This article is about Yoshi's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Yoshi.
Yoshi
in Super Smash Bros. Ultimate
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YoshiSymbol.svg
Universe Yoshi
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Stampede!
YoshiHeadSSBU.png
Mario! It that really you? It has been so long since our last adventure!
I am the kindest one ever, so the Kindness Star Stamp belongs to me!
Yoshi is all about egg-related moves, like throwing eggs, swallowing opponents and turning them into eggs, or turning into an egg and charging toward an opponent. With a high jump, recovery is a piece of cake for Yoshi! And for his Final Smash, a Yoshi army stampedes through the stage.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Yoshi (ヨッシー, Yoshi) is a playable character in Super Smash Bros. Ultimate. He was revealed for the game along with the rest of the veterans on June 12th, 2018. Yoshi is classified as fighter #05.

As in all previous Smash Bros. games and nearly all of Yoshi's game appearances, Kazumi Totaka's portrayal of Yoshi from Yoshi's Story was repurposed for Ultimate, and has still not been updated.

Oh, and he is still the only character with a unique shield.

Attributes

Yoshi is depicted as the lightest heavy-weight with the 2nd highest double jump (only behind Mewtwo, 17th fastest character, highest air speed out of the entire cast, but has the 70th falling speed among them.

Although Yoshi's double jump can be used to help him get back on stage, it is his only major recovery as his Egg Throw doesn't provide enough distance and serves as Yoshi's only projectile leaving him vulnerable to footstool jumps allowing his opponents to gimp him.

Yoshi has an disadvantage that his weight and above-large hurtbox makes him weak to combos.

However Yoshi has major advantages too,

Changes from Super Smash Bros. 4

Yoshi has received a significant number of buffs in the transition from Smash 4 to Ultimate with only a few minor nerfs. His KO power has been noticeably improved, as has his ability to rack up damage at lower percents thanks to changes to moves like back air and forward tilt. All of his aerials have reduced landing lag, and the universal nerfs to air dodging make his edgeguarding with both aerials and Egg Throw much more potent. His aerial speed, already the best in Smash 4, was increased, as was his walk and run speed. Overall, Yoshi has been able to achieve very good results in tournaments- arguably being the strongest he's had in the series.

Aesthetics

  •   As with all veterans returning from Smash 4, Yoshi's model features a more subdued color scheme. His irises appear larger and his shoes feature simple detailing.
  •   Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.
  •   Yoshi no longer reverts to his posture and idle poses from Brawl while holding a small item.
  •   Yoshi's dashing animation is changed. It is now a more upright run with his arms moving, similar to his dashing animation in Yoshi's Island DS.
  •   Yoshi has a new idle animation, which is similar to his idle animation in Super Mario World 2: Yoshi's Island.
  •   Yoshi's double jump animation is altered to face the screen more.
  •   Yoshi has new falling animations.
  •   Yoshi's tail-based moves make a different, cartoony pounding sound effect upon connecting.
  •   Yoshi has a new alternate costume where he looks like a tennis ball. It replaces Black Yoshi from Smash 4 because Nintendo didn’t want people to get cyberbullied.
  •   Two of Yoshi's victory poses were slighly altered: the victory animation where Yoshi spins around and strikes a V sign has him performing a Flutter Jump, before spinning around once and striking a V sign; and the victory animation where Yoshi punches the air once and striking a pose has him punching the air twice and, strikes a pose with his right leg farther back.

Attributes

  •   Like all characters, Yoshi's jumpsquat animation takes 3 frames to complete (down from 6).
  •   Yoshi runs faster (1.86 → 2.046).
    •   Yoshi's initial dash is significantly faster (1.33 → 1.98).
  •   Yoshi walks slightly faster (1.15 → 1.208).
  •   Yoshi's air speed has been increased, now being almost as high as Jigglypuff's in Melee (1.28 → 1.344).
  •   Yoshi has significantly higher traction (0.0426 → 0.095), allowing him to punish out of shield much more easily.
  •   Yoshi's jumps height has been slightly reduced.
  •   Forward roll has less ending lag (FAF 36 → 31).
  •   Forward roll grants less intangibility (frames 4-21 → 4-15).
  •   Back roll has more startup and grants less intangibility (frames 4-21 → 5-16).
  •   Spot dodge has less ending lag (FAF 28 → 27).
  •   Spot dodge grants less intangibility (frames 3-18 → 3-17).
  •   Air dodge grants more intangibility (frames 3-28 → 3-30).
  •   Air dodge has significantly more ending lag (FAF 34 → 59).
  •   The reintroduction of directional air dodges benefits Yoshi, as due to Egg Throw not causing helplessness, he can get additional distance with a directional air dodge after using it.
  •   Yoshi's double jump armor has been altered. The armor duration has been significantly shortened. However, it greatly reduces knockback taken if the armor is broken by an attack with sufficiently high knockback.

Ground attacks

  • Neutral attack:
    •   The first hit transitions into the second hit faster (frame 9 → 6).
    •   The first and second hits have altered angles and knockback to keep opponents close to Yoshi, akin to other neutral attacks. This allows them to connect better and jab lock, but removes some of their guaranteed jab cancel setups (Yoshi notably retained some setups such as jab 1 to down b, leaving them as one of the only characters who has jab cancel setups).
      •   Due to this change, and the second hit using the Sakurai angle, grounded opponents hit by the move are launched at a lower angle. This allows it to get them offstage more effectively, but makes followups harder.
  • Forward tilt:
    •   Forward tilt has drastically less ending lag (FAF 39 → 30), and launches opponents at a higher, consistent angle across the move. This grants it significant potential as a combo starter.
    •   It deals more damage when not angled (7% → 8%).
    •   It has increased base knockback, slightly improving its KO potential.
    •   Forward tilt's animation has been altered, with Yoshi no longer performing a full spin when swinging his tail.
  • Up tilt:
    •   Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.
  • Down tilt:
    •   Down tilt deals slightly more knockback.
    •   Down tilt's animation is reversed, with Yoshi spinning towards the screen rather than away from it.
  • Dash attack:
    •   Dash attack has less ending lag (FAF 50 → 41).
    •   It deals more damage (9% → 11% (clean), 6% → 8% (late)), with knockback compensated.
    •   Dash attack no longer goes through shields consistently, making it much less safe on shield.
    •   Dash attack travels a shorter distance.
  • Forward smash:
    •   Forward smash has two different hitboxes instead of three, with the sweetspot taking priority over the sourspot and being located closer to Yoshi. This effectively removes its weaker sourspot (14%/15.5%/13% → 15.5%/14%), and makes the sweetspot easier to land.
    •   The move has more active frames (frame 14 → 14-16).
    •   It grants more intangibility on Yoshi's head (frames 12-14 → 12-16).
    •   The sweetspot deals slightly more knockback, improving its KO ability.
  • Up smash:
    •   Up smash deals slightly more knockback, improving its KO ability.
  • Down smash:
    •   Down smash deals noticeably more knockback, with the first and second hits' sweetspots now KOing middleweights under 150% and 130% (respectively) from the center of Final Destination.

Aerial attacks

  •   All aerials have reduced landing lag (11 frames → 7 (neutral), 17 frames → 12 (forward), 19 frames → 11 (back), 14 frames → 8 (up), 24 frames → 17 (down)).
  • Forward aerial:
    •   The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
    •   Despite the autocancel window remaining unchanged, it no longer autocancels in a short hop, due to Yoshi's lower short hop duration.
    •   It has a different animation, with Yoshi no longer flipping after the headbutt.
  • Back aerial:
    •   Back aerial deals more damage (2.5% → 3.5% (hits 1-2), 5% → 5.5% (hit 3)), with knockback not compensated on the third hit, improving its KO potential.
    •   The first two hits deal drastically less hitlag, while the second and third hits come out faster (frame 17, 25 → 14, 18), allowing them to transition faster and making them harder to SDI out of.
      •   However, the move's total duration remains unchanged, giving it more ending lag.
    •   The move's first two hits deal much less knockback (similar to its Brawl counterpart), and launch grounded opponents at a higher angle, allowing them to connect more reliably, and combined with the move's lower landing lag, start combos at a wide range of percentages.
    •   Back aerial has a slightly altered animation, with Yoshi striking a new pose at the end of the move.
  • Up aerial:
    •   Up aerial has less ending lag (FAF 39 → 37).
    •   Up aerial auto-cancels earlier (frame 33 → 31).
    •   It has a new animation where Yoshi raises his tail up from behind without flipping.
  • Down aerial:
    •   Down aerial's linking hits deal drastically less hitlag and use the autolink angle, allowing them to transition much faster, connect more reliably, and making them harder to SDI out of.
    •   The landing hit deals more knockback, causing opponents to tumble even at 0%, which it could not do in previous games due to its set knockback. This allows it to set up edgeguards more effectively, and grants it followups at low percents if the opponent fails to tech.
    •   The linking hits deal consistent, albeit overall lower damage (3%/2% → 2.3% (hits 1-6), 2.2%/1.5% → 1.9% (hits 7-12)), while the last hit deals more damage (1% → 2.8%). This reduces the move's maximum damage output (31.2% → 28%), but makes it more consistent.
      •   The last hit's knockback has not been fully compensated for its higher damage output, improving its KO potential.
    •   Down aerial's initial auto-cancel window has been removed.

Throws and other attacks

  •   All grabs have noticeably decreased ending lag (FAF 56 → 49 (standing), 68 → 57 (dash), 65 → 52 (pivot)), especially compared to the rest of the cast, as all non-extended grabs have conversely had their ending lag increased.
  •   Yoshi is granted grab invincibility during his grab release and throw animations.
  •   Dash and pivot grab have more startup lag (frame 10 → 16 (dash), 10 → 17 (pivot)), no longer being faster than his standing grab. His pivot grab in particular has gone from among the fastest to one of the slowest.
  •   Yoshi's grab animation has changed. After grabbing an opponent and holding them in his mouth, his cheeks become swollen and jiggle, as if the fighter inside is trying to break out. He also holds his mouth closed with his hands, and no longer crouches down to the ground.
  • Pummel:
    •   Pummel deals less damage (2% → 1.3%).
    •   It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
  • Forward throw:
    •   Forward throw deals more damage (7% → 9%) without compensation on knockback, improving its KO potential near edges.
  • Back throw:
    •   Back throw deals more damage (7% → 9%) without compensation on knockback, improving its KO potential near edges.
  • Up throw:
    •   Up throw has significantly increased knockback, allowing it to KO at around 230%, compared to being unable to KO under 500% without rage. It is no longer one of the weakest up throws in the game.
  • Down throw:
    •   Down throw releases the opponent slower (frame 15 → 25), making it easier to DI.
      •   However, its ending lag has been reduced relative to its release frame (FAF 44 → 51). Combined with Yoshi's faster jumpsquat and jump speed, this improves its combo potential, leading into a neutral aerial at low percents, and an up aerial even up to high percents.
  • Edge attack:
    •   Edge attack deals more damage (7% → 9%).

Special moves

  • Egg Lay:
    •   Egg Lay has less startup (frame 20 → 18), with its total duration reduced as well (FAF 44 → 42).
    •   It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.
  • Egg Roll:
    •   Egg Roll deals drastically more damage (4%-≈9% → 10%-≈13.8%).
    •   Yoshi always bounces once when using Egg Roll on the ground. This makes the move's execution slower and more predictable.
    •   Changing direction takes longer.
    •   Yoshi strikes a new pose before using Egg Roll.
  • Egg Throw:
    •   Yoshi gains slightly more vertical distance on the first Egg Throw, particularly after a jump.
    •   Eggs can now bounce on the ground and retain their horizontal momentum before they break, giving Yoshi a new option to stop approaches.
    •   Eggs deal a single hit to opponents instead of two, with the same total damage (1% (hit 1), 5% (hit 2) → 6%). As their knockback values have been unchanged, this gives them slightly more knockback.
    •   Egg Throw has more startup (frame 15 → 16) and ending lag (FAF 54 → 56).
    •   Yoshi can use either his right arm or left arm to throw eggs, due to his mirrored stance.
  • Yoshi Bomb:
    •   Yoshi Bomb can sweetspot a ledge even if Yoshi is facing away from it.
    •   Both the grounded and aerial versions allow Yoshi to go through soft platforms if high enough above them and the control stick is held down.
      •   If too close to them, he will always go through.
    •   Yoshi Bomb has significantly less knockback, hindering its KO ability.
    •   Yoshi vocalizes when using the grounded version, like in previous games.
  • Final Smash:
    •   Yoshi has a new Final Smash called Stampede!. He headbutts in front of him and an army of multicolored Yoshis stampede over the trapped players, similar to his part of the Super Smash Bros. Melee opening.

Update History

  2.0.0

  •   Shortened the amount of time the player is unable to grab a ledge after using forward air (71 frames → 68).
  •   Yoshi is now granted grab invincibility during his grab release and throw animations.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3% A front kick followed by a roundhouse kick. The two hits transition relatively fast and can connect into a jab lock.
4%
Forward tilt   8% Swings his tail in a forward direction. Due to the vertical launch angle, moderate base knockback, and drastically reduced end lag, it can reliably start combos at low to mid percents.
8%
8%
Up tilt   7% Brings his tail upwards, going from front to back. The front hitbox is now placed higher off the ground, making it unreliable in hitting grounded opponents. However, the back hit still hits close to the ground. A very effective combo starter with low knockback growth, can lead to KO confirms at higher percents.
Down tilt   5% (base, 4.5% (mid), 4% (tip) Lays on all fours and spins his body around to attack with his tail. The attack deals the least amount of damage out of all his tilts, but has the lowest ending lag out of all of Yoshi’s tilts. It can be useful for tech chasing and stage control.
Dash attack   11% (early), 9% (late) A far reaching side kick. 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.
Forward smash   15.5% (sweetspot), 14% (sourspot) Rears his head back to perform a headbutt. The sweetspot takes priority over the sourspot 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 because of it.
Up smash   14% (clean), 12% (late) Performs a bicycle kick. The attack has a clean hitbox and can be a potential KO option. Despite its appearance, it can’t hit opponents who are behind Yoshi and has very punishable ending lag.
Down smash   10% (tip), 12% (close) Crouches and swings his tail forward, and then backwards.
Neutral aerial   10% (clean), 7% (mid), 5% (late) A flying sex kick with very low startup. One of Yoshi's most versatile moves. Its low landing lag allows it to lead reliably into follow ups at low to mid percents, depending on which hitbox connects. Its frame 3 startup makes it a potent out-of-shield option, as well as a combo breaker. Effective at setting up tech chases.
Forward aerial Noggin Dunk 15% (close), 14% (tip) Rears his head back and then performs a downward headbutt. Both hitboxes deal an impressive amount of damage and the tip is a meteor smash. It can no longer autocancel in a short hop.
Back aerial   3.5% (hits 1-2), 5.5% (hit 3) Hits three times with his tail. A fast aerial that has effective damage output and knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos.
Up aerial   12% Flicks his tail upwards. Due to being a very effective juggling option, it’s one of Yoshi’s most useful moves.
Down aerial Flutter Kick 2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit) Yoshi performs a series of downwards kicks that closely resembles his Flutter Jump. Notorious for being the most damaging aerial move in every iteration of the game, it deals 28% base damage if all the hits connect. Hits link reliably into each other and the final hit has high base knockback, making the move a powerful vertical KO option when near the top blast zone.
Grab Opens his mouth and lets out his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi’s grabs have a lot more range, but an considerable amount of startup and ending lag.
Pummel   1.3% Chews the opponent. A relatively fast pummel that doesn’t deal too much damage.
Forward throw   9% Spits the opponent forward. It has slight KO potential near edges and is mainly used for stage control.
Back throw   9% Turns around and spits out the opponent. Otherwise, extremely similar to forward throw.
Up throw   5% Spits the opponent upwards. The throw has significantly increased knockback, allowing it to KO at around 230% compared to 500% in previous games. Otherwise, it has limited utility outside of tech chase setups on high platforms.
Down throw   4% Spits the opponent down to the ground. Its combo potential is improved due to its lower ending lag and Yoshi’s increased jump speed.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins around and swings his tail around himself before getting up.
Floor attack (back)
Floor getups (back)
  7% Headbutts behind himself and then in front of himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins around and swings his tail around himself before getting up.
Edge attack
Edge getups
  9% Swings his tail inward while climbing up.
Neutral special Egg Lay 7% Yoshi swallows the opponent and traps them in a Yoshi Egg. When the opponent is trapped, they can escape by button mashing. They stay trapped longer the more damage they have. Upon escaping, opponents gain brief intangibility.
Side special Egg Roll 10%-13.8% 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. 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. Can be cancelled earlier by hitting the special button. Can move through shields.
Up special Egg Throw 6% Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws grant Yoshi significant vertical distance based on his current vertical momentum, with the largest possible jump being nearly as high as his double jump. After three uses in midair, it no longer grants upward momentum, and Yoshi must land to recover this. A very effective projectile that can now bounce upon hitting the ground, which makes it a more versatile option.
Down special Yoshi Bomb 4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars) A Ground Pound that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It can now sweetspot ledges, giving the attack more safety. Also can go through soft platforms if the player holds down or is close to the platform on startup. Has increased shield damage; the grounded version can break a full shield if it is not stale and all hits connect on shield.
Final Smash Stampede! 6% (hit one), 46% (hits from other Yoshis) Yoshi rushes forward and attacks the opponent with a upwards headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, an stampede of multicolored Yoshis are seen rushing down the gorge, and they attack by trampling the opponent. It has a striking resemblance to the Super Smash Bros. Melee opening movie, where it has a similar stampede as well as the similar rocky environment.

Victory poses

  • Does a flutter jump, spins once, and gives the V sign.
  • Punches the air twice, spins, and poses while standing on one foot.
  • Angrily, he punches a few times, and then turns his back on the screen facing right. A reference to Akuma's pose after a successful use of the Shun Goku Satsu.
A flourished, orchestrated remix of the title music of Yoshi's Story, significantly sped up.

In competitive play

Notable players

Classic Mode: Jurassic Journey!

Yoshi's adversaries consist of playable reptiles.

Round Opponent Stage Music Notes
1 Ivysaur Distant Planet World Map - Pikmin 2 Ivysaur appears without Pokémon Trainer.
2 Ridley Great Bay Yoshi's Tale Opponent is Giant
3 King K. Rool Jungle Japes Wildlands
4 Koopalings Yoshi's Island Flower Field The Koopalings are fought in the order Mario faces them in Super Mario World.
5 Charizard Garden of Hope Bandit Valley Charizard appears without Pokémon Trainer.
6 Bowser Mushroom Kingdom U Melty Monster Opponent is Giant
Bonus Stage
Final Rathalos ?* Roar/Rathalos

*: The stage used here is not a normally playable stage, but appears to be one based on the Monster Hunter series.

Note: With the exceptions of Rounds 1 and 6, a song from the Yoshi universe is played regardless of the stage.

Character unlock tree

Yoshi's Classic Mode character unlock tree includes the following characters in order:

Each character can be unlocked by clearing Yoshi's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

Role in World of Light

 
Finding Yoshi in World of Light

Although Yoshi does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

He can be found in a ribbon pathway to be awakened, which can be accessed in short time after taking Sheik's route.

Fighter Battle

No. Image Name Type Power Stage Music
05 Yoshi Grab 3,600 Super Happy Tree (Ω form) Obstacle Course - Yoshi's Island

Template:-

Spirits

Yoshi's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 500 coins. Unlocking Yoshi in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Yoshi makes an appearance in various Primary and Support Spirits.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music
38 Hammer Bro Yoshi   Grab 3,400 Golden Plains (Battlefield form) Assist Trophy Enemies (Hammer Bro) •Hostile assist trophies will appear when the enemy's at high damage
•The enemy favors up specials
Ground Theme - New Super Mario Bros. U
60 Wiggler Yoshi   Attack 1,600 Yoshi's Island (Melee) •Attack Power ↑
•Item: Lip's Stick
•The enemy becomes powerful when badly damaged Ground Theme - Super Mario World
77 Plessie •Giant Yoshi   Grab 2,100 Great Bay N/A •The enemy is giant Slide
156 Rattly Yoshi   Grab 3,400 Kongo Jungle N/A •The enemy loves to jump
•The enemy has increased jump power
Snakey Chantey
167 Kip •Tiny Yoshi Team   (x4) Shield 1,800 Yoshi's Story N/A •The enemy starts the battle with a Rocket Belt Boss 2 - DK: Jungle Climber
182 Like Like Yoshi   Grab 4,000 Great Bay (Battlefield form) •Sudden Damage
•Item: Food
•Hazard: Sticky Floor
•The floor is sticky
•You'll occasionally take sudden damage after a little while
•The enemy favors grabs and throws
Overworld & Underworld - The Legend of Zelda (for 3DS / Wii U)
218 Dimitri Yoshi  
Young Link  
Shield 1,700 Great Bay N/A •The enemy favors neutral specials Tal Tal Heights
318 Spirit Who Loves Surprises Yoshi Team   (×4) Grab 2,000 Super Happy Tree •Hazard: Screen Flip •The screen will suddenly flip after a little while Yoshi's Story (64)
321 Yarn Yoshi Yoshi Team   (×4) Grab 9,200 Super Happy Tree •Easy to Launch •All fighters are easy to launch Main Theme - Yoshi's Woolly World (Remix)
395 Leon Powalski Yoshi  
Wolf  
•Ally: Falco  
Attack 3,700 Venom (Ω form) N/A •You lose if your CPU ally is KO'd Star Wolf (Brawl)
405 Tricky Yoshi   Shield 1,600 Garden of Hope (Battlefield form) •Earthquake •Periodic earthquakes will shake the stage Break: Through the Ice
424 Metapod Yoshi   Shield 2,500 Garden of Hope (Ω form) •Defense ↑
•Hazard: Sticky Floor
•The floor is sticky
•Timed battle
•The enemy has increased defense after a little while
Road to Viridian City - Pokémon Red / Pokémon Blue
459 Eevee Yoshi (×3) (   ) Neutral 1,400 Yoshi's Island N/A •Only certain Pokémon will emerge from Poké Balls (Eevee)
•Reinforcements will appear during the battle
[1]
Main Theme - Pokémon Red & Pokémon Blue (Melee)
514 Cresselia Yoshi   Shield 9,200 Spear Pillar •Defense ↑ •The enemy has increased defense after a little while Battle! (Dialga/Palkia) / Spear Pillar
544 Zygarde (50% Forme) •Giant Yoshi Team  
•Tiny Yoshi   (×7)
Grab 2,100 Frigate Orpheon N/A •Reinforcements will appear after an enemy is KO'd
•The enemy is giant
•Defeat an army of fighters
Battle! (Team Flare)
743 Pyoro Yoshi   Grab 3,700 Balloon Fight (Battlefield form) •Item: Deku Nut •The enemy is easily distracted by items WarioWare, Inc.
810 Bulborb •Giant Yoshi   Shield 4,400 Distant Planet •Attack Power ↑ •Timed Stamina battle
•The enemy has increased attack power
•The enemy favors neutral specials
Main Theme - Pikmin (Original)
837 Gracie Yoshi   Shield 4,100 Smashville (Battlefield form) •Item: Transforming Types
•Hazard: Slumber Floor
•The floor is sleep-inducing Town Hall and Tom Nook's Store - Animal Crossing: Wild World
1,201 Pig Yoshi   (×6) Neutral 2,000 Duck Hunt •Item Tidal Wave •The enemy becomes more powerful after eating
•Certain items will appear in large numbers after a little while
•The enemy is easily distracted by items
Gourmet Race (Brawl)
1,231 T-Rex •Giant Yoshi   Attack 4,400 Coliseum (Battlefield form) •Hazard: Lava Floor •The floor is lava
•The enemy is giant
Battle Start - Fossil Fighters: Frontier
1,232 Nibbles Yoshi  
Charizard  
Ridley  
Bowser  
Attack 1,800 Arena Ferox •Item: Pitfall •Defeat the main fighter to win
•Reinforcements will appear during the battle
Battle Start - Fossil Fighters: Frontier

As a minion

Spirit Battle parameters Inspiration
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
118 Wanda •Tiny Palutena  
Yoshi  
Peach  
Mario  
Shield 1,500 Green Greens (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear after an enemy is KO'd
Mario Paint Medley Yoshi
128 MC Ballyhoo & Big Top Mario  
Yoshi  
Peach  
Luigi  
Shield 1,600 Mario Circuit •Item Tidal Wave •Certain items will appear in large numbers after a little while Pandemonium
299 Baby Mario •Tiny Mario  
Yoshi (×8) (        )
Neutral 8,800 Yoshi's Island N/A •Defeat the main fighter to win
•The enemy shields often
Yoshi's Island (Brawl) Yoshis
525 Cobalion, Terrakion, & Virizion Lucario  
Duck Hunt  
Yoshi  
Neutral 9,000 Unova Pokémon League N/A •The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
•The enemy starts the battle with a Beam Sword
N's Castle Cobalion
1,301 River Survival Bowser  
Kirby  
Yoshi  
Rosalina & Luma  
Shield 5,500 Kongo Falls (Ω form) Bob-omb Festival
•Item Tidal Wave
•Item: Food
•Survive until the timer runs out
•Bob-ombs will rain from the sky after a little while
Slide Yoshi

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • Yoshi is the only "Original 8" member:
    • That is not playable in the E3 demo.
      • To not have his Final Smash be revealed when the game was announced at E3, as a consequence.
    • That did not appear before Ultimate's title was revealed.
    • To not be seen in King K. Rool's trailer.
      • He is also the the only member not to seen with a villain from his own universe, since the Yoshi series lacking a playable antagonist.
    • To not appear in the World of Light trailer, as well as the only member who has never appeared in any CGI trailers.
    • To be the only sole representative starter.
  • Yoshi's stock icon in Ultimate bears a strong resemblance to his stock icon from Super Smash Bros. 4.
  • Yoshi is the only character to have an alternate costume based on an upcoming game.
    • 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 Super Smash Bros. for Wii U before Yoshi's Woolly World released.
    • This is the second time in Ultimate that a character has some representation from an upcoming game, the first being Luigi using his Poltergust G-100 for his grabs, throws, and Final Smash.
  • Yoshi is the only starter whose universe has no unlockable characters.
    • Yoshi is also one of the two starters to have no unlockable characters from their universe on their unlock column, the other being Kirby.
      • Despite neither King Dedede and Meta Knight being featured in Kirby's unlock column, they are instead featured in Donkey Kong and Link's unlock column respectively.
    • Due to not having more at least a single playable Yoshi character unlockable, Yoshi is the only franchise to never had any unlockable characters at all as of Ultimate and the only "Original 8" universe to never feature a unlockable Yoshi character from its starter's unlock column.
  • Yoshi's unlock column is the only one not to feature any sole representatives.
    • His is also the only one to only contain characters from franchises with more than one playable character.
  • Yoshi was the last starter, Original 8 and by extension perfect-attendance crew to be added in the Super Smash Bros. Blog.
    • Similarly, Yoshi was the last of the Original 8 to be confirmed in Smash 4, as every other character in that category were confirmed when the game was revealed at E3 2013.
  • Yoshi is one of three characters to use their default costumes in certain Spirit Battles, the others being Mr. Game & Watch and Bowser Jr..
    • This is not counting Alph and female Corrin, who technically use their default costumes, but are themselves alternate characters.