Super Smash Bros. Ultimate

Yoshi (SSBU)

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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
Yoshi SSBU.png
Yoshi-Alt7 SSBU.png

YoshiSymbol.svg
Universe Yoshi
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Stampede!
Tier S- (12)
Yoshi (SSBU)

Yoshi (ヨッシー, Yoshi) is a playable character in Super Smash Bros. Ultimate. Initially teased in the then-unnamed Ultimate's announcement trailer, he was revealed for the game along with the rest of the veterans on June 12th, 2018; he and Luigi were the last veterans confirmed, with both appearing at the very end of the trailer. Yoshi is classified as Fighter #05.

As in Super Smash Bros. 4, Ultimate uses all of Kazumi Totaka's voice clips from Yoshi's Story.

Yoshi is ranked 12th out of 82 on the current tier list, placing him at the middle of the S- tier. This is a significant improvement from his 33rd out of 54 placement in Super Smash Bros. 4. Yoshi is gifted with overall high movement speed, especially his air mobility, allowing him to easily weave around opposing attacks and space effectively. This also grants him fantastic edgeguarding abilities, with Egg Throw and his long-lasting neutral aerial being particularly effective, the latter also being a strong out of shield option. Rounding out his offense is a high damage output, solid combo game, and versatile and powerful aerials, with down air being the most damaging in the game. In addition, he has among the best endurance in Ultimate, as not only is he heavy, but his double jump armor allows him to take potentially fatal attacks. His unique shield also always covers his entire body, protecting him from shield stabbing. Finally, Yoshi has a solid recovery, with Egg Throw and directional air dodges complimenting his aforementioned great air speed and high-reaching armored double jump.

Despite these strengths, Yoshi has several notable flaws. His unimpressive range can cause him to get stuffed out by characters with disjointed hitboxes and struggle against certain zoners. In addition, only half his special moves are considered useful, with Egg Roll being considered one of the worst special moves in the game, and Egg Lay being rather niche. His double jump armor can potentially gimp him if he tanks a move that exceeds his armor's threshold. Yoshi also struggles against juggling, as he is surprisingly floaty for a heavyweight and most of his aerial attacks are ineffective when he is in disadvantage; notably, using his double jump to escape pressure is more detrimental to Yoshi than any other character, as it removes his best recovery option. Finally, Yoshi's grab game is mediocre, with his throws and Egg Lay possessing limited combo or KO potential.

Overall, Yoshi is a strong character in the metagame, particularly in Japan, where he is considered a top 10 fighter. Japan is also home to a slew of top-level Yoshi players such as Yoshidora and Ron. Although less popular outside of Japan, Yoshi maintains a positive reception and strong results from players such as Meme.

Attributes[edit]

Yoshi is a heavyweight fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune to shield stabbing.

As stated previously, Yoshi sports excellent mobility: he has the 27th fastest walking speed, the 19th fastest dashing speed (with an above-average initial dash as well), the fastest air speed in the game, and the 14th highest air acceleration. Additionally, Yoshi sports among the highest jumping prowesses in the game; this can especially be owed to his double jump, which is the second-highest in the game, only behind Mewtwo's. Along with this, his double jump possesses a unique form of subtractive knockback armor that is active immediately on frame 1, granting him an excellent combo breaker. However, his traction and gravity are the 23rd and 20th lowest in the game, respectively; further compounding this, his falling and fast-falling speeds are among the bottom 10 in the game (the 7th slowest to be specific). Thus, Yoshi is quite speedy overall, yet at the same time, he's one of the floatiest characters in the game, which is incredibly unorthodox for a heavyweight, arguably more so than any other in the game.

Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used to jab lock as well as combo into moves such as down special for a kill confirm; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable tech chasing option. Lastly, his dash attack has a long duration and good range; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs.

Yoshi's smash attacks are also useful in their own right: forward smash has a powerful sweetspot that outprioritizes its slightly weaker sourspot, allowing it to KO at reasonable percents. It also has decent start-up, can be angled, and grants Yoshi intangibility for its duration; up smash has good horizontal and vertical range, reasonable start-up, and a powerful sweetspot, allowing it to KO at percents as low as 120% provided the sweetspot hits; lastly, down smash is extremely quick in both start-up and ending lag which, coupled with its good range, makes it an adept option for punishing rolling opponents.

Although his grounded moveset comes with potent attacks, it is Yoshi's aerial attacks that possess high usefulness and make up his fantastic air game. Neutral aerial is a very fast sex kick with low all-around lag, decent range, and good power, allowing it to either KO at surprisingly early percents, serve as an effective combo breaker, be a tech-chase set-up, and be his primary out of shield option. Forward aerial also possesses a high range and reasonable all-around lag, and comes with impressive damage; its tipper hitbox meteor smashes opponents, allowing for offstage KOs to occur as early as 20%. Back aerial boasts high speed and high power, with its first two hits being effective combo starters and its final hit KOing below 130%.

Up aerial possesses high vertical range and a hitbox that hits behind the opponent, which, in tandem with its impressive damage output and low all-around lag, makes it an effective juggling option. Lastly, down aerial serves as the most damaging aerial in the game; its hits can easily link into each other, with its high vertical knockback allowing it to KO at reasonable percentages near the upper blast zone. His grab game is also relatively decent: his grab release and throws grant invincibility during their animations, pummel is fast and deals average damage, forward and back throws are decent KO options by the ledge, up throw has combo potential into his up air at low percents, and down throw has little ending lag making it his most useful combo throw.

Yoshi's special moves are also very effective tools for the character. Egg Lay is a command grab which traps the opponent in an egg for a short amount of time, allowing it to work as a damage racker, and when B-reversed is an effective surprise trapping option. Egg Roll travels decently fast on the ground and deals effective damage when running into an opponent, Yoshi Bomb gives Yoshi an option to escape juggles if the situation allows for it, can go through soft platforms, does high damage in both the ground and air, and the grounded version deals high shield damage. However, his best special move is easily his Egg Throw, his only but incredibly effective projectile. The trajectory of the move can be changed depending on the angle of the joystick, can bounce on the ground, and allows Yoshi to have an option for zoning.

Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the main problem being that his recovery is very limited. His double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once, and if his opponent has a move that breaks his armor limit, then he'll likely be in a difficult situation for getting back onstage. His other recovery options outside of his double jump are very short-ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag. His reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited.

His approach can also be very punishable as his moves outside of tilts are noticeably slower, with every one of his aerial attacks outside of his neutral and up aerials having below-average speed, and most of his attacks have short-range that leaves him vulnerable to getting stuffed out by disjointed hitboxes. His grab is also very punishable when missed despite its invincibility and long range, Egg Lay is very limited and has no usage if the opponent is far away, Egg Roll has a very predictable trajectory and is hard for Yoshi to get out of if the attack doesn't work well in his current situation, and Yoshi Bomb is also predictable if used unsafely and has high ending lag when Yoshi hits the ground. Finally, his shield, as useful as it is due to never shrinking when weakened, presents a double-edged sword situation: a weakened shield can still be hit easily, and as such, can break more easily than a normal shield.

Overall, Yoshi is still a very reliable character despite his glaring weaknesses. With his fast speed and useful moveset, he is very capable of performing combos, scoring KOs, and playing an effective neutral game. As a result, opinions on Yoshi have remained high throughout the game's competitive lifespan.

Changes from Super Smash Bros. 4[edit]

Yoshi has been considerably buffed in the transition to Ultimate. Many of his most notorious attributes have been improved, with comparatively very few nerfs to balance out his buffs.

One of Yoshi's biggest buffs was to his previously poor KO power for a heavyweight. All of Yoshi's smash attacks have had their power increased, and forward smash has lost one of its sourspots, making it a more consistent option. Moves like forward tilt and back aerial now lead much more reliably into other moves thanks to their improved combo potential, either improving Yoshi's KO confirms into other moves or outright granting him new ones. Egg Throw now consists of one hit that deals more damage, which puts the opponent into a more disadvantageous position at low percentages, allowing Yoshi to win the neutral game with more ease and also improving his combo game; additionally, Egg Throw grants more diagonal distance during its first three uses.

Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which, combined with his vastly improved forward tilt, improves Yoshi's combo and damage-racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping his approach. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw.

However, Yoshi is not without a few nerfs. His up tilt has less range, no longer hitting opponents up close, which limits its combo potential to hitting opponents above or behind him, and forces Yoshi to use his improved forward tilt in front of himself. Dash attack can no longer cross-up shields, making it more punishable and risky as an approach option. Finally, Yoshi's overall jump height, while still impressive, has nevertheless been lowered, hampering his vertical survivability offstage; further compounding this are the increased ending lag on air dodges and the ability to use one at a time before landing or getting hit, forcing Yoshi to cautiously use his own air dodge in tandem with his recovery options to avoid a guaranteed self-destruct. This also affects his forward aerial, which can no longer autocancel in a short hop due to his lower short hop. Of note is that Yoshi still retains one of his most noticeable flaws from SSB4, that being his grab game, which, while improved, is still lackluster.

Overall, Yoshi's changes have improved his core kit from SSB4, resulting in a lower learning curve; while this does not change his playstyle significantly, this allows Yoshi to better play to his strengths thanks to his moves' improved consistency and utility. Because of this, and a comparatively lower amount of nerfs, Yoshi is a significantly better character than he was in SSB4.

Aesthetics[edit]

  • Change Due to the aesthetic used in Ultimate, Yoshi's model features a more subdued color scheme, but unlike in Melee and Brawl, it retains its chartreuse color from the Mario and Yoshi series used in Smash 64 and SSB4. His irises appear larger while his shoes feature subtle detailing.
  • Change Yoshi has a new alternate costume based on his felted design in Yoshi's Crafted World. It replaces his Black Yoshi costume from SSB4.
  • Change Yoshi now always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.
  • Change Yoshi is more expressive, he scowls when using his aerials and grabbing onto a ledge.
  • Change Idle pose, dashing, falling, and double jump animations have been updated to match Yoshi's upright posture.
    • Bug fix Yoshi no longer reverts to his posture and idle poses from Brawl while holding a small item.
  • Change All of Yoshi's victory poses were slightly altered:
    • Change His left-inputted victory pose now has him performing a Flutter Jump before spinning around once and striking a V sign.
    • Change His up-inputted victory pose now has him strike a new pose, where he stands on one leg while extending his arms out.
    • Change His right-inputted victory pose now has him punch the air twice and strike a pose with his right leg farther back.

Attributes[edit]

  • Buff Like all characters, Yoshi's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Yoshi runs faster (1.86 → 2.046).
    • Buff Yoshi's initial dash is significantly faster (1.33 → 1.98).
  • Buff Yoshi walks slightly faster (1.15 → 1.208).
  • Buff Yoshi's air speed has been increased, now being faster than he was in Brawl (1.28 → 1.344).
  • Buff Yoshi has significantly higher traction (0.0426 → 0.095), allowing him to punish out of shield much more easily.
  • Nerf Yoshi's jump height has been slightly reduced.
    • Buff However, the reduction to his short hop height noticeably improves his ability to utilize short hop aerials against grounded opponents.
  • Buff Forward roll has less ending lag (FAF 36 → 31).
  • Nerf Forward roll grants less intangibility (frames 4-21 → 4-15).
  • Nerf Back roll has more startup and grants less intangibility (frames 4-21 → 5-16).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 59).
  • Buff 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.
  • Buff The removal of shield platform dropping benefits Yoshi, as he was the only character unable to perform the technique in Smash 4. When combined with his unique shield rendering him immune to shield stabbing, this effectively gives him the best shield in the game.
  • Change Yoshi's double jump armor has been altered. The armor duration is significantly shorter, but like in Smash 64 and Melee, knockback taken is reduced if the armor is broken by an attack with sufficiently high knockback.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 9 → 6).
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.5× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Change The first hit has altered angles (60°/90°/50° → 361°/180°) and knockback (30 base/50 scaling → 40/35/10 base/30/28/20 scaling) to keep opponents close to Yoshi, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock, but removes some of its guaranteed jab cancel setups.
      • Change 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.
      • Nerf At low percents, the outermost hitbox now doesn't have enough hitstun to prevent opponents from shielding the second hit.
  • Forward tilt:
    • Buff Forward tilt has significantly less ending lag (FAF 39 → 30).
    • Buff It launches opponents at higher angles (80°/65°/50° → 88°/85°), and has more base knockback (50 → 60), but less knockback scaling (80 → 75). Combined with the previous change, this turns it into a reliable combo starter, while also improving its KO ability.
    • Buff It deals more damage when not angled (7% → 8%).
    • Buff The outermost hitbox is slightly larger (2.8u → 3u).
    • Change Its animation has been altered, with Yoshi no longer performing a full spin when swinging his tail. Yoshi also has an angry expression.
  • Up tilt:
    • Nerf Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.
  • Down tilt:
    • Buff Down tilt has slightly more base knockback (65 → 67).
    • Change Down tilt's animation is reversed, with Yoshi spinning towards the screen rather than away from it.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 50 → 41).
    • Buff It deals more damage (9% → 11% (clean), 6% → 8% (late)).
    • Nerf It has altered knockback scaling (52 → 45 (clean), 44 (late)). Overall, the clean hit deals less knockback, hindering its KO potential, while the late hit deals around the same knockback.
    • Nerf The move has noticeably shorter travel distance, worsening its utility as a grounded burst option. It also no longer crosses up shields consistently, making it easier to punish despite its reduced ending lag and higher damage output.
    • Nerf The late hit has smaller hitboxes (5u/3.5u → 4u/2.5u).
  • Forward smash:
    • Buff 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 (that dealt 13%) and makes the sweetspot easier to land.
    • Buff It has a longer hitbox duration (frame 14 → 14-16) and grants more intangibility on Yoshi's head (frames 12-14 → 12-16).
    • Buff The sweetspot has more knockback scaling (98 → 102).
    • Change Yoshi now sports an angrier expression while headbutting, instead of closing his eyes like in previous games.
  • Up smash:
    • Buff Up smash deals more knockback (37 base/95 scaling → 38/99).
  • Down smash:
    • Buff Down smash launches at a lower angle (30° → 26°) and deals more knockback (hit 1:40/42 base/73/57 scaling → 51/46/75/63, hit 2: 40/42 base/81/75 scaling → 51/44/83/75), allowing it to KO around 150% with the first and 130% with the second hit from center stage.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).
  • Neutral aerial:
    • Buff The clean and mid hits have been moved further away from Yoshi (z offset: 5.5 (clean)/4 (mid) → 7.5/5), improving their range.
  • Forward aerial:
    • Buff The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Buff The sourspot has been removed, with the sweetspot and meteor hitboxes being made bigger to compensate (2.4u (sweetspot)/3.5u (meteor) → 4.2u/4u).
    • Nerf Despite the auto-cancel window remaining unchanged, it no longer auto-cancels in a short hop due to Yoshi's lower short hop duration.
    • Change It has a different animation, with Yoshi no longer flipping after the headbutt.
  • Back aerial:
    • Buff Back aerial deals more damage (2.5% → 3.5% (hits 1-2), 5% → 5.5% (hit 3), total: 10% → 12.5%) with knockback not compensated on the third hit, increasing its KO potential.
    • Buff It has much lower hitlag multipliers (2× → 0.5× (hits 1-2), 1.5× (hit 3)), allowing it to execute faster and making the first two hits harder to SDI.
    • Buff The second and third hits have less startup lag (frame 17/25 → 14/18), causing them to connect more reliably.
      • Nerf However, the move's total duration remains unchanged, giving it more ending lag.
    • Buff The move's first two hits deal much less knockback (30/50 base/200/150 scaling → 20 base/100 scaling), and use the autolink angle against grounded opponents as well (361° → 367°) instead of only aerial ones. This allows them to connect more reliably, and combined with the move's lower landing lag, start combos at a wide range of percentages.
    • Change All hitboxes have been moved upwards (Y offset: 2u-4u → 3u-5u (hit 1 and 2), 3u → 5u (hit 3)), increasing the move's range above Yoshi, but reducing it below him.
    • Change Back aerial has a slightly altered animation, with Yoshi striking a new pose at the end of the move.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 37).
    • Buff It auto-cancels earlier (frame 33 → 31).
    • Change It has a new animation where Yoshi raises his tail up from behind without flipping.
  • Down aerial:
    • Buff Down aerial's looping hits have a lower hitlag multiplier (1.1× → 0.6×), use the autolink angle (270°/260°/280° → 367°), and have consistent knockback scaling (100/80 → 100), allowing them to connect more reliably and making them harder to SDI, despite their higher SDI multiplier (1.5× → 1.8×).
    • Buff The landing hit deals more knockback that is no longer set (40 set/100 scaling → 65 base/100 scaling), causing opponents to tumble even at 0%. This allows it to set up edgeguards more effectively, and grants it followups at low percents if the opponent fails to tech.
    • Nerf The move's initial auto-cancel window has been removed.
    • Nerf It has smaller hitboxes (6u/4.5u → 5u/3.5u (looping hits), 7u/5u → 6.5u/4.5u (last hit)).
    • Nerf The looping hits deal less damage (3%/2% → 2.3%/1.8% (hits 1-6), 2.2%/1.5% → 1.9%/1.4% (hits 7-12)), reducing the move's maximum damage output (32.2% → 28%) despite the last hit dealing more damage (1% → 2.8%).
      • Buff The last hit's knockback has not been fully compensated for its higher damage output (60 base/200 scaling → 55/179), improving its KO potential.
    • Change The last hit has a higher hitlag multiplier (1.1× → 1.5×).

Throws and other attacks[edit]

  • Grabs:
    • Buff All grabs have noticeably less 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.
    • Nerf Dash and pivot grab have more startup lag (frame 11 → 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.
    • Change Yoshi's pivot grab animation has been altered; Yoshi pauses for a bit before turning around on one foot.
    • Change 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:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
    • Change It uses a unique, cartoony chomping sound effect, rather than a standard "kick" sound effect.
  • Change The speed of Yoshi's throws is no longer weight-dependent.
  • Forward throw:
    • Buff Forward throw deals more damage (7% → 9%) with no compensation on knockback.
  • Back throw:
    • Buff Back throw deals more damage (7% → 9%) with no compensation on knockback.
  • Up throw:
    • Buff Up throw has significantly more knockback scaling (43 → 90), allowing it to KO at around 230%, compared to being unable to KO under 500% without rage.
  • Down throw:
    • Buff Down throw releases opponents 3 frames later (frame 15 → 18), reducing its effective ending lag, and improving its combo potential.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Egg Lay:
    • Buff Egg Lay has less startup lag (frame 21 → 19), with its total duration equally reduced (FAF 44 → 42).
    • Buff Opponents can no longer move left and right in the air while in an egg.
    • Nerf The aerial version's animation is longer (43 frames → 61), as is the laying animation (37 frames → 52). This increases the amount of time aerial mobility is locked, and Yoshi cannot grab the ledge, if the move is not interrupted.
    • Change Opponents in an egg can shift themselves left and right on the ground by mashing the respective direction and slightly jump if mashing diagonally upwards.
    • Change It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.
  • Egg Roll:
    • Buff Egg Roll deals drastically more damage (4%-≈9% → 10%-≈13.8%).
    • Buff Its base knockback and knockback scaling have been reversed (50/70 → 70/50), making it safer on hit at low percents, while still improving its KO potential due to its higher damage output.
    • Nerf Yoshi always bounces once when using Egg Roll on the ground. This makes the move's execution slower and more predictable.
    • Nerf Changing direction takes longer.
    • Change Yoshi strikes a new pose before using Egg Roll.
  • Egg Throw:
    • Buff Yoshi gains slightly more vertical distance on the first Egg Throw, particularly after a jump.
    • Buff Eggs have a higher hitlag multiplier (0.3× → 0.6×), giving Yoshi more time to follow up.
    • Buff Eggs can bounce on the ground and retain their horizontal momentum before they break, giving Yoshi a new option to stop approaches.
    • Buff Eggs deal a single hit to opponents instead of two, with the same total damage (1% (hit 1), 5% (hit 2) → 6%) and no compensation on knockback.
    • Nerf Egg Throw has more startup (frame 15 → 16) and ending lag (FAF 54 → 56).
    • Nerf Eggs have received negative shield damage (0 → -3), effectively dealing half their usual damage to shields.
    • Change Yoshi can use either his right arm or left arm to throw eggs, due to his mirrored stance.
  • Yoshi Bomb:
    • Buff Yoshi Bomb can sweetspot a ledge even if Yoshi is facing away from it.
    • Buff Both the grounded and aerial versions allow Yoshi to go through soft platforms if he is high enough above them and the control stick is held down.
      • Change If too close to them, he will always go through.
    • Change Yoshi once again vocalizes when using the grounded version, much like in previous games up until Brawl.
    • Change Yoshi falls more slowly (5 → 4.8).
  • Final Smash:
    • Change 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[edit]

Yoshi received a mix of buffs, nerfs, and a glitch fix via game updates. All of the buffs Yoshi received were homogeneous updates to make Yoshi function more like the rest of the cast. However, the roster-wide increase in shield size in Version 7.0.0 actually nerfed Yoshi due to the impossibility to shield stab, only making it easier to hit without the compensation of being harder to break. Other nerfs include the universal projectile shield damage nerf of Version 3.0.0 affecting Egg Throw and decreasing the push back of forward smash in Version 4.0.0 making making it less safe on certain characters.

Due to changes received being relatively minor, Yoshi's viability has remained virtually unchanged since the launch of Ultimate, and he continues to achieve respectable results in tournaments.

Super Smash Bros. Ultimate 2.0.0

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

Super Smash Bros. Ultimate 3.0.0

  • Nerf Egg Throw deals less shield damage (0 → -3).

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Fixed a glitch where Egg Lay would cause trapped opponents to fast fall while caught during hitstun.

Super Smash Bros. Ultimate 4.0.0

  • Nerf Yoshi pushes opponents away less while charging his forward smash, no longer causing certain characters' grabs to be unable to reach him from the front.

Super Smash Bros. Ultimate 5.0.0

  • Buff Yoshi can now buffer a grab after rolling or spotdodging.

Super Smash Bros. Ultimate 7.0.0