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Yoshi (SSB)/Up tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssb=y}} ==Overview== thumb|Hitboxes of Yoshi's u-tilt Yoshi does an upwards headbutt, dealing 11% damage, with moderate [[set ...)
 
 
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==Overview==
==Overview==
[[File:Yoshi Up Tilt Hitbox Smash 64.gif|thumb|Hitboxes of Yoshi's u-tilt]]
[[File:Yoshi Up Tilt Hitbox Smash 64.gif|thumb|Hitboxes of Yoshi's u-tilt]]
Yoshi does an upwards headbutt, dealing 11% damage, with moderate [[set knockback]]. It is very useful for setting up combos, and at any percentage, it can lead into an aerial such as a [[Yoshi (SSB)/Back aerial|back aerial]] or [[Yoshi (SSB)/Up aerial|up aerial]]), which can both KO at high percentages. It is also very useful for [[juggling]] [[combo]]s, and it can lead into a late-hitting [[Yoshi (SSB)/Neutral aerial|neutral aerial]] to followup with another up tilt. Overall, a useful move that can be very powerful if used correctly.
Yoshi does an upwards headbutt, dealing 12% damage, with moderate [[set knockback]]. It is very useful for setting up combos, and at any percentage, it can lead into an aerial such as a {{mvsub|Yoshi|SSB|back aerial}} or {{mvsub|Yoshi|SSB|up aerial}}), which can both KO at high percentages. It is also very useful for [[juggling]] [[combo]]s, and it can lead into a late-hitting {{mvsub|Yoshi|SSB|neutral aerial}} to followup with another up tilt. Against characters with moderate [[falling speed]]s, it can even lead into a [[Yoshi Bomb]] from the ground as a flashy way to KO. Additionally, a [[Z-cancel]]led {{mvsub|Yoshi|SSB|back aerial}} can combo straight into the move, which can be done in a variety of situations, either for the sake of landing an up tilt, or via techniques such as the [[DJC counter]]. Overall, a useful move that can be very powerful if used correctly. However, it is much less effective against the [[floaty|floatiest]] characters due to knocking them up too high to followup reliably, even at base percentages, with the only "true" followup options available being up aerial after a [[double jump]] or a well-timed [[Egg Throw]].


{{technical data}}
==Hitboxes==
 
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=195
|bn=7
|xpos=0
|ypos=40
|zpos=40
|type=Head
|sfx=Kick
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=120
|bn=6
|xpos=0
|ypos=0
|zpos=0
|type=Head
|sfx=Kick
|slvl=L
}}
|}
 
===NTSC-U/PAL===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=195
|bn=7
|xpos=0
|ypos=40
|zpos=40
|type=Head
|sfx=Kick
|slvl=M
|sbg=change
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=12%
|angle=100
|bk=0
|ks=100
|fkv=130
|r=120
|bn=6
|xpos=0
|ypos=0
|zpos=0
|type=Head
|sfx=Kick
|slvl=M
|sbg=change
}}
|}
 
====Summary====
*{{change|SFX changed from a heavy kick to a medium kick.}}
 
==Timing==
{|class="wikitable"
!Hitboxes
|7-10
|-
!Head intangible
|7-10
|-
!Animation length
|25
|}
 
{{FrameStripStart}}
|Hitboxes {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=15}}
|-
|Head {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=15}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y}}
 
==Gallery==
<gallery>
File:SSB64 Yoshi Combo.gif|A Yoshi combo involving juggling with the up tilt and using other aerials to combo into a {{mvsub|Yoshi|SSB|forward aerial}} [[meteor smash]].
</gallery>
 
{{MvSubNavYoshi|g=SSB}}


[[Category:Yoshi (SSB)]]
[[Category:Yoshi (SSB)]]
[[Category:Up tilts]]
[[Category:Up tilts (SSB)]]
[[Category:Normal attacks]]
[[Category:Normal attacks (SSB)]]

Latest revision as of 03:17, May 12, 2021

Overview[edit]

Hitboxes of Yoshi's u-tilt

Yoshi does an upwards headbutt, dealing 12% damage, with moderate set knockback. It is very useful for setting up combos, and at any percentage, it can lead into an aerial such as a back aerial or up aerial), which can both KO at high percentages. It is also very useful for juggling combos, and it can lead into a late-hitting neutral aerial to followup with another up tilt. Against characters with moderate falling speeds, it can even lead into a Yoshi Bomb from the ground as a flashy way to KO. Additionally, a Z-cancelled back aerial can combo straight into the move, which can be done in a variety of situations, either for the sake of landing an up tilt, or via techniques such as the DJC counter. Overall, a useful move that can be very powerful if used correctly. However, it is much less effective against the floatiest characters due to knocking them up too high to followup reliably, even at base percentages, with the only "true" followup options available being up aerial after a double jump or a well-timed Egg Throw.

Hitboxes[edit]

NTSC-J[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 12% 0 AngleIcon100.png 0 100 130 195 7 0 40 40 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 12% 0 AngleIcon100.png 0 100 130 120 6 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

NTSC-U/PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 12% 0 AngleIcon100.png 0 100 130 195 7 0 40 40 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 12% 0 AngleIcon100.png 0 100 130 120 6 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Summary[edit]

  • Change SFX changed from a heavy kick to a medium kick.

Timing[edit]

Hitboxes 7-10
Head intangible 7-10
Animation length 25
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Head  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible

Gallery[edit]