Yoshi (SSBU)/Side special
Overview[edit]
Encases himself in a large Yoshi Egg after a small hop before rolling around the stage. Having a sluggish startup of frame 32, being -29 to -27 on shield, having very little combo potential, having heavy endlag, and struggling to KO middleweights even past 200%, this move is considered to be Yoshi's least useful overall move. The aerial version of the attack also lacks a hitbox, leaving Yoshi open to being punished, or worse, self-destructing offstage due to failing to grab the ledge and not being able to break out until Yoshi lands. The move's lack of shield damage negates its usefulness as a shield pressuring option. While the move has the ability to go through shields and can potentially rack up notable amounts of damage after it uses Egg Lay on a foe, the opponent being able to easily mash out and Yoshi having numerous other highly damaging moves makes Yoshi's side special to being heavily outclassed by his other moves.
Hitboxes[edit]
The hitbox can deal from 10% to 14% damage based on Yoshi's movement speed.
Timing[edit]
Egg Roll itself activates on frame 21, and can then last from 25 to 180 frames depending on when the player cancels it, but its hitbox does not appear until Yoshi lands on the ground, which is on frame 32 for a flat surface. The frame strip below shows the move's minimum duration with the additional hitbox startup accounted for. The move also has no hitbox while turning, or if initiated in midair until landing.
Roll duration | 21-45 |
---|---|
Hitbox | 32-45 |
Interruptible (from cancelation) | 85 (40) |
Animation length (from cancelation) | 89 (44) |
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![]() Lag time |
![]() Hitbox |
![]() Interruptible |
Parameters[edit]
The hitbox's damage is equal to 10 + roll speed
, with the move's rolling speed being highly volatile and affected by various factors. The maximum reachable roll speed is of roughly 4.
Maximum roll duration | 180 frames |
---|---|
Period before the roll can be canceled | 25 frames |
Roll duration lost per target hit | 40 frames |
Vertical speed on startup | 2 |
Gravity | 0.13 |
Fall speed | 1.95 |
Initial roll speed when landing | 0.9 |
Base roll speed | 1.4 to 3.2 (grounded) 0.7 to 2.8 (aerial) |
Grounded roll speed multiplier via input | 1.2 |
Aerial roll speed via input | 0.4 |
Roll acceleration | 0.05 |
Roll friction | 0.07 |
Roll speed decrease on hit | 1 |
Maximum jumps per use | 1 |
Lowest jump angle | 30° |
Horizontal speed multiplier when bouncing off | 0.4 (wall) 1.3 (floor) |
Vertical speed when bouncing off | 1.7 (wall) 0.6×; 1 max (floor) |
Speed multiplier when canceled | 0.7 (horizontal) 0.5 (vertical) |
Ground friction when canceled | 0.05 |
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