Yoshi (SSB): Difference between revisions

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|dtiltname= 
|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. 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= 
|dashname= 
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
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|dsmashname= 
|dsmashname= 
|dsmashdmg=14%, 13% (NTSC-J)
|dsmashdmg=14%, 13% (NTSC-J)
|dsmashdesc=Tail sweeps on both sides, moderate horizontal knockback for a smash attack, and has some ending lag.
|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= 
|nairname= 
|nairdmg=14% (clean), 11% (late)
|nairdmg=14% (clean), 11% (late)
|nairdesc=[[Sex kick]] with below average horizontal knockback. Can be used to [[edgeguard]] somewhat. When used while [[DJC]]'d and [[Z-cancel]]led, it can be an effective [[shield break combo]].
|nairdesc=Yoshi sticks hit leg out in front of him. The move starts off with a stronger hitbox which then beecomes 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.  
|fairname=Noggin Dunk
|fairname=Noggin Dunk
|fairdmg=18%
|fairdmg=18%
|fairdesc=Aerial headbutt forward, a [[meteor smash]]. Great knockback for a meteor smash of its speed, can KO at medium percentages and combos into other aerial attacks at lower percentages, as well as having some use as a combo starter when used against a grounded opponent. It can KO grounded opponents at very high percentages.
|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.
|bairname= 
|bairname= 
|bairdmg=16% (clean), 10% (late)
|bairdmg=16% (clean), 10% (late)
|bairdesc=A kick backward with both feet, the move has good horizontal knockback and can be combo'd into, as well as being a strong [[edgeguarding]] move.
|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= 
|uairname= 
|uairdmg=15%
|uairdmg=15%
|uairdesc=Whips his tail upwards, is very powerful in combos using [[DJC]], and can KO vertically, notably from an up tilt at high percentages.
|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
|dairname=Flutter Kick
|dairdmg=4% (hits 1-14), 56% (total)
|dairdmg=4% (hits 1-14), 56% (total)
|dairdesc=Flutter Kick that is capable of [[meteor smash]]ing at high percentages, does 14 hits of 3-4%. Out of all moves in ''Smash 64'', it has the highest damage output, being able to deal a whopping 56% if all hits connect, being especially effective on characters with large, vulnerable [[hurtbox]]es such as {{SSB|Donkey Kong}}. It can be used on its own as a [[shield break combo]], It is automatically made less useful as a combo move due to being a multi-hit attack, therefore easy to [[SDI]] out of. With DJC, it can be a dangerous combo starter.
|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.
 
The main downside with down aerial however is that as it is a multi hit move, it is vulnerable to [[SDI]]. Opponents can easily SDI out of the move which limits the move's damage racking and followup potential. The move in general also does not work very well when Yoshi is rising. A rising down aerial whiffs a lot of hits against a majority of the cast (especially smaller characters) and while Yoshi can set up a lower down aerial with a double jump cancel, this does come at the cost of Yoshi losing a lot of hits and subsequently, a lot of damage. Additionally, while the move can be used for edgegaurding, the multi hits are rather weak at lower percents so the move can be survived off stage.
 
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= 
|grabname= 
|grabdesc=Yoshi, along with {{SSB|Link}} and {{SSB|Samus}}, has an "extended grab". He uses his tongue while standing. This allows him to grab opponents from a distance, but the grab is very laggy if it misses. The grab range is notably shorter than Link and Samus's.
|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 oppponents 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.
|fthrowname= 
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Reels back with opponent in mouth and throws them forward, good horizontal knockback.
|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= 
|bthrowname= 
|bthrowdmg=16%
|bthrowdmg=16%
|bthrowdesc=Turns around, and throws his opponent backwards, has better knockback than f-throw.
|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.  
|floorbname=
|floorbname=
|floorbdmg=6%
|floorbdmg=6%