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; 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 previous Super Smash Bros. games, Kazumi Totaka's portrayal of Yoshi from Yoshi's Story and various games of the Mario series was repurposed for Ultimate.
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 single 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; 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 out prioritizes 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 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. Yoshi's tournament results have been very strong because of these attributes, with players such as Suarez, Ron, and Meme showing the potential that he has. Some players even consider him to be better than he was in SSB, although the latter is debatable.
Changes from Super Smash Bros. 4
Yoshi was greatly buffed in the transition to Ultimate. One of the biggest buffs was to his previously poor KO power for a heavyweight. 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 edge guarding with both aerials and Egg Throw much more potent. His already excellent mobility was increased even more, as his walk and run speed are now faster, while Yoshi still has the fastest air speed in the game (which itself was increased).
Yoshi's recovery received both buffs and nerfs. His increased air speed allows him to better come back to the stage horizontally, while the reintroduction of directional air dodges allows him to mix up his recovery options; Egg Throw, Yoshi's up special, grants more diagonal distance during its first three uses. However, Yoshi's overall jump height - while still impressive - has nevertheless been lowered, hampering his vertical survivability offstage. Further compounding this, air dodges have more ending lag - making them considerably more punishable; thus, players have to cautiously use their air dodges in tandem with Yoshi's double jump and Egg Throw or face a guaranteed self-destruct.
Yoshi has received some minor nerfs. One nerf was to his up tilt, which has less range, no longer hitting opponents from up close. Another slight nerf is that while his dash attack was buffed overall, it is more punishable since it can't cross up shields. Lastly, Yoshi retains some significant flaws from SSB4, particularly his very underwhelming grab game and lack of effective recovery options other than his double jump, despite the buffs to Egg Throw.
Overall, Yoshi's buffs outweigh his nerfs, granting him a stronger competitive presence and lower learning curve. As such, Yoshi's buffs have resulted in a positive perception among the community. Most professionals consider him to be a high-tier character. As a result, Yoshi players such as Suarez, Meme, Ron, and Danbi have garnered strong results with Yoshi, with some even arguing that he is better than he was in SSB.
Throws and other attacks
Yoshi received a mix of buffs, nerfs, and a glitch fix via game updates. Due to the minor changes he received, Yoshi's viability has remained virtually unchanged since the launch of Ultimate, and he continues to achieve respectable results in tournaments.
For a gallery of Yoshi's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Yoshi was the only member of the "Original 8" to be excluded from Ultimate's E3 demo build. It was difficult to find a pre-release consensus on Yoshi in Ultimate as those who did play the game early went to other characters first. When Yoshi eventually did release, however, numerous players of all skill levels took an interest; on top of his strengths, he was rather easy to play and learn the game with. Also helping his early representation was that he was overall similar to how he was in SSB4, making the transition even easier. At the same time, however, this meant that methods on how to fight Yoshi did not change either. Thus in the competitive scene, despite having the tournament popularity of a top-tier character, he was generally seen as a mid-tier to high-tier by most players.
In today's competitive scene, Yoshi remains very popular, mostly because of his ease of use. Top Yoshi players like Suarez, Ron, Meme, and Yoshidora continue to achieve respectable results at top levels of play, leading a continued advancement of Yoshi's metagame.
Most historically significant players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
See also: Category:Yoshi professionals (SSBU)
Classic Mode: Jurassic Journey
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
He can be found in a ribbon pathway to be awakened, which can be accessed in a short time after taking Sheik's route.
Yoshi's default fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Yoshi in World of Light allows the player to preview the second spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His Crafted World outfit has a fighter spirit of its own, available through the shop. 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
As a minion
Fighter Showcase Video