Editing Yoshi (SSB)

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Yoshi's forward tilt is overall considered to be the best forward tilt in the game due to its high combo potential (especially compared to other forward tilts) as well as its solid damage, low ending lag and its safety on shield.
Yoshi's forward tilt is overall considered to be the best forward tilt in the game due to its high combo potential (especially compared to other forward tilts) as well as its solid damage, low ending lag and its safety on shield.
|utiltname=Nasal Rise ({{ja|はなつきあげ|Hana Tsukiage}})
|utiltname= 
|utiltdmg=12%
|utiltdmg=12%
|utiltdesc=Yoshi performs an upwards headbutt. The move has high set knockback which launches opponents towards Yoshi. The move comes out on frame 7 and has low ending lag which along with its knockback, makes it a very strong combo tool, regardless of the opponent's percent. The move can easily start combos at lower percents (which can potentially lead into a KO) while at higher percents, it can lead into raw KO moves. Yoshi's followup options depend on his opponent, with Yoshi having more followup options against fast fallers (with moves like another up tilt or up smash only working on fast fallers). Yoshi's head is also [[intangible]] while performing the move which makes it an effective anti-air and the move is completely safe on shield.
|utiltdesc=Yoshi performs an upwards headbutt. The move has high set knockback which launches opponents towards Yoshi. The move comes out on frame 7 and has low ending lag which along with its knockback, makes it a very strong combo tool, regardless of the opponent's percent. The move can easily start combos at lower percents (which can potentially lead into a KO) while at higher percents, it can lead into raw KO moves. Yoshi's followup options depend on his opponent, with Yoshi having more followup options against fast fallers (with moves like another up tilt or up smash only working on fast fallers). Yoshi's head is also [[intangible]] while performing the move which makes it an effective anti-air and the move is completely safe on shield.
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|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Yoshi tail sweeps in front of him. The move has set knockback and it [[semi-spike]]s opponents, making the move effective at edgeguarding and setting up tech chases, especially at lower percents. The move is also disjointed (although it does not exceed the length of Yoshi's tail) and it has low ending lag, with the move being completely safe on shield. The move leads into a frame trap into itself on shield against a majority of the cast which makes it a strong shield pressuring tool. Down tilt is overall Yoshi's least effective tilt but it is a solid move in its own right.
|dtiltdesc=Yoshi tail sweeps in front of him. The move has set knockback and it [[semi-spike]]s opponents, making the move effective at edgeguarding and setting up tech chases, especially at lower percents. The move is also disjointed (although it does not exceed the length of Yoshi's tail) and it has low ending lag, with the move being completely safe on shield. The move leads into a frame trap into itself on shield against a majority of the cast which makes it a strong shield pressuring tool. Down tilt is overall Yoshi's least effective tilt but it is a solid move in its own right.
|dashname=Dashing Headbutt ({{ja|ダッシュずつき|Dasshu Zutsuki}})
|dashname=Dash By Dash ({{ja|ダッシュずつき|Dasshu Zutsuki}})
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
|dashdesc=Yoshi dashes forward and performs a headbutt. It deals a serviceable amount of damage/knockback, Yoshi's head is intangible during its startup and while it has fairly slow startup lag, its ending lag is not too high. The move is safe against a majority of the cast on shield but it is unsafe against certain characters (although they cannot punish if the move crosses up). The move can be used as an approach option or as a tool to get opponents off stage/edgeguard but like other dash attacks, it is overall not a highly effective move as it usually lacks followup potential and it can be quite unsafe if it whiffs.
|dashdesc=Yoshi dashes forward and performs a headbutt. It deals a serviceable amount of damage/knockback, Yoshi's head is intangible during its startup and while it has fairly slow startup lag, its ending lag is not too high. The move is safe against a majority of the cast on shield but it is unsafe against certain characters (although they cannot punish if the move crosses up). The move can be used as an approach option or as a tool to get opponents off stage/edgeguard but like other dash attacks, it is overall not a highly effective move as it usually lacks followup potential and it can be quite unsafe if it whiffs.
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|fsmashdmg=18%
|fsmashdmg=18%
|fsmashdesc=Yoshi rears his head back and then thrusts his head forward. It comes out on frame 18 which is fairly slow for a forward smash although its ending lag is not too high. It has average power for a forward smash, it is safe on shield and the player can angle the move up or down. Yoshi's head is intangible during a considerable portion of the move and Yoshi moves his whole body back during its startup, which can cause moves to whiff. The move can be used as an edgeguarding tool or as a raw KO move, being a decent forward smash overall.
|fsmashdesc=Yoshi rears his head back and then thrusts his head forward. It comes out on frame 18 which is fairly slow for a forward smash although its ending lag is not too high. It has average power for a forward smash, it is safe on shield and the player can angle the move up or down. Yoshi's head is intangible during a considerable portion of the move and Yoshi moves his whole body back during its startup, which can cause moves to whiff. The move can be used as an edgeguarding tool or as a raw KO move, being a decent forward smash overall.
|usmashname=Over Headbutt ({{ja|まうえずつき|Ma ue Zutsuki}})
|usmashname= 
|usmashdmg=18%
|usmashdmg=18%
|usmashdesc=Yoshi swings his head backwards and then forwards. The move has strong horizontal knockback when hitting from behind while it has weaker vertical knockback when hitting from the front. The clean hit KOes Mario at 82% at the center of [[Dream Land]]. The move comes out on frame 9 and Yoshi's head is intangible while the hitboxes are out, which makes it difficult to intercept, especially in the air. The move has decent backwards range as well as great vertical range (easily hitting opponents on the side Dream Land platforms), although its forward range is limited. Yoshi can lead into an up smash with up tilt, forward aerial, down aerial or even an up aerial in the right circumstances for a KO. Even if the up smash will not KO, it is still a strong followup option to use as it can send the opponent flying off stage. The late hit can lead into followups at certain percents although its ending lag is fairly high, making it awkward for Yoshi to followup. The fairly high ending lag also does make the move punishable on shield against certain characters (when hitting from behind) although it is safe on shield against most of the cast.
|usmashdesc=Yoshi swings his head backwards and then forwards. The move has strong horizontal knockback when hitting from behind while it has weaker vertical knockback when hitting from the front. The clean hit KOes Mario at 82% at the center of [[Dream Land]]. The move comes out on frame 9 and Yoshi's head is intangible while the hitboxes are out, which makes it difficult to intercept, especially in the air. The move has decent backwards range as well as great vertical range (easily hitting opponents on the side Dream Land platforms), although its forward range is limited. Yoshi can lead into an up smash with up tilt, forward aerial, down aerial or even an up aerial in the right circumstances for a KO. Even if the up smash will not KO, it is still a strong followup option to use as it can send the opponent flying off stage. The late hit can lead into followups at certain percents although its ending lag is fairly high, making it awkward for Yoshi to followup. The fairly high ending lag also does make the move punishable on shield against certain characters (when hitting from behind) although it is safe on shield against most of the cast.
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Yoshi's grab is overall one of the least effective in the game as it is slow, punishable and his throws are not even notably strong to fully compensate.
Yoshi's grab is overall one of the least effective in the game as it is slow, punishable and his throws are not even notably strong to fully compensate.
|fthrowname=Spit ({{ja|はきだし|Hakidashi}})
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Yoshi reels back with his opponent in his mouth and throws them forward. It is a fairly standard forward throw, having average power, making it a solid throw to set up edgeguards at lower percents and it can KO at higher percents.  
|fthrowdesc=Yoshi reels back with his opponent in his mouth and throws them forward. It is a fairly standard forward throw, having average power, making it a solid throw to set up edgeguards at lower percents and it can KO at higher percents.  
|bthrowname=Back Spit ({{ja|うしろはきだし|U Shiro Hakidashi}})
|bthrowname= 
|bthrowdmg=16%
|bthrowdmg=16%
|bthrowdesc=Yoshi turns around with his opponent in his mouth and throws them backwards. It is a fairly standard back throw, having average power, making it a solid throw to KO opponents. Its ending lag is fairly high however.  
|bthrowdesc=Yoshi turns around with his opponent in his mouth and throws them backwards. It is a fairly standard back throw, having average power, making it a solid throw to KO opponents. Its ending lag is fairly high however.  

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