Super Smash Bros. 4

Yoshi (SSB4)/Forward aerial

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Hitbox visualization showing Yoshi's forward aerial.
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Overview

Yoshi's forward aerial is a downward headbutt. It is a slow but powerful attack that meteor smashes opponents at the nose. Upon striking opponents on the ground at low percentages, it has a chance to trip them. This attack can often be used as a combo finisher, either from a forward throw or back throw, an Egg Throw or a double-grounded neutral attack. At higher percentages, striking a grounded opponent can provide the setup for a quick up smash or up aerial. None of these are true combos though, as it is possible for the opponent to air dodge or DI away. An exception applies if the opponent is struck with a grounded meteor and sent reeling as a result, resulting in the opponent unable to react in the time it takes to follow up with an up aerial. However, because reeling is a chance-based mechanic that doesn't occur until above 100%, this is not a completely reliable strategy.

At the head, it deals impressive damage with high knockback growth, letting it KO middleweights at 108% while near the left/right blast zones of Final Destination in the 3DS version, and at 97% in the Wii U version. 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. While in the air, the attack can also combo into neutral air, to hit opponents again at lower percentages, or the more common use of quickly delivering another attack if the forward aerial misses.

However, the attack is slow, coming out on frame 16, tying it with down aerial for the highest amount of start-up lag out of Yoshi's aerials. This extreme start-up lag demands precise timing to correctly land the attack, while taking into account Yoshi's aerial speed. If being used as a combo finisher, the timing requirement is less strict, but still requires the player to take into account Yoshi's aerial speed. Furthermore, if the attack is used offstage, Yoshi is potentially vulnerable to a counterattack due to the long ending lag of 24 frames, and in some cases may be left unable to get back on stage. In addition, while landing lag is slightly more forgiving having only 17 frames, it is still long enough to make the attack punishable if it misses.

Despite this attack's weaknesses, it has many uses and is considered a staple of Yoshi's moveset.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 15% 0 Sakurai angle 0 90 0 2.4 13 2.2 -2.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 14% 0 AngleIcon270.png 0 90 0 10.2 13 10.2 -2.4 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 14% 0 Sakurai angle 0 90 0 5.3 13 4.5 -2.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing

Attack

Initial autocancel 1-3
Hitboxes 16-20
Ending autocancel 40-
Interruptible 44
Animation length 67
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Landing lag

Animation length 17
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Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
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Auto-canceling
Autocancel
Interruptibility
Interruptible