Yoshi (SSB4): Difference between revisions

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→‎Special moves: Minor fix for Egg Throw nerf: It read "Eggs travel less distance when the B button HIS held"
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(→‎Special moves: Minor fix for Egg Throw nerf: It read "Eggs travel less distance when the B button HIS held")
Tag: Mobile edit
 
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Yoshi has been [[buff]]ed overall in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed, are stronger and have more utility, while the issues that plagued him in ''Brawl'' were fixed: thanks to the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-ups, and his smash attacks are stronger overall despite dealing less damage. As Yoshi now stands upright more consistently, he doesn's lean forward as much as before, making his [[hurtbox]] narrower and thus less vulnerable to [[spacing]], which was a glaring issue for him because of the hurtbox on his large nose. Yoshi's biggest buff however was to his shield, which was previously the main issue that plagued him in ''Brawl'''s metagame due to having the worst shield game in the cast. Yoshi's shield [[grab]] is faster, his shield drop has been sped up to match with everyone else, and for the first time since ''Smash 64'', he can jump [[out of shield]] once again. The other issues which plagued his shield in Brawl such as his longer shield drop, his inability to [[powershield canceling|powershield cancel]] and his inability to throw items out of a [[roll]] were all fixed, making his out of shield game much better; no longer being the worst in the game by a huge margin (although his out of shield game is still rather poor). The only new disadvantages Yoshi has while in shield is that he cannot [[shield platform drop]] and his [[spot dodge]] is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.
Yoshi has been [[buff]]ed overall in the transition from ''Brawl'' to ''SSB4''. Many of his attacks have more speed, are stronger and have more utility, while the issues that plagued him in ''Brawl'' were fixed: thanks to the changes to [[hitstun canceling]], his combo game has improved to the point of granting him new KO set-up, and his smash attacks while dealing less damage are  stronger. Yoshi's biggest buff however was to his shield game which was previously the main issue that plagued him. Yoshi's shield [[grab]] is faster and for the first time since ''Smash 64'', Yoshi can jump [[out of shield]]. The other issues which plagued his shield in Brawl such as his longer shield drop, his inability to [[powershield canceling|powershield cancel]] and his inability to throw items out of a [[roll]] were all fixed, making his out of shield game much better; no longer being the worst in the game by a huge margin (although his out of shield game is still rather poor). The only new disadvantages Yoshi has while in shield is that he cannot [[shield platform drop]] and his [[spot dodge]] is significantly worse (going from one of the best to being fairly mediocre) but the buffs to his shields far outweigh these nerfs.


However, Yoshi has also received some noticeable [[nerf]]s. Yoshi's grab game was made even worse. He can no longer [[air release]] his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of [[chain grab]]bing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter [[auto-cancel]] window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial, while connecting more reliably and having a stronger final hit, has lost one of its looping hit, hitting three times instead of four and reducing its damage output, it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher end lag and landing lag while also no longer auto-canceling in a short hop, which also greatly hinders its safety and spacing potential. The eggs from his [[Egg Throw]] also deal less damage and Yoshi can no longer edge cancel Egg Toss, hindering its camping potential when used at the ledge, although Egg Throw is faster.
However, Yoshi has also received some noticeable [[nerf]]s. Yoshi's grab game was made even worse. He can no longer [[air release]] his opponents while he is pummeling them and the general changes to air releases hinder him more than almost any other character as he has now lost all of the followups he had out of an air release and the removal of [[chain grab]]bing further exacerbates this issue. His previously excellent pivot grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier making them worse spacing tools and his down tilt is much weaker. His aerial game has also seen various downgrades. His air speed is lower, neutral aerial lingers for a shorter amount of time, forward aerial is weaker and has a stricter [[auto-cancel]] window, up aerial is weaker and down aerial has less edgeguarding potential. Back aerial while connecting more reliably and having a stronger final hit, it only has three hits making it weaker and it has drastically reduced combo potential as the first two hits have higher knockback and altered angles and the move has much higher ending and landing lag while also being unable to auto-cancel in a short hop which also greatly hinders its safety and spacing potential. The eggs from his [[Egg Throw]] also deal less damage and Yoshi can no longer edge cancel Egg Toss hindering its camping potential when used at the ledge although Egg Throw is faster.


Overall, Yoshi's main issue from ''Brawl'' was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to ''Smash 4''{{'}}s mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when ''Smash 4'' was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of {{SSB4|Bayonetta}} and {{SSB4|Cloud}} proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.
Overall, Yoshi's main issue from ''Brawl'' was fixed resulting in him being stronger overall especially when relative to the cast although the general changes to ''Smash 4''{{'}}s mechanics do not benefit him as much as other characters. While Yoshi was initially regarded highly when ''Smash 4'' was first released, his perception overtime decreased as many characters were buffed significantly more than he was and the inclusion of {{SSB4|Bayonetta}} and {{SSB4|Cloud}} proved to be problematic for him. When combined with his overall low representation, he is now generally agreed upon to be a mid tier character.
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**As a sidenote, Yoshi retains his idle pose from ''Brawl'' while holding a small [[item]].
**As a sidenote, Yoshi retains his idle pose from ''Brawl'' while holding a small [[item]].
*{{change|Yoshi's upright posture has translated into various moves in his moveset, be it through a tweaked animation or a completely new move.}}
*{{change|Yoshi's upright posture has translated into various moves in his moveset, be it through a tweaked animation or a completely new move.}}
**{{buff|Due being more consistently upright, Yoshi also doesn't lean forward as much, making his hurtboxes narrower. This makes him less vulnerable to [[spacing]].}}
*{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}}
*{{buff|Yoshi [[dash]]es faster (1.68 → 1.86).}}
*{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}}
*{{nerf|Yoshi's [[air speed]] is slower (1.316 → 1.28) although it is still the fastest in the game (excluding [[Giga Mac]], [[Wario-Man]] and lightest {{SSB4|Mii Brawler}}).}}
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**{{nerf|The first hit has a shorter duration (frames 3-5 → 3-4).}}
**{{nerf|The first hit has a shorter duration (frames 3-5 → 3-4).}}
**{{nerf|The first hit's near hitbox has been moved further outwards, reducing its range inside Yoshi.}}
**{{nerf|The first hit's near hitbox has been moved further outwards, reducing its range inside Yoshi.}}
**{{change|Yoshi now moves forwards when performing the second hit, but he does not stretch his foot out as far. This gives it a similar amount of range overall.}}
**{{change|Yoshi now moves forwards when performing the second hit however, Yoshi does not stretch hit foot out as far. This gives it a similar amount of range overall.}}
**{{nerf|The second hit deals less damage (6% → 4%) and knockback (25 (base), 100 (scaling) → 56/70).}}
**{{nerf|The second hit deals less damage (6% → 4%) and knockback (25 (base), 100 (scaling) → 56/70).}}
***{{buff|However, the move is still capable of leading into followups at lower percents due to Yoshi's new dash attack and makes it safer on hit at low percents.}}
***{{buff|However, the move is still capable of leading into followups at lower percents due to Yoshi's new dash attack.}}
**{{nerf|On the second hit's second active frame, Yoshi now moves his foot slightly backwards rather than moving it backwards and upwards, reducing its vertical range.}}
**{{nerf|On the second hit's second active frame, Yoshi now moves his foot slightly backwards rather than moving it backwards and upwards, reducing its vertical range.}}
***{{buff|However, this also gives it more consistent horizontal range.}}
***{{buff|However, this also gives it more consistent horizontal range.}}
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**{{nerf|Down tilt has smaller hitboxes (5u/5u/4u → 3.5u/3.5u/3u). This gives the move less vertical range as well as less range inside of Yoshi.}}
**{{nerf|Down tilt has smaller hitboxes (5u/5u/4u → 3.5u/3.5u/3u). This gives the move less vertical range as well as less range inside of Yoshi.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Yoshi has a new dash attack, a jumping side kick.}}
**{{change|Yoshi has a new dash attack, a side kick.}}
**{{buff|Dash attack covers much more space in a shorter period of time, going from covering just over 25% of [[Final Destination]] to now covering just over 40% of Final Destination. This not only makes it a much better burst movement option as well as greatly improving its approach and cross-up potential but this also makes it a much better combo extender.}}
**{{buff|Dash attack covers much more space in a shorter period of time, going from covering just over 25% of [[Final Destination]] to now covering just over 40% of Final Destination. This not only makes it a much better burst movement option as well as greatly improving its approach and cross-up potential but this also makes it a much better combo extender.}}
**{{buff|The clean hit's far hitbox has been positioned further away from Yoshi (z offset: 6 → 9), improving its range.}}
**{{buff|The clean hit's far hitbox has been positioned further away from Yoshi (z offset: 6 → 9), improving its range.}}
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**{{buff|Up smash has more vertical range and downwards range in front of Yoshi due to its new animation.}}
**{{buff|Up smash has more vertical range and downwards range in front of Yoshi due to its new animation.}}
**{{nerf|Up smash has more ending lag (FAF 43 → 47).}}
**{{nerf|Up smash has more ending lag (FAF 43 → 47).}}
**{{nerf|Up smash deals less damage (16% → 14%).}}
**{{nerf|Up smash deals less damage (16% → 14% ).}}
**{{nerf|Up smash now has a late hit for the second half of its duration which deals much less damage (16% → 12%), hindering its KO potential despite its higher knockback.}}
**{{nerf|Up smash now has a late hit for the second half of its duration which deals much less damage (16% → 12%), hindering its KO potential despite its higher knockback.}}
**{{nerf|Up smash has smaller hitboxes (6u/5u → 5u/3.5u). When combined with its new animation, this gives the move less horizontal range both in front of and especially behind Yoshi.}}
**{{nerf|Up smash has smaller hitboxes (6u/5u → 5u/3.5u). When combined with its new animation, this gives the move less horizontal range both in front of and especially behind Yoshi.}}
**{{nerf|Up smash has much less downwards range behind Yoshi, with the move now failing to hit smaller characters if they are behind him.}}
**{{nerf|Up smash has much less downwards range behind Yoshi, with the move now failing to hit smaller characters if they are behind Yoshi.}}
**{{nerf|Up smash grants less intangibility (frames 11-16 → 11-13), making it unable to protect Yoshi from behind.}}
**{{nerf|Up smash grants less intangibility (frames 11-16 → 11-13).}}
***{{nerf|Additionally, since Yoshi's right foot is now intangible rather than his large head, this makes the move easier to intercept.}}
***{{nerf|Additionally, since Yoshi's right foot is now intangible rather than his large head, this makes the move easier to intercept.}}
**{{nerf|Up smash covers less distance out of an initial dash unless Yoshi jump cancels the up smash, making it harder to use as an approach tool.}}
**{{nerf|Up smash covers less distance out of an initial dash unless Yoshi jump cancels the up smash, making it harder to use as an approach tool.}}
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**{{nerf|Down smash deals less damage (14% (front)/13% (back) → 12% (mid tail)/10% (body/far tail)).}}
**{{nerf|Down smash deals less damage (14% (front)/13% (back) → 12% (mid tail)/10% (body/far tail)).}}
**{{nerf|Down smash has more startup lag (frame 6 → 7).}}
**{{nerf|Down smash has more startup lag (frame 6 → 7).}}
***{{buff|However, its total duration was unchanged, decreasing its ending lag by one frame.}}
***{{buff|However, its total duration was unchanged, slightly decreasing its ending lag.}}
**{{nerf|Down smash has smaller hitboxes which are now extended (6u/5u/4.3u → 3.5u/2u), reducing its range.}}
**{{nerf|Down smash has smaller htiboxes which are now extended (6u/5u/4.3u → 3.5u/2u), reducing its range.}}
**{{nerf|The sourspot now uses an extended hitbox which stretches from Yoshi's body to the end of his tail. This means that the sourspot can now connect if the opponent is inside of Yoshi, as well as still connecting if they are far away from Yoshi.}}
**{{nerf|The sourspot now uses an extended hitbox which stretches from Yoshi's body to the end of his tail. This means that the sourspot can now connect if the opponent is inside of Yoshi, as well as still connecting if they are far away from Yoshi.}}


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**{{nerf|The back and head hitboxes are slightly smaller (2.5u/5.5u → 2.4u/5.3u).}}
**{{nerf|The back and head hitboxes are slightly smaller (2.5u/5.5u → 2.4u/5.3u).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Back aerial hits three times instead of four.}}
**{{change|Yoshi has an altered back aerial where he now only performs three tail swipes instead of four.}}
**{{buff|The first two hits now use an [[Autolink angle]] against aerial opponents (60° → 366°) and they deal more knockback (10/20 (base), 100 (scaling) → 30/200), making the move connect more reliably against aerial opponents, especially if Yoshi is falling.}}
**{{buff|The first two hits now use an [[Autolink angle]] against aerial opponents (60° → 366°) and they deal more knockback (10/20 (base), 100 (scaling) → 30/200), making the move connect more reliably against aerial opponents, especially if Yoshi is falling.}}
**{{buff|The first two hits have a lower SDI multiplier (1.5x (hit 1)/1.3x (hit 2) → 0.5x). When combined with the move's altered angle against aerial opponents, this makes the move much more difficult to escape from.}}
**{{buff|The first two hits have a lower SDI multiplier (1.5x (hit 1)/1.3x (hit 2) → 0.5x). When combined with the move's altered angle against aerial opponents, this makes the move much more difficult to escape from.}}
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**{{buff|Down aerial now has a landing hitbox, which deals 1% and low horizontal set knockback. This makes down aerial safer on hit at lower percents, as well as making it safer on shield.}}
**{{buff|Down aerial now has a landing hitbox, which deals 1% and low horizontal set knockback. This makes down aerial safer on hit at lower percents, as well as making it safer on shield.}}
***{{nerf|However, this also hinders its safety on hit at higher percents, especially for hits 8-12.}}
***{{nerf|However, this also hinders its safety on hit at higher percents, especially for hits 8-12.}}
**{{buff|The weakening of SDI makes down aerial more difficult to escape from despite its slightly higher SDI multiplier on its first twelve hits (1.4x → 1.5x).}}
**{{buff|The weakening of SDI makes down aerial more difficult to escape from despite its higher SDI multiplier on its first twelve hits (1.4x → 1.5x).}}
**{{buff|The universal increase to shield damage significantly improves down aerial's shield pressuring potential.}}
**{{buff|The universal increase to shield damage significantly improves down aerial's shield pressuring potential.}}
**{{nerf|Down aerial has more ending lag (FAF 53 → 57) and a longer animation (59 frames → 65).}}
**{{nerf|Down aerial has more ending lag (FAF 53 → 57) and a longer animation (59 frames → 65).}}
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**{{nerf|The Eggs have smaller hitboxes, especially the explosion (3.8u (egg)/12u (explosion) → 2.5u/6.5u).}}
**{{nerf|The Eggs have smaller hitboxes, especially the explosion (3.8u (egg)/12u (explosion) → 2.5u/6.5u).}}
**{{nerf|The Eggs and the explosion no longer deal extra shield damage (5/5 → 0/0).}}
**{{nerf|The Eggs and the explosion no longer deal extra shield damage (5/5 → 0/0).}}
**{{nerf|Eggs travel less distance when the B button his held, hindering its spacing potential.}}
**{{nerf|Eggs travel less distance when the B button is held, hindering its spacing potential.}}
**{{nerf|Yoshi can no longer slide off ledges when using Egg Throw, hindering its use as a movement tool.}}
**{{nerf|Yoshi can no longer slide off ledges when using Egg Throw, hindering its use as a movement tool.}}
**{{nerf|Consecutive uses of aerial Egg Throw grant Yoshi less height (0.84 → 0.5) and Yoshi cannot use it as many times before gaining no height (5 times → 3).}}
**{{nerf|Consecutive uses of aerial Egg Throw grant Yoshi less height (0.84 → 0.5) and Yoshi cannot use it as many times before gaining no height (5 times → 3).}}
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Yoshi's perception has been positive since ''SSB4''{{'}}s release, as many considered him to be as one of the best characters in the game with Japan putting him at 2nd on their 3DS tier list. Players pointed out how his buffs made him an extremely threatening character with "a lot of potential". Despite this, his tournament representation and results was never as high as some of the other characters, with very sparse results from professionals, such as {{Sm|Papa Wall}} placing 13th at [[2GGT: Mexico Saga]]. As a result, Yoshi was ranked 15th on the first [[tier list]], which resulted in him becoming the second highest ranking mid-tier character after {{SSB4|Captain Falcon}} with some smashers still claiming that his spot is debatable.
Although Yoshi has achieved more tournament success since then, his continually sparse results negatively affected his tier status in subsequent tier lists. On top of this, the additions of {{SSB4|Cloud}}, {{SSB4|Bayonetta}} and {{SSB4|Corrin}} hurt Yoshi as they proved to be very troublesome matchups. {{SSB4|Marth}} and {{SSB4|Lucina}} were also buffed durring patch 1.1.4 and they also proved to be difficult matchups for Yoshi. Yoshi's flaws such as his terrible grab game, poor range, being prone to edgeguarding, and lackluster landing capabilities became much more apparent. He would be ranked 23rd on the second tier list, but because of tier restructuring and Captain Falcon being reassessed as a high-tier character, Yoshi serendipitously became the highest ranking mid-tier character.
By the time of the third tier list, Yoshi was ranked 29th, which was largely owed to the debut of both {{SSB4|Cloud}} and {{SSB4|Bayonetta}}, both of whom are widely agreed upon as being his most challenging matchups as well as his results continuing to be inconsistent and not as impressive as other mid- and high-tier characters. In addition to resulting in Yoshi losing his status as the highest ranking mid-tier character, this tier drop was tied with {{SSB4|Kirby}} and {{SSB4|Pit}}'s for the second largest between the second and third tier lists. As of the fourth and current tier list, Yoshi is ranked 33rd, with this tier drop owing to both his results and metagame stagnating with some smashers like {{Sm|ZeRo}} claiming that he should be even lower. Other smashers such as {{Sm|ESAM}} however think that he is slightly underrated and that he should be ranked fairly higher with {{Sm|ESAM}} putting him above some characters ranked above him such as {{SSB4|Link}}, {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Pit}} and {{SSB4|Dark Pit}}.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=3112
|set10=3112
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide notable tournament results in some shape or form. Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten 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 -->
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
 
*{{Sm|DIO|Japan}} - Placed 9th at [[Hyper Sumabato]], 7th at [[Sumabato 13]], and 5th at [[Sumabato 14]].
''See also: [[:Category:Yoshi players (SSB4)]]''
*{{Sm|Firefly|Canada|p=Canada}} - Placed 5th at [[PAX Prime 2015]], 1st at a few local tournaments in [[doubles]] play, 9th at [[Northwest Majors VIII]], and 25th at [[Don't Park on the Grass]]. Ranked 12th on the [[British Columbia Power Rankings]].
 
*{{Sm|Havilar|USA}} - One of the best Yoshi players in the world prior to his semi-retirement. Placed 49th at [[GENESIS 3]], 9th at [[TGC 6]], 13th at [[2GGT: Mexico Saga]], 49th at [[EVO 2016]], and 49th at [[EVO 2017]]. Ranked 6th on the [[Texas Power Rankings]].
*{{Sm|DIO|Japan}} - One of the best Yoshi players in Japan. He became one of the first Yoshi players to garner results in 2015 at Karisuma and [[Sumabato]] events, most notably placing 5th at {{Trn|Sumabato 14}} and 7th at {{Trn|Sumabato 13}}. He eventually picked up {{SSB4|Ryu}}, but even after the switch in mains, he still used Yoshi at many tournaments to varying success such as 5th at {{Trn|Sumabato 26}}.
*{{Sm|Kamikaze|USA}} - The best Yoshi player in Georgia. Placed 33rd at [[Super Smash Con 2016]], [[UGC Smash Open]], and [[MomoCon 2017]], and 1st at a few local tournaments in doubles play. Formerly ranked 12th on the [[Georgia Power Rankings]]. He has wins over {{Sm|Hyper Kirby}} and {{Sm|ItsSonic}}.
*{{Sm|Raptor|USA}} - The best Yoshi player in the United States, in contention for best in the world during early meta. He headlined the character at Tri-state events with 9th at {{Trn|KTAR XIII}} and 13th at {{Trn|Apex 2016}} and also placed 9th at {{Trn|Super Smash Con 2015}} and 17th at {{Trn|Pound 2016}}, marking the best solo-Yoshi placements at a major/supermajor. His major results declined past 2017, but still retained a decent string of placements at regionals before the release of ''Ultimate''.
*{{Sm|Poltergust|USA}} - Placed 13th at [[Paragon Orlando 2015]], 17th at [[CEO 2015]], 49th at [[Paragon Los Angeles 2015]], 13th at [[Smash the Record 2015]], and 33rd at [[Frame Perfect Series 2]]. Ranked 10th on the [[Florida Power Rankings|Central Florida Power Rankings]]. He has a win over {{Sm|Earth}}.
*{{Sm|Ron|Japan}} - The best Yoshi player in Japan after DIO and the best Yoshi player of ''Smash 4''. While he tri-mained the character with {{SSB4|Mario}} and {{SSB4|Luigi}}, he still has performed notable feats with the character such as winning {{Trn|Sumabato 18}}, using Yoshi to beat {{Sm|Shuton}} and {{Sm|HIKARU}} in his bracket. He was the only player to be ranked globally with Yoshi, placing 57th on the [[PGR 100]] as one of his characters.
*{{Sm|Raptor|USA}} - Placed 9th at [[Super Smash Con 2015]], 49th at GENESIS 3, 7th at [[GUMS 6]], 17th at [[Pound 2016]], 13th at [[Apex 2016]], 5th at [[Glitch 2]], and has achieved several top 10 placings at [[KTAR (tournament series)|KTAR]] tournaments. Formerly ranked 9th on the [[New York City Power Rankings]].
*{{Sm|Seth|USA}} - The best solo-Yoshi player by the end of the game's lifespan. He became the highest placing solo-Yoshi at notable majors such as 17th at {{Trn|Smash 'N' Splash 3}}, 25th at {{Trn|Super Smash Con 2017}}, and 33rd at {{Trn|Frostbite 2018}}. He also consistently placed well at multiple [[Midwest Mayhem (tournament series)|Midwest Mayhem]] events, placing 9th at {{Trn|Midwest Mayhem 10}} as an example.
*{{Sm|Ron|Japan}} (#57) - Placed 2nd at [[Sumabato 12]], 3rd at [[Hirosuma: Revolution]], 2nd at [[Sumabato 17]], and 1st at [[Sumabato 18]]. He has wins over {{Sm|Shuton}} and {{Sm|HIKARU}}.
*{{Sm|Snoop|USA}} - A Yoshi player from Las Vegas that notably made top 64 at supermajors on most occasions, including 33rd at {{Trn|GENESIS 5}} defeating {{Sm|6WX}} and 49th at {{Trn|EVO 2018}} defeating {{Sm|K9sbruce}}. In terms of local rankings, he consistently remained a top 5 player, often peaking at 3rd on multiple [[Las Vegas Power Rankings]].
*{{Sm|Seth|USA}} - Placed 9th at [[Midwest Mayhem (tournament series)|Midwest Mayhem]] 3, 5, 7, and 8. Ranked 4th on the [[Chicago Smash 4 Power Rankings|Chicago Power Rankings]] and 16th on the [[Midwest Smash 4 Power Rankings|Midwest Power Rankings]].
 
*{{Sm|Snoop|USA}} - Placed 17th at [[2GGT: FOW Saga]], 25th at [[2GGT: KTAR Saga]], 49th at [[GENESIS 4]], 65th at [[2GGC: Civil War]], and 49th at [[EVO 2018]]. Ranked 3rd on the [[Las Vegas Power Rankings]].
===Tier placement and history===
*{{Sm|Suarez|USA}} - Placed 33rd at [[Overclocked II]], 17th at [[KTAR XVI]],  and 13th at [[Collision XV]]. Has wins over players such as {{Sm|Mr. E}}, {{Sm|Frozen}}, {{Sm|John Numbers}} and {{Sm|DarkBlues}}. Formerly ranked 5th on the [[New York Power Rankings]].
Yoshi's perception has been positive since ''SSB4''{{'}}s release, as many considered him to be as one of the best characters in the game with Japan putting him at 2nd on their 3DS tier list. Players pointed out how his buffs made him an extremely threatening character with "a lot of potential". Despite this, his tournament representation and results was never as high as some of the other characters, with very sparse results from professionals, such as {{Sm|Papa Wall}} placing 13th at [[2GGT: Mexico Saga]]. As a result, Yoshi was ranked 15th on the first [[tier list]], which resulted in him becoming the second highest ranking mid-tier character after {{SSB4|Captain Falcon}} with some smashers still claiming that his spot is debatable.
 
Although Yoshi has achieved more tournament success since then, his continually sparse results negatively affected his tier status in subsequent tier lists. On top of this, the additions of {{SSB4|Cloud}}, {{SSB4|Bayonetta}} and {{SSB4|Corrin}} hurt Yoshi as they proved to be very troublesome matchups. {{SSB4|Marth}} and {{SSB4|Lucina}} were also buffed durring patch 1.1.4 and they also proved to be difficult matchups for Yoshi. Yoshi's flaws such as his terrible grab game, poor range, being prone to edgeguarding, and lackluster landing capabilities became much more apparent. He would be ranked 23rd on the second tier list, but because of tier restructuring and Captain Falcon being reassessed as a high-tier character, Yoshi serendipitously became the highest ranking mid-tier character.
 
By the time of the third tier list, Yoshi was ranked 29th, which was largely owed to the debut of both {{SSB4|Cloud}} and {{SSB4|Bayonetta}}, both of whom are widely agreed upon as being his most challenging matchups as well as his results continuing to be inconsistent and not as impressive as other mid- and high-tier characters. In addition to resulting in Yoshi losing his status as the highest ranking mid-tier character, this tier drop was tied with {{SSB4|Kirby}} and {{SSB4|Pit}}'s for the second largest between the second and third tier lists. As of the fourth and current tier list, Yoshi is ranked 33rd, with this tier drop owing to both his results and metagame stagnating with some smashers like {{Sm|ZeRo}} claiming that he should be even lower. Other smashers such as {{Sm|ESAM}} however think that he is slightly underrated and that he should be ranked fairly higher with {{Sm|ESAM}} putting him above some characters ranked above him such as {{SSB4|Link}}, {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Pit}} and {{SSB4|Dark Pit}}.


==[[Trophies]]==
==[[Trophies]]==
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