Super Smash Bros. Brawl

Yoshi (SSBB)/Hitboxes

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< Yoshi (SSBB)
Revision as of 12:45, August 25, 2011 by Toomai (talk | contribs)
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Hitbox Article.png This is a hitbox repository. Hitbox Article.png
Click on any image to view full size.


Yoshi's Hitboxes
Neutral
(Double Kick)
YoshiSSBBNeutral(hit1).png
Hit 1
YoshiSSBBNeutral(hit2start).png
Hit 2
YoshiSSBBNeutral(hit2end).png
Hit 2
F-Tilt
(Tail Swat)
YoshiSSBBFTilt(angup).png
Angled up
YoshiSSBBFTilt(angside).png
Angled side
YoshiSSBBFTilt(angdown).png
Angled down
U-Tilt
(Tail Flip)
YoshiSSBBUTilt(part1).png YoshiSSBBUTilt(part2).png
YoshiSSBBUTilt(part3).png YoshiSSBBUTilt(part4).png
D-Tilt
(Tail Trip)
YoshiSSBBDTilt.png
Dash
(Head Ram)
YoshiSSBBDash(clean).png
Clean
YoshiSSBBDash(late).png
Late
U-Smash
(Nasal Crush)
YoshiSSBBUSmash(start).png YoshiSSBBUSmash(mid).png YoshiSSBBUSmash(end).png
D-Smash
(Tail Sweep)
YoshiSSBBDSmash(hit1).png
Hit 1
YoshiSSBBDSmash(hit2).png
Hit 2
F-Smash
(Noggin Flail)
YoshiSSBBFSmash(angup).png
Angled up
YoshiSSBBFSmash(angside).png
Angled side
YoshiSSBBFSmash(angdown).png
Angled down
Nair
(Drop Kick)
YoshiSSBBNair(cleanstart).png
Clean
YoshiSSBBNair(cleanend).png
Clean
YoshiSSBBNair(mid).png
Mid
YoshiSSBBNair(late).png
Late
Fair
(Nose Pound)
YoshiSSBBFair(start).png YoshiSSBBFair(end).png
Bair
(Tail Wag)
YoshiSSBBBair(hit1start).png YoshiSSBBBair(hit1mid).png
Hit 1
YoshiSSBBBair(hit1end).png
YoshiSSBBBair(hit2start).png YoshiSSBBBair(hit2mid).png
Hit 2
YoshiSSBBBair(hit2end).png
YoshiSSBBBair(hit3start).png YoshiSSBBBair(hit3mid).png
Hit 3
YoshiSSBBBair(hit3end).png
YoshiSSBBBair(hit4start).png YoshiSSBBBair(hit4mid).png
Hit 4
YoshiSSBBBair(hit4end).png
Uair
(Vertical Sweep)
YoshiSSBBUair.png
Dair
(Foot Flurry)
YoshiSSBBDair(hits1-7).png
Hits 1-7
YoshiSSBBDair(hits8-14).png
Hits 8-14
Shield YoshiSSBBShield.png

Notes

  • The angle of a hitbox is displayed as a line. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
  • A transcendent hitbox is denoted by a dashed border.
  • The colour of a hitbox is its type; the colour of its angle indicator and border is its effect.
  • The numbers represent each hitbox's damage and knockback (base knockback/knockback scaling), as well as whether the knockback is fixed.