Yoshi (SSB4): Difference between revisions
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*{{buff|Back aerial's hits connect together better.}} | *{{buff|Back aerial's hits connect together better.}} | ||
*{{buff|Down aerial's animation is significantly faster. When coupled with the increased [[shieldstun]] as of update 1.1.1, these changes improve its shield pressuring potential. Its last hit also hits grounded opponents horizontally, improving its safety against non-shielding opponents. The fact that down aerial's last hit launches vertically instead of [[meteor smash]]ing them gives it KO ability.}} | *{{buff|Down aerial's animation is significantly faster. When coupled with the increased [[shieldstun]] as of update 1.1.1, these changes improve its shield pressuring potential. Its last hit also hits grounded opponents horizontally, improving its safety against non-shielding opponents. The fact that down aerial's last hit launches vertically instead of [[meteor smash]]ing them gives it KO ability.}} | ||
*{{nerf|Due to its angle being altered (270°/260°/280° → 80°/40°), down aerial's last hit is no longer a meteor smash, hurting its edgeguarding abilities significantly | *{{nerf|Due to its angle being altered (270°/260°/280° → 80°/40°), down aerial's last hit is no longer a meteor smash, hurting its edgeguarding abilities significantly.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== |
Revision as of 14:05, July 25, 2017
Yoshi in Super Smash Bros. 4 | |
---|---|
Universe | Yoshi |
Other playable appearances | in SSB in Melee in Brawl |
Availability | Starter |
Final Smash | Super Dragon |
Tier | C (29) |
“ | Yoshi Rolls into Battle! | ” |
—Introduction Tagline |
Yoshi (ヨッシー, Yoshi) is a playable character in Super Smash Bros. 4. His return to the series was confirmed during the April 8th, 2014 Super Smash Bros. Direct, making him the last of the "perfect-attendance crew" to be announced. He was also among the first wave of amiibo figures. Kazumi Totaka reprises his role as Yoshi's voice actor, albeit via recycled voice clips.
Yoshi is currently ranked 29th out of 58 on the tier list, placing him in the C tier, and directly in the middle of the entire tier list. This is a vast improvement from his placement in Super Smash Bros. Brawl, where he was ranked 27th out of 38. As in previous installments, Yoshi boasts excellent aerial mobility: he has the fastest air speed in the game by default, while his double jump is the second highest in the game and grants him nearly 70 frames of super armor. Yoshi's grounded mobility has also been improved, as his already fast dashing speed is now considerably faster.
Another of Yoshi's strengths is the utility of his moveset: his neutral attack and up tilt are very useful combo starters, his neutral aerial is a very useful approach and edge-guarding option, Egg Lay is a command grab, Egg Roll can force approaches or escape from pressure, Egg Throw is a versatile projectile that has recovery and mindgame potential, and Yoshi Bomb is strong enough to KO outright or heavily pressure shields. Another valuable trait is his shield, which is completely immune to shield stabbing and provides many out of shield options if the opponent is enduring lag. Yoshi is also able to jump out of his shield, a trait previously possible only in Super Smash Bros., which further improves its reliability.
However, Yoshi has noticeable flaws. His grab game is still infamously poor: all of his grabs are among the slowest in the game, while his throws' unimpressive have little to no utility thanks to their unimpressive knockback and glaring inability to initiate combos. Despite his useful shield, Yoshi's defensive presence on the ground is surprisingly lacking: his rolls and sidestep are among the unsafest in the game, while he is the only character who is unable to shield platform drop. By extension, Yoshi's very low traction further compounds his issues with shield pressure, and significantly hinders his otherwise versatile out of shield options. Yoshi's KO potential is also fairly unimpressive for a heavyweight: although his smash attacks, up aerial, and Yoshi Bomb are quite powerful, his smashes and Yoshi Bomb have short ranges, while they and up aerial are also burdened with very short durations and punishable ending lag. Lastly, Yoshi has very minimal vertical recovery outside of his double jump, as his primary recovery move, Egg Throw, grants little vertical momentum and deteriorates in distance when used consecutively without landing on the ground.
Overall, Yoshi's strengths are widely considered to outweigh his weaknesses. This has been reflected by his above average results in tournaments at all levels of play, even in spite of his playerbase being smaller than most of his fellow mid-tier characters.
Attributes
As in previous installments, Yoshi is a heavyweight that noticeably deviates from his weight class' archetype. He has slightly above average walking speed, above average dashing speed, average air acceleration, and the ability crawl. Yoshi also possess two noteworthy attributes: he has the fastest air speed by default (surpassed only by Giga Mac, Wario-Man, the lightest possible Mii Brawler, and a fully Limit Charged Cloud, respectively), and has the second highest double jump, the latter of which also grants him 68 frames of super armor that can withstand a maximum of 120 units of knockback. However, his falling and fast falling speeds are among the slowest in the game, he has below average gravity, and he has the third lowest traction. Overall, these traits give Yoshi excellent aerial mobility and great grounded mobility, yet do not leave him frail or susceptible to juggling.
Yoshi's greatest strength is the utility of his moveset. His neutral and tilt attacks are all very fast, leaving him exposed only very briefly. They additionally launch opponents either vertically or horizontally, allowing follow-ups or edge-guarding opportunities, with his up tilt being a reliable combo starter into itself, neutral aerial, up aerial, or up smash at low percentages. His dash attack has high base knockback and possesses a lot of momentum, which make it useful for spacing, allow for easy cross-ups, and make it tricky to punish. His smash attacks possess decent speed, power and ranges, with his forward smash being his most reliable out of the three in regard to KOing. His down smash is a semi-spike like his down tilt, but possesses much more power in comparison, which also makes it good at edge-guarding.
Yoshi's air game is also versatile and synchronizes very well with his attributes. Due to it coming out on frame 3, neutral aerial is the second fastest of its kind; when coupled with its sex kick properties, it is useful for edge-guarding, stopping approaches, and breaking out of combos or juggles. Forward aerial can either meteor smash or powerfully launch opponents diagonally, and is capable of auto-canceling with a short hop. Up aerial is one of Yoshi's most viable KOing options: due to it coming out on frame 5 and possessing a respectable damage output, very high knockback growth, and disjointed hitbox, it can quickly and reliably KO any opponent of any weight class near the upper blast line. Back aerial is excellent at edge-guarding, as its first two hits launch opponents at the auto-link angle, whereas its third hit has extremely high knockback growth. Lastly, Yoshi's renowned down aerial hits repeatedly, and is the most damaging aerial in the game, as it can deal a maximum of 32%. By extension, it can strongly pressure shields, to the point that it can potentially break one if it is auto-canceled with a jump and followed by Yoshi Bomb.
Yoshi's special moveset is also very useful. Egg Lay is a command grab that immobilizes opponents and thus allows for free hits. If opponents do not break out of the Yoshi Egg while near the edge, they can also be KO'd or unable to recover. Egg Roll functions similarly to Spin Dash, as it can be used for approaching, retreating, and deals damage upon contact. Egg Throw is a projectile that can be used to stop approaches, grant minimal vertical recovery, allow Yoshi to close in on the opponent and, when continuously B-reversed in the air, keep the opponent guessing as to where he is going to go next. Lastly, Yoshi Bomb can be used from out of shield as a surprise KOing option thanks to its power, or even as an alternative to fast falling.
However, Yoshi has noticeable weaknesses. His main weakness is his vertical recovery: although his attributes allow for long horizontal recovery, Egg Throw grants only minimal vertical distance. By extension, Yoshi is overly reliant on his double jump for recovery, and will be unable to reuse it if he is hit out of it. As such, Yoshi is heavily susceptible to meteor smashes and footstool jumps, as a single opening he makes off-stage could potentially prove fatal.
Another very glaring weakness is his poor grab game, which is widely considered to be among the worst in the game. Yoshi's pummel is the only positive trait of his grab game, thanks to its quick speed, average damage output, and its release being a useful set-up into his neutral attack. Outside of this, his grabs' good ranges offset by their very punishable amounts of start-up and ending lag. Yoshi's forward and back throws are his fastest and most damaging throws, but their below average base knockback and low knockback growth make them unreliable for scoring KOs or starting combos. His up and down throws are also unable to KO reliably and, despite having low damage outputs, lack combo potential because of their slow speeds. Yoshi's ability to escape pressure is also limited, as his rolls and sidestep are short-distanced, among the slowest in the game, and have some of the lowest amounts of intangibility frames. By extension, he has the dubious distinction of being the only character in the game who is unable to perform shield platform dropping.
Lastly, Yoshi has fairly unimpressive KO potential for a heavyweight. His smash attacks and up aerial are his most reliable KOing options thanks to their respectable power, yet they are burdened with short durations and, in regard to his smashes, punishable ending lag. While Yoshi's neutral, forward and back aerials and Yoshi Bomb also possess KO potential, these aerials' launching angles are best suited for edge-guarding, while Yoshi Bomb's very short range and punishable ending lag make it best suited from out of shield.
Yoshi gains noticeable benefits from his custom moves. Lick is possibly his best custom move: in addition to being a viable KOing option, it can provide horizontal recovery, thanks to it slightly boosting Yoshi forward. Egg Launch deals more damage and launches opponents away, which can be used as a potent way minimize their chances of recovering. Heavy Egg Roll is slower, but deals much more damage and has armor throughout its duration. Conversely, Light Egg Roll has more power and moves higher and faster, but ends after its bounce. High Jump covers noticeably more distance, but in turn removes Yoshi's only projectile. Star Bomb has less power, but its stars are larger and more damaging. Conversely, Crushing Bomb is strong enough to easily KO opponents of any weight class, yet is punishable because of its much slower speed and lack of stars.
Overall, Yoshi is effectively a heavyweight version of the all-rounder archetype, thanks to his lack of glaring issues against the majority of the cast. Due to his strengths and low learning curve, Yoshi has managed to achieve respectable placings at all levels of play, thanks to the likes of Raptor, Sky, Papa Wall, Poltergust, Kamikaze, Seth, Snoop, and Ron. However, Yoshi's easily exploitable weaknesses have nevertheless resulted in his representation remaining below average in competitive play.
Changes from Brawl
Yoshi has been significantly buffed in the transition from Brawl to SSB4. Many of his attacks have more speed and utility in addition to improving his combo game. He also has less trouble KOing with some of his attacks thanks to his new KO set-ups and his KOing options having been strengthened. Yoshi can now jump out of shield, removing his main weakness in Brawl. However, Yoshi received sizable nerfs to his damage racking ability. Many of his attacks also deal less damage, most of his aerials have higher landing lag and he can no longer perform his powerful air release chain grab. In addition, his fastest grab (pivot grab) has more ending lag. Despite these nerfs, Yoshi's buffs have had a significantly greater impact, leading to him being a better character than in Brawl.
Aesthetics
- Due to the aesthetic used in SSB4, Yoshi has a sleeker design, and his overall color scheme is much more vibrant. His body has also been somewhat re-proportioned. Altogether, these changes make him better resemble his appearances in the latest Mario and Yoshi games. Yoshi is also more expressive.
- Like Bowser, Yoshi's posture is more erect and he has a more "battle ready" stance. This is translated into his moveset, be it through a tweaked animation or a completely new move.
- Yoshi's boots and double jump's sound clips are much lower pitched. Yoshi also vocalizes much less frequently while double jumping.
- The Yoshi Eggs used during Yoshi's on-screen appearance, shield, Egg Lay, Egg Roll, and Egg Throw now match his selected color scheme. However, a Yoshi swallowed by Kirby's copied Egg Lay will be trapped in a Yoshi Egg featuring his own selected color scheme.
Attributes
- Yoshi's straighter posture adjusts his hurtbox, resulting in its shape being less awkward. However, he will revert to his posture and even his idle poses from Brawl if he holds a small item.
- Yoshi is lighter (107 → 104). This makes him less susceptible to combos, but hinders his endurance.
- Yoshi dashes faster (1.68 → 1.86).
- Yoshi's air speed is slower (1.316 → 1.28), hindering his recovery. However, his air speed is still the fastest in the game by default.
- Yoshi is able to jump out of shield for the first time since SSB. His shield drop also has decreased ending lag (frame 17 → 7), now matching the rest of the cast's. These changes significantly improve its defensive potential.
- Yoshi can no longer shield platform drop, slightly hindering his out of shield game.
- Double jump now functions like a normal jump, instead of having a scripted upwards movement pattern. This means it can now be affected by special gravity conditions.
Ground attacks
- Neutral attack's second hit deals 2% less damage (6% → 4%).
- Neutral attack's first hit has improved combo potential.
- All tilt attacks deal less damage (8%/9%/10% → 8%/7% (forward), 11%/10% → 7% (up), 10%/5% → 5%/4% (down)).
- Forward tilt has decreased start-up lag (frame 6 → 5).
- Forward tilt has increased ending lag (frame 30 → 39).
- Yoshi has a new dash attack, a side kick. Compared to the previous dash attack, it has more range, less lag, and a longer slide afterward.
- Forward smash deals less damage (16% → 15%/14%/13%).
- Yoshi has a new up smash, a bicycle kick. Compared to the previous up smash, it deals 2% less damage (16% → 14%) and has significantly less range behind Yoshi.
- Up smash has more knockback (23 (base)/83 (growth) → 37/95) and less ending lag (frame 50 → 47) compared to the previous up smash, making it better at KOing.
- Down smash deals less damage (14%/13% → 12%/10%).
- Sweetspotted down smash has increased knockback (30 (base)/53 (growth) → 40/81), improving its KO potential.
Aerial attacks
- All aerial attacks deal less damage (12%/9%/6% → 10%/7%/5% (neutral), 16%/15% → 15%/14% (forward), 14% → 10% (back), 13% → 12% (up) and 35% → 32% (down)). However, neutral, back, and down aerials had their knockback compensated.
- Neutral, forward and back aerials have increased landing lag (9 frames → 11 (neutral), 16 frames → 17 (forward), 9 frames → 19 (back)).
- Forward aerial has decreased start-up lag (frame 19 → 16) and a longer duration (frames 19-21 → 16-20).
- Due to consisting of three hits instead of four, back aerial deals 4% less damage (14% → 10%).
- Back aerial has altered damage outputs (4% (hit 1)/3% (hits 2-3) → 2.5% (hits 1-2)/5% (hit 3)).
- Back aerial's hits connect together better.
- Down aerial's animation is significantly faster. When coupled with the increased shieldstun as of update 1.1.1, these changes improve its shield pressuring potential. Its last hit also hits grounded opponents horizontally, improving its safety against non-shielding opponents. The fact that down aerial's last hit launches vertically instead of meteor smashing them gives it KO ability.
- Due to its angle being altered (270°/260°/280° → 80°/40°), down aerial's last hit is no longer a meteor smash, hurting its edgeguarding abilities significantly.
Throws/other attacks
- Grab has decreased start-up (frame 17 → 14) and ending lag (frame 63 → 56).
- Dash and pivot grabs have increased ending lag (frame 63 (dash)/36 (pivot) → 68/65).
- The removal of chain grabbing removes Yoshi's air release chain grab, hindering his grab game.
- Fixed a glitch where opponents could escape from the tip of Yoshi's tongue during his grab and before they enter his mouth, resulting in a game crash.
- Front and back floor attacks deal 1% more damage (6% → 7%).
Special moves
- Egg Roll no longer renders Yoshi helpless, improving its safety. Yoshi can also jump while using it, improving its approach potential.
- Egg Throw's explosion deals 3% less damage (8% → 5%). Egg Throw also covers less distance and it can no longer be edge-canceled.
- Egg Throw is slightly faster and Yoshi now retains his horizontal momentum while using it. These changes improve its horizontal recovery potential, and grant it approach and combo potentials.
- Egg Throw's visual effects have changed. A Yoshi Egg now emits a rainbow-colored trail during its flight trajectory.[1]
- Aerial Yoshi Bomb has increased base knockback (55 → 70), restoring its KO potential.
- Yoshi no longer vocalizes when using Yoshi Bomb.
- Super Dragon deals 5% less damage (8% → 3%) and has a shorter duration.
- Super Dragon's Fireball and Fire Breath no longer deal consistent damage (17% → 18%/14%/12% (Fireball), 6% → 6%/4%/3% (Fire Breath)).
- Super Dragon's Fireball can now pierce multiple opponents.
Update history
Game updates have largely aimed at fixing glitches associated with Yoshi. Although he nevertheless received a handful of buffs and nerfs from them, they have overall been a mixed bag. This is evident with update 1.0.4 giving Yoshi partial intangibility in certain situations, yet increasing the lag of his dash attack, down aerial and Egg Lay. Updates 1.0.6 and 1.1.0 followed similar formats, as they each granted a single buff and a single nerf to his forward smash and back aerial, respectively. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 indirectly buffed Yoshi, as they allow his down aerial and Yoshi Bomb to wear down shields much better than before. However, update 1.1.4 shortened the duration of his invincibility after tripping and during any trip follow-ups aside from his floor attack.
- Yoshi gained 5 frames of partial intangibility in certain situations.
- Dash attack's ending lag increased.
- Down aerial's landing lag increased.
- Egg Lay's start-up lag increased.
- Using Yoshi Bomb on downward slopes no longer makes Yoshi slide on them.
- Fixed a glitch that allowed Yoshi to perform a much higher High Jump immediately after using Yoshi Bomb.
- Fixed a glitch that allowed Yoshi to teleport back to an edge after using his up special.
- Fixed a glitch that allowed Yoshi to make characters grow to gigantic sizes in Multi-Man Mode after repeatedly using Egg Lay.
- Upward angled forward tilt's start-up lag decreased: frame 6 → 5. This matches its other angles' start-up lag.
- Part of forward smash has been made irreversible.
- Forward smash's body hitbox's size decreased: 3.1u → 2.9u, hindering its range.
- Edge attack's ending lag decreased.
- Back aerial's SDI multiplier decreased: 1x → 0.5x and its angle altered
- Back aerial stops auto-canceling earlier: frame 11 → 6.
- Fixed a glitch that allowed Yoshi to grab an edge as long as he used Yoshi Bomb while being very close to it and the control stick was tilted upward or toward the stage.
- Edge attack deals more shield damage: 0 → 1.
- High Jump's ending lag decreased.
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Moveset
- Yoshi can crawl.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | A front kick followed by a roundhouse kick. Its first hit can be jab canceled reliably into his tilt attacks, down smash, and Yoshi Bomb at low percentages, and into his forward and up smashes at low to high percentages, the latter of which KO reliably. Conversely, its second hit can act as a set-up into a dash attack or a dash grab at low percentages. | ||
4% | ||||
Forward tilt | ↗ | 8% | Spins around to swing his tail. Due to it coming out on frame 5, it has the lowest amount of start-up out of Yoshi's tilt attacks, making it an ideal out of shield option. It can also be angled, and deals slightly more damage when angled upward or downward. The base of Yoshi's tail launches opponents vertically, whereas the tip launches them diagonally. However, due to having very short range and the highest amount of ending lag out of his tilts, it lacks set-up potential. | |
→ | 7% | |||
↘ | 8% | |||
Up tilt | 7% | Crouches and flicks his tail upward. A good combo starter, it can combo into itself and up smash from 0% to low percentages, and a neutral aerial and up aerial at low to medium percentages. | ||
Down tilt | 5% (base), 4.5% (mid), 4% (tip) | Lays in a prone position and spins around to swing his tail forward, similarly to Pikachu's down tilt. It is a semi-spike and has the lowest amount of ending lag out of his tilts, which make it useful for tech-chases. It can also interrupt an opponent's attempt at grabbing an edge. | ||
Dash attack | 9% (clean), 6% (late) | A side kick. It has a long-lasting hitbox, which makes it capable of punishing rolls or techs. However, it has fairly high ending lag, which can make it punishable if it is not spaced sufficiently. | ||
Forward smash | 13% (head's tip), 15.5% (head), 14% (body) | Rears back his head and then performs a headbutt. It is Yoshi's strongest smash attack, as its head hitbox is able to KO middleweights at 109% while near the edge. It can be angled, renders his head intangible, and has a hitbox around his body despite being a headbutt. However, it has punishable ending lag, and its hitboxes only last for 1 frame. | ||
Up smash | 14% (clean), 12% (late) | A bicycle kick, similar to Fox's up smash. Its clean hitbox is strong enough to KO middleweights at 134%, and renders his legs intangible. Although situational, it can also hit opponents behind him, such as immediately after using Egg Lay. However, it has punishable ending lag, and its late hitbox lacks intangibility. | ||
Down smash | 12% (tail), 10% (body) | Quickly swings his tail forward at a low angle, and then backward at a low angle. It is a semi-spike like his down tilt, but deals much more damage and has much higher knockback growth. Its back hit is much more suitable for KOing than its front hit, thanks to its much higher knockback growth. It also has a hitbox around his body, despite involving his tail. However, it is Yoshi's overall weakest smash attack, as its back hit does not KO middleweights until 142% while near the edge. | ||
Neutral aerial | 10% (clean), 7% (mid), 5% (late) | A flying kick. It is a sex kick and comes out on frame 3, which is the lowest amount of start-up lag out of Yoshi's aerials. It also has high knockback growth and the lowest amount of landing lag out of Yoshi's aerials. Altogether, these traits make it very useful for approaching, edge-guarding, breaking out of combos and juggles, and as an out of shield option. Its clean hitbox KOs middleweights at 130% while near the left/right blast line. | ||
Forward aerial | 15% (head), 14% (nose) | Rears back his head and then performs a downward headbutt. Its nose hitbox deals impressive damage and can meteor smash if spaced properly. However, its head hitbox also deals impressive damage and has high knockback growth, to the point that it KOs middleweights at 131% while near the left/right blast zones. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. Due to it coming out on frame 16, however, it is tied with down aerial for the highest amount of start-up lag out of Yoshi's aerials. | ||
Back aerial | 2.5% (hits 1-2), 5% (hit 3) | Rapidly flicks his tail up and down repeatedly. Its first two hits launch at the auto-link angle and its third hit has extremely high knockback growth, making it a great edge-guarding option. It KOs middleweights at 113% while near the left/right blast line. However, it has the second highest amount of landing lag out of Yoshi's aerials. | ||
Up aerial | 12% | Somersaults to flick his tail upward. Due to it coming out on frame 5 and having a respectable damage output, very high knockback growth, and a disjointed hitbox, it is one of Yoshi's most useful moves. It can combo into itself or juggle at low to medium percentages, and KOs middleweights at 112% while near the upper blast line. | ||
Down aerial | 3% (center hits 1-6), 2% (side hits 1-6), 2.2% (center hits 7-13), 1.5% (side hits 7-13), 1% (hit 14), 1% (landing) | A Flutter Jump-style series of kicks. Its multiple hits make it very useful for damage racking and pressuring shields, whereas its last hit has deceptive horizontal range. It is Yoshi's most damaging aerial and, by extension, the most damaging aerial in the game. Due to it coming out on frame 16, however, it is tied with forward aerial for the highest amount of start-up lag out Yoshi's aerials. It also has the highest amount of ending and landing lag out of his aerials, which make it punishable if used unwisely. | ||
Grab | — | Uses his tongue to grab an opponent and pull them into his mouth. Despite its appearance, Yoshi's tongue is not a tether. Instead, its range and lag are between those of tether grabs and normal grabs. As a result, Yoshi's grabs have fairly long ranges, but punishable amounts of start-up and ending lag. | ||
Pummel | 2% | Chews the opponent. A fairly fast pummel. | ||
Forward throw | 7% | Spits the opponent forward. It has very minimal set-up potential, as its only follow-ups are forward aerial or Egg Throw when throwing the opponent off-stage. However, both of these are largely situational. | ||
Back throw | 7% | Spits the opponent backward. It has no utility outside of dealing damage. | ||
Up throw | 5% | Spits the opponent upward. Like back throw, it has no utility outside of dealing damage. | ||
Down throw | 4% | Spits the opponent onto the ground. Although it has very high base knockback and very low knockback growth like R.O.B.'s down throw, it has extremely minimal combo potential in comparison because of its very slow speed. Its only follow-up is up aerial, although it requires a proper read. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Spins around and swings his tail around himself. | ||
Floor attack (back) Floor getups (back) |
7% | |||
Floor attack (trip) Floor getups (trip) |
5% | Spins around and swings his tail around himself. | ||
Edge attack Edge getups |
7% | Swings his tail inward while climbing up. | ||
Neutral special | Default | Egg Lay | 7% | Swallows the opponent and encases them in a Yoshi Egg. While trapped, the opponent receives less damage and can they use button mashing in order to break free, but they are completely immobile and vulnerable to Yoshi's attacks while trapped. They also stay trapped longer the more damaged they are. |
Custom 1 | Lick | 10% | Pokes the opponent with his tongue. Deals more damage and, unlike Egg Lay or Egg Launch, its high knockback growth makes it a viable KOing option, as it KOs middleweights at 137% while near the edge. It also slightly boosts Yoshi forward, similarly to Jumping Inhale. This quirk allows it to function as a punishment option when spaced properly, and even as a horizontal recovery option, the latter of which can be used in conjunction with the vertical recovery granted by Egg Throw. It is comparable to how Egg Lay functioned in The Subspace Emissary. | |
Custom 2 | Egg Launch | 10% | Deals more damage, has slightly less start-up, and the Yoshi Egg laid is fired away from Yoshi, which gives it spacing potential. However, the Yoshi Egg is much easier to break out of. | |
Side special | Default | Egg Roll | 4%+speed | Encases himself inside a Yoshi Egg then rolls around in order to barrel through opponents, or escape from them. It can deal a maximum of 9%, and Yoshi can jump while rolling, which allows it to partake in mindgames. However, it only deals damage while on the ground. |
Custom 1 | Heavy Egg Roll | 4%+speed | The roll is significantly stronger, to the point that it can deal a maximum of 15% in one roll with sufficient momentum. It also grants armor, but is significantly slower. | |
Custom 2 | Light Egg Roll | 4%+speed | The roll is considerably stronger and faster, to the point that it can deal a maximum of 11% with sufficient momentum. It also makes Yoshi perform a short hop upon being used, similarly to Spin Dash, which grants it recovery potential so long as Yoshi performs it on the stage or a platform. However, only one roll can be performed, and it travels a set distance. | |
Up special | Default | Egg Throw | 1% (contact), 5% (explosion) | Throws a Yoshi Egg on a controllable, parabolic arc. When used in midair, it grants Yoshi a small vertical boost, which loses effectiveness with each consecutive use until he touches the ground. A very versatile projectile, it can be used for pressuring, edge-guarding, approaching, hindering approaches, and performing mindgames. |
Custom 1 | High Jump | — | The vertical boost is considerably higher, but no Yoshi Egg is thrown. | |
Custom 2 | Timed Egg Throw | 9% | The Yoshi Egg's explosion deals more damage and has a flame effect, but travels harmlessly through opponents instead of exploding on contact. However, it has slightly more start-up, while the aerial version grants a shorter vertical boost. | |
Down special | Default | Yoshi Bomb | 4% (hop), 15% (grounded drop), 12% (aerial drop), 4% (stars) | A Ground Pound that produces damaging stars in front and behind himself when he lands. It boasts impressive power and has very minimal start-up lag, which allow it to function as a viable surprise KOing option, especially from out of shield. The grounded version KOs middleweights at 135%, while the aerial version KOs them at 130% while near the upper blast line. Both versions also deal bonus amounts of shield damage, with the grounded version being capable of almost breaking a full shield when all of its hitboxes connect. |
Custom 1 | Star Bomb | 3% (hop), 4% (drop), 8%/6%/4% (stars) | The Ground Pound produces much larger stars that deal more damage. However, the Ground Pound itself deals much less damage and has much lower knockback, to the point that the grounded version does not KO middleweights until 383%, and the aerial version does not KO them until 429%. | |
Custom 2 | Crushing Bomb | 5% (hop), 18% (drop) | The Ground Pound deals more damage and has much higher knockback, to the point that the grounded version KOs middleweights at 96%, and the aerial version KOs them at 102%. However, it has significantly more start-up and ending lag, and produces no stars. | |
Final Smash | Super Dragon | 3% (contact), 18%/14%/12% (Fireball), 6%/4%/3% (Fire Breath) | Sprouts a pair of angelic wings that allow him to freely fly around. While transformed, Yoshi can also shoot large Fireballs when the attack button is pressed, with the most damaging Fireball being strong enough to KO middleweights at 108% while near the edge. Conversely, he will briefly exhale a continuous stream of flames while staying idle. Yoshi can also make use of his flight and invincibility to ram into opponents, although it is significantly weaker than his Fireball and Fire Breath. |
On-screen appearance
- Bursts out of a Yoshi Egg and strikes a pose.
Taunts
- Up taunt: Dances around in a circle and then says "Yoshi!" upon finishing.
- Side taunt: Chases his tail, then briefly pauses to stare at it.
- Down taunt: Looks towards the screen and then jumps excitedly up and down while flailing his arms and saying "Yoshi! Yoshi!"
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Performs a short dance.
- Looks around.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Yo-shi! | Yo-shi! *claps 3 times* |
Pitch | Group chant | Female |
Victory poses
- Angrily performs two alternating punches and then turns his back to the screen, facing right.
- This is likely a humorous reference to one of Akuma's victory poses or his Raging Demon (瞬獄殺, Blinking Prison Killer) from Street Fighter, which concludes with an identical pose and is even referenced in Ryu's All-Star Mode congratulations screen in Super Smash Bros. for Wii U.
- Looks up at the sky with his hands together, spins once, and then strikes the V sign.
- Punches the air, then strikes a pose with his arms outstretched. It is based on his "character chosen" animation in Super Smash Bros.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Yoshi | 3111 | 2111 | 1311 | 1211 | 3211 |
3311 | 2211 | 2311 | 2113 | 3112 |
Notable players
Active
- DIO - Placed 9th at Hyper Sumabato, 7th at Sumabato 13, and 5th at Sumabato 14.
- Firefly - Placed 5th at PAX Prime 2015, 1st at a few local tournaments in doubles play, 9th at Northwest Majors VIII, and 25th at Don't Park on the Grass. Formerly ranked 6th on the British Columbia Power Rankings.
- Kamikaze - The best Yoshi player in Georgia. Placed 33rd at Super Smash Con 2016, UGC Smash Open, and MomoCon 2017, and 1st at a few local tournaments in doubles play. Formerly ranked 12th on the Georgia Power Rankings. He has wins over Hyper Kirby and ItsSonic.
- Nikes - Placed 17th at Battle Arena Melbourne 7, 3rd at Southern Cross Championship 2K15, 9th at Battle Arena Melbourne 8, and 25th at SXC 2K16. Ranked 4th on the South Australia Power Rankings.
- Poltergust - Placed 13th at Paragon Orlando 2015, 17th at CEO 2015, 49th at Paragon Los Angeles 2015, 13th at Smash the Record 2015, and 33rd at Frame Perfect Series 2. Ranked 10th on the Central Florida Power Rankings. He has a win over Earth.
- Raptor - Placed 9th at Super Smash Con 2015, 49th at GENESIS 3, 7th at GUMS 6, 17th at Pound 2016, 13th at Apex 2016, 5th at Glitch 2, and has achieved several top 10 placings at KTAR tournaments. Formerly ranked 9th on the New York City Power Rankings.
- Ron - Placed 2nd at Sumabato 12, 3rd at Hirosuma: Revolution, 2nd at Sumabato 17, and 1st at Sumabato 18. He has wins over Shuton and HIKARU.
- Seth - Placed 9th at Midwest Mayhem 3, 5, 7, and 8. Ranked 4th on the Chicago Power Rankings and 16th on the Midwest Power Rankings.
- Snoop - Placed 17th at 2GGT: FOW Saga, 25th at 2GGT: KTAR Saga, 49th at GENESIS 4, and 65th at 2GGC: Civil War. Ranked 3rd on the Las Vegas Power Rankings.
- Squerk - Placed 17th at Glitch 3, 65th at Super Smash Con 2016, and 65th at CEO Dreamland. Ranked 3rd on the South Virginia Power Rankings and 16th on the MD/VA Power Rankings. He has wins over WaDi, Mister Eric, and Remzi.
- Xeon - Placed 1st at First Attack 2016 in singles and doubles play, 1st at the majority of Puerto Rican tournaments in doubles play, and 17th at CEO 2016 in doubles play. Ranked 2nd on the Puerto Rico Power Rankings.
Inactive
- Papa Wall - One of the best Yoshi players in the world prior to his semi-retirement. Placed 49th at GENESIS 3, 9th at TGC 6, 13th at 2GGT: Mexico Saga, 49th at EVO 2016, and 49th at EVO 2017. Ranked 6th on the Texas Power Rankings.
- Sky - Placed 49th at Final Battle, Apex 2015, and EVO 2015. He has housed several top players during major SoCal tournaments.
Tier placement and history
Yoshi's perception has been positive since SSB4's release, as players pointed out how his buffs restored his status as a viable choice in competitive play. Despite this, his tournament representation and results have not been high as other characters, with very sparse results from professionals, such as Papa Wall placing 13th at 2GGT: Mexico Saga. As a result, Yoshi was ranked 15th on the first tier list, which resulted in him becoming the second highest ranking mid-tier character after Captain Falcon.
Although Yoshi has achieved more tournament success since then, his continually sparse results negatively affected his tier status in subsequent tier lists. He would be ranked 23rd on the second tier list, but due to tier restructuring and Captain Falcon being reassessed as a high-tier character, Yoshi serendipitously became the highest ranking mid-tier character. As of the third and current tier list, Yoshi is ranked 29th, which has resulted in him losing his status as the highest ranking mid-tier character. By extension, this tier drop is tied with Kirby and Pit's for the second largest between the second and third tier lists. Despite his lower rankings, Yoshi's current ranking is nevertheless respectable.
Trophies
- Yoshi
- They say man's best friends is a dog, but Mario's may well be Yoshi. He lives on Yoshi's Island, and can swallow up just about anything, then lay it as an egg. In this game, jumping is his forte - he can leap really high, then quickly land again, making chasing after launched opponents and getting in sneaky follow-up strikes easy.
- : Super Mario World (08/1991)
- : Super Mario World 2: Yoshi's Island (10/1995)
- Yoshi (Alt.)
- When you use the Egg Throw up special, how far Yoshi throws the egg depends on how long you hold the button. In mid-air, the move also makes him rise a bit. Egg Roll, a side special, sends him rolling inside an egg. If you don't control him while he's rolling, he'll stop just before he rolls off the edge of a platform.
- : Super Mario World (08/1991)
- : Super Mario World 2: Yoshi's Island (10/1995)
- Super Dragon
- A pair of wings appear on Yoshi's back, turning him into an angelic dragon. While the Final Smash is active, he can fly freely through the air, and is invincible to boot. He constantly breathes fire, can ram into opponents, and can also shoot fireballs that deal a lot of damage and have great launching power, especially at close range.
- YoshiAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- All-Star Battle: Regulars: Yoshi is one of the opponents fought in this event. All of the opponents are the eight starter characters of the "perfect-attendance crew" from Super Smash Bros.
- King of the Yoshis: Yoshi must defeat seven other Yoshis.
Co-op Events
- Food Fight: Kirby and King Dedede must defeat Yoshi, Wario, and Pac-Man.
- Robots vs. Dragons: R.O.B. and Mega Man must defeat a giant Yoshi, a giant Charizard, and Ridley in a Stamina Battle.
- Scheming Sorcerer: Yoshi and Toon Link must defeat a male and a female Robin, followed by a metal male Robin and a giant metal female Robin.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
- The eggs Yoshi creates now match the respective alternate costume.
Gallery
Yoshi's amiibo.
Using his forward tilt against Zelda's Phantom Slash.
Using Egg Throw on a Smash Ball.
Using Egg Lay alongside Mega Man and Little Mac.
One of Yoshi's idle poses.
Using Yoshi Bomb alongside Bowser's Bowser Bomb and Toon Link's down aerial.
Using Egg Lay while behind Olimar.
Using his down taunt alongside Kirby.
Getting hit by Diddy Kong's Banana Peel.
Alongside Luma.
Yoshi on the cover of Super Smash Bros. for Nintendo 3DS.
Trivia
- Yoshi is the only member of "The Original 8" to not be revealed at E3 2013, and the last one to be revealed in general.
- He, Ness, and Jigglypuff are also the only members of the "perfect-attendance crew" to be absent from non-DLC posters containing newcomers. In Yoshi's case, the only poster he appears on is Bayonetta's.
- Yoshi is the only non-DLC veteran that is not an alternate form or part of a set to have splash art and an introduction tagline accompany his reveal.
- SSB4 is the first installment in which Yoshi receives new alternate costumes under normal circumstances.
- Yoshi, Jigglypuff, and Captain Falcon are the only characters to use voice clips from every installment of Super Smash Bros.
- Incidentally, Yoshi Bomb's voice clip is still available in Sound Test, even though Yoshi no longer vocalizes upon using it.
- Yoshi is the only veteran who can no longer be rendered helpless upon using any of his special moves.
- Although back aerial now consists of three hits instead of four, the sound effect of the removed fourth hit can still be heard if one listens closely. This is much more noticeable in Training Mode's 1/4x speed setting.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Yoshi universe | |
---|---|
Fighter | Yoshi (SSB · SSBM · SSBB · SSB4 · SSBU) |
Stages | Super Happy Tree · Yoshi's Story · Yoshi's Island (SSBM) · Yoshi's Island (SSBB) · Woolly World |
Enemies | Shy Guy · Fly Guy |
Other | Kamek |
Trophies, Stickers, and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | Yoshi |
Related universe | Mario |