Yoshi (SSBM): Difference between revisions

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He is currently ranked 10th out of 26 on the current tier list, placing him in the B+ tier. This is comparable to his previous placement in ''Smash 64'', where he was ranked 5th out of 12. Yoshi has outstanding combo ability with his double jump canceling (especially against fast-fallers like {{SSBM|Fox}}), a great aerial game (coupled with the third most powerful [[meteor smash]] in the game), and some decent approach options. He can also play mindgames and extend combos with his unpredictable [[Egg Throw]], and has a very reliable finisher in his down smash, which has almost no start-up lag, outstanding reach and knockback, and a very [[semi-spike|favorable launch angle]] that is hard to [[DI]] against or recover from. Yoshi also has very unique mechanics, such as a knockback reduction armor active during his double jump, which he can use to tank hits or create counter punch opportunities by double jump canceling out of it. However, his lack of a "true" third jump means he can be vulnerable when hit out of it, or after canceling it. His high falling speed also makes him a target for combos. Yoshi's shield is also very unique. He cannot jump out of it once in the egg, but cannot be shieldstabbed, and suffers no shieldstun, meaning situations involving his shield play out very differently than they do for the rest of the cast. On the other hand, his shield startup animation has invincibility frames and can be jumped out of -the mechanic known as parry- giving him unique punish opportunities when an opponent hits him during that startup animation.
He is currently ranked 10th out of 26 on the current tier list, placing him in the B+ tier. This is comparable to his previous placement in ''Smash 64'', where he was ranked 5th out of 12. Yoshi has outstanding combo ability with his double jump canceling (especially against fast-fallers like {{SSBM|Fox}}), a great aerial game (coupled with the third most powerful [[meteor smash]] in the game), and some decent approach options. He can also play mindgames and extend combos with his unpredictable [[Egg Throw]], and has a very reliable finisher in his down smash, which has almost no start-up lag, outstanding reach and knockback, and a very [[semi-spike|favorable launch angle]] that is hard to [[DI]] against or recover from. Yoshi also has very unique mechanics, such as a knockback reduction armor active during his double jump, which he can use to tank hits or create counter punch opportunities by double jump canceling out of it. However, his lack of a "true" third jump means he can be vulnerable when hit out of it, or after canceling it. His high falling speed also makes him a target for combos. Yoshi's shield is also very unique. He cannot jump out of it once in the egg, but cannot be shieldstabbed, and suffers no shieldstun, meaning situations involving his shield play out very differently than they do for the rest of the cast. On the other hand, his shield startup animation has invincibility frames and can be jumped out of -the mechanic known as parry- giving him unique punish opportunities when an opponent hits him during that startup animation.


Although widely considered to be one of the worst characters in the game in ''Melee'''s early lifespan, his placement has greatly improved in more recent tier lists due to large innovations in Yoshi's metagame by {{Sm|aMSa}}, as well as strong tournament placements by him, which culminated in aMSa's victory at the supermajor {{Trn|The Big House 10}}. Yoshi has also seen a significant increase in his playerbase in recent years thanks to aMSa.  
Although widely considered to be one of the worst characters in the game in ''Melee'''s early lifespan, his placement has greatly improved in more recent tier lists due to large innovations in Yoshi's metagame by {{Sm|aMSa}}, as well as strong tournament placements by him, which culminated in aMSa's victory at the supermajor {{Trn|The Big House 10}}. Yoshi has also seen a significant increase in his playerbase in recent years thanks to aMSa.


==Attributes==
==Attributes==
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Perhaps Yoshi's greatest strength is his amazing air game. In addition to his high air speed and a highly maneuverable midair jump, as well as fast, low-lag, sometimes multi-hitting aerials to aid his comboing game, Yoshi can also [[double jump cancel]], being one of only a handful of characters capable of performing this technique. By interrupting his midair jump with an aerial, Yoshi can use his powerful aerials in rapid succession, opening up a multitude of follow-ups and  shield pressure. Yoshi can combine his double jump cancel with an already useful SHFFL (thanks to his low short hop and fast falling speed) to make his attacking and damage rate even faster. Additionally, Yoshi's aerial attacks themselves boast outstanding versatility; his neutral and up aerials have KO potential, as does his forward aerial due to its meteor smash potential (the third strongest in the game), making them incredible combo finishers. Yoshi's down aerial is also one of the most damaging attacks in all the game; if all hits connect, it can deal 53% (38% in PAL) on the outset, aided by a variety of weak meteor smash hitboxes. Meanwhile, back aerial is another highly damaging move that deals 20% if all hits connect. Finally, thanks to his double jump cancel and armor frames on his midair jump, Yoshi can even use his aerials to counterattack to a degree that no other character has access to, known as the [[double jump cancel counter]].
Perhaps Yoshi's greatest strength is his amazing air game. In addition to his high air speed and a highly maneuverable midair jump, as well as fast, low-lag, sometimes multi-hitting aerials to aid his comboing game, Yoshi can also [[double jump cancel]], being one of only a handful of characters capable of performing this technique. By interrupting his midair jump with an aerial, Yoshi can use his powerful aerials in rapid succession, opening up a multitude of follow-ups and  shield pressure. Yoshi can combine his double jump cancel with an already useful SHFFL (thanks to his low short hop and fast falling speed) to make his attacking and damage rate even faster. Additionally, Yoshi's aerial attacks themselves boast outstanding versatility; his neutral and up aerials have KO potential, as does his forward aerial due to its meteor smash potential (the third strongest in the game), making them incredible combo finishers. Yoshi's down aerial is also one of the most damaging attacks in all the game; if all hits connect, it can deal 53% (38% in PAL) on the outset, aided by a variety of weak meteor smash hitboxes. Meanwhile, back aerial is another highly damaging move that deals 20% if all hits connect. Finally, thanks to his double jump cancel and armor frames on his midair jump, Yoshi can even use his aerials to counterattack to a degree that no other character has access to, known as the [[double jump cancel counter]].


Complimenting Yoshi's amazing air game is a varied grounded approach, thanks to his fast dashing speed and long wavedash. Like in ''Smash 64'', Yoshi's forward tilt has outstanding combo potential, easily setting up his powerful forward aerial meteor smash or his down smash. Up tilt can combo into itself at low percents, and down tilt is a semi-spike with set knockback, giving it utility in tech-chasing and edgeguarding. Yoshi's smash attacks are all strong; forward and up smashes both grant intangibility on Yoshi's head, and down smash is considered his best KO move and one of the best down smashes in the game, thanks to it hitting on frame 6, having an enormous disjointed hitbox (the tail) that hits on both sides, and being an exceptionally strong semi-spike, making it a fearsome edgeguarding option and combo finisher. Yoshi's most useful grounded tool however is his up special, [[Egg Throw]], which is one of the most flexible projectiles in the game; it is a powerful spacing tool as the eggs can be aimed in nearly limitless trajectories, allowing them to aid in camping on the ledge, playing mindgames against opponents, disrupting enemy recoveries, and extending combos.  
Complimenting Yoshi's amazing air game is a varied grounded approach, thanks to his fast dashing speed and long wavedash. Like in ''Smash 64'', Yoshi's forward tilt has outstanding combo potential, easily setting up his powerful forward aerial meteor smash or his down smash. Up tilt can combo into itself at low percents, and down tilt is a semi-spike with set knockback, giving it utility in tech-chasing and edgeguarding. Yoshi's smash attacks are all strong; forward and up smashes both grant intangibility on Yoshi's head, and down smash is considered his best KO move and one of the best down smashes in the game, thanks to it hitting on frame 6, having an enormous disjointed hitbox (the tail) that hits on both sides, and being an exceptionally strong semi-spike, making it a fearsome edgeguarding option and combo finisher. Yoshi's most useful grounded tool however is his up special, [[Egg Throw]], which is one of the most flexible projectiles in the game; it is a powerful spacing tool as the eggs can be aimed in nearly limitless trajectories, allowing them to aid in camping on the ledge, playing mindgames against opponents, disrupting enemy recoveries, and extending combos.


Yoshi's defensive game is far different compared to the rest of the cast, largely due to his shield. Yoshi's shield is unique in that it is an egg that completely protects his body, leading to an impossibility of shield stabbing and it also has the unusual property of randomly perfectly shielding attacks, including grabs. Additionally, when Yoshi is light shielding and is hit by an enemy, he will slide an abnormally far distance away, especially if the attack has a great deal of knockback; this property of Yoshi's shield allows him to keep himself safe. Yoshi's shield also has the unique property that it suffers no shieldstun, meaning that Yoshi can act out of shield when hit faster than any other character, giving him access to exclusive punish and escape options on block. Yoshi also has an advanced technique unique to him due to his shield, known as [[parry]]ing; although very difficult to perform, if the shield button is pressed three or fewer frames before an attack hits Yoshi, he will shrug off the attack but is not stuck in lag, allowing him to immediately retaliate. This technique, coupled with his aforementioned double jump cancel counter, can allow Yoshi to punish opponents in situations that would be safe against any other character.
Yoshi's defensive game is far different compared to the rest of the cast, largely due to his shield. Yoshi's shield is unique in that it is an egg that completely protects his body, leading to an impossibility of shield stabbing and it also has the unusual property of randomly perfectly shielding attacks, including grabs. Additionally, when Yoshi is light shielding and is hit by an enemy, he will slide an abnormally far distance away, especially if the attack has a great deal of knockback; this property of Yoshi's shield allows him to keep himself safe. Yoshi's shield also has the unique property that it suffers no shieldstun, meaning that Yoshi can act out of shield when hit faster than any other character, giving him access to exclusive punish and escape options on block. Yoshi also has an advanced technique unique to him due to his shield, known as [[parry]]ing; although very difficult to perform, if the shield button is pressed three or fewer frames before an attack hits Yoshi, he will shrug off the attack but is not stuck in lag, allowing him to immediately retaliate. This technique, coupled with his aforementioned double jump cancel counter, can allow Yoshi to punish opponents in situations that would be safe against any other character.
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*{{nerf|If Yoshi drops shield early on into his shield animation, it will no longer grant intangibility to Yoshi's shield drop animation.}}
*{{nerf|If Yoshi drops shield early on into his shield animation, it will no longer grant intangibility to Yoshi's shield drop animation.}}
*{{nerf|Yoshi can no longer jump out of his [[shield]] (after its initial animation), greatly hindering his already poor out of shield options.}}
*{{nerf|Yoshi can no longer jump out of his [[shield]] (after its initial animation), greatly hindering his already poor out of shield options.}}
*{{nerf|Yoshi's [[parry]] window is shorter (3 frames → 2). When combined with the fact that the first two frames of Yoshi's jumpsquat are no longer [[intangible]] when he jumps out of shield, this makes parrying more difficult to perform and overall makes it worse at avoiding attacks.}}  
*{{nerf|Yoshi's [[parry]] window is shorter (3 frames → 2). When combined with the fact that the first two frames of Yoshi's jumpsquat are no longer [[intangible]] when he jumps out of shield, this makes parrying more difficult to perform and overall makes it worse at avoiding attacks.}}
*{{buff|The addition of [[air dodge]]s benefits Yoshi as they give him an additional [[recovery]] option and they give him access to [[wavedash]]ing.}}
*{{buff|The addition of [[air dodge]]s benefits Yoshi as they give him an additional [[recovery]] option and they give him access to [[wavedash]]ing.}}


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**{{buff|Up smash has less ending lag (FAF 48 → 40).}}
**{{buff|Up smash has less ending lag (FAF 48 → 40).}}
**{{change|Up smash now has a consistent hitbox rather than a clean hit and a late hit.}}
**{{change|Up smash now has a consistent hitbox rather than a clean hit and a late hit.}}
**{{nerf|Up smash has more startup lag with a shorter duration (frames 9-11 (clean)/12-15 (late) → 11-15).}}  
**{{nerf|Up smash has more startup lag with a shorter duration (frames 9-11 (clean)/12-15 (late) → 11-15).}}
**{{nerf|Up smash deals less damage (18% → 14%(NTSC) / 15%(PAL)), significantly hindering its KO potential. It deals less knockback compared to the previous clean hit (20 (base), 118 (scaling) → 26/108(NTSC) / 30/108(PAL)) while also having barely increased knockback compared to the previous late hit (20 (base), 110 (scaling) → 26/108).}}
**{{nerf|Up smash deals less damage (18% → 14%(NTSC) / 15%(PAL)), significantly hindering its KO potential. It deals less knockback compared to the previous clean hit (20 (base), 118 (scaling) → 26/108(NTSC) / 30/108(PAL)) while also having barely increased knockback compared to the previous late hit (20 (base), 110 (scaling) → 26/108).}}
**{{nerf|Up smash now always launches opponents vertically (361° (clean)/80° (late) → 75°). This significantly hinders its edgeguarding (and KO) potential compared to the previous clean hit while also sending opponents at a less favorable angle compared to the previous late hit.}}
**{{nerf|Up smash now always launches opponents vertically (361° (clean)/80° (late) → 75°). This significantly hinders its edgeguarding (and KO) potential compared to the previous clean hit while also sending opponents at a less favorable angle compared to the previous late hit.}}
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*{{nerf|All aerials except back aerial have increased landing lag (14 frames → 15 (neutral), 16 frames → 21 (forward), 14 frames → 19 (up), 14 frames → 26 (down)).}}
*{{nerf|All aerials except back aerial have increased landing lag (14 frames → 15 (neutral), 16 frames → 21 (forward), 14 frames → 19 (up), 14 frames → 26 (down)).}}
*{{nerf|All aerials except neutral aerial [[auto-cancel]] later (frame 31 → 36 (forward), frame 20 → 33 (back), frame 11 → 33 (up), frame 32 → 50 (down)). Down aerial now cannot auto-cancel in a short hop.}}
*{{nerf|All aerials except neutral aerial [[auto-cancel]] later (frame 31 → 36 (forward), frame 20 → 33 (back), frame 11 → 33 (up), frame 32 → 50 (down)). Down aerial now cannot auto-cancel in a short hop.}}
*{{nerf|The weakening of [[L-canceling]] has hindered Yoshi's combo game with landing aerials as well as their safety; with the increasing landing lag and worse auto-cancel windows on his aerials only further exacerbating this.}}  
*{{nerf|The weakening of [[L-canceling]] has hindered Yoshi's combo game with landing aerials as well as their safety; with the increasing landing lag and worse auto-cancel windows on his aerials only further exacerbating this.}}
**{{nerf|This combined with the changes to [[shield]]s has severely harmed Yoshi's shield pressuring potential making his aerials much less safe against shield and completely removing his ability to perform [[shield break combo]]s.}}
**{{nerf|This combined with the changes to [[shield]]s has severely harmed Yoshi's shield pressuring potential making his aerials much less safe against shield and completely removing his ability to perform [[shield break combo]]s.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
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***{{nerf|However, its total duration was not fully compensated, increasing its ending lag by one frame.}}
***{{nerf|However, its total duration was not fully compensated, increasing its ending lag by one frame.}}
**{{buff|Up aerial has a shorter animation (41 frames → 39).}}
**{{buff|Up aerial has a shorter animation (41 frames → 39).}}
**{{nerf|Up aerial deals less damage (15% → 13%) without full compensation on its base knockback (20 → 25).}}  
**{{nerf|Up aerial deals less damage (15% → 13%) without full compensation on its base knockback (20 → 25).}}
***{{nerf|Despite this, it has less combo potential overall due to the weakening of L-canceling and its much smaller auto-cancel window, combined with its decreased hitstun and the introduction of [[DI]].}}  
***{{nerf|Despite this, it has less combo potential overall due to the weakening of L-canceling and its much smaller auto-cancel window, combined with its decreased hitstun and the introduction of [[DI]].}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{nerf|Down aerial deals less damage overall due to the changes to [[stale move negation]] (56% → 53%).}}
**{{nerf|Down aerial deals less damage overall due to the changes to [[stale move negation]] (56% → 53%).}}
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**{{buff|Egg Lay deals more damage (5% → 7%).}}
**{{buff|Egg Lay deals more damage (5% → 7%).}}
**{{buff|Yoshi releases opponents later from Egg Lag (frame 20 → 25) and it has less ending lag (FAF 35 → 30).}}
**{{buff|Yoshi releases opponents later from Egg Lag (frame 20 → 25) and it has less ending lag (FAF 35 → 30).}}
**{{nerf|Egg Lay's grab has a shorter duration (frames 18-23 → 17-21).}}  
**{{nerf|Egg Lay's grab has a shorter duration (frames 18-23 → 17-21).}}
**{{nerf|Egg Lay's grab has more ending lag (FAF 38 → 40).}}
**{{nerf|Egg Lay's grab has more ending lag (FAF 38 → 40).}}
**{{nerf|Yoshi's opponent has more intangibility when they break out off the egg (frames 1-12 → 1-14).}}
**{{nerf|Yoshi's opponent has more intangibility when they break out off the egg (frames 1-12 → 1-14).}}
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|12}} (back)
|dsmashdesc=Swipes his tail in front and then back. A very useful [[edgeguarding]] move that powerfully sends opponents on a low [[semi-spike]] trajectory. Considered Yoshi's best KO move.  
|dsmashdesc=Swipes his tail in front and then back. A very useful [[edgeguarding]] move that powerfully sends opponents on a low [[semi-spike]] trajectory. Considered Yoshi's best KO move.
|nairname= 
|nairname= 
|nairdmg=14% (clean), 10% (late)
|nairdmg=14% (clean), 10% (late)
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Yoshi's placement in the current tier list has been a topic of debate since then. Throughout aMSa's earlier years in the scene, many noted his tendency to perform better overseas than in Japan, suggesting that he won mainly through matchup inexperience. However, in recent times, {{Sm|aMSa}}'s performance has gradually gained momentum; not only has he begun to dominate his region, showing that he has erased any reliance on matchup inexperience from his game, he has been able to continue placing well at majors, placing 9th at [[GENESIS 5]], 9th at [[GameTyrant Expo 2017]], 7th at [[Full Bloom 4]], 7th at [[Smash Summit 6]], 5th at [[Get On My Level]], and 4th at [[EGLX 2018]] while defeating the likes of players such as {{Sm|Hungrybox}}, {{Sm|Plup}}, {{Sm|Mew2King}}, {{Sm|Axe}}, {{Sm|Wizzrobe}}, {{Sm|SFAT}}, and many others. To top all of that, aMSa is currently ranked 7th on the [[2019 MPGR]], becoming the first top 10 player to main a mid-tier character beside Axe since {{Sm|Shroomed}}'s Dr. Mario in 2014. aMSa's astounding achievements helped push Yoshi into the top 10, and he now sits at 10th on the thirteenth and current tier list. Overall, thanks to aMSa, Yoshi has achieved great results, which increased his representation and helped develop his metagame, causing him to be much better than people thought.
Yoshi's placement in the current tier list has been a topic of debate since then. Throughout aMSa's earlier years in the scene, many noted his tendency to perform better overseas than in Japan, suggesting that he won mainly through matchup inexperience. However, in recent times, {{Sm|aMSa}}'s performance has gradually gained momentum; not only has he begun to dominate his region, showing that he has erased any reliance on matchup inexperience from his game, he has been able to continue placing well at majors, placing 9th at [[GENESIS 5]], 9th at [[GameTyrant Expo 2017]], 7th at [[Full Bloom 4]], 7th at [[Smash Summit 6]], 5th at [[Get On My Level]], and 4th at [[EGLX 2018]] while defeating the likes of players such as {{Sm|Hungrybox}}, {{Sm|Plup}}, {{Sm|Mew2King}}, {{Sm|Axe}}, {{Sm|Wizzrobe}}, {{Sm|SFAT}}, and many others. To top all of that, aMSa is currently ranked 7th on the [[2019 MPGR]], becoming the first top 10 player to main a mid-tier character beside Axe since {{Sm|Shroomed}}'s Dr. Mario in 2014. aMSa's astounding achievements helped push Yoshi into the top 10, and he now sits at 10th on the thirteenth and current tier list. Overall, thanks to aMSa, Yoshi has achieved great results, which increased his representation and helped develop his metagame, causing him to be much better than people thought.


==In [[Solo#1-P_Mode|1-P Mode]]==
==In 1-P Mode==
==={{SSBM|Classic Mode}}===
==={{SSBM|Classic Mode}}===
In Classic Mode, Yoshi can appear as an ordinary, giant, metal opponent, or teamed up with {{SSBM|Ness}} or {{SSBM|Luigi}} as well as an ally in team and giant fights. In his appearances in one-on-one fights, he either appears in {{SSBM|Yoshi's Island}} or [[Yoshi's Story]].
In Classic Mode, Yoshi can appear as an ordinary, giant, metal opponent, or teamed up with {{SSBM|Ness}} or {{SSBM|Luigi}} as well as an ally in team and giant fights. In his appearances in one-on-one fights, he either appears in {{SSBM|Yoshi's Island}} or [[Yoshi's Story]].


===[[Adventure Mode]]===
===[[Adventure Mode]]===
Yoshi is the only character of a starting universe that does not have his own stage in Adventure Mode. However, the {{uv|Yoshi}} universe is incorporated in the {{uv|Mario}} universe instead.  
Yoshi is the only character of a starting universe that does not have his own stage in Adventure Mode. However, the {{uv|Yoshi}} universe is incorporated in the {{uv|Mario}} universe instead.


Yoshi's appearance in the Adventure Mode occurs halfway through the first stage of the [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]] stage. Once the player reaches an elevated platform, a team of 10 Yoshis will appear, who must all be defeated to continue.
Yoshi's appearance in the Adventure Mode occurs halfway through the first stage of the [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]] stage. Once the player reaches an elevated platform, a team of 10 Yoshis will appear, who must all be defeated to continue.
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In addition to the normal trophy about Yoshi as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Yoshi on any difficulty:
In addition to the normal trophy about Yoshi as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Yoshi on any difficulty:


:'''Yoshi'''
{{Trophy/Fighter
:''Yoshis are gentle, fleet-of-foot dinosaurs that make their home on idyllic Yoshi's Island. They come in a variety of colors and have evolved an interesting trait to help increase their numbers: they can transform anything they swallow into an egg. With adhesive tongues and bottomless bellies, Yoshis have been known to eat anything.''
|name=Yoshi
:*Super Mario World [08/91]
|image=Yoshi Trophy Melee.png
|mode=Classic
|desc=Yoshis are gentle, fleet-of-foot dinosaurs that make their home on idyllic Yoshi's Island. They come in a variety of colors and have evolved an interesting trait to help increase their numbers: they can transform anything they swallow into an egg. With adhesive tongues and bottomless bellies, Yoshis have been known to eat anything.
|gamelist-ntsc={{Trophy games|game1=Super Mario World|release1=8/91}}
|gamelist-pal={{Trophy games|game1=Super Mario World 2: Yoshi's Island}}
|game=Melee
}}
{{clrl}}


:'''Yoshi''' [<span style="color:#FF0000">Smash</span>]
{{Trophy/Fighter
:''To make up for his lack of powerful airborne attacks, Yoshi has a miraculous jumping ability and is resistant to damage while in the air. Yoshi can also swallow a foe and transform him or her into an egg: try doing this close to an edge! The speed and power of the Egg Roll increases if you hold down the B Button, but it'll be tougher to control.''
|name=Yoshi
:*B: Egg Lay
|image=Yoshi Trophy (Smash).png
:*Smash B: Egg Roll
|mode=Adventure
|desc=To make up for his lack of powerful airborne attacks, Yoshi has a miraculous jumping ability and is resistant to damage while in the air. Yoshi can also swallow a foe and transform him or her into an egg: try doing this close to an edge! The speed and power of the Egg Roll increases if you hold down the B Button, but it'll be tougher to control.
|gamelist=:B: Egg Lay
:Smash B: Egg Roll
|game=Melee
}}
{{clrl}}


:'''Yoshi''' [<span style="color:#0000FF">Smash</span>]
{{Trophy/Fighter
:''Yoshi has no third jump, so the timing of his second jump is of vital importance. The angle and distance of his Egg Throw can be altered by how you tilt the Control Stick and how long you press the B Button. When Yoshi lands after doing his Yoshi Bomb, stars appear on either side of him, making it hard for enemies to deliver counterattacks.''
|name=Yoshi
:*Up & B: Egg Throw
|image=Yoshi Trophy (Smash 2).png
:*Down & B: Yoshi Bomb
|mode=All Star
 
|desc=Yoshi has no third jump, so the timing of his second jump is of vital importance. The angle and distance of his Egg Throw can be altered by how you tilt the Control Stick and how long you press the B Button. When Yoshi lands after doing his Yoshi Bomb, stars appear on either side of him, making it hard for enemies to deliver counterattacks.
<center>
|gamelist=:Up & B: Egg Throw
<gallery>
:Down & B: Yoshi Bomb
Yoshi Trophy Melee.png|Classic
|game=Melee
Yoshi Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>]
}}
Yoshi Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>]
{{clrl}}
</gallery>
</center>


==[[Alternate costume (SSBM)#Yoshi|Alternate costumes]]==
==[[Alternate costume (SSBM)#Yoshi|Alternate costumes]]==
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</gallery>
</gallery>
</center>
</center>
==Trivia==
==Trivia==
*''Melee'' marked the latest game that Yoshi was not the last "Original 8" member to be confirmed. In later games, he would always be the last of the "Original 8" to be confirmed.
*''Melee'' marked the latest game that Yoshi was not the last "Original 8" member to be confirmed. In later games, he would always be the last of the "Original 8" to be confirmed.