Yoshi (SSBB): Difference between revisions

395 bytes removed ,  3 months ago
m (→‎Tier placement and history: yeah going to have to revert this because statements contradict themselves (eg Yoshi "During the initial release of Brawl" being flawed "throughout the history of Brawl's competitive lifespan") and quite frankly the wording is just overall worse. "a division between the community that" also severely overexaggerates what is going on here)
Tag: Reverted
Tag: Reverted
Line 33: Line 33:
While Yoshi was considered a high-tier in the current metagame of ''Melee'', he was initially perceived as one of the worst characters in the early metagame of ''Melee'' due to the fact that he has been heavily nerfed during the transition from ''[[Smash 64]]''. As a result, Yoshi has been heavily [[buff]]ed during the transition to ''Brawl''. Although he was initially considered to be overall greatly buffed due to him being thought as a low-tier character or even among the worst, Yoshi has nevertheless received a mixture of buffs and [[nerf]]s, due to the fact that as Yoshi's metagame in ''Melee'' developed, he was now considered to be a more superior fighter in comparison to what he was initially thought to be before, but the changes caused by the transition to '' Brawl'' caused him to be drastically nerfed.
While Yoshi was considered a high-tier in the current metagame of ''Melee'', he was initially perceived as one of the worst characters in the early metagame of ''Melee'' due to the fact that he has been heavily nerfed during the transition from ''[[Smash 64]]''. As a result, Yoshi has been heavily [[buff]]ed during the transition to ''Brawl''. Although he was initially considered to be overall greatly buffed due to him being thought as a low-tier character or even among the worst, Yoshi has nevertheless received a mixture of buffs and [[nerf]]s, due to the fact that as Yoshi's metagame in ''Melee'' developed, he was now considered to be a more superior fighter in comparison to what he was initially thought to be before, but the changes caused by the transition to '' Brawl'' caused him to be drastically nerfed.


Yoshi has received noticeable direct buffs, especially to his [[grab]] game: due to his introduced [[air release|aerial grab releasing]] option on a sizeable portion of the cast and his new effective pivot grab. In addition, his [[pummel]] is much quicker in exchange for inflicting less damage, and his [[forward throw|forward]] and [[back throw]]s have been re-purposed as KO throws at higher precentages and as both serviceable combo starters at lower precents due to the removal of [[DI]] against non-[[tumbling]] attacks, whereas [[down throw]] has became a more superior [[combo]] starter, even in spite of the drastic changes to [[hitstun]]. Aside from the improvements to his grab game, the remainder of his moveset has also received comparative improvements: his [[forward tilt]] and [[up tilt]] have been given more amounts of range, with the former having its combo potential improved, and the latter now being able to hit grounded opponents more consistently. His [[down tilt]] no longer deals set knockback and now launches at the [[sakurai angle]], making it more effective at [[edgeguarding]], although it has gained a sourspot located at the hilt of Yoshi's tail. Finally, [[dash attack]] and his [[smash attack]]s (excluding down smash) have also gained additional [[intangibility]] on Yoshi's nose during the periods where the hitboxes are active, improving their rather situational abilities to psuedo-[[counterattack]] most attacks and nullify incoming [[projectile]]s.
Yoshi has received noticeable direct buffs, especially to his [[grab]] game: due to his introduced [[air release|aerial grab releasing]] option on a sizeable portion of the cast and his new effective pivot grab. In addition, his [[pummel]] is much quicker in exchange for inflicting less damage, and his [[forward throw|forward]] and [[back throw]]s have been re-purposed as KO throws at higher precentages and as both serviceable combo starters at lower precents due to the removal of [[DI]] against non-[[tumbling]] attacks, whereas [[down throw]] has became a more superior [[combo]] starter, even in spite of the drastic changes to [[hitstun]]. Aside from the improvements to his grab game, the remainder of his moveset has also received comparative improvements: his [[forward tilt]] and [[up tilt]] have been given more amounts of range, with the former having its combo potential improved, and the latter now being able to hit grounded opponents more consistently. His [[down tilt]] no longer deals set knockback and now launches at the [[sakurai angle]], making it more effective at [[edgeguarding]], although it has gained a sourspot located at the hilt of Yoshi's tail. Finally, [[dash attack]] and his [[smash attack]]s (excluding down smash) have also gained additional [[intangibility]] on Yoshi's nose during the periods where the hitboxes are active,  


Moreover, his aerial game has been enhanced comparatively, and Yoshi has heavily benefited from ''Brawl''{{'}}s altered mechanics: the removal of [[double jump cancel]]ing has now allowed Yoshi to perform "rising" aerials during his [[double jump]], which improves his aerial prowess. The universal reduction of [[landing lag]] also supplements the safety and combo ability of Yoshi's [[aerial attack]]s, effectively substituting for the loss of [[L-canceling]]. The introduction of [[lock]]ing improves the utility of [[neutral aerial]]'s stale hit, and the changes to [[meteor canceling]] improves [[forward aerial]]'s reliability at edgeguarding and KOing when sweetspotted, whereas it is generalized as an overall more effective KO option due to its new strong sourspot. [[Back aerial]]'s inconsistency of connecting all hits have been addressed, and [[up aerial]] can be performed twice out of a single short hop due to its reduced ending lag and the universal reduction of [[falling speed]]s, with the latter re-purposing it as a stronger KO option. Finally, all of [[down aerial]]'s hitboxes flow more consistently into each other, improving its combo and damage-racking abilities.  
Moreover, his aerial game has been enhanced comparatively, and Yoshi has heavily benefited from ''Brawl''{{'}}s altered mechanics: the removal of [[double jump cancel]]ing has now allowed Yoshi to perform "rising" aerials during his [[double jump]], which improves his aerial prowess. The universal reduction of [[landing lag]] also supplements the safety and combo ability of Yoshi's [[aerial attack]]s, effectively substituting for the loss of [[L-canceling]]. The introduction of [[lock]]ing improves the utility of [[neutral aerial]]'s stale hit, and the changes to [[meteor canceling]] improves [[forward aerial]]'s reliability at edgeguarding and KOing when sweetspotted, whereas it is generalized as an overall more effective KO option due to its new strong sourspot. [[Back aerial]]'s inconsistency of connecting all hits have been addressed, and [[up aerial]] can be performed twice out of a single short hop due to its reduced ending lag and the universal reduction of [[falling speed]]s, with the latter re-purposing it as a stronger KO option. Finally, all of [[down aerial]]'s hitboxes flow more consistently into each other, improving its combo and damage-racking abilities.  
Line 60: Line 60:
*{{buff|[[Spot dodge]] grants more [[intangibility]] (frames 2-15 → 2-20).}}
*{{buff|[[Spot dodge]] grants more [[intangibility]] (frames 2-15 → 2-20).}}
*{{buff|Yoshi now has the ability to [[crawl]], giving him the ability to duck under attacks or shrink his hurtbox.}}
*{{buff|Yoshi now has the ability to [[crawl]], giving him the ability to duck under attacks or shrink his hurtbox.}}
*{{buff|Yoshi now has access to [[super glide tossing]], giving him an additional [[approach]]ing option when holding an [[item]].}}
*{{buff|Yoshi now has access to [[super glide tossing]], giving him an additional approaching option when holding an [[item]].}}
**{{buff|In addition, Yoshi's super glide toss can cover almost half of the length in [[Final Destination]].}}
**{{buff|In addition, Yoshi's super glide toss can cover almost half of the length in [[Final Destination]].}}
*{{buff|The changes to [[meteor cancel]]ing benefits Yoshi more than most other returning veterans: as it improves his [[forward aerial|forward]] and [[down aerial]]s' reliability and KO potential without compromising Yoshi himself to a considerable degree, as he is less vulnerable to [[meteor smash]]es compared to the rest of the cast, as his meteor-canceling window is larger than any other returning veteran.}}
*{{buff|The changes to [[meteor cancel]]ing benefits Yoshi more than most other returning veterans: as it improves his forward and down aerials' reliability and KO potential without compromising Yoshi himself to a considerable degree, due to being less vulnerable to [[meteor smash]]es compared to the rest of the cast as his meteor canceling window is larger than any other returning veteran.}}
*{{buff|Yoshi has an overall drastically improved [[recovery]], due to his increased air speed and [[Egg Throw]] now giving him a slight hop and causing him to temporarily stall in the air, as well as the fact that combined with the modifications to double jump canceling; he can now perform his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump.}}  
*{{buff|Yoshi has an overall drastically improved [[recovery]], due to his increased air speed and [[Egg Throw]] now giving him a slight hop and causing him to temporarily stall in the air, as well as the fact that combined with the loss of double jump canceling; he can now perform his aerials during his midair jump to fend off edgeguarders without halting the momentum from his midair jump.}}  
**{{buff|Additionally, ''Brawl''{{'}}s new [[air dodging]] mechanics allows Yoshi to air dodge while retaining the momentum of his midair jump, essentially giving him an [[invincible]] recovery, now being one of the best recoveries in ''Brawl'' compared to being polarizing in ''Melee''.}}
**{{buff|Additionally, ''Brawl''{{'}}s new air dodging mechanics allows Yoshi to air dodge while retaining the momentum of his midair jump, essentially giving him an invincible recovery.}}
*{{change|Yoshi's [[gravity]] is lower (0.093 → 0.07347).}}
*{{change|Yoshi's [[gravity]] is lower (0.093 → 0.07347).}}
*{{buff|If Yoshi attacks during his double jump, the momentum will not halt, unless he performs his [[special move]]s, like [[Egg Throw]]. This means that [[double jump cancel]]ing has been universally modified with his aerials, increasing his recovery's safety without compromising his combo game heavily, and this means once he performs an aerial attack during his midair jump's delay, he will perform a "rising aerial attack," drastically improving his aerial game, at the same rate of {{SSBB|Ness}} and {{SSBB|Lucas}}.}}
*{{buff|If Yoshi attacks during his double jump, the momentum will not halt, unless he performs his [[special move]]s, like [[Egg Throw]], increasing his recovery's safety, and this means once he performs an aerial attack during his midair jump's delay, he will perform a "rising aerial attack," drastically improving his aerial game, at the same rate of {{SSBB|Ness}} and {{SSBB|Lucas}}.}}
*{{buff|Yoshi is one unit [[Weight|lighter]] (108 → 107), although due to the introduction of [[momentum canceling]], Yoshi's overall endurance is nevertheless better.}}
*{{change|Yoshi is one unit [[Weight|lighter]] (108 → 107), although due to the introduction of [[momentum canceling]], Yoshi's overall endurance is still better.}}
*{{buff|Yoshi's [[powershielding]] window has less startup lag with a longer duration (frames 3-4 → 1-3).}}
*{{buff|Yoshi's [[powershielding]] window has less startup lag with a longer duration (frames 3-4 → 1-3).}}
**{{nerf|However, he can no longer setup up at any point of his shielding animation in the right circumstances, now functioning like all other characters in the game.}}
**{{nerf|However, he can no longer setup up at any point of his shielding animation in the right circumstances, now functioning like all other characters in the game.}}
*{{nerf|Yoshi's [[Jump|jumpsquat]] is longer (5 frames → 6).}}
*{{nerf|Yoshi's [[Jump|jumpsquat]] is longer (5 frames → 6).}}
*{{nerf|Yoshi's [[traction]] is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th highest in ''Melee'' to the 4th worst. Due to the removal of [[wavedashing]], this impairs him overall, which is further exacerbated by his poor [[shield]]ing game and a character's out-of-shield game being more imperative than ever.}}
*{{nerf|Yoshi's [[traction]] is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th highest in ''Melee'' to the 4th worst. Due to the removal of [[wavedashing]], this impairs him overall, which is further exacerbated by his poor [[shield]]ing game and a character's out-of-shield game being more imperative than before.}}
*{{nerf|Yoshi's [[double jump]] now applies standard knockback-based [[armor]], rather than subtractive knockback-based armor. This mean's that once Yoshi's double jump armor is broken, he will now receive full knockback from the move that caused it, rather than the difference in knockback.}}
*{{nerf|Yoshi's [[double jump]] now applies standard knockback-based [[armor]], rather than subtractive knockback-based armor. This mean's that once Yoshi's double jump armor is broken, he will now receive full knockback from the move that caused it, rather than the difference in knockback.}}
*{{nerf|The removal of [[lightshield]]ing hinders Yoshi more than the rest of the cast, as he can no longer make usage of his lightshield to slide across the stage to escape shield pressure when hit.}}
*{{nerf|The removal of [[lightshield]]ing hinders Yoshi more than the rest of the cast, as he can no longer make usage of his lightshield to slide across the stage to escape shield pressure when hit.}}
349

edits