277
edits
m (spelling and grammar touch-ups) |
|||
Line 18: | Line 18: | ||
Yoshi is a [[Weight|heavyweight]] fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to [[shield stabbing]]. | Yoshi is a [[Weight|heavyweight]] fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to [[shield stabbing]]. | ||
As stated previously, Yoshi sports excellent mobility: he has the 27th fastest [[walking speed]], the 19th fastest [[dashing speed]] (with an above average [[initial dash]] as well), the single fastest [[air speed]] in the game, and the 14th highest [[air acceleration]]. Additionally, Yoshi sports among the highest [[jump]]ing prowesses in the game; this can especially be owed to his [[double jump]], which is the second highest in the game, only behind {{SSBU|Mewtwo}}'s. However, his [[traction]] and [[gravity]] are the 23rd and 20th lowest in the game respectively; further compounding this, his [[fall]]ing and [[fast-fall]]ing speeds are among the bottom 10 in the game (the 7th slowest to be specific). Thus, Yoshi is quite speedy overall, yet at the same time he's one of the floatiest characters in the game, which is incredibly unorthodox for a heavyweight, arguably | As stated previously, Yoshi sports excellent mobility: he has the 27th fastest [[walking speed]], the 19th fastest [[dashing speed]] (with an above-average [[initial dash]] as well), the single fastest [[air speed]] in the game, and the 14th highest [[air acceleration]]. Additionally, Yoshi sports among the highest [[jump]]ing prowesses in the game; this can especially be owed to his [[double jump]], which is the second-highest in the game, only behind {{SSBU|Mewtwo}}'s. However, his [[traction]] and [[gravity]] are the 23rd and 20th lowest in the game respectively; further compounding this, his [[fall]]ing and [[fast-fall]]ing speeds are among the bottom 10 in the game (the 7th slowest to be specific). Thus, Yoshi is quite speedy overall, yet at the same time, he's one of the floatiest characters in the game, which is incredibly unorthodox for a heavyweight, arguably more so than any other in the game. | ||
Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used to [[jab lock]]; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable [[tech chasing]] option. Lastly, dash attack has a long duration and good range; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs. Yoshi's smash attacks are also useful in their own right: forward smash has a powerful sweetspot that out prioritizes its slightly weaker sourspot, allowing it to KO at reasonable percents. It also has decent start-up, can be angled, and grants Yoshi [[intangibility]] for its duration; up smash has good horizontal and vertical range, reasonable start-up, and a powerful sweetspot, allowing it to KO at percents as low as 120% provided the sweetspot hits; lastly, down smash is extremely quick in both start-up and ending lag which, coupled with its good range, makes it an adept option for punishing rolling opponents. | Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used to [[jab lock]]; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable [[tech chasing]] option. Lastly, the dash attack has a long duration and good range; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs. Yoshi's smash attacks are also useful in their own right: forward smash has a powerful sweetspot that out prioritizes its slightly weaker sourspot, allowing it to KO at reasonable percents. It also has decent start-up, can be angled, and grants Yoshi [[intangibility]] for its duration; up smash has good horizontal and vertical range, reasonable start-up, and a powerful sweetspot, allowing it to KO at percents as low as 120% provided the sweetspot hits; lastly, down smash is extremely quick in both start-up and ending lag which, coupled with its good range, makes it an adept option for punishing rolling opponents. | ||
Although his grounded moveset comes with potent attacks, it is Yoshi's aerial attacks that possess high usefulness and make up his fantastic air game. Neutral aerial is a very fast [[sex kick]] with low all-around lag, decent range, and good power, allowing it to either KO at surprisingly early percents, serve as an effective combo breaker, be a tech-chase set-up, and be his primary [[out of shield]] option. Forward aerial also possesses high range and reasonable all-around lag, and comes with impressive damage; its tipper hitbox [[meteor smash]]es opponents, allowing for offstage KOs to occur as early as 20%. Back aerial boasts high speed and high power, with its first two hits being effective combo starters and its final hit KOing below 130%. Up aerial possesses high vertical range and a hitbox that hits behind the opponent which, in tandem with its impressive damage output and low all-around lag, makes it an effective [[juggling]] option. Lastly, down aerial serves as the most damaging aerial in the game; its hits can easily link into each other, with its high vertical knockback | Although his grounded moveset comes with potent attacks, it is Yoshi's aerial attacks that possess high usefulness and make up his fantastic air game. Neutral aerial is a very fast [[sex kick]] with low all-around lag, decent range, and good power, allowing it to either KO at surprisingly early percents, serve as an effective combo breaker, be a tech-chase set-up, and be his primary [[out of shield]] option. Forward aerial also possesses high range and reasonable all-around lag, and comes with impressive damage; its tipper hitbox [[meteor smash]]es opponents, allowing for offstage KOs to occur as early as 20%. Back aerial boasts high speed and high power, with its first two hits being effective combo starters and its final hit KOing below 130%. Up aerial possesses high vertical range and a hitbox that hits behind the opponent which, in tandem with its impressive damage output and low all-around lag, makes it an effective [[juggling]] option. Lastly, down aerial serves as the most damaging aerial in the game; its hits can easily link into each other, with its high vertical knockback allowing it to KO at reasonable percentages near the upper blast zone. His grab game is also relatively decent: his grab release and throws grant invincibility during their animations, [[pummel]] is fast and deals average damage, forward and back throws are decent KO options by the ledge and up throw has combo potential into his up air at low percents, and down throw has little ending lag making it his most useful combo throw. | ||
Yoshi's special moves are also very effective tools for the character. [[Egg Lay]] is a [[command grab]] which traps the opponent in an egg for a short amount of time, allowing it to work as a damage racker, and when [[B-reverse]]d is an effective surprise trapping option. [[Egg Roll]] travels decently fast on the ground and deals effective damage when running into an opponent, [[Yoshi Bomb]] gives Yoshi an option to escape juggles if the situation allows for it, can go through soft platforms, does high damage in both the ground and air, and the grounded version deals high [[shield damage]]. However, his best special move is easily his [[Egg Throw]], his only but incredibly effective projectile. The trajectory of the move can be changed depending on the angle of the joystick, can bounce on the ground, and allows Yoshi to have an option for zoning. | Yoshi's special moves are also very effective tools for the character. [[Egg Lay]] is a [[command grab]] which traps the opponent in an egg for a short amount of time, allowing it to work as a damage racker, and when [[B-reverse]]d is an effective surprise trapping option. [[Egg Roll]] travels decently fast on the ground and deals effective damage when running into an opponent, [[Yoshi Bomb]] gives Yoshi an option to escape juggles if the situation allows for it, can go through soft platforms, does high damage in both the ground and air, and the grounded version deals high [[shield damage]]. However, his best special move is easily his [[Egg Throw]], his only but incredibly effective projectile. The trajectory of the move can be changed depending on the angle of the joystick, can bounce on the ground, and allows Yoshi to have an option for zoning. | ||
Line 28: | Line 28: | ||
Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the main problem being that his recovery is very limited. His double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once and if his opponent has a move that breaks his armor limit, then he'll likely be in a difficult situation for getting back onstage. His other recovery options outside of his double jump are very short-ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag. His reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited. | Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the main problem being that his recovery is very limited. His double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once and if his opponent has a move that breaks his armor limit, then he'll likely be in a difficult situation for getting back onstage. His other recovery options outside of his double jump are very short-ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag. His reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited. | ||
His approach can also be very punishable as his moves outside of tilts are noticeably slower, with every one of his aerial attacks outside of his neutral and up aerials having below-average speed, and most of his attacks have short-range that leaves him vulnerable to getting stuffed out by [[disjoint]]ed hitboxes. His grab is also very punishable when missed despite its invincibility and long | His approach can also be very punishable as his moves outside of tilts are noticeably slower, with every one of his aerial attacks outside of his neutral and up aerials having below-average speed, and most of his attacks have short-range that leaves him vulnerable to getting stuffed out by [[disjoint]]ed hitboxes. His grab is also very punishable when missed despite its invincibility and long range, Egg Lay is very limited and has no usage if the opponent is far away, Egg Roll has a very predictable trajectory and is hard for Yoshi to get out of if the attack doesn't work well in his current situation, and Yoshi Bomb is also predictable if used unsafely and has high ending lag when Yoshi hits the ground. Finally, his shield, as useful as it is due to never shrinking when weakened, presents a double-edged sword situation: a weakened shield can still be hit easily, and as such can break more easily than a normal shield. | ||
Overall, Yoshi is still a strong character despite his glaring weaknesses. With his fast speed and reliable attacks, he has the ability to combo, | Overall, Yoshi is still a strong character despite his glaring weaknesses. With his fast speed and reliable attacks, he has the ability to combo, takes out stocks, and play an effective neutral game. His tournament results have been very strong because of these attributes, with players such as {{Sm|Suarez}}, {{Sm|Ron}}, and {{Sm|Meme}} showing the potential that he has. Some players even consider him to be better than he was in ''Smash 64'', although the latter is debatable. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Line 80: | Line 80: | ||
|ftiltname=Tail Sweep ({{ja|しっぽはたき|Shippo Hataki}}) | |ftiltname=Tail Sweep ({{ja|しっぽはたき|Shippo Hataki}}) | ||
|ftiltdmg=8% | |ftiltdmg=8% | ||
|ftiltdesc=Swings his tail in a forward direction. Due to the vertical launch angle, moderate base knockback, and drastically reduced ending lag, it can reliably start combos. It can follow into up smash, neutral and up aerial at low to mid percents. | |ftiltdesc=Swings his tail in a forward direction. Due to the vertical launch angle, moderate base knockback, and drastically reduced ending lag, it can reliably start combos. It can follow into up smash, neutral, and up aerial at low to mid percents. | ||
|utiltname=Tail Thrust Up ({{ja|しっぽつきあげ|Shippo Tsuki Age}}) | |utiltname=Tail Thrust Up ({{ja|しっぽつきあげ|Shippo Tsuki Age}}) | ||
|utiltdmg=7% | |utiltdmg=7% | ||
Line 89: | Line 89: | ||
|dashname=Dash Kick ({{ja|ダッシュげり|Dasshu Geri}}) | |dashname=Dash Kick ({{ja|ダッシュげり|Dasshu Geri}}) | ||
|dashdmg=11% (early), 8% (late) | |dashdmg=11% (early), 8% (late) | ||
|dashdesc= A far-reaching sidekick. Its long | |dashdesc= A far-reaching sidekick. Its long range and duration can create [[cross-ups]] and is capable of punishing rolls or techs. However, its high amount of ending lag can make it very punishable. | ||
|fsmashname=Smash Headbutt ({{ja|スマッシュずつき|Sumasshu Zutsuki}}) | |fsmashname=Smash Headbutt ({{ja|スマッシュずつき|Sumasshu Zutsuki}}) | ||
|fsmashdmg=15.5% (sweet spot), 14% (sour spot) | |fsmashdmg=15.5% (sweet spot), 14% (sour spot) | ||
|fsmashdesc=Rears his head back to perform a headbutt. The sweet spot takes priority over the sour spot and can be made into a fast KO option. It can also be angled and his head is intangible during the attack. It has a high amount of ending lag, however, and makes it punishable | |fsmashdesc=Rears his head back to perform a headbutt. The sweet spot takes priority over the sour spot and can be made into a fast KO option. It can also be angled and his head is intangible during the attack. It has a high amount of ending lag, however, and makes it punishable. Yoshi's head becomes intangible, starting from frame 12. It comes out on frame 14. | ||
|usmashname=Somersault Kick ({{ja|ちゅうがえりげり|Chūgaeri Geri}}) | |usmashname=Somersault Kick ({{ja|ちゅうがえりげり|Chūgaeri Geri}}) | ||
|usmashdmg=14% (clean), 12% (late) | |usmashdmg=14% (clean), 12% (late) | ||
|usmashdesc=Performs a bicycle kick. The attack has a clean hitbox and can be a potential KO option. It can hit opponents who are behind Yoshi but has somewhat punishable ending lag. | |usmashdesc=Performs a bicycle kick. The attack has a clean hitbox and can be a potential KO option. It can hit opponents who are behind Yoshi but has a somewhat punishable ending lag. | ||
|dsmashname=Front and Back Tail ({{ja|ぜんごしっぽ|Zengo Shippo}}) | |dsmashname=Front and Back Tail ({{ja|ぜんごしっぽ|Zengo Shippo}}) | ||
|dsmashdmg=12% (close), 10% (tip) | |dsmashdmg=12% (close), 10% (tip) | ||
Line 104: | Line 104: | ||
|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'') | |fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'') | ||
|fairdmg=15% (close), 14% (tip) | |fairdmg=15% (close), 14% (tip) | ||
|fairdesc=Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edge guarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a [[meteor smash]]. But it has significant startup lag (16 frames) and can no longer autocancel in a short hop. | |fairdesc=Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edge guarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a [[meteor smash]]. But it has a significant startup lag (16 frames) and can no longer autocancel in a short hop. | ||
|bairname=Rampaging Tail ({{ja|あばれしっぽ|Abare Shippo}}) | |bairname=Rampaging Tail ({{ja|あばれしっぽ|Abare Shippo}}) | ||
|bairdmg=3.5% (hits 1-2), 5.5% (hit 3) | |bairdmg=3.5% (hits 1-2), 5.5% (hit 3) | ||
Line 110: | Line 110: | ||
|uairname=Rotating Tail ({{ja|かいてんしっぽ|Kaiten Shippo}}) | |uairname=Rotating Tail ({{ja|かいてんしっぽ|Kaiten Shippo}}) | ||
|uairdmg=12% | |uairdmg=12% | ||
|uairdesc=Flicks his tail upwards. Yoshi's second-fastest aerial attack, having frame 5 startup. | |uairdesc=Flicks his tail upwards. Yoshi's second-fastest aerial attack, having frame 5 startup. It autocancels in a short hop and has good knockback, making it a reliable KO option. It has a large vertical hitbox where the back can even hit grounded opponents, and due to being a very effective juggling option, it’s one of Yoshi’s most useful moves. | ||
|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}}) | |dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}}) | ||
|dairdmg=2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit) | |dairdmg=2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit) | ||
Line 148: | Line 148: | ||
|ssname=Egg Roll | |ssname=Egg Roll | ||
|ssdmg=10%-13.8% | |ssdmg=10%-13.8% | ||
|ssdesc=Yoshi will encase himself in a large Yoshi Egg after a small hop then | |ssdesc=Yoshi will encase himself in a large Yoshi Egg after a small hop then roll around the stage. Damage dealt is proportional to momentum. Can jump once during the move. The attack has limited usage due to its predictable movement, slow startup and end lag, and lack of armor or disjoints. It does not deal damage until it first touches the ground. Can stall at the ledge if the control stick is not held towards it, but does no damage when stationary. It can be canceled earlier by hitting the special button. Can move through shields. | ||
|usname=Egg Throw | |usname=Egg Throw | ||
|usdmg= 6% | |usdmg= 6% | ||
Line 157: | Line 157: | ||
|fsname=Stampede! | |fsname=Stampede! | ||
|fsdmg=6% (hit one), 46% (hits from other Yoshis) | |fsdmg=6% (hit one), 46% (hits from other Yoshis) | ||
|fsdesc=Yoshi rushes forward and attacks the opponent with an upward headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, a stampede of multicolored Yoshis | |fsdesc=Yoshi rushes forward and attacks the opponent with an upward headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, a stampede of multicolored Yoshis is seen rushing down the gorge, and they attack by trampling the opponent. It has a striking resemblance to a shot seen in the ''[[Super Smash Bros. Melee]]'' [[opening movie]], which features a similar stampede in a comparable rocky environment. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Line 167: | Line 167: | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Dances around in a circle, chanting "Yoshi!" as he finishes. | *'''Up taunt''': Dances around in a circle, chanting "Yoshi!" as he finishes. | ||
*'''Side taunt''': Chases his tail in circles, then lifts | *'''Side taunt''': Chases his tail in circles, then lifts an arm as he finishes. | ||
*'''Down taunt''': Yoshi faces the screen and jumps up and down whilst chanting. | *'''Down taunt''': Yoshi faces the screen and jumps up and down whilst chanting. | ||
<gallery> | <gallery> | ||
Line 222: | Line 222: | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Does a flutter jump, spins once, and gives the V sign. Based on an animation from "Yoshi's Story" when a stage is completed. | *'''Left:''' Does a flutter jump, spins once, and gives the V sign. Based on an animation from "Yoshi's Story" when a stage is completed. | ||
*'''Up:''' Punches the air twice, spins, and poses while standing on one foot. (Based on his "character chosen" animation from ''Smash 64'' and his second place win animation from ''{{iw|mariowiki|Mario Party 10}}''.) | *'''Up:''' Punches the air twice, spins, and poses while standing on one foot. (Based on his "character chosen" animation from ''Smash 64'' and his second-place win animation from ''{{iw|mariowiki|Mario Party 10}}''.) | ||
*'''Right:''' Angrily punches a few times, does a roundhouse kick, then turns his back on the screen facing right. A reference to Akuma's pose after the successful use of the Shun Goku Satsu. | *'''Right:''' Angrily punches a few times, does a roundhouse kick, then turns his back on the screen facing right. A reference to Akuma's pose after the successful use of the Shun Goku Satsu. | ||
[[File:YoshiVictoryThemeUltimate.ogg|thumb|A flourished, orchestrated remix of the title music of ''Yoshi's Story'', significantly sped up.]] | [[File:YoshiVictoryThemeUltimate.ogg|thumb|A flourished, orchestrated remix of the title music of ''Yoshi's Story'', significantly sped up.]] | ||
Line 232: | Line 232: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
Yoshi was the only original eight-character to be excluded from the E3 demo build. It was difficult to find a pre-release consensus on Yoshi in ''Ultimate'' as those who did play the game early went to other characters first. When Yoshi eventually did release, however, numerous players of all skill levels took an interest; on top of his strengths, he was rather easy to play and learn the game with. Also helping his early representation was that he was an overall similar character to his ''SSB4'' iteration, making the transition even easier. At the same time, however, this meant that methods on how to fight Yoshi did not change either. Thus in the competitive scene, despite having the tournament popularity of a top-tier character, he was generally seen as a mid- to high-tier by most players. | Yoshi was the only original eight-character to be excluded from the E3 demo build. It was difficult to find a pre-release consensus on Yoshi in ''Ultimate'' as those who did play the game early went to other characters first. When Yoshi eventually did release, however, numerous players of all skill levels took an interest; on top of his strengths, he was rather easy to play and learn the game with. Also helping his early representation was that he was an overall similar character to his ''SSB4'' iteration, making the transition even easier. At the same time, however, this meant that methods on how to fight Yoshi did not change either. Thus in the competitive scene, despite having the tournament popularity of a top-tier character, he was generally seen as a mid-to high-tier by most players. | ||
In today's competitive scene, Yoshi remains very popular, mostly because of his ease of use. Top Yoshis such as {{Sm|Suarez}}, {{Sm|Ron}}, {{Sm|Meme}}, and {{Sm|Yoshidora}} achieve results at top levels of play, leading a continued advancement of Yoshi's metagame. | In today's competitive scene, Yoshi remains very popular, mostly because of his ease of use. Top Yoshis such as {{Sm|Suarez}}, {{Sm|Ron}}, {{Sm|Meme}}, and {{Sm|Yoshidora}} achieve results at top levels of play, leading a continued advancement of Yoshi's metagame. | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten-player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
Line 747: | Line 747: | ||
**As a result, this is the second time the ''Yoshi'' universe has had, in some way, representation from an upcoming game; [[Woolly World]] appeared as a stage in {{forwiiu}} before ''{{s|mariowiki|Yoshi's Woolly World}}'' released. | **As a result, this is the second time the ''Yoshi'' universe has had, in some way, representation from an upcoming game; [[Woolly World]] appeared as a stage in {{forwiiu}} before ''{{s|mariowiki|Yoshi's Woolly World}}'' released. | ||
*Alongside {{SSBU|Mr. Game & Watch}}, {{SSBU|R.O.B.}}, and Bowser Jr., Yoshi is one of four characters with a Spirit Battle where all of their alternate costumes appear in a single Spirit Battle, due to the presence of the Baby Mario spirit. | *Alongside {{SSBU|Mr. Game & Watch}}, {{SSBU|R.O.B.}}, and Bowser Jr., Yoshi is one of four characters with a Spirit Battle where all of their alternate costumes appear in a single Spirit Battle, due to the presence of the Baby Mario spirit. | ||
* | *Before 4.0.0, when Yoshi charged his forward smash, he pushed opponents so far, that it caused some moves to miss him entirely. [https://twitter.com/MGK_Ganondorf/status/1132904871747698688] | ||
*Yoshi's ''Crafted'' costume is the only one that does not appear during his Final Smash, although its texture was added to the palette of the Yoshis that appear. [https://tcrf.net/Super_Smash_Bros._Ultimate#Unused_Textures] | *Yoshi's ''Crafted'' costume is the only one that does not appear during his Final Smash, although its texture was added to the palette of the Yoshis that appear. [https://tcrf.net/Super_Smash_Bros._Ultimate#Unused_Textures] | ||
*Yoshi's reverse throwing animation with a heavy item will have him turn his back to the screen for a brief moment. This is due to the animation being a carryover from ''Smash 4''. | *Yoshi's reverse throwing animation with a heavy item will have him turn his back to the screen for a brief moment. This is due to the animation being a carryover from ''Smash 4''. |
edits