Super Smash Bros. Brawl

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:''This article is about Yoshi's appearance in [[Super Smash Bros. Brawl]]. For other uses, see [[Yoshi]].''
{{ArticleIcons|brawl=y}}
 
{{disambig2|Yoshi's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Yoshi}}
{{Infobox Character
{{Infobox Character
|name         = Yoshi
|name = Yoshi
|image       = [[File:YoshiBrawl.jpg|250px|Yoshi]]
|image = [[File:Yoshi SSBB.jpg|250px]]
|caption      = [[File:Yoshi Icon.gif]]
|game = SSBB
|universe    = ''[[Yoshi (universe)|Yoshi]]''/''[[Mario (Universe)|Mario]]''
|ssbgame1 = SSB
|games        = ''[[Super Smash Bros|SSB]]''<br/>''[[Super Smash Bros. Melee|SSBM]]''<br/>''[[Super Smash Bros. Brawl|SSBB]]''
|ssbgame2 = SSBM
|firstgame    = ''[[Super Mario World]]'' (1991)
|ssbgame3 = SSB4
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = E
|tier = D
|ranking     = 32
|ranking = 27
}}
}}
'''Yoshi''' ({{ja|ヨッシー}}, ''Yosshī'') is a character appearing in ''[[Super Smash Bros. Brawl]]''. He is relatively unchanged from the previous games except for one thing - he can now use his Egg Toss as a recovery move (though it only gives him a small upwards boost). His smashes appear less powerful, but his aerials and tilts are slightly more powerful. He has also taken on his upright posture and his appearance is like the younger Yoshi in ''Yoshi's Story''. He appears to be slightly larger now in relation to the human-sized characters as well.  
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''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 currently ranks 27th on the [[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. Yoshi is a unique character; he is a heavyweight with the fastest [[air speed]] in ''Brawl'', possesses a [[recovery]] that revolves around the best [[midair jump]] in ''Brawl'', and has a unique [[Shield#Yoshi's shield|shield]] that does not shrink, making him largely immune to [[shield stabbing]] (outside of a miniscule blindspot at the bottom of Yoshi's shield). Yoshi in general has great all around movement speed (boasting a fast [[walking]] and [[dashing]] speed to compliment his air speed), and fast attacks throughout his moveset. Additionally, Yoshi possesses [[grab release]] options on several characters (which include [[chain grab]]s 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 grab]]s. Yoshi also has among the best [[Momentum cancelling#Horizontal momentum canceling|horizontal survivability]] with above-average vertical survivability due to his heavyweight status and average falling speed, good [[reach]] all around, a great get off move in his [[jab]], and a great anti-air [[projectile]] in [[Egg Throw]].
 
Yoshi has some strong flaws however, the most major of which being his extremely poor shield due to a multitude of reasons. Yoshi is unable to jump out of shield (the only character with this hindrance), his drop shield animation is twice as long as the rest of the cast, Yoshi is unable to [[Powershield canceling|powershield cancel]] and Yoshi is unable to glide toss. When combined with the fact that Yoshi's standing [[grab]] is 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 [[roll]]s, this gives Yoshi the worst out of shield game in the entire game. Yoshi is incapable of punishing many 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 highly lacking shield, making Yoshi's shield the worst in the entire cast by a significant margin. In addition to Yoshi's very poor shield, he also has an over-reliance on his double jump to recover, making [[footstool jump]]s, [[meteor smash]]es, or certain special grabs very dangerous to him (although he can [[air dodge]] during his second jump to gain invincibility). Other flaws include his slow and laggy standing and dashing grabs and an awkwardly large [[hurtbox]] on his nose that makes it easier to hit and [[space]] Yoshi. He also has poor KO power, 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==
Yoshi is a rather [[weight|heavy]] character, tied with {{SSBB|Wario}} in weight, but rather small and fast for his weight. He is very maneuverable in the air with a slow falling speed and the fastest air speed in the game, which are not usually attributes found in heavyweights. His moves generally have decent speed (although not as quick as several characters), weak knockback, and his range is good for non-disjointed moves. His Flutter Kick (down aerial) can hit for 35% if used correctly, making it among the most damaging attacks in the game (although this can be escaped with [[SDI]]). Arguably the most notable aspect 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 has his double jump, he can also be an effective edge guarder, either finishing enemies off with his meteor smashes, or using his neutral aerial at the right time 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.
 
One significant flaw with Yoshi is that, because of his minuscule third jump, Footstool Jumps, grabs (such as special grabs that can catch in the air), and attacks with enough knockback to cancel his midair jump's resistance can be devastating to Yoshi should they be performed while he is in his second jump. He is quite [[Dashing#Running_Speed|speedy]] on the ground, but he has few effective ways to advance on the opponent. Yoshi's standing grab range has lots of start up lag, and his dash grab is very punishable, with both being relatively short for tether grabs. However, Yoshi arguably has the best [[pivot grab]] in the game. His specials are largely situational due to a mix of poor range and speed. Egg Throw, for example, is an effective projectile attack that can help change directions in midair and can help recovery, but it can be hard to use because it travels in an arc, which can make it hard to hit with. Although his shield gives him immunity to shield poking (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 for anyone else) and it cannot be jumped out of, giving him arguably the worst out of shield options in the game when considering his very slow standing grab, making him have 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's major advantage is in his grab-release on a large number of cast members. He has a grab-release on at least nineteen cast members, and he can grab-release-spike seven of those.
 
Yoshi is a character with very clear advantages and disadvantages. Many 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). Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated Yoshi players can do very well with him.
 
==Changes from ''[[Super Smash Bros. Melee]]''==
Yoshi has received noticeable buffs, such as a much better grab game due to his new air release option on a large portion of the cast and his new effective pivot grab, his superior mobility especially in the air, a majorly improved [[recovery]] due to him now performing a small jump when using Egg Throw and 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. However, as Yoshi's metagame in Melee developed, he is now considered much better that he was thought to be before, while the changes caused by the transition to '' Brawl'' caused him to be significantly nerfed.
 
Yoshi has received several big direct nerfs, and the new mechanics introduced in ''Brawl'' overall plagued him. His KO potential was drastically reduced, as the severely decreased knockback to many of his attacks, most notably his smash attacks, sweetspotted forward aerial and [[Yoshi Bomb]] and damage to his down air removed down smash and Yoshi Bomb's KO potential and up smash is now among the weakest, leaves him capable of KOing reliably 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 very significantly. Yoshi's biggest nerf however is his already abysmal [[shield]] game. His shield is significantly worse going from being different but still useful in ''Melee'' to being almost unusable compared to the rest of the cast. He still cannot jump out of shield and has lost all his advanced techniques out of shield, which is an exacerbated problem in ''Brawl'''s defensive play, where a character's out of shield game is much more important. 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 has are the fact it still cannot be shield poked 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.
 
As such, the intensity of the nerfs heavily overshadow the buffs he received, making him a much less effective character than in ''Melee''.
 
===Aesthetics===
*{{change|Yoshi's appearance is that of his upright, bubblier appearance used since ''Yoshi's Story'', though he more so resembles his ''Super Mario 64 DS'' design.}} He also has smother skin and his eyes now have blue irises.
*{{change|While Yoshi's tail is smaller in ''Brawl'', his tail grows bigger for attacks where it is used 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|Yoshi's tongue sound effect has been updated.}}
*{{change|Yoshi's skin color is a darker tone. Red Yoshi also is a darker shade of red, and also wears blue shoes instead of purple.}}
*{{change|Yoshi's previous taunt has been moved to his down taunt and has a new voice clip.}}
*{{change|Yoshi no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
 
===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'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 but improving his endurance.}}
*{{change|Yoshi's gravity is lower (0.093 → 0.07347).}}
*{{nerf|Yoshi is one unit [[Weight|lighter]] (108 → 107), slightly worsening Yoshi's endurance.}}
*{{change|If Yoshi attacks during his double jump he does not stop momentum, unless he uses his special moves, like [[Egg Throw]]. This means that Yoshi can no longer [[double jump cancel]] with his aerials, significantly hindering his combo ability although it increases his recovery's safety.}}
*{{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 hinders him overall, which is further exacerbated by his poor shield game and a character's out of shield game being more imperative than ever.}}
*{{nerf|Yoshi's double jump now uses 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.}}
*{{buff|Yoshi's [[powershield]] window has less startup lag with a longer duration (frames 3-4 → 1-3).}}
**{{nerf|However, he can no longer setup his powershield at any point of his shielding animation in the right circumstances, now functioning like every other character.}}
*{{nerf|The removal of light [[shield]] hinders Yoshi more than the rest of the cast as he can no longer use his light shield 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 having no shieldstun. This especially hurts him considering the fact that every other character suffers from less shieldstun.}}
*{{nerf|Yoshi can no longer jump out of his initial shield animation, removing his ability to [[parry]].}}
*{{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 drop 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 to the absolute worst in the game by a large margin.}}
*{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}}
*{{change|Yoshi now cannot land during the first 7 frames of his [[air dodge]], and will remain in an airborne state until the 8th frame of the animation should he reach the ground during this time.}}
**{{buff|Regardless, if Yoshi touches the ground during this time, but then enters the air again, his double jump is restored. This allows for the niche [[Dragonic_Reverse#Yoshi.27s_triple_jump|triple jump]] technique.}}
*{{buff|Yoshi now has the ability to [[crawl]], giving him the ability to duck under moves or shrink his hurtbox.}}
*{{buff|Yoshi now has access to super glide tossing giving him an additional approach option when holding an item. Yoshi's super glide toss can cover almost half of [[Final Destination]].}}
*{{buff|The changes to [[meteor cancel]]ing benefits Yoshi more than most other returning veterans as it improves his forward and down aerial's reliability and he is less vulnerable to meteor smashes compared to the rest of the cast as his meteor cancel window is larger than any other returning veteran.}}
*{{buff|Yoshi has an overall drastically improved [[recovery]], due to his increased air speed and his Egg Throw now giving him a slight hop, as well as the fact that since he can not double jump cancel; he can now use his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump. Additionally, ''Brawl'''s new air dodge mechanics allows Yoshi to air dodge while keeping the momentum of his midair jump, essentially giving him an invincible recovery move.}}
 
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The second hit deals slightly more damage (5% → 6%), making it stronger despite its altered knockback, which makes it safer on hit at lower percentages (8 (base)/120 (growth) → 25/100).}}
*[[Forward tilt]]:
**{{change|Yoshi has a new forward tilt: a tail swat instead of a strong kick.}}
**{{buff|It has more increased range, improves its combo potential at lower percents due to its now lowered damage output.}}
**{{nerf|It deals less damage (13%/12%/11% → 10%/9%/8%), making it weaker.}}
*[[Up tilt]]:
**{{buff|Up tilt has slightly less startup lag (frame 8 → 7), and, due to no animation change, it can hit grounded opponents better overall.}}
*[[Down tilt]]:
**{{change|Down tilt no longer has [[set knockback]], instead having very small knockback growth (100 (set) → 65 (base), 30 (scaling)). It also now has a sourspot located at the tip of his tail that deals half damage (10% → 5%) and sends opponents at the [[Sakurai angle]].}}
*[[Dash attack]]:
**{{nerf|Dash attack has less reach (9.54u → 6u).}}
*[[Forward smash]]:
**{{nerf|Forward smash deals noticeably less knockback (32 base/94 growth → 20/92). It also has smaller hitboxes (4.8/4/2.4 → 4.2/3.7/3) and more ending lag (FAF 44 → 51).}}
*[[Up smash]]:
**{{buff|Up smash deals more damage (14% → 16%) and has a longer duration (frames 11-15 → 11-16).}}
**{{nerf|It has drastically less knockback (26 (base)/108 (growth) → 23/83), greatly hindering its KO potential despite the higher damage, and has more ending lag (FAF 40 → 44).}}
*[[Down smash]]:
**{{nerf|Down smash's knockback was weakened drastically (50 (base)/75 (growth) → 30/63), to where it can no longer reliably KO under 150%. Despite Yoshi's tail being longer when performing this move, it is less disjointed by comparison, slightly hindering its reach.}}
 
===Aerial attacks===
*{{change|All aerials have decreased 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 was not fully compensated.}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial can now be used to [[lock]] opponents.}}
**{{nerf|It deals less damage (14% (clean), 10% (late) → 12%/9%/6%) hindering its KO potential. It also has a shorter duration (frames 3-33 → 3-31) and [[auto-cancel]]s later (frame 36 → 38).}}
**{{change|It has an altered animation.}}
*[[Forward aerial]]:
**{{buff|Forward aerial is now a much more reliable KO option onstage due to its new sourspot.}}
**{{nerf|[[Forward aerial]]'s meteor smash is much weaker dealing 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'' and harder to land, since it now has a sourspot that launches horizontally, even though it deals 1% more damage than the meteor smash hitbox.}}
*[[Back aerial]]:
**{{nerf|Back aerial has more ending lag (FAF 38 → 40) and [[auto-cancel]]s later (frame 33 → 38).}}
**{{change|With the exception of the final hit, 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 but makes it connect more reliably and it improves its combo potential as the first three hits deal less knockback. The final hit also has higher base knockback (40 → 50).}}
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 39 → 38) and it can now be performed twice in a short hop. The universally decreased falling speeds also make it a more reliable KO move.}}
*[[Down aerial]]:
**{{buff|All hits of Yoshi's down aerial flow into each other much more easily, strengthening its combo ability.}}
**{{buff|It has less startup lag (frame 18 → 16).}}
**{{nerf|It has a drastically lowered overall damage output (53% → 35%), though it's still the most damaging aerial attack in the game by a considerable margin (beating Snake's neutral and down aerials by 7%).}}


Yoshi ranks 32nd on the tier list due to his fairly mediocre matchups, extremely high learning curve due to how extremely difficult it is to learn his best advanced techniques, over-reliance on his double jump to recover, making [[Footstool Jump]]s, [[Meteor Smashes]], or certain special grabs very dangerous (however, he can air dodge during his second jump to gain invincibility), difficulties with his shield and rolling dodge (although immunity to shield stabbing helps cover this) and poor kill power without quick attack speed (except for down smash, which isn't a reliable killing move anyway, and up-air, which is a bit situational), all in all resulting lacklustre match-ups and tourney results.
===Throws/other attacks===
*[[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}}. Yoshi's grabs also have less ending lag (FAF 79 (standing), frame 70 (dash) → frame 63 (both).}}
**{{buff|Yoshi will now always force his opponent into an [[Grab release|aerial grab release]] if he doesn't throw his opponent. This combined with the changes to aerial grab releases give him grab release followups on a significant portion of the cast, such as a chain grab on 17 characters and a guaranteed followup into his forward aerial meteor smash offstage.}}
**{{buff|Introduction of a great pivot grab significantly improved Yoshi's grabbing game, and help boost his defensive game. Yoshi's pivot grab has the least amount of startup out of his grabs (frame 10) and more significantly; ending lag (FAF 36).}}
**{{change|Yoshi no longer vocalizes when [[grab]]bing; the relevant vocalizations are moved to Egg Lay.}}
*[[Pummel]]:
**{{buff|Pummel has less ending lag (FAF 25 → 16).}}
**{{nerf|It deals 1% less damage (3% → 2%).}}
*[[Forward throw]]:
**{{change|Forward throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into [[tumble]] can no longer be [[DI]]ed.}}
*[[Back throw]]:
**{{change|Back throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into [[tumble]] can no longer be [[DI]]ed.}}
*[[Up throw]]:
**{{change|Down throw has reduced knockback (120 (base), 20 (scaling) → 100/25) making it a better combo move however, the introduction of [[hitstun canceling]] limits its combo potential.}}


==Changes from ''[[Super Smash Bros. Melee|Melee]]'' to ''Brawl''==
===Special moves===
Yoshi received both major [[buffed|buffs]] to some of his moves and major [[nerfed|nerfs]] to other moves. His aerials and tilts are slightly stronger (although his D-air does less damage and his Forward aerial is no longer an automatic [[meteor smash]]), but his smashes are slightly weaker (excluding his down smash, which is weakened significantly). Egg Toss can now be used as a recovery move due to the very slight boost it now provides, but Egg Roll now gives very little horizontal distance when used in the air, making it ineffective as a recovery move (however, it completely [[Momentum Cancel]]s). Yoshi Bomb now shoots downward at a faster speed, but it is weaker in terms of knockback. It also (when used from the ground) takes an enemy standing directly in front of Yoshi up with him, comparable to [[Final Cutter]]. His eggs do less damage and knockback, and they can no longer be tossed backwards. They also have a finite number of throwing angles/strengths. Yoshi's air speed has increased to the fastest in the game (up from a tie for second-fastest with [[Mewtwo (SSBM)|Mewtwo]]). On the downside, if Yoshi attacks during his double jump he does not stop momentum, unless he uses his special moves, like [[Egg Lay]]. This means that Yoshi can no longer [[double jump cancel]] with his aerials. Yoshi is largely a weaker-hitting character than he was in [[Yoshi (SSBM)|Melee]], but he also is tougher to knock out.
*[[Egg Lay]]:
**{{buff|Egg Lay has a longer duration (frames 17-21 → 17-22) and can now be [[B-reversing|B-reversed]].}}
**{{nerf|Due to universally decreased fall speeds, Egg Lay is much less effective at edgeguarding.}}
**{{change|Yoshi now vocalizes when using Egg Lay.}}
*[[Egg Roll]]:
**{{change|Egg Roll has different sound effects.}}
**{{nerf|Egg Roll now gives virtually no horizontal distance when used in the air while still sending him into a helpless state if the move has been canceled, making it completely ineffective as a recovery move (even though it also almost completely [[momentum cancel|negates momentum]], this is negligible, as Yoshi will be guaranteed to fail to make it back to the stage if he uses it this way under normal circumstances).}}
*[[Egg Throw]]:
**{{buff|Egg Throw now gives Yoshi a slight hop in the air, improving his recovery.}}
**{{nerf|The eggs from Egg Throw deal less damage (10%/12% → 9%) and knockback, and they can no longer be tossed backwards (although this nerf is nullified because he can now reverse this move); they additionally have a finite number of throwing angles and they have more startup lag and a shorter duration (frames 18-55 → 20-40).}}
**{{change|Yoshi no longer vocalizes when using Egg Throw.}}
*[[Yoshi Bomb]]:
**{{buff|When Yoshi Bomb is used from the ground, it produces a weak hitbox during the rise that takes an enemy standing directly in front of Yoshi up with him, comparable to [[Final Cutter]].}}
**{{nerf|The aerial version has more startup lag (frame 19 → 20), deals less damage (14% → 12%) and significantly less knockback (46 (base), 96 (scaling) → 55/70) and is no longer a KO move under 150%. The grounded version also deals less damage (16% → 15%) and knockback (50 (base), 98 (scaling) → 60/70).}}
**{{change|The move's plummet is slower.}}
**{{change|The move's produces a different sound effect when landing.}}
*[[Super Dragon]]:
**{{change|Yoshi now has 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 touching them (similar to [[Super Sonic]]) and breath streams of fire that deals heavy damage. After 20 seconds, Yoshi will turn back to normal.}}


Yoshi also had changes that are either not related to buffing/nerfing or hard to tell which. He has a new forward tilt; a tail swat instead of a strong kick. His stance is different; Yoshi stands upright. While Yoshi's tail is smaller in ''Brawl'', his tail grows bigger for its attacks than it did in ''Melee''. The spikes on his back are curved rather than spiky, like they are in his recent appearances. His tongue makes a different sound. His down tilt no longer has set knockback.
==Moveset==
''For a gallery of Yoshi's hitboxes, see [[Yoshi (SSBB)/Hitboxes|here]].''<br/>
''For a more detailed information regarding Yoshi's moveset and attack hitboxes, see [[Yoshi (SSBB)/Moveset|this page]].''
{{MovesetTable
|game=SSBB
|neutralcount=2
|neutralname=&nbsp;
|neutral1dmg=3%
|neutral2dmg=6%
|neutraldesc=Yoshi quickly kicks with his left leg, then with his right leg. The feet Yoshi strikes with are invulnerable.
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltupdmg=10%
|ftiltsidedmg=9%
|ftiltdowndmg=8%
|ftiltdesc=Yoshi spins and swipes opponents with his tail. Can be angled up or down. When angled up, it can KO at 197% from the center of Final Destination.
|utiltname=&nbsp;
|utiltdmg=11% (tail), 10% (tail tip)
|utiltdesc=Yoshi crouches and flicks his tail upwards.
|dtiltname=&nbsp;
|dtiltdmg=10% (tail), 5% (tail tip)
|dtiltdesc=Yoshi performs a low sweep with his tail.
|dashname=&nbsp;
|dashdmg=9% (clean), 7% (late)
|dashdesc=Yoshi does a running headbutt. Does decent knockback and can KO at 187%.
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBB|16}}
|fsmashdesc=Yoshi slams his head forward with a powerful headbutt. Yoshi's head is invincible during the attack. Can be aimed up or down. KOs at 112% when uncharged and 72% when fully charged.
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBB|16}}
|usmashdesc=Yoshi headbutts upwards. Yoshi's head is invincible during the attack, similar to his forward smash. KOs at 131% when uncharged and 85% when fully charged.
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBB|14}} (front), {{ChargedSmashDmgSSBB|13}} (back)
|dsmashdesc=Yoshi strikes on both sides with his tail. Very quick, but has surprisingly low knockback. KOs at 178% when uncharged and 123% when fully charged with the front hit.
|nairname=&nbsp;
|nairdmg=12% (clean), 9% (mid), 6% (late)
|nairdesc=Yoshi performs a [[sex kick]]. The size of his foot is larger during the attack to indicate an extended [[reach]]. KOs at 142% from the center of Final Destination.
|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'')
|fairdmg=16% (body), 15% (head)
|fairdesc=Yoshi winds up and slams his head downward. The head [[meteor smash]]es and can KO at 187%, while the body deals horizontal knockback and can KO at 132%.
|bairname=&nbsp;
|bairdmg=4% (hits 1), 3% (hits 2-3), 4% (hit 4)
|bairdesc=Yoshi wags his tail rapidly, hitting four times.
|uairname=&nbsp;
|uairdmg=13%
|uairdesc=Yoshi flips his body and flicks his tail upward. Considered Yoshi's best KO move.
|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}})
|dairdmg=2-3% (hits 1-7), 1-2% (hits 8-15)
|dairdesc=Yoshi rapidly peddles his feet as he descends. Can deal up to 33% on large opponents.
|grabname=&nbsp;
|grabdesc=Yoshi uses his tongue to grab an opponent and pull them into his mouth. His dash grab cause him to trip if he doesn't get anyone. Despite the appearance, Yoshi's tongue isn't a tether, though it's range and lag is between tethers and normal grabs.
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldesc=Chews on the opponent.
|fthrowname=&nbsp;
|fthrowdmg=7%
|fthrowdesc=Yoshi spits the opponent forwards.
|bthrowname=&nbsp;
|bthrowdmg=7%
|bthrowdesc=Exactly the same as the forward throw, just backwards.
|uthrowname=&nbsp;
|uthrowdmg=5%
|uthrowdesc=Yoshi spits the opponent upwards.
|dthrowname=&nbsp;
|dthrowdmg=4%
|dthrowdesc=Yoshi spits the opponent into the ground.
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdesc=Gets up and headbutts both sides of himself.
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdesc=Gets up and spin kicks both sides of himself.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Gets up and whips his tail both sides of himself.
|edgefname=&nbsp;
|edgefdmg=6%
|edgefdesc=Gets up and whips his tail.
|edgesname=&nbsp;
|edgesdmg=12%
|edgesdesc=Slowly gets up and slams his head forward with short range. The third most damaging ledge attack in the game.
|nsname=Egg Lay
|nsdmg=7%
|nsdesc=Yoshi swallows the foe and turns them into an egg.
|ssname=Egg Roll
|ssdmg=4-12%
|ssdesc=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%.
|usname=Egg Throw
|usdmg=1% (contact), 8% (explosion)
|usdesc=Yoshi throws an egg in a controllable parabolic arc. This moves gives Yoshi a small boost when used in the air.
|dsname=Yoshi Bomb
|dsdmg=4% (hop), 15% (ground drop), 12% (air drop), 4% (stars)
|dsdesc=Yoshi plummets downwards, producing stars when he lands. KOs at 111% (both hits), 123% (ground drop), and 163% (air drop).
|fsname=Super Dragon
|fsdmg=8% (ram),  6% (fire breath), 17% (fireball)
|fsdesc= 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.
}}


==Attributes==
===Chain grab list===
Few characters are as unusual in Brawl as Yoshi. Yoshi is a rather [[weight|heavy]] character, tied with [[Wario (SSBB)|Wario]] in weight, but rather small and weak for his weight. He also is very maneuverable in the air with a slow falling speed and the fastest air speed in the game, which are not usually attributes found in heavyweights. His midair jump is the largest in the game, giving limited [[knockback resistance]] during the ascent. One significant flaw is that, because of his minuscule third jump, Footstool Jumps, grabs (such as special grabs that can catch in the air), and attacks with enough knockback to cancel his midair jump's resistance can be devastating to Yoshi, should they be performed while he is in his second jump. He's quite [[Dashing#Running_Speed|speedy]] on the ground, but he has few effective ways to advance on the opponent. Yoshi's standing grab range has lots of start up lag, and his dash grab is very punishable, with both being relatively short for tether grabs. To help this problem, Yoshi arguably has the best [[Pivot Grab]] in the game. Yoshi can perform a pseudo-[[wavedash]] known as the [[Dragonic Reverse]]. Yoshi's moves generally have decent speed (although not as quick as several characters), and his range and priority are both good for jointed moves. To counter-balance this, his killing power and amount of KO moves are rather low, and he has only average attack speed. His Flutter Kick (downwards aerial) can hit for 33% if used correctly, making it among the most damaging attacks in the game (although this can be escaped with Smash DI). His specials are largely situational due to a mix of poor range, speed, and/or priority. Egg Throw, for example, is an effective projectile attack that can help change directions in midair and can help recovery, but it can be hard to use because it travels in an arc, which can make it hard to hit with. Although his shield gives him immunity to shield stabbing and lasts slightly longer then others, it has a long exiting animation, it cannot be jumped out of, it gives him a bad [[rolling dodge]], and it prevents him from [[Glide Toss]]ing. As long as Yoshi has his double jump, he can be an effective edge guarder, either finishing enemies off with his Meteor Smashes, or using his Neutral aerial at the right time to knock them back even further.
The following characters can be chain grabbed through an air release by Yoshi, though some are harder to chain grab than others:
*{{SSBB|Bowser}}
*{{SSBB|Donkey Kong}}
*{{SSBB|Diddy Kong}}
*{{SSBB|Wario}}
*{{SSBB|Link}}
*{{SSBB|Ganondorf}}
*{{SSBB|Zero Suit Samus}}
*{{SSBB|Pit}}
*{{SSBB|Meta Knight}}
*{{SSBB|King Dedede}}
*{{SSBB|Falco}}
*{{SSBB|Captain Falcon}}
*{{SSBB|Pikachu}}
*{{SSBB|Squirtle}}
*{{SSBB|Charizard}}
*{{SSBB|Ike}}
*{{SSBB|Lucas}}
*{{SSBB|Snake}}
*{{SSBB|Sonic}}


Yoshi's major advantage is in his grab-release on a large number of cast members. He currently has a grab-release on at least nineteen cast members, and he can grab-release-spike seven of those.
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 107
|rweight    = 8-9
|dash      = 1.33
|rdash      = 28
|run        = 1.68
|rrun      = 11
|walk      = 1.15
|rwalk      = 16
|trac      = 0.0426
|rtrac      = 36
|airfric    = 0.00975
|rairfric  = 22
|air        = 1.316
|rair      = 1
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.07
|raddaccel  = 20-25
|gravity    = 0.07347
|rgravity  = 26
|fall      = 1.29
|rfall      = 27
|ff        = 1.806
|rff        = 29
|jumpsquat  = 6
|rjumpsquat = 27-35
|jumpheight = 36.10337322
|rjumpheight= 9
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


Yoshi is a character with very clear advantages and disadvantages. Many 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). Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated Yoshi players can do very well with him. It may take a while for those new to Yoshi to fare as well.
===[[Announcer]] call===
==Role In ''The [[Subspace Emissary]]''==
{{audio|Needs announcer calls from other languages.}}
After removing the Master Sword from a pedestal in a forest, [[Link (SSBB)|Link]] encounters Yoshi, who is sleeping on a tree stump. However, the passing Halberd drops Shadow Bugs, which in turn form Primids. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight them off.
<gallery>
[[File:Subspace_yoshi.PNG|frame|Yoshi in the ''[[SSE]]'']]
Yoshi English Announcer SSBB.wav|English/Japanese
Later, Yoshi/[[Pit (SSBB)|Pit]] and Link/[[Mario (SSBB)|Mario]] will be seen running on a path, a Shadow Bug clone of [[Peach (SSBB)|Peach]]/[[Zelda (SSBB)|Zelda]] will try to turn the duo into trophies, but then Pit/Link slashes the clone's Dark Cannon into two. Mario and Pit/Link and Yoshi will then fight the clone. After the battle, Link/Mario will notice Mario and Pit/Link and Yoshi nearby the clone's trophy, thinking that they defeated the real princess, Link/Mario tries to slash/punch Mario/Link. The two teams will then fight each other. After Link and Yoshi/Mario and Pit defeat the opposing characters, [[King Dedede (SSBB)|King Dedede]] will pass by and snag the trophies, while Link/Mario notice the real trophy of Zelda/Peach in the back. Kirby then later rescues the Link & Yoshi/Mario & Pit trophies and Link/Pit with come to life and strike the cart with an arrow. After which, Kirby, Link, Yoshi, Mario, and Pit team up to find Dedede's castle.
</gallery>


Later on, they find the Ancient Minister setting off a Subspace bomb, and we see the real regret that he feels in this deed. As the bomb goes off, Yoshi carries Mario to safety by running really fast, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this SSE cutscene reflects on how Yoshi was used for transportation for Mario (most notably in Yoshi's Island, where he carries Baby Mario everywhere and Super Mario World where Yoshi used to have a taller neck and Mario was able to ride him except in the Ghost House and Castle stages).
===[[Wii Remote selection sound]]===
{{SelectSound|char=Yoshi|desc=A sound effect is heard and Yoshi says "Yoshiii!"}}


Yoshi joins his companions when they reinforce Marth and his companions in the Canyon. Later, he joins the heroes in the battle against the Subspace Gunship and again against Tabuu. After trophization, Yoshi is revived by Dedede and Kirby, and joins Sonic and the others against Tabuu.
===[[On-screen appearance]]===
== Event Matches ==
{{Appearance
*'''[[Event 10: All-Star Battle Regulars]]'''- The player must choose a character and take on the "original eight" fighters, two at a time.
|desc=Breaks out of a {{s|mariowiki|Yoshi Egg}} and strikes a pose while shaking his tail. Even if a Yoshi is selected with a [[Palette swap (SSBB)#Yoshi|color other than green]], he will still break out of a white egg with green spots regardless of what costume is being used. Based on Yoshi hatching from a Yoshi Egg in ''[[Super Mario World]]''.
*'''[[Event 11: Yoshi's Rainbow]]'''- As the [[Ice Climbers (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 killing them in order is instant failure.
|char=Yoshi
*'''[[Event 12: Sleeping in the Eggs]]'''- Using Yoshi’s Egg Lay standard special move, the player must put Kirby and [[Pikachu (SSBB)|Pikachu]] in eggs simultaneously. [http://www.smashbros.com/en_us/gamemode/various/various16.html]
|game=SSBB}}
*'''[[Event 37: The Pirate Airship]]'''- The [[Pirate Ship]] will continuously be caught in a hurricane and be sent to the sky. KO both Yoshis as [[Toon Link (SSBB)|Toon Link]] when the ship is in the air.
== Co-Op Event Matches ==
*'''[[Co-Op Event 3: Fastest, Shortest, Sudden Death]]'''- All Players start with 300%. Survive as Yoshi and King Dedede against [[Lucas (SSBB)|Lucas]] and Pit for 10 seconds on [[WarioWare]].
*'''[[Co-Op Event 5: The Yoshi Team of 50]]'''- As [[Meta Knight (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 Stayed in Onett]]'''- KO [[Luigi (SSBB)|Luigi]] and Yoshi, playing as Lucas and [[Ness (SSBB)|Ness]] on [[Onett]].
*'''[[Co-Op Event 21: The True All-Star Battle]]'''- Select any character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
==Standard Moves==
===Ground Attacks===
===Normal===
*Neutral Attack- Left kick, then right kick. Deals 9% if both hit. Quick with decent priority makes it a solid "panic" move.
*Dash Attack- Running headbutt that causes 9% damage. Quick and powerful, with horizontal knockback useful at the edge, where Yoshi can start edge guarding.
*Forward Tilt- Tail flick. Causes 9% damage. Very quick.
*Down Tilt- Low tail whip. The attack does more damage the closer the opponent is to Yoshi. Hitting with the larger section of Yoshi's tail causes 10% damage and hitting with the tip causes 5% damage.
*Up Tilt- Tail uppercut. Deals 11% damage.
===Smash===
*Forward Smash- Headbutt that causes 16% damage uncharged and 22% damage fully charged.
*Down Smash- Double tail whip (hits on both sides). Causes 14% damage uncharged and 19% fully charged. Hitting an opponent behind Yoshi causes 1% less damage. Very quick, but surprisingly low knockback, for a smash attack. Mostly used to rack up damage, set up combos or clear some space.
*Up Smash- Upward headbutt. Deals 16% uncharged and 22% fully charged. The attack can hit behind Yoshi and cause the same amount of damage.
===Aerial Attacks===
*Neutral Aerial- [[Sex kick]]. Causes 12% damage. Can be performed immediately after the ending of Flutter Kick to try and break through shields. Good [[Knockback]] if it connects with an opponent as it's executed. Also has [[knockback]] protection for the majority of the kick.
*Forward Aerial- Headbutt with the capability to [[spike]]. Deals 15-16% damage. Where and when it hits decides where the opponent goes.
*Back Aerial- Quadruple tail whip. Causes a maximum of 14% damage. Low priority.
*Down Aerial- Flutter kick. Most damaging aerial attack. Can potentially [[Meteor Smash]] after the last kick. Causes a maximum of 33% damage. Good for wearing down shields or footstool set-ups.
*Up Aerial- Does a flip and hits hard upward with his tail, good range, great knockback and low starting lag too. Yoshi's best kill move, easy to set up with eggs and double jump.
===Grabs and Throws===
*Grab - Along Snake, he is the only character in the game able to force jump breaks in the game and also the only character in the game completely unable to ground release a grabbed character.
*Standing grab - 17 frame grab and not very long range makes it one of the worst standing grabs.
*Dash grab - Faster start-up than his standing grab but a lot of ending lag.
*Pivot grab - Much longer range than his standing grab range and 1 frame faster than his dash grab. It has very little lag for an extended grab.
*Pummel- Chews on the opponent. 2% damage. When Grab Release Chain grabbing, it counters move decay (Stale Negation)
*Forward Throw- Spits the opponent out. 7% damage.
*Back Throw- Spits the opponent backward. 7% damage.
*Up Throw- Spits the opponent upward. 5% damage.
*Down Throw- Jumps up and spits the opponent hard into the ground. 4% damage. Has good hitstun, combos well with Up Aerial for a KO.


The following characters can be chain grabbed 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]], and [[Sonic]]
== Special Moves ==
{{specialmoves|Egg Lay|Egg Roll|Egg Throw|Yoshi Bomb|Super Dragon|Yoshi}}
===[[Taunt]]s===
===[[Taunt]]s===
'''Up:''' Dances around in a circle and says "Yoshi!".  
{{Taunt/SSBB
|char=Yoshi
|desc-up=Dances around in a circle and says "Yoshi!".
|desc-side=Spins around, chasing his tail, then looks at it.
|desc-down=Waves to the screen, saying "Yoshi! Yoshi!"  This is an update of the taunt he had in ''SSB'' and ''Melee''. Because Yoshi's down taunt involves leaning forwards out of the plane of gameplay, certain fast and thin hitboxes including [[Palutena's Arrow]]s and [[R.O.B. Blaster]] shots can be dodged with it.}}
 
===[[Idle pose]]===
{{Idle
|desc-1=Does a short dance.
|desc-2=Looks around.
|image-1=Yoshi Idle Pose 2 Brawl.png
|image-2=Yoshi Idle Pose 1 Brawl.png}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Yoshi
|game=Brawl
|desc-us=Yo-shi!
|desc-jp=Yo-shi!
|pitch-us=High female
|pitch-jp=High female}}
 
===[[Victory pose]]s===
{{Victory/SSBB
|victory-theme=YoshiTheme.ogg
|victory-desc=A orchestrated flourish combining two small musical excerpts from ''Yoshi's Story''.
|desc-up=Punches the air, then makes a "ta-da" pose. (His "character chosen" animation in ''Super Smash Bros.'')
|desc-left=Looks up at the sky with his hands together, spins once, and gives a V sign with his hand. (a la Yoshi's victory pose in Yoshi's Story)
|desc-right=Angrily, he punches a few times, and then turns his back on the screen facing right.
|char=Yoshi}}
 
==In [[competitive play]]==
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Yoshi players (SSBB)]]''
*{{Sm|Deltacod|USA}}
*{{Sm|Karamity|Japan}}
*{{Sm|HadesBlade|USA}}
*{{Sm|Poltergust|USA}} - Was widely considered to be the best Yoshi player in the world when he actively played.
*{{Sm|Raptor|USA}} - Formerly ranked 10th on the [[Tristate Brawl Power Rankings]].
*{{Sm|Zudenka|Switzerland}} - 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 SSBB's metagame. During the initial release of SSBB, Yoshi was very flawed due to his shield being notoriously bad, low knockback on his moves, and almost non-existent out of shield options. As a result, Yoshi was considered to be one of the worst characters in the game due to his poor matchups and poor tournament results, leading him to being ranked 32nd on the first tier list. Due to his low tier placements on tier lists, many smashers predicted that he would fail to rise out of low tier and he wouldn't do 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 placement so far. He is currently 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 are some players that think Yoshi should be slightly higher, while some players think Yoshi should be even lower.
 
==Role in [[The Subspace Emissary]]==
[[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 sleeping on a tree stump. However, the passing Halberd drops Shadow Bugs, which in turn form Primids. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight them off.
 
Yoshi's next role in the story depends on which princess {{SSBB|Kirby}} saved at the stadium. If {{SSBB|Peach}} was rescued, Yoshi and Link battle against a Shadow bug clone of Peach (who was recently trophied by {{SSBB|Bowser}}), who was trying to trophify an unsuspecting {{SSBB|Mario}} and {{SSBB|Pit}} until Link sliced the cannon in half. After the battle, the trophy disintegrates. Thinking that they killed the real princess, Mario and Pit attack Link and Yoshi. If {{SSBB|Zelda}} was saved, then Mario and Pit would fight a Shadow Bug clone of her instead, and Link and Yoshi would attack Mario and Pit. Either way, both teams fight each other. After Link and Yoshi/Mario and Pit defeat the opposing characters, {{SSBB|King Dedede}} passes by in the cargo and snags the trophies with a metal arm, while Link/Mario notices the real trophy of Zelda/Peach in the back. 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 to find Dedede's castle. After going 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 second set of caves until they catch up to Bowser at a cliff. They try to stop him from taking Zelda/Peach, but fail. Bowser then takes the princess' trophy up to the Halberd.
 
Later on, they find the Ancient Minister setting off a Subspace bomb, and see the real regret that he feels in this deed. As the bomb goes off, Yoshi carries Mario to safety by running really fast, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this SSE cutscene reflects on how Yoshi was used 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. Later, he joins the heroes in the battle against the Subspace Gunship and again against Tabuu. After being trophied by Tabuu's Off Waves, Yoshi is revived by Kirby, and afterward, joins Sonic and the others against Tabuu and successfully defeat him to end the Subspace Invasion.
 
===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 Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Yoshi can appear as an opponent or ally in Stage 2 along with {{SSBB|Donkey Kong}} and {{SSBB|Diddy Kong}} on {{SSBB|Yoshi's Island}}, [[Rumble Falls]], or [[75m]] (with the latter available if it has been unlocked). Yoshi can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.
 
===[[All-Star Mode]]===
In All-Star Mode, Yoshi is fought in Stage 12 on {{SSBB|Yoshi's Island}}.
 
===[[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 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 12: Sleeping in the Eggs]]''': Using Yoshi’s [[Egg Lay]], the player must put {{SSBB|Kirby}} and {{SSBB|Pikachu}} in eggs simultaneously. [http://www.smashbros.com/wii/en_us/gamemode/various/various16.html]
*'''[[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 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 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Yoshi Congratulations Screen Classic Mode Brawl.png|Classic Mode
Yoshi Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Yoshi's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Yoshi.


'''Side:''' Spins around, chasing his tail, then looks at it.  
{{Trophy/Fighter
|name=Yoshi
|image=Yoshi - Brawl Trophy.png
|mode=Classic
|desc=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.
|gamelist={{Trophy games|console1=SNES|game1={{iw|mariowiki|Yoshi's Safari}}|console2=N64|game2={{iw|mariowiki|Yoshi's Story}}}}
|game=Brawl
}}
{{clrl}}


'''Down:''' Waves to the screen, saying "Yep! Yep!"
{{Trophy/Fighter
|name=Super Dragon
|image=Super Dragon - Brawl Trophy.png
|desc=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.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


==In competitive play==
==[[Alternate costume (SSBB)#Yoshi|Alternate costumes]]==
{{SSBBMatchupTable|yoshi=yes}}
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Yoshi Palette (SSBB).png]]
|-
|{{Head|Yoshi|g=SSBB|s=25px}}
|{{Head|Yoshi|g=SSBB|s=25px|cl=Red}}
|{{Head|Yoshi|g=SSBB|s=25px|cl=Blue}}
|{{Head|Yoshi|g=SSBB|s=25px|cl=Yellow}}
|{{Head|Yoshi|g=SSBB|s=25px|cl=Pink}}
|{{Head|Yoshi|g=SSBB|s=25px|cl=Cyan}}
|}
 
==Gallery==
<gallery>
SSBBDojoYoshi1.jpg|[[Taunt]]ing on [[Delfino Plaza]].
SSBBDojoYoshi2.jpg|[[Dash]]ing alongside {{SSBB|Pikachu}} on [[Castle Siege]].
SSBBDojoYoshi3.jpg|Releasing his [[shield]] on [[Bridge of Eldin]].
SSBBDojoYoshi4.jpg|[[Footstool]]ing {{SSBB|Donkey Kong}} on {{SSBB| Yoshi's Island}}.
</gallery>


==Palette Swaps==
[[File:Alt-yoshi3.jpg|frame|center|Yoshi's palette swaps]]
==Trivia==
==Trivia==
*Yoshi is the only character with a ranged grab but doesn't have a [[Tether Recovery]].
*Although Yoshi's in-game model stands with his back hunched over, he stands upright (which is in line with his appearance in most modern ''Mario'' and ''Yoshi'' games as well as ''Super Smash Bros.'' titles following ''Brawl'') in both his character artwork and victory animations.
*Yoshi is the only character that can eat opponents but not items.
*Yoshi is the only character with a tether or extended grab but no [[tether recovery]].
*The [[Bunny Hood]] and [[Metal Box]] don't affect Yoshi's second jump.
*Yoshi is one of only two characters who never uses their hands for any attack (including grabs), the other being {{SSBB|Ivysaur}}. He is also the only veteran to not use hand for any attacks, including grabs.
*Yoshi holds the world record for Co-op [[Target Smash!!]] Level 4 with [[Pikachu (SSBB)|Pikachu]] (completed in 4.81 seconds).
*With a [[Bunny Hood]], Yoshi can use [[Egg Throw]] to [[stall]] in certain places, such as under the lip of the ''Melee''{{'}}s [[Pokémon Stadium]].
*With a [[Bunny Hood]], Yoshi can start [[stalling]] with [[Egg Throw]] in some places, such as the under the lip of the original [[Pokémon Stadium]].
*Yoshi's grab puts the opponent in a unique state and uses a different pulling technique than all other extended grabs. Due to how these interact, the opponent is considered grabbed before Yoshi is considered fully grabbing. As a result, it is possible to begin [[mash]]ing 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 rules]], it can only happen at extremely low damages, and only with extreme mashing skills in addition to exceptional reaction time, thus there are no known instances of this scenario actually occurring in a tournament match.
*Yoshi is an unusual character in Brawl. He's a heavyweight, yet he's speedy, small, floaty, weak, and has fast attacks. All of this are attributes normally not found in heavyweights. In fact, one could say that Yoshi has more in common with lighter weights than he does with heavyweights.
*Yoshi is the only veteran character possessing an unusual meteor cancel window.
*Oddly, while Yoshi is heavy in Brawl, most other games portray Yoshi as light or medium weight.
 
*Yoshi has an extremely obscure [[Helpless|helpless]] stance, as he would put his head between his feet and put his arms in a physically impossible position while in it.
*If you look closely at Yoshi's skin during a match, you can see that he has scales
==External links==
==External links==
*[http://www.smashbros.com/en_us/gamemode/various/various16.html confirmation of Event Match]
*[http://www.smashbros.com/wii/en_us/gamemode/various/various16.html Confirmation of Event Match]
*[http://www.smashbros.com/en_us/characters/yoshi.html Yoshi's page at ''Smash Bros. DOJO!!''.]
*[http://www.smashbros.com/wii/en_us/characters/yoshi.html Yoshi's page at ''Smash Bros. DOJO!!''.]
*[http://www.smashboards.com/showthread.php?t=199610 Yoshi Character Guide at SWF]
*[http://www.smashboards.com/showthread.php?t=199610 Yoshi Character Guide on SmashBoards]
{{SSBBCharacters}}{{Yoshi universe}}
 
[[Category:Characters (SSBB)]]
{{SSBBCharacters}}
[[Category:Yoshi universe]]
{{Yoshi universe}}
[[Category:Characters (SSBB)]]
[[Category:Yoshi (SSBB)| ]]
[[Category:Yoshi universe]]
[[Category:Trophies (SSBB)]]
[[es:Yoshi (SSBB)]]

Latest revision as of 22:01, November 9, 2024

This article is about Yoshi's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Yoshi.
Yoshi
in Super Smash Bros. Brawl
Yoshi SSBB.jpg
YoshiSymbol.svg
Universe Yoshi
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Starter
Final Smash Super Dragon
Tier D (27)
Yoshi (SSBB)

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 currently ranks 27th on the 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. Yoshi is a unique character; he is a heavyweight with the fastest air speed in Brawl, possesses a recovery that revolves around the best midair jump in Brawl, and has a unique shield that does not shrink, making him largely immune to shield stabbing (outside of a miniscule blindspot at the bottom of Yoshi's shield). Yoshi in general has great all around movement speed (boasting a fast walking and dashing speed to compliment his air speed), and fast attacks throughout his moveset. Additionally, Yoshi possesses grab release options 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 and average falling speed, good reach all around, a great get off move in his jab, and a great anti-air projectile in Egg Throw.

Yoshi has some strong flaws however, the most major of which being his extremely poor shield due to a multitude of reasons. Yoshi is unable to jump out of shield (the only character with this hindrance), his drop shield animation 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 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 many 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 highly lacking shield, making Yoshi's shield the worst in the entire cast by a significant margin. In addition to Yoshi's very poor shield, he also has an over-reliance on his double jump to recover, making footstool jumps, meteor smashes, or certain special grabs very dangerous to him (although he can air dodge during his second jump to gain invincibility). Other flaws include his slow and laggy standing and dashing grabs and an awkwardly large hurtbox on his nose that makes it easier to hit and space Yoshi. He also has poor KO power, 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[edit]

Yoshi is a rather heavy character, tied with Wario in weight, but rather small and fast for his weight. He is very maneuverable in the air with a slow falling speed and the fastest air speed in the game, which are not usually attributes found in heavyweights. His moves generally have decent speed (although not as quick as several characters), weak knockback, and his range is good for non-disjointed moves. His Flutter Kick (down aerial) can hit for 35% if used correctly, making it among the most damaging attacks in the game (although this can be escaped with SDI). Arguably the most notable aspect 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 has his double jump, he can also be an effective edge guarder, either finishing enemies off with his meteor smashes, or using his neutral aerial at the right time 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.

One significant flaw with Yoshi is that, because of his minuscule third jump, Footstool Jumps, grabs (such as special grabs that can catch in the air), and attacks with enough knockback to cancel his midair jump's resistance can be devastating to Yoshi should they be performed while he is in his second jump. He is quite speedy on the ground, but he has few effective ways to advance on the opponent. Yoshi's standing grab range has lots of start up lag, and his dash grab is very punishable, with both being relatively short for tether grabs. However, Yoshi arguably has the best pivot grab in the game. His specials are largely situational due to a mix of poor range and speed. Egg Throw, for example, is an effective projectile attack that can help change directions in midair and can help recovery, but it can be hard to use because it travels in an arc, which can make it hard to hit with. Although his shield gives him immunity to shield poking (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 for anyone else) and it cannot be jumped out of, giving him arguably the worst out of shield options in the game when considering his very slow standing grab, making him have 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's major advantage is in his grab-release on a large number of cast members. He has a grab-release on at least nineteen cast members, and he can grab-release-spike seven of those.

Yoshi is a character with very clear advantages and disadvantages. Many 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). Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated Yoshi players can do very well with him.

Changes from Super Smash Bros. Melee[edit]

Yoshi has received noticeable buffs, such as a much better grab game due to his new air release option on a large portion of the cast and his new effective pivot grab, his superior mobility especially in the air, a majorly improved recovery due to him now performing a small jump when using Egg Throw and 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. However, as Yoshi's metagame in Melee developed, he is now considered much better that he was thought to be before, while the changes caused by the transition to Brawl caused him to be significantly nerfed.

Yoshi has received several big direct nerfs, and the new mechanics introduced in Brawl overall plagued him. His KO potential was drastically reduced, as the severely decreased knockback to many of his attacks, most notably his smash attacks, sweetspotted forward aerial and Yoshi Bomb and damage to his down air removed down smash and Yoshi Bomb's KO potential and up smash is now among the weakest, leaves him capable of KOing reliably 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 very significantly. Yoshi's biggest nerf however is his already abysmal shield game. His shield is significantly worse going from being different but still useful in Melee to being almost unusable compared to the rest of the cast. He still cannot jump out of shield and has lost all his advanced techniques out of shield, which is an exacerbated problem in Brawl's defensive play, where a character's out of shield game is much more important. 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 has are the fact it still cannot be shield poked 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.

As such, the intensity of the nerfs heavily overshadow the buffs he received, making him a much less effective character than in Melee.

Aesthetics[edit]

  • Change Yoshi's appearance is that of his upright, bubblier appearance used since Yoshi's Story, though he more so resembles his Super Mario 64 DS design. He also has smother skin and his eyes now have blue irises.
  • Change While Yoshi's tail is smaller in Brawl, his tail grows bigger for attacks where it is used 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 Yoshi's tongue sound effect has been updated.
  • Change Yoshi's skin color is a darker tone. Red Yoshi also is a darker shade of red, and also wears blue shoes instead of purple.
  • Change Yoshi's previous taunt has been moved to his down taunt and has a new voice clip.
  • Change Yoshi no longer uses his stun voice clip when waking out of sleep status.

Attributes[edit]

  • Buff Yoshi dashes 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'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 but improving his endurance.
  • Change Yoshi's gravity is lower (0.093 → 0.07347).
  • Nerf Yoshi is one unit lighter (108 → 107), slightly worsening Yoshi's endurance.
  • Change If Yoshi attacks during his double jump he does not stop momentum, unless he uses his special moves, like Egg Throw. This means that Yoshi can no longer double jump cancel with his aerials, significantly hindering his combo ability although it increases his recovery's safety.
  • Nerf Yoshi's 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 hinders him overall, which is further exacerbated by his poor shield game and a character's out of shield game being more imperative than ever.
  • Nerf Yoshi's double jump now uses 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.
  • Buff Yoshi's powershield window has less startup lag with a longer duration (frames 3-4 → 1-3).
    • Nerf However, he can no longer setup his powershield at any point of his shielding animation in the right circumstances, now functioning like every other character.
  • Nerf The removal of light shield hinders Yoshi more than the rest of the cast as he can no longer use his light shield 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 having no shieldstun. This especially hurts him considering the fact that every other character suffers from less shieldstun.
  • Nerf Yoshi can no longer jump out of his initial shield animation, removing his ability to parry.
  • Nerf Yoshi can no longer throw items out of a roll, preventing him for glide tossing.
    • 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 drop 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 to the absolute worst in the game by a large margin.
  • Buff Spot dodge has a longer duration (frames 2-15 → 2-20).
  • Change Yoshi now cannot land during the first 7 frames of his air dodge, and will remain in an airborne state until the 8th frame of the animation should he reach the ground during this time.
    • Buff Regardless, if Yoshi touches the ground during this time, but then enters the air again, his double jump is restored. This allows for the niche triple jump technique.
  • Buff Yoshi now has the ability to crawl, giving him the ability to duck under moves or shrink his hurtbox.
  • Buff Yoshi now has access to super glide tossing giving him an additional approach option when holding an item. Yoshi's super glide toss can cover almost half of Final Destination.
  • Buff The changes to meteor canceling benefits Yoshi more than most other returning veterans as it improves his forward and down aerial's reliability and he is less vulnerable to meteor smashes compared to the rest of the cast as his meteor cancel window is larger than any other returning veteran.
  • Buff Yoshi has an overall drastically improved recovery, due to his increased air speed and his Egg Throw now giving him a slight hop, as well as the fact that since he can not double jump cancel; he can now use his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump. Additionally, Brawl's new air dodge mechanics allows Yoshi to air dodge while keeping the momentum of his midair jump, essentially giving him an invincible recovery move.

Ground attacks[edit]

  • Neutral attack:
    • Buff The second hit deals slightly more damage (5% → 6%), making it stronger despite its altered knockback, which makes it safer on hit at lower percentages (8 (base)/120 (growth) → 25/100).
  • Forward tilt:
    • Change Yoshi has a new forward tilt: a tail swat instead of a strong kick.
    • Buff It has more increased range, improves its combo potential at lower percents due to its now lowered damage output.
    • Nerf It deals less damage (13%/12%/11% → 10%/9%/8%), making it weaker.
  • Up tilt:
    • Buff Up tilt has slightly less startup lag (frame 8 → 7), and, due to no animation change, it can hit grounded opponents better overall.
  • Down tilt:
    • Change Down tilt no longer has set knockback, instead having very small knockback growth (100 (set) → 65 (base), 30 (scaling)). It also now has a sourspot located at the tip of his tail that deals half damage (10% → 5%) and sends opponents at the Sakurai angle.
  • Dash attack:
    • Nerf Dash attack has less reach (9.54u → 6u).
  • Forward smash:
    • Nerf Forward smash deals noticeably less knockback (32 base/94 growth → 20/92). It also has smaller hitboxes (4.8/4/2.4 → 4.2/3.7/3) and more ending lag (FAF 44 → 51).
  • Up smash:
    • Buff Up smash deals more damage (14% → 16%) and has a longer duration (frames 11-15 → 11-16).
    • Nerf It has drastically less knockback (26 (base)/108 (growth) → 23/83), greatly hindering its KO potential despite the higher damage, and has more ending lag (FAF 40 → 44).
  • Down smash:
    • Nerf Down smash's knockback was weakened drastically (50 (base)/75 (growth) → 30/63), to where it can no longer reliably KO under 150%. Despite Yoshi's tail being longer when performing this move, it is less disjointed by comparison, slightly hindering its reach.

Aerial attacks[edit]

  • Change All aerials have decreased 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 was not fully compensated.
  • Neutral aerial:
    • Buff Neutral aerial can now be used to lock opponents.
    • Nerf It deals less damage (14% (clean), 10% (late) → 12%/9%/6%) hindering its KO potential. It also has a shorter duration (frames 3-33 → 3-31) and auto-cancels later (frame 36 → 38).
    • Change It has an altered animation.
  • Forward aerial:
    • Buff Forward aerial is now a much more reliable KO option onstage due to its new sourspot.
    • Nerf Forward aerial's meteor smash is much weaker dealing 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 and harder to land, since it now has a sourspot that launches horizontally, even though it deals 1% more damage than the meteor smash hitbox.
  • Back aerial:
    • Nerf Back aerial has more ending lag (FAF 38 → 40) and auto-cancels later (frame 33 → 38).
    • Change With the exception of the final hit, 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 but makes it connect more reliably and it improves its combo potential as the first three hits deal less knockback. The final hit also has higher base knockback (40 → 50).
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 38) and it can now be performed twice in a short hop. The universally decreased falling speeds also make it a more reliable KO move.
  • Down aerial:
    • Buff All hits of Yoshi's down aerial flow into each other much more easily, strengthening its combo ability.
    • Buff It has less startup lag (frame 18 → 16).
    • Nerf It has a drastically lowered overall damage output (53% → 35%), though it's still the most damaging aerial attack in the game by a considerable margin (beating Snake's neutral and down aerials by 7%).

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing grab has less startup lag (frame 18 → 17) though it is still the slowest standing grab in the game tied with Samus. Yoshi's grabs also have less ending lag (FAF 79 (standing), frame 70 (dash) → frame 63 (both).
    • Buff Yoshi will now always force his opponent into an aerial grab release if he doesn't throw his opponent. This combined with the changes to aerial grab releases give him grab release followups on a significant portion of the cast, such as a chain grab on 17 characters and a guaranteed followup into his forward aerial meteor smash offstage.
    • Buff Introduction of a great pivot grab significantly improved Yoshi's grabbing game, and help boost his defensive game. Yoshi's pivot grab has the least amount of startup out of his grabs (frame 10) and more significantly; ending lag (FAF 36).
    • Change Yoshi no longer vocalizes when grabbing; the relevant vocalizations are moved to Egg Lay.
  • Pummel:
    • Buff Pummel has less ending lag (FAF 25 → 16).
    • Nerf It deals 1% less damage (3% → 2%).
  • Forward throw:
    • Change Forward throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into tumble can no longer be DIed.
  • Back throw:
    • Change Back throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into tumble can no longer be DIed.
  • Up throw:
    • Change Down throw has reduced knockback (120 (base), 20 (scaling) → 100/25) making it a better combo move however, the introduction of hitstun canceling limits its combo potential.

Special moves[edit]

  • Egg Lay:
    • Buff Egg Lay has a longer duration (frames 17-21 → 17-22) and can now be B-reversed.
    • Nerf Due to universally decreased fall speeds, Egg Lay is much less effective at edgeguarding.
    • Change Yoshi now vocalizes when using Egg Lay.
  • Egg Roll:
    • Change Egg Roll has different sound effects.
    • Nerf Egg Roll now gives virtually no horizontal distance when used in the air while still sending him into a helpless state if the move has been canceled, making it completely ineffective as a recovery move (even though it also almost completely negates momentum, this is negligible, as Yoshi will be guaranteed to fail to make it back to the stage if he uses it this way under normal circumstances).
  • Egg Throw:
    • Buff Egg Throw now gives Yoshi a slight hop in the air, improving his recovery.
    • Nerf The eggs from Egg Throw deal less damage (10%/12% → 9%) and knockback, and they can no longer be tossed backwards (although this nerf is nullified because he can now reverse this move); they additionally have a finite number of throwing angles and they have more startup lag and a shorter duration (frames 18-55 → 20-40).
    • Change Yoshi no longer vocalizes when using Egg Throw.
  • Yoshi Bomb:
    • Buff When Yoshi Bomb is used from the ground, it produces a weak hitbox during the rise that takes an enemy standing directly in front of Yoshi up with him, comparable to Final Cutter.
    • Nerf The aerial version has more startup lag (frame 19 → 20), deals less damage (14% → 12%) and significantly less knockback (46 (base), 96 (scaling) → 55/70) and is no longer a KO move under 150%. The grounded version also deals less damage (16% → 15%) and knockback (50 (base), 98 (scaling) → 60/70).
    • Change The move's plummet is slower.
    • Change The move's produces a different sound effect when landing.
  • Super Dragon:
    • Change Yoshi now has 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 touching them (similar to Super Sonic) and breath streams of fire that deals heavy damage. After 20 seconds, Yoshi will turn back to normal.

Moveset[edit]

For a gallery of Yoshi's hitboxes, see here.
For a more detailed information regarding Yoshi's moveset and attack hitboxes, see this page.

  Name Damage Description
Neutral attack   3% Yoshi quickly kicks with his left leg, then with his right leg. The feet Yoshi strikes with are invulnerable.
6%
Forward tilt   10% Yoshi spins and swipes opponents with his tail. Can be angled up or down. When angled up, it can KO at 197% from the center of Final Destination.
9%
8%
Up tilt   11% (tail), 10% (tail tip) Yoshi crouches and flicks his tail upwards.
Down tilt   10% (tail), 5% (tail tip) Yoshi performs a low sweep with his tail.
Dash attack   9% (clean), 7% (late) Yoshi does a running headbutt. Does decent knockback and can KO at 187%.
Forward smash   16% Yoshi slams his head forward with a powerful headbutt. Yoshi's head is invincible during the attack. Can be aimed up or down. KOs at 112% when uncharged and 72% when fully charged.
Up smash   16% Yoshi headbutts upwards. Yoshi's head is invincible during the attack, similar to his forward smash. KOs at 131% when uncharged and 85% when fully charged.
Down smash   14% (front), 13% (back) Yoshi strikes on both sides with his tail. Very quick, but has surprisingly low knockback. KOs at 178% when uncharged and 123% when fully charged with the front hit.
Neutral aerial   12% (clean), 9% (mid), 6% (late) Yoshi performs a sex kick. The size of his foot is larger during the attack to indicate an extended reach. KOs at 142% from the center of Final Destination.
Forward aerial Noggin Dunk (かいてんずつき, Rotating Headbutt) 16% (body), 15% (head) Yoshi winds up and slams his head downward. The head meteor smashes and can KO at 187%, while the body deals horizontal knockback and can KO at 132%.
Back aerial   4% (hits 1), 3% (hits 2-3), 4% (hit 4) Yoshi wags his tail rapidly, hitting four times.
Up aerial   13% Yoshi flips his body and flicks his tail upward. Considered Yoshi's best KO move.
Down aerial Flutter Kick (ばたあしキック) 2-3% (hits 1-7), 1-2% (hits 8-15) Yoshi rapidly peddles his feet as he descends. Can deal up to 33% on large opponents.
Grab   Yoshi uses his tongue to grab an opponent and pull them into his mouth. His dash grab cause him to trip if he doesn't get anyone. Despite the appearance, Yoshi's tongue isn't a tether, though it's range and lag is between tethers and normal grabs.
Pummel   2% Chews on the opponent.
Forward throw   7% Yoshi spits the opponent forwards.
Back throw   7% Exactly the same as the forward throw, just backwards.
Up throw   5% Yoshi spits the opponent upwards.
Down throw   4% Yoshi spits the opponent into the ground.
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[edit]

The following characters can be chain grabbed through an air release by Yoshi, though some are harder to chain grab than others:

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
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
1.806Fast-fall
6 36.10337322 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • A sound effect is heard and Yoshi says "Yoshiii!"
Yoshi's selection sound

On-screen appearance[edit]

  • Breaks out of a Yoshi Egg and strikes a pose while shaking his tail. Even if a Yoshi is selected with a color other than green, he will still break out of a white egg with green spots regardless of what costume is being used. Based on Yoshi hatching from a Yoshi Egg in Super Mario World.
YoshiOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Dances around in a circle and says "Yoshi!".
  • Side taunt: Spins around, chasing his tail, then looks at it.
  • Down taunt: Waves to the screen, saying "Yoshi! Yoshi!" This is an update of the taunt he had in SSB and Melee. Because Yoshi's down taunt involves leaning forwards out of the plane of gameplay, certain fast and thin hitboxes including Palutena's Arrows and R.O.B. Blaster shots can be dodged with it.
Up taunt Side taunt Down taunt
YoshiUpTauntBrawl.gif YoshiSideTauntBrawl.gif YoshiDownTauntBrawl.gif

Idle pose[edit]

  • Does a short dance.
  • Looks around.
Yoshi Idle Pose 2 Brawl.png Yoshi Idle Pose 1 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Yo-shi! Yo-shi!
Pitch High female High female

Victory poses[edit]

A orchestrated flourish combining two small musical excerpts from Yoshi's Story.
  • Up: Punches the air, then makes a "ta-da" pose. (His "character chosen" animation in Super Smash Bros.)
  • Left: Looks up at the sky with his hands together, spins once, and gives a V sign with his hand. (a la Yoshi's victory pose in Yoshi's Story)
  • Right: Angrily, he punches a few times, and then turns his back on the screen facing right.
Up Left Right
Yoshi-VictoryUp-SSBB.gif Yoshi-VictoryLeft-SSBB.gif Yoshi-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

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See also: Category:Yoshi players (SSBB)

Tier placement and history[edit]

Opinions on Yoshi's viability have greatly fluctuated throughout SSBB's metagame. During the initial release of SSBB, Yoshi was very flawed due to his shield being notoriously bad, low knockback on his moves, and almost non-existent out of shield options. As a result, Yoshi was considered to be one of the worst characters in the game due to his poor matchups and poor tournament results, leading him to being ranked 32nd on the first tier list. Due to his low tier placements on tier lists, many smashers predicted that he would fail to rise out of low tier and he wouldn't do 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 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 placement so far. He is currently 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 are some players that think Yoshi should be slightly higher, while some players think Yoshi should be even lower.

Role in The Subspace Emissary[edit]

Yoshi in SSE.

After removing the Master Sword from a pedestal in a forest, Link encounters Yoshi, who is sleeping on a tree stump. However, the passing Halberd drops Shadow Bugs, which in turn form Primids. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight them off.

Yoshi's next role in the story depends on which princess Kirby saved at the stadium. If Peach was rescued, Yoshi and Link battle against a Shadow bug clone of Peach (who was recently trophied by Bowser), who was trying to trophify an unsuspecting Mario and Pit until Link sliced the cannon in half. After the battle, the trophy disintegrates. Thinking that they killed the real princess, Mario and Pit attack Link and Yoshi. If Zelda was saved, then Mario and Pit would fight a Shadow Bug clone of her instead, and Link and Yoshi would attack Mario and Pit. Either way, both teams fight each other. After Link and Yoshi/Mario and Pit defeat the opposing characters, King Dedede passes by in the cargo and snags the trophies with a metal arm, while Link/Mario notices the real trophy of Zelda/Peach in the back. 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 to find Dedede's castle. After going 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 second set of caves until they catch up to Bowser at a cliff. They try to stop him from taking Zelda/Peach, but fail. Bowser then takes the princess' trophy up to the Halberd.

Later on, they find the Ancient Minister setting off a Subspace bomb, and see the real regret that he feels in this deed. As the bomb goes off, Yoshi carries Mario to safety by running really fast, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this SSE cutscene reflects on how Yoshi was used 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. Later, he joins the heroes in the battle against the Subspace Gunship and again against Tabuu. After being trophied by Tabuu's Off Waves, Yoshi is revived by Kirby, and afterward, joins Sonic and the others against Tabuu and successfully defeat him to end the Subspace Invasion.

Playable appearances[edit]

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Yoshi can appear as an opponent or ally in Stage 2 along with Donkey Kong and Diddy Kong on Yoshi's Island, Rumble Falls, or 75m (with the latter available if it has been unlocked). Yoshi can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.

All-Star Mode[edit]

In All-Star Mode, Yoshi is fought in Stage 12 on Yoshi's Island.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

Trophies[edit]

Yoshi's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Yoshi.

Classic Mode trophy
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.
SNES: Yoshi's Safari
N64: Yoshi's Story
Super Dragon trophy
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.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Yoshi Palette (SSBB).png
Yoshi (SSBB) Yoshi (SSBB) Yoshi (SSBB) Yoshi (SSBB) Yoshi (SSBB) Yoshi (SSBB)

Gallery[edit]

Trivia[edit]

  • Although Yoshi's in-game model stands with his back hunched over, he stands upright (which is in line with his appearance in most modern Mario and Yoshi games as well as Super Smash Bros. titles following Brawl) in both his character artwork and victory animations.
  • Yoshi is the only character with a tether or extended grab but no tether recovery.
  • Yoshi is one of only two characters who never uses their hands for any attack (including grabs), the other being Ivysaur. He is also the only veteran to not use hand for any attacks, including grabs.
  • With a Bunny Hood, Yoshi can use Egg Throw to stall in certain places, such as under the lip of the Melee's Pokémon Stadium.
  • Yoshi's grab puts the opponent in a unique state and uses a different pulling technique than all other extended grabs. Due to how these interact, the opponent is considered grabbed before Yoshi is considered fully grabbing. As a result, it is possible to begin 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 rules, it can only happen at extremely low damages, and only with extreme mashing skills in addition to exceptional reaction time, thus there are no known instances of this scenario actually occurring in a tournament match.
  • Yoshi is the only veteran character possessing an unusual meteor cancel window.

External links[edit]