Editing Yoshi (SSB)

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'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known for his unique [[double jump]], shield and slew of low-lag, yet often powerful moves.
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known for his unique [[double jump]], shield and slew of low-lag, yet often powerful moves.


Yoshi's voice consists of some of {{s|mariowiki|Kazumi Totaka}}'s voice clips from ''Yoshi's Story''. ''Yoshi's Story'' would be the source of Yoshi's voice clips for every ''Smash'' game after ''Smash 64''.
Yoshi is voiced by {{s|mariowiki|Kazumi Totaka}}, who had previously voiced him in ''Yoshi's Story'', albeit via recycled voice clips from the game of the same name.


Yoshi currently ranks 5th in the [[tier list]], placing him in the A tier. Yoshi is known for having unique properties compared to the other characters in the game: his [[shield]]—which is an egg rather than the standard energy bubble—doesn't shrink, making him completely immune to [[shield stabbing]], allowing [[parry]]ing techniques, and also lasts slightly longer than the normal shield. In addition, his midair jump gives him a type of [[armor]] throughout its duration, allowing him to escape [[combo]]s and even [[DJC counter|hit back]]. Yoshi's stats are rather unique as well; despite him having above average [[weight]], he has decent [[dashing]] speed and the fastest [[air speed]] in the game. Yoshi's [[down aerial]] is the most effective damage racking move in the game, dealing a maximum of 56% damage, while landing the move is made even easier using the [[double jump cancel]] technique, which can also be applied to his other useful aerials. His {{mvsub|Yoshi|SSB|forward aerial}} is an effective [[meteor smash]] with very quick startup yet high power, along with the ability to combo into it with moves such as {{mvsub|Yoshi|SSB|forward tilt}}. Yoshi has useful combo options outside this, including a versatile {{mvsub|Yoshi|SSB|up tilt}} that can [[juggle]] [[fastfaller]]s or heavyweights at any percent due to having set knockback, and lead into an aerial or up smash, with a late-hitting neutral aerial being able to followup with another up tilt to continue the combo.
Yoshi currently ranks 5th in the [[tier list]] and places him in the A tier, all while being his best placement in the series. Yoshi is known for having unique properties compared to the other characters in the game: his [[shield]]—which is an egg rather than the standard energy bubble—doesn't shrink, making him completely immune to [[shield stabbing]], allowing [[parry]]ing techniques, and also lasts slightly longer than the normal shield. In addition, his midair jump gives him a type of [[armor]] throughout its duration, allowing him to escape [[combo]]s and even [[DJC counter|hit back]]. Yoshi's stats are rather unique as well; despite him having above average [[weight]], he has decent [[dashing]] speed and the fastest [[air speed]] in the game. Yoshi's [[down aerial]] is the most effective damage racking move in the game, dealing a maximum of 56% damage, while landing the move is made even easier using the [[double jump cancel]] technique, which can also be applied to his other useful aerials. His {{mvsub|Yoshi|SSB|forward aerial}} is an effective [[meteor smash]] with very quick startup yet high power, along with the ability to combo into it with moves such as {{mvsub|Yoshi|SSB|forward tilt}}. Yoshi has useful combo options outside this, including a versatile {{mvsub|Yoshi|SSB|up tilt}} that can [[juggle]] [[fastfaller]]s or heavyweights at any percent due to having set knockback, and lead into an aerial or up smash, with a late-hitting neutral aerial being able to followup with another up tilt to continue the combo.


However, Yoshi's above average weight and size make him rather easy for quicker characters (such as {{SSB|Pikachu}} and {{SSB|Fox}}) to combo. In addition, his [[grab]] is very slow and [[punish]]able, yet having limited [[range]] compared to other tether grabs. Yoshi also lacks a rising [[up special]] to [[recover]], forcing him to use his double jump, meaning that if he [[flinch]]es out of his double jump, he will be unable to recover. Yoshi's biggest problems, however, are his huge difficulties dealing with [[pressure]], especially shield pressure, as well as lacking reliable [[approach]] options with considerable range, making it very easy for characters with [[disjointed]] moves (most particularly {{mvsub|Kirby|SSB|up tilt|poss=y}}) to simply out[[space]] him constantly.
However, Yoshi's above average weight and size make him rather easy for quicker characters (such as {{SSB|Pikachu}} and {{SSB|Fox}}) to combo. In addition, his [[grab]] is very slow and [[punish]]able, yet having limited [[range]] compared to other tether grabs. Yoshi also lacks a rising [[up special]] to [[recover]], forcing him to use his double jump, meaning that if he [[flinch]]es out of his double jump, he will be unable to recover. Yoshi's biggest problems, however, are his huge difficulties dealing with [[pressure]], especially shield pressure, as well as lacking reliable [[approach]] options with considerable range, making it very easy for characters with [[disjointed]] moves (most particularly {{mvsub|Kirby|SSB|up tilt|poss=y}}) to simply out[[space]] him constantly.
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==Attributes==
==Attributes==
[[File:SSB64 Congratulations Yoshi.png|thumb|250px|Yoshi's ending picture in Super Smash Bros.]]
[[File:SSB64 Congratulations Yoshi.png|thumb|250px|Yoshi's ending picture in Super Smash Bros.]]
[[File:Ssb64yoshi.jpg|thumb|Yoshi using Egg Lay in the ''Smash 64'' instruction booklet.]]
[[File:Ssb64yoshi.jpg|thumb|right|Yoshi using Egg Lay in the ''Smash 64'' instruction booklet.]]
Yoshi is a surprisingly heavy character (third heaviest character in ''Smash 64''), yet is relatively quick, with the fastest [[air speed]] in the game, with a moderately fast [[dashing]] speed and fast [[walking]] speed to complement this. He has an average [[falling speed]] and [[fast falling]] speed. Unlike other characters, Yoshi's [[shield]] is not a bubble, but a Yoshi egg, which lasts slightly longer than other shields. It is also immune to [[shield stabbing]] due to the shield covering his whole body and not shrinking (rather, it becomes darker to indicate how close it is to breaking). However, it takes slightly longer to get out of than other shields. Yoshi has a rather sluggish [[roll]], limiting his [[OoS]] options (though he can [[jump]] out of his shield, unlike in ''Melee'' and ''Brawl''). Yoshi lacks a third jump, but his [[double jump]] is very large and also gives him a special type of [[armor]] during most of the animation. The unique properties of his double jump allow him to "[[double jump cancel counter]]", which enables him to escape combos and counterattack.
Yoshi is a surprisingly heavy character (third heaviest character in ''Smash 64''), yet is relatively quick, with the fastest [[air speed]] in the game, with a moderately fast [[dashing]] speed and fast [[walking]] speed to complement this. He has an average [[falling speed]] and [[fast falling]] speed. Unlike other characters, Yoshi's [[shield]] is not a bubble, but a Yoshi egg, which lasts slightly longer than other shields. It is also immune to [[shield stabbing]] due to the shield covering his whole body and not shrinking (rather, it becomes darker to indicate how close it is to breaking). However, it takes slightly longer to get out of than other shields. Yoshi has a rather sluggish [[roll]], limiting his [[OoS]] options (though he can [[jump]] out of his shield, unlike in ''Melee'' and ''Brawl''). Yoshi lacks a third jump, but his [[double jump]] is very large and also gives him a special type of [[armor]] during most of the animation. The unique properties of his double jump allow him to "[[double jump cancel counter]]", which enables him to escape combos and counterattack.


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*{{change|Up tilt and down tilt now have a medium kick/punch sound rather than a heavy kick/punch.}}
*{{change|Up tilt and down tilt now have a medium kick/punch sound rather than a heavy kick/punch.}}
*{{buff|Down smash deals 1% more damage (13% → 14%) and launches opponents at a lower angle (35° → 30°), improving its KO and edgeguarding potential.}}
*{{buff|Down smash deals 1% more damage (13% → 14%) and launches opponents at a lower angle (35° → 30°), improving its KO and edgeguarding potential.}}
===NTSC-U to PAL===
Yoshi was negligibly buffed in his transition to PAL due to the reduction of the landing lag on his forward aerial.
====Attributes====
*{{buff|Forward aerial has less landing lag when not [[L-canceling|Z-canceled]].}}


==Moveset==
==Moveset==
[[File:SSB64 Yoshi.gif|right]]
[[File:SSB64 Yoshi.gif|right]]
[[File:Yoshi SSB AIR ATTACKS.PNG|thumb|175px|Yoshi's aerial attacks]]
[[File:Yoshi SSB AIR ATTACKS.PNG|right|thumb|175px|Yoshi's aerial attacks]]
''For a gallery of Yoshi's hitboxes, see [[/Hitboxes|here]].''
''For a gallery of Yoshi's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB
|game=SSB
|neutralcount=2
|neutralcount=2
|neutralname=Kick ({{ja|けり|Keri}}) / Kick Kick ({{ja|けりけり|Keri Keri}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=5%
|neutral2dmg=5%
|neutraldesc=Yoshi performs a weak left kick, followed by a stronger right kick. The first hit comes out on frame 3, making it Yoshi's fastest ground move. The first hit does reliably lead into the second hit, although the second hit can be shielded on hit at lower percents with a [[crouch cancel]]. Both hits are actually guaranteed on shield and Yoshi can delay the second hit to potentially catch the opponent’s [[Out of shield]] options. Neutral attack can be used as a quick move to interrupt the opponent but it is overall situational due to its low reward along with it being unsafe on shield.
|neutraldesc=Yoshi performs a weak left kick, followed by a stronger right kick. The first hit comes out on frame 3, making it Yoshi's fastest ground move. The first hit does reliably lead into the second hit, although the second hit can be shielded on hit at lower percents with a [[crouch cancel]]. Both hits are actually guaranteed on shield and Yoshi can delay the second hit to potentially catch the opponent’s [[Out of shield]] options. Neutral attack can be used as a quick move to interrupt the opponent but it is overall situational due to its low reward along with it being unsafe on shield.
|ftiltname=Strong Kick ({{ja|つよいけり|Tsuyoi Keri}})
|ftiltname= 
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=Yoshi kicks forward with his right foot. The move can be angled up or down although its damage and knockback are the same with all angles, with its damage being relatively high. Unlike other forward tilts, the move launches opponents vertically and as the move has low ending lag, this means that forward tilt possesses solid combo potential. It can be used as a combo starter or a combo extender, which can then potentially lead into a KO. The move's relatively high damage and relatively low ending lag also make it completely safe on shield, with the move granting Yoshi a large enough frame advantage on shield to lead into a guaranteed jab.  
|ftiltdesc=Yoshi kicks forward with his right foot. The move can be angled up or down although its damage and knockback are the same with all angles, with its damage being relatively high. Unlike other forward tilts, the move launches opponents vertically and as the move has low ending lag, this means that forward tilt possesses solid combo potential. It can be used as a combo starter or a combo extender, which can then potentially lead into a KO. The move's relatively high damage and relatively low ending lag also make it completely safe on shield, with the move granting Yoshi a large enough frame advantage on shield to lead into a guaranteed jab.  


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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Up tilt is overall a highly effective move for Yoshi due to its speed and combo potential.
Up tilt is overall a highly effective move for Yoshi due to its speed and combo potential.
|dtiltname=Tail Attack ({{ja|しっぽアタック|Shippo Atakku}})
|dtiltname= 
|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 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= 
|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.
|fsmashname=Smash Headbutt ({{ja|スマッシュずつき|Sumasshu Zutsuki}})
|fsmashname= 
|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.


Up smash is also notably a strong Out of shield option for Yoshi as he can [[parry]] an attack and then up smash as a strong punishment option. Up smash can punish many moves which are otherwise completely safe (including a majority of landing aerials) and then the opponent can potentially get KOed fairly early. The move is only really strong to punish opponents behind Yoshi however as up smash has poor range in front of Yoshi and neutral aerial is a faster option to hit opponents in front of Yoshi.  
Up smash is also notably a strong Out of shield option for Yoshi as he can [[parry]] an attack and then up smash as a strong punishment option. Up smash cannot punish safe aerials but it can punish ground moves which are otherwise completely safe and then the opponent can potentially get KOed fairly early. The move is only really strong to punish opponents behind Yoshi however as up smash has poor range in front of Yoshi and neutral aerial is a faster option to hit opponents in front of Yoshi.  


Up smash is overall a useful move for Yoshi due to its speed, range and power. It is Yoshi's best smash attack although it isn't quite as spammable as some of Yoshi's other moves.
Up smash is overall a useful move for Yoshi due to its speed, range and power. It is Yoshi's best smash attack although it isn't quite as spammable as some of Yoshi's other moves.
|dsmashname=Front and Back Tail ({{ja|ぜんごしっぽ|Zengo Shippo}})
|dsmashname= 
|dsmashdmg=14%, 13% (NTSC-J)
|dsmashdmg=14%, 13% (NTSC-J)
|dsmashdesc=Yoshi does a low tail sweep in front and then behind him. It comes out on frame 6, making it one of Yoshi's fastest ground moves and one of the fastest down smashes in the game. The move also has decent KO potential and a low hitting seimi-spike angle, making it strong for edgeguarding. Down smash does have a lot of ending lag however, which makes it very punishable. The hitboxes also have a very short duration, to the point where the opponent can shield jump to avoid the move with perfect timing, limiting the move's use for shield pressure, especially since the move is very punishable on shield. Down smash is overall a solid and rewarding move when used in the right situations but it is very risky.  
|dsmashdesc=Yoshi does a low tail sweep in front and then behind him. It comes out on frame 6, making it one of Yoshi's fastest ground moves and one of the fastest down smashes in the game. The move also has decent KO potential and a low hitting seimi-spike angle, making it strong for edgeguarding. Down smash does have a lot of ending lag however, which makes it very punishable. The hitboxes also have a very short duration, to the point where the opponent can shield jump to avoid the move with perfect timing, limiting the move's use for shield pressure, especially since the move is very punishable on shield. Down smash is overall a solid and rewarding move when used in the right situations but it is very risky.  
|nairname=Yoshi Kick ({{ja|ヨッシーキック|Yosshī Kikku}})
|nairname= 
|nairdmg=14% (clean), 11% (late)
|nairdmg=14% (clean), 11% (late)
|nairdesc=Yoshi sticks hit leg out in front of him. The move starts off with a stronger hitbox which then becomes weaker after the move's first four active frames. It comes out on frame 5 which is below average for a neutral aerial but it is still relatively fast. The move has average power for a neutral aerial but the hitboxes are active for a very long time. The main thing which pushes neutral aerial's usefulness however is Yoshi's [[double jump cancel]]. Yoshi can utilise double jump canceled neutral aerials to pressure the opponent, and set up combos. Neutral aerial is Yoshi's best option to set up a [[shield break combo]] due to its speed. Its quick speed also makes it one of Yoshi's most useful out of shield options and if Yoshi has the time to double jump cancel the neutral aerial, it can lead into followups at lower percents or his strong pressure game.  
|nairdesc=Yoshi sticks hit leg out in front of him. The move starts off with a stronger hitbox which then becomes weaker after the move's first four active frames. It comes out on frame 5 which is below average for a neutral aerial but it is still relatively fast. The move has average power for a neutral aerial but the hitboxes are active for a very long time. The main thing which pushes neutral aerial's usefulness however is Yoshi's [[double jump cancel]]. Yoshi can utilise double jump canceled neutral aerials to pressure the opponent, and set up combos. Neutral aerial is Yoshi's best option to set up a [[shield break combo]] due to its speed. Its quick speed also makes it one of Yoshi's most useful out of shield options and if Yoshi has the time to double jump cancel the neutral aerial, it can lead into followups at lower percents or his strong pressure game.  


Neutral aerial is overall a very solid aerial for Yoshi, which is elevated by his double jump cancel.  
Neutral aerial is overall a very solid aerial for Yoshi, which is elevated by his double jump cancel.  
|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'')
|fairname=Noggin Dunk
|fairdmg=18%
|fairdmg=18%
|fairdesc=Yoshi does a forwards headbutt which arcs above and then below him. It is a [[meteor smash]] which comes out on frame 11 which does make it one of the slower forward aerials/meteor smashes although it has low ending lag and it deals a lot of damage and knockback. This naturally makes it a very strong combo and edgeguarding tool, especially when combined with Yoshi's high mobility and his double jump cancel. Yoshi has multiple ways to lead into a forward aerial for a KO such as a forward tilt, up tilt or even a back aerial and forward aerial itself can setup into combos, KO confirms and tech chases.  
|fairdesc=Yoshi does a forwards headbutt which arcs above and then below him. It is a [[meteor smash]] which comes out on frame 11 which does make it one of the slower forward aerials/meteor smashes although it has low ending lag and it deals a lot of damage and knockback. This naturally makes it a very strong combo and edgeguarding tool, especially when combined with Yoshi's high mobility and his double jump cancel. Yoshi has multiple ways to lead into a forward aerial for a KO such as a forward tilt, up tilt or even a back aerial and forward aerial itself can setup into combos, KO confirms and tech chases.  


Forward aerial is overall a very strong and effective move for Yoshi due to its power and utility.
Forward aerial is overall a very strong and effective move for Yoshi due to its power and utility.
|bairname=Backwards Kick ({{ja|うしろげり|U Shiro-Geri}})
|bairname= 
|bairdmg=16% (clean), 10% (late)
|bairdmg=16% (clean), 10% (late)
|bairdesc=Yoshi kicks backward with both feet. The move comes out on frame 10 which is a bit on the slower side but the move has solid horizontal knockback. Yoshi has multiple ways to combo into it, Yoshi can pressure with it using double jump cancels, it has very strong edgeguarding potential due to its strength and Yoshi's air mobility and Yoshi can even back aerial an opponent and combo into a forward aerial for early off stage KOes. It is overall a very solid move for Yoshi, having strong synergy with Yoshi's attributes and moveset.
|bairdesc=Yoshi kicks backward with both feet. The move comes out on frame 10 which is a bit on the slower side but the move has solid horizontal knockback. Yoshi has multiple ways to combo into it, Yoshi can pressure with it using double jump cancels, it has very strong edgeguarding potential due to its strength and Yoshi's air mobility and Yoshi can even back aerial an opponent and combo into a forward aerial for early off stage KOes. It is overall a very solid move for Yoshi, having strong synergy with Yoshi's attributes and moveset.
|uairname=Rotating Tail ({{ja|かいてんしっぽ|Kaiten Shippo}})
|uairname= 
|uairdmg=15%
|uairdmg=15%
|uairdesc=Yoshi whips his tail upwards. The move comes out fairly slowly on frame 9 although it has solid damage and vertical knockback. It is a strong combo tool at lower percents when used as a double jump cancel and at higher percents, it is a solid KO move. It can easily lead into itself multiple times or Yoshi's other moves. Up aerial does have unspectacular range below Yoshi however and it has a very short hitbox duration, which make it difficult to land against smaller grounded opponents. It is overall a very solid aerial but it does have its limitations.
|uairdesc=Yoshi whips his tail upwards. The move comes out fairly slowly on frame 9 although it has solid damage and vertical knockback. It is a strong combo tool at lower percents when used as a double jump cancel and at higher percents, it is a solid KO move. It can easily lead into itself multiple times or Yoshi's other moves. Up aerial does have unspectacular range below Yoshi however and it has a very short hitbox duration, which make it difficult to land against smaller grounded opponents. It is overall a very solid aerial but it does have its limitations.
|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}})
|dairname=Flutter Kick
|dairdmg=4% (hits 1-14), 56% (total)
|dairdmg=4% (hits 1-14), 56% (total)
|dairdesc=Yoshi performs a downwards Flutter Kick that hits multiple times and meteor smashes opponents. The move has 14 hits, with each hit dealing 4% each for a total of 56% if all hits connect. This makes it the most potentially damaging move in the game by quite a large margin although it is very difficult to land every hit. In addition to this, the move comes out very quickly on frame 4, which makes it a very fast and easy aerial for Yoshi to throw out. Down aerial deals so much damage that if every hit lands against a shielding opponent, it will break the opponent's shield. The move overall is Yoshi's least safe aerial on shield but a Z-canceled landing down aerial still gives Yoshi a decent amount of frame advantage to pressure his opponent, even if his stronger options are not guaranteed.  
|dairdesc=Yoshi performs a downwards Flutter Kick that hits multiple times and meteor smashes opponents. The move has 14 hits, with each hit dealing 4% each for a total of 56% if all hits connect. This makes it the most potentially damaging move in the game by quite a large margin although it is very difficult to land every hit. In addition to this, the move comes out very quickly on frame 4, which makes it a very fast and easy aerial for Yoshi to throw out. Down aerial deals so much damage that if every hit lands against a shielding opponent, it will break the opponent's shield. The move overall is Yoshi's least safe move on shield but a Z-canceled landing down aerial still gives Yoshi a decent amount of frame advantage to pressure his opponent, even if his stronger options are not guaranteed.  


With the move being a constantly hitting weak meteor smash, it naturally has strong combo potential, with a landing down aerial leading into a large amount of possible followups. The move does not put opponents into [[tumble]] until rather high percents so even if Yoshi lands every hit of down aerial, he can still followup on the opponent for a huge amount of damage. This naturally makes down aerial a very dangerous combo starter as it has the potential to deal a ton of damage. Yoshi also has multiple ways to combo into down aerial and being a meteor smash, down aerial does have edgeguarding potential.
With the move being a constantly hitting weak meteor smash, it naturally has strong combo potential, with a landing down aerial leading into a large amount of possible followups. The move does not put opponents into [[tumble]] until rather high percents so even if Yoshi lands every hit of down aerial, he can still followup on the opponent for a huge amount of damage. This naturally makes down aerial a very dangerous combo starter as it has the potential to deal a ton of damage. Yoshi also has multiple ways to combo into down aerial and being a meteor smash, down aerial does have edgeguarding potential.
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Overall, down aerial is a very strong aerial for Yoshi when used in the right situations but it does become considerably less effective against stronger players.  
Overall, down aerial is a very strong aerial for Yoshi when used in the right situations but it does become considerably less effective against stronger players.  
|grabname=Tongue Catch ({{ja|舌キャッチ|Shita Kyatchi}})
|grabname= 
|grabdesc=Yoshi, sticks his tongue out and then consumes his opponent when it connects. It is an "extended grab" which has slow startup and ending lag. It does have a lot of range but its range is shorter than Link and Samus' grabs (although Yoshi's isn't as slow as theirs). Yoshi can get guaranteed grabs on shielding opponents after using his aerials but Yoshi's throws are average and his grab's slow speed overall makes it very difficult to land in neutral, in addition to being very risky.
|grabdesc=Yoshi, sticks his tongue out and then consumes his opponent when it connects. It is an "extended grab" which has slow startup and ending lag. It does have a lot of range but its range is shorter than Link and Samus' grabs (although Yoshi's isn't as slow as theirs). Yoshi can get guaranteed grabs on shielding opponents after using his aerials but Yoshi's throws are average and his grab's slow speed overall makes it very difficult to land in neutral, in addition to being very risky.


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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|dsdesc=A Ground Pound attack. If done on the ground, Yoshi leaps forwards and then does the attack. If done in the air, Yoshi simply drops down. Produces vertical knockback that can KO at high percentages, though due to somewhat high [[startup]] and [[ending lag]], it is mainly used to intercept linear recoveries that end up onstage, such as {{SSB|Fox}}'s [[Fire Fox]] and {{SSB|Donkey Kong}}'s [[Spinning Kong]].
|dsdesc=A Ground Pound attack. If done on the ground, Yoshi leaps forwards and then does the attack. If done in the air, Yoshi simply drops down. Produces vertical knockback that can KO at high percentages, though due to somewhat high [[startup]] and [[ending lag]], it is mainly used to intercept linear recoveries that end up onstage, such as {{SSB|Fox}}'s [[Fire Fox]] and {{SSB|Donkey Kong}}'s [[Spinning Kong]].
}}
}}
===[[Announcer]] call===
<gallery>
File: Yoshi Announcer SSB.wav|English/Japanese/Chinese
File: Yoshi French Announcer SSB.wav|French
File: Yoshi German Announcer SSB.wav|German
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Most historically significant players===
:''See also: [[:Category:Yoshi players (SSB)]]''
:''See also: [[:Category:Yoshi professionals (SSB)]]''
<!--This character has a 10 player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines-->


*{{Sm|Bonobono|Japan}} - One of the top Japanese Yoshi players in Japan during the early 2010s before his inactivity. He has been ranked 20th on the [[2016 64 League Rankings]], has placed 5th at {{Trn|Kansai 2015}} and {{Trn|Kanto 2015}}, and has defeated players such as {{Sm|Wangera}} and {{Sm|Taimai}}.
<!--This character has a 10 player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines
*{{Sm|Hiyo|Japan}} - Considered one of the best Yoshi players in Japan in the early 2010s. One of his most notable tournaments was his 7th place at {{Trn|Snosa III}} where he beat {{Sm|Kimimaru}} and double-eliminated {{Sm|Hero Pie}}. He has also beaten players in his region such as Prince and {{Sm|Moyashi}}.
Shears, SheerMadness, Bonobono & Pete could be replaced -->
*{{Sm|Fireblaster|USA}} - Co-mained the character with {{SSB|Mario}} for most tournaments, but has shown a lot of solo Yoshi outings seen with 2nd at {{Trn|Shots Fired 2}} and 4th at {{Trn|Shine 2016}} or has gone primarily Yoshi at events such as 3rd at {{Trn|CEO Dreamland}} and 5th at {{Trn|Boss Battle 2}}. His Yoshi has taken sets over players such as {{Sm|Stranded}}, {{Sm|SheerMadness}}, and {{Sm|Shears}}.
''Numbers in brackets indicate position in [[2019-2020 Smash 64 Power Rankings]] 2017''
*{{Sm|Kurabba|Japan}} - The best Yoshi player of all time. He was listed as the best player on the [[2021-2022 Smash 64 Power Rankings]], marking him as the first Yoshi player to be ranked best in the world. He has shown to be the most dominant Yoshi player in Japan and overseas won one of the largest tournaments of all-time with {{Trn|Super Smash Con 2022}}. He has defeated top players such as {{Sm|Isai}}, {{Sm|wario}}, and {{Sm|Alvin}}.
*{{Sm|Bonobono|Japan}}  
*{{Sm|Prince|Japan}} - Known for his performances in combo contests, he also became a very consistent player in the late 2010s with his strong placements at multiple majors such as 5th at {{Trn|Super Smash Con 2022}} and 7th at {{Trn|Kansai 2020}}. During 2018-2022, he was ranked as a top 10 player in the world and is considered one of the best Yoshi players of all time.
*{{Sm|Fireblaster|USA}} (#36)
*{{Sm|SheerMadness|USA}} - A long time top level Yoshi player, was ranked 29th on the [[2019-2020 Smash 64 Power Rankings]]. He helped popularize important Yoshi tech such as [[DJC]], a very prominent part of the character’s play. Some of his best results are 2nd at {{Trn|Smash the Record 2015}} and 4th at {{Trn|CEO Dreamland}}.
*{{Sm|Hiyo|Japan}} - Japan's 2nd best Yoshi, 7th at [[Snosa III]].
*{{Sm|tacos|USA}} - A Yoshi player that quickly became an established player during the 2010s and is considered the second-best Yoshi in the United States behind Wizzrobe. Made top 8s at multiple majors such as {{Trn|Apex 2014}}, {{Trn|GENESIS 3}}, and {{Trn|Super Smash Con 2018}} and has defeated players such as {{Sm|Josh Brody}} and {{Sm|KeroKeroppi}} with his Yoshi. He has been noted as a top 10 player on multiple power rankings throughout the years and currently sits at 24th on the [[2023 Smash 64 Power Rankings]].
*{{Sm|Kurabba|Japan}} (#HB) - Best Japanese Yoshi, 7th at [[Super Smash Con 2016]], 2nd at [[Super Smash Con 2017]].
*{{Sm|Wizzrobe|USA}} - Better known for being a top ''Melee'' player, but is also very experienced in competitive 64 and is one of the best Yoshi players of all time. Won {{Trn|Inka Fest 2019}}, taking it over Isai, Prince in the Yoshi ditto, and double-eliminating Alvin. He has also placed top 8 at multiple [[Super Smash Con]] events. He is curently ranked 7th on the [[2021-2022 Smash 64 Power Rankings]].
*{{Sm|Pete|Australia}}  
*{{Sm|Prince|Japan}} (#10) Known for his combos; used to be Japan's best Yoshi. Placed 9th at [[Super Smash Con 2016]].
*{{Sm|Shears|USA}} (#64)
*{{Sm|SheerMadness|USA}} (#29)
*{{Sm|tacos|USA}} (#6)
*{{Sm|Wizzrobe|USA}} (#3) - Best American Yoshi.


===Tier placement and history ===
===Tier placement and history ===
In the early metagame, Yoshi was just seen as an average character, who had troubling matchups against the majority of the characters ranked above him with a few even matchups. Due to his matchups and tournament presence looking to be average at best, Yoshi was ranked 8th on the first tier list in middle tier. However, Yoshi's tournament presence increased and his strengths were shown, which resulted in his increase to 6th of B tier on the second tier list. By the third tier list, Yoshi would stay at 6th, but would move to C tier, still being seen as a mid tier character.
In the early metagame, Yoshi was just seen as an average character, who had troubling matchups against the majority of the characters ranked above him with a few even matchups. Due to his matchups and tournament presence looking to be average at best, Yoshi was ranked 8th on the first tier list in middle tier. However, Yoshi's tournament presence increased and his strengths were shown, which resulted in his increase to 6th of B tier on the second tier list. By the third tier list, Yoshi would stay at 6th, but would move to C tier, still being seen as a mid tier character.


In the time between the third and fourth tier list, Yoshi's tournament presence was greatly increased and with the look of his matchups appearing to become more favorable as time went on. Yoshi would see a lot of tournament success due to the abundance of strong and dedicated Yoshi players in Wizzrobe, Prince and Kurrabba. Their knowledge of Yoshi and how he works allowed for difficult matchups, like Fox and Pikachu, appear to be even. Due to their success and the changing thoughts on Yoshi matchups, he would rise to 5th of A tier, where he is now seen as a high tier character. In the years since the last tier last was posted, Yoshi would go on to have more success, with him now being considered to have surpassed Fox at this point and might be 4th on the next tier list.
In the time between the third and fourth tier list, Yoshi's tournament presence was greatly increased and with the look of his matchups appearing to become more favorible as time went on. Yoshi would see a lot of tournament success due to the abudance of strong and deciated Yoshi players in Wizzrobe, Prince and Kurrabba. Their knowledge of Yoshi and how he works allowed for difficult matchups, like Fox and Pikachu, appear to be even. Due to their success and the changing thoughts on Yoshi matchups, he would rise to 5th of A tier, where he is now seen as a high tier character. In the years since the last tier last was posted, Yoshi would go on to have more success, with him now being considered to have surpassed Fox as this point and might be 4th on the next tier list.


==Techniques==
==Techniques==
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==In Single Player==
==In Single Player==
Yoshi appears as an opponent in the second stage of Single Player mode. The stage takes place on {{SSB|Yoshi's Island}} without cloud platforms and pits the player against a team of eighteen Yoshis. The first six Yoshis have different alternate costumes from each other, as do the next six and the final six. If the player manages to defeat them in the order they appear, they will be awarded the 50,000-point bonus Yoshi Rainbow.
Yoshi appears as an opponent in the second stage of Single Player mode. The stage takes place on [[Yoshi's Island (SSB)|Yoshi's Island]] without cloud platforms and pits the player against a team of eighteen Yoshis. The first six Yoshis have different alternate costumes from each other, as do the next six and the final six. If the player manages to defeat them in the order they appear, they will be awarded the 50,000-point bonus Yoshi Rainbow.


==Description==
==Description==
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*If the player uses Yoshi against the Yoshi Team, all colored Yoshis still appear, in the same shade as the player's Yoshi.
*If the player uses Yoshi against the Yoshi Team, all colored Yoshis still appear, in the same shade as the player's Yoshi.
*Yoshi takes after his look in ''Super Mario 64'', but because ''Super Smash Bros.'' came out a while after that game and animation techniques were improved in that time, his appearance was slightly updated.
*Yoshi takes after his look in ''Super Mario 64'', but because ''Super Smash Bros.'' came out a while after that game and animation techniques were improved in that time, his appearance was slightly updated.
*Yoshi's portrait on the [[character selection screen]] greatly resembles [[mariowiki:File:YossyIsland JP cover.jpg|the Japanese box art]] from ''{{s|mariowiki|Super Mario World 2: Yoshi's Island}}''.
*Yoshi is the only character who has a unique shield (an egg).
*Yoshi is the only character who has a unique shield (an egg).
*Yoshi, along with {{SSB|Donkey Kong}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with head wear in-game.
*Yoshi, along with {{SSB|Donkey Kong}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with head wear in-game.
*Oddly enough, Yoshi's congratulations screen has his saddle colored yellow instead of red.
*Oddly enough, Yoshi's congratulations screen has his saddle colored yellow instead of red.
*Before ''Super Smash Bros. Ultimate'', this was the only game in the ''Super Smash Bros.'' series where Yoshi is placed as a high tier thus far.
*This is the only game in the ''Super Smash Bros.'' series where Yoshi is placed as a high tier thus far.
* Yoshi, {{SSB|Kirby}}, and {{SSB|Jigglypuff}} are the only characters to not become helpless in Smash 64.
* Yoshi, {{SSB|Kirby}}, and {{SSB|Jigglypuff}} are the only characters to not become helpless in Smash 64.
*Yoshi's inclusion marks the only time to introduce a new character from the {{uv|Yoshi}} universe.
*Yoshi's inclusion marks the only time to introduce a new character from the {{uv|Yoshi}} universe.

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