm|Shuton}}, and 9th at {{Trn|Battle of BC 6}} defeating {{Sm|MkLeo}}. However, due to his location, he infrequently attends tournaments, and as such is often considered ''Ultimate''{{'}}s strongest hidden boss. | |||
*{{Sm|Ron|Japan}} - | *{{Sm|Rotsuku|Japan}} - The second-best Yoshi player in the world in 2019, placing highly at a multitude of majors including 13th at {{Trn|Umebura SP 3}} defeating {{Sm|Kuro}} and {{Trn|Umebura SP 5}} defeating {{Sm|Tea}}, as well as 25th at {{Trn|EVO 2019}} defeating {{Sm|VoiD}}. He became significantly less active in the post-online metagame, with his performances varying at the events he does attend. | ||
*{{Sm|Rotsuku|Japan}} - | *{{Sm|Suarez|USA}} - The best Yoshi player in ''Ultimate''{{'}}s early months and the first Yoshi player ever ranked globally, ranking 49th on the [[Spring 2019 PGRU]] thanks to consistently strong performances at majors including 9th at {{Trn|Collision 2019}}, 17th at {{Trn|MomoCon 2019}}, and 25th at {{Trn|Pound 2019}}. Although less consistent since 2019, he remained one of the best Yoshi players in the United States, with his best recent performances being 17th at {{Trn|Glitch - Infinite }} and 25th at {{Trn|Collision 2022}}, before becoming inactive in early 2023. | ||
*{{Sm|Suarez|USA}} - | *{{Sm|Yoshidora|Japan}} - The best Yoshi player of all-time, as well as the only Yoshi player ever ranked top 10 globally, ranking 8th on the [[LumiRank 2023]]. He most notably won {{Trn|Maesuma TOP 8}}, making him the only Yoshi player to win a major, and has come close several other times, such as placing 2nd at both {{Trn|Maesuma TOP 14.5 "in Hyogo"}} and {{Trn|Maesuma TOP 15 "FINAL"}}, as well as 3rd at {{Trn|Umebura SP 9}}. | ||
*{{Sm|Yoshidora|Japan}} - The best Yoshi player of all-time. He | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Following ''Ultimate''{{'}}s release, numerous players of all skill levels took an interest in Yoshi due to his overall similarity to how he was in the previous game, making him rather easy to play and learn the game with. Yoshi's new strengths, especially his improved KO power, also reinvigorated his playerbase from the previous game, allowing him to have a sizeable representation in the early metagame, which was spearheaded by players such as {{Sm|Suarez}}, {{Sm|Meme}}, and {{Sm|Ron}}. As such, most players considered Yoshi to be a high-tier character, with his overall representation peaking at 20th by the end of 2019.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank character data for July-December 2019}}</ref> | Following ''Ultimate''{{'}}s release, numerous players of all skill levels took an interest in Yoshi due to his overall similarity to how he was in the previous game, making him rather easy to play and learn the game with. Yoshi's new strengths, especially his improved KO power, also reinvigorated his playerbase from the previous game, allowing him to have a sizeable representation in the early metagame, which was spearheaded by players such as {{Sm|Suarez}}, {{Sm|Meme}}, and {{Sm|Ron}}. As such, most players considered Yoshi to be a high-tier character, with his overall representation peaking at 20th by the end of 2019.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank character data for July-December 2019}}</ref> | ||
However, Yoshi's representation began to take a hit as the metagame progressed. | However, Yoshi's representation began to take a hit as the metagame progressed. His best players in the early metagame either saw a stagnation in results (Suarez) or became far less active than before (Meme). Furthermore, Yoshi's weaknesses, particularly his linear recovery and weakness to disjoints, became more apparent. These negatives slowly decreased Yoshi's representation in the metagame, with it ultimately hitting 36th by the end of 2022.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1gRlzy4z_dpqb2ZRhGoqtbDcuvUKz_ROsMZHGegon53M/edit#gid=329450080|title=OrionRank character data for July-December 2022}}</ref> Nevertheless, Yoshi players still managed to find success, particularly in Japan, thanks to Ron's occasional appearances in tournaments and the rise of {{Sm|Yoshidora}}, who has placed top 8 at multiple majors since the pandemic period. These strong results would help keep Yoshi's reputation afloat. As a result, Yoshi would sit at 20th on the first tier list at the top of the high tier, with some players believing he should be ranked higher, especially in Japan, where panelists for this tier list ranked him in the top 10. This higher perception of Yoshi would be reflected further in the second tier list, with him being six places higher, at 14th place. | ||
=={{SSBU|Classic Mode}}: Jurassic Journey== | =={{SSBU|Classic Mode}}: Jurassic Journey== | ||
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|3||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Yoshi|Wildlands}}''|| | |3||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Yoshi|Wildlands}}''|| | ||
|- | |- | ||
|4||{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}} [[Bowser Jr. (SSBU)|Koopalings]]||{{SSBM|Yoshi's Island}}||''{{SSBUMusicLink|Yoshi|Flower Field}}''||Horde Battle.<br>The Koopalings are fought in the same order as Yoshi’s debut game, ''[[Super Mario World]]''. | |4||{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}} [[Bowser Jr. (SSBU)|Koopalings]]||{{SSBM|Yoshi's Island}}||''{{SSBUMusicLink|Yoshi|Flower Field}}''||Horde Battle (3 at a time).<br>The Koopalings are fought in the same order as Yoshi’s debut game, ''[[Super Mario World]]''. | ||
|- | |- | ||
|5||{{CharHead|Charizard|SSBU|hsize=20px}}||[[Garden of Hope]]||''{{SSBUMusicLink|Yoshi|Bandit Valley}}''||Charizard's Pokémon Trainer is absent. | |5||{{CharHead|Charizard|SSBU|hsize=20px}}||[[Garden of Hope]]||''{{SSBUMusicLink|Yoshi|Bandit Valley}}''||Charizard's Pokémon Trainer is absent. |
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