Yoshi (SSB4): Difference between revisions

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Reverted edits by 93.67.212.119 (talk) to last version by 2.38.204.22.
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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't 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-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.


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, 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.
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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 and leaving his nose less exposed. This makes him less vulnerable to [[spacing]].}}
**{{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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**{{buff|The mid and late hit have higher base knockback (0 → 30), improving their KO potential, despite their lower damage.}}
**{{buff|The mid and late hit have higher base knockback (0 → 30), improving their KO potential, despite their lower damage.}}
***{{nerf|However, this also hinders their locking potential as well as their followup potential at higher percents, especially when combined with neutral aerial's shorter duration/higher landing lag.}}
***{{nerf|However, this also hinders their locking potential as well as their followup potential at higher percents, especially when combined with neutral aerial's shorter duration/higher landing lag.}}
**{{buff|The mid and late hits are positioned further away from Yoshi (z offset: 3.3 → 4 (mid)/3.5 (late)) with the mid hit's hitbox also being larger than its previous foot hitbox (3.3u → 3.6u). This gives them slightly more range in front of Yoshi and reduces the blindspot on his foot, especially the mid hit.}}
**{{buff|The mid and late hits are positioned further away from Yoshi (z offset: 3.3 → 4 (mid)/3.5 (late)) with the mid hit's hitbox also being larger than its previous foot hitbox (3.3u → 3.6u). This gives them slightly more range in front of Yoshi, especially the mid hit.}}
**{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean)/6-15 (mid)/16-31 (late) → 3-4/5-11/12-25).}}
**{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean)/6-15 (mid)/16-31 (late) → 3-4/5-11/12-25).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 11).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 11).}}