Yoshi (PM): Difference between revisions

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m (→‎Alternate costumes: proper format)
(→‎Attributes: Yoshi does actually have a recovery in his Egg Roll, albeit not a very good one. If we're only calling Up Specials recovery moves, then I guess this edit should be undone.)
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Yoshi is a very mobile fighter with many great offensive and defensive options, a solid [[combo]] game, and a versatile [[projectile]]. Yoshi has two unique features in his moveset: his [[shield]] and his [[double jump]]. Yoshi's shield does not function as normal shields do: upon shielding, Yoshi encases himself in an egg. As the shield depletes from damage or time, it does not shrink, changing color instead. This makes Yoshi impossible to [[shield stab]] and grants Yoshi the ability to [[parry]], blocking attacks on the frame they hit and being able to counter instantly. Yoshi is also completely immune to [[shieldstun]] past the normal [[hitlag]] of the move. Yoshi's midair jump is also unique. It is delayed, like [[Peach]]'s or [[Ness]]'s second jump, enabling [[double jump canceling]], rising aerials, and enhancing mobility options in the air. It also features light [[armor]], letting Yoshi use it through moves that would have otherwise caused flinching. This allows Yoshi to [[double jump cancel counter]] or use the jump as a defensive option. Many of Yoshi's attacks utilize his long tail, giving them great reach. He also has great aerials, with his forward being a meteor smash, down being a heavy damage dealer, and neutral and up both being able to kill. His [[Egg Throw]] has great range and is hard to predict with how widely it can be angled. It serves as a great [[edge guard]]ing or comboing tool.  
Yoshi is a very mobile fighter with many great offensive and defensive options, a solid [[combo]] game, and a versatile [[projectile]]. Yoshi has two unique features in his moveset: his [[shield]] and his [[double jump]]. Yoshi's shield does not function as normal shields do: upon shielding, Yoshi encases himself in an egg. As the shield depletes from damage or time, it does not shrink, changing color instead. This makes Yoshi impossible to [[shield stab]] and grants Yoshi the ability to [[parry]], blocking attacks on the frame they hit and being able to counter instantly. Yoshi is also completely immune to [[shieldstun]] past the normal [[hitlag]] of the move. Yoshi's midair jump is also unique. It is delayed, like [[Peach]]'s or [[Ness]]'s second jump, enabling [[double jump canceling]], rising aerials, and enhancing mobility options in the air. It also features light [[armor]], letting Yoshi use it through moves that would have otherwise caused flinching. This allows Yoshi to [[double jump cancel counter]] or use the jump as a defensive option. Many of Yoshi's attacks utilize his long tail, giving them great reach. He also has great aerials, with his forward being a meteor smash, down being a heavy damage dealer, and neutral and up both being able to kill. His [[Egg Throw]] has great range and is hard to predict with how widely it can be angled. It serves as a great [[edge guard]]ing or comboing tool.  


However, Yoshi has one huge weakness. He lacks a recovery move, making unexpected ventures off stage result in death very often. While Yoshi's double jump is armored and can travel a long distance, Yoshi does not get it back upon being put into hitstun. This differs from normal [[recovery|return moves]] and makes Yoshi very easy to [[gimp]] once his jump is gone. This is especially detrimental due to his heavy reliance on his midair jump for many maneuvers and techniques on stage. If Yoshi is hit out of his jump while on stage or trades while using a double jump canceled aerial, he is almost certain to be KO'd.  
However, Yoshi has one huge weakness. He lacks a vertical recovery move, making unexpected ventures off stage result in death very often. While Yoshi's double jump is armored and can travel a long distance, Yoshi does not get it back upon being put into hitstun. This differs from normal [[recovery|return moves]] and makes Yoshi very easy to [[gimp]] once his jump is gone. This is especially detrimental due to his heavy reliance on his midair jump for many maneuvers and techniques on stage. If Yoshi is hit out of his jump while on stage or trades while using a double jump canceled aerial, he is almost certain to be KO'd.  


===Changes from ''Melee'' to PM===
===Changes from ''Melee'' to PM===