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{{cquote|''A denizen of Yoshi's Island whose huge jumps lend superior air mobility.''|cite=''Brawl'' manual description}}
'''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a returning veteran in ''[[Super Smash Bros. Brawl]]'', confirmed on the [[Smash Bros. DOJO!!]] website on July 24, 2007. Kazumi Totaka's voice clips from ''Yoshi's Story'' are reused once again, with a mix of those last used in ''Melee'' and some not used in ''Smash'' before ''Brawl''.
Confirmed on the [[Smash Bros. DOJO!!]] website on July 24, 2007, '''Yoshi''' ({{ja|ヨッシー|Yosshī}}, ''Yoshi'') is a returning veteran in ''[[Super Smash Bros. Brawl]]''. Yoshi is once again voiced by Kazumi Totaka, albeit with recycled voice clips.


Yoshi currently ranks 27th on the [[tier list]] at the last spot of mid tier, a vast drop from his 12th position in ''Melee'', and his worst placement in the series. Yoshi is a unique character; he is a heavyweight with the fastest [[air speed]] in ''Brawl'', possesses a [[recovery]] that revolves around the best [[midair jump]] in ''Brawl'', and possesses a unique [[Shield#Yoshi's shield|shield]] that does not shrink, making him completely immune to [[shield stabbing]]. Yoshi in general has great all around movement speed (possessing a fast [[walking]] and [[dashing]] speed to compliment his air speed), and fast attacks throughout his moveset. Additionally, Yoshi possesses [[grab release]] options on several characters (which include [[chain grab]]s on nearly half the cast and a forward aerial [[meteor smash]] follow up), which is complimented by one of the best [[pivot grab]]s. Yoshi also has among the best [[Momentum cancelling#Horizontal momentum canceling|horizontal survivability]] with above-average vertical survivability due to his heavyweight status and average falling speed, good [[reach]] all around, a great get off move in his [[jab]], and a great anti-air [[projectile]] in [[Egg Throw]]. Yoshi has some strong flaws however, the most major of which being his abysmal [[out of shield]] options, as he is unable to jump out of shield (the only character with this hindrance), which combines with his slow standing [[grab]] and poor [[roll dodge]] for one of the worst close up games (resulting in Yoshi being easy to pressure). Yoshi also has an over-reliance on his double jump to recover, making [[footstool jump]]s, [[meteor smash]]es, or certain special grabs very dangerous to him (although he can [[air dodge]] during his second jump to gain invincibility). Other flaws include his slow and laggy standing and dashing grabs and an awkwardly large [[hurtbox]] on his nose that makes it easier to hit and [[space]] Yoshi. Overall, this has resulted in average matchups and average tournament results for Yoshi.
Yoshi currently ranks 27th on the [[tier list]] at the last spot of mid tier, a vast drop from his 10th position in ''Melee'', and his worst placement in the series. Yoshi is a unique character; he is a heavyweight with the fastest [[air speed]] in ''Brawl'', possesses a [[recovery]] that revolves around the best [[midair jump]] in ''Brawl'', and possesses a unique [[Shield#Yoshi's shield|shield]] that does not shrink, making him largely immune to [[shield stabbing]] (outside of a miniscule blindspot at the bottom of Yoshi's shield). Yoshi in general has great all around movement speed (possessing a fast [[walking]] and [[dashing]] speed to compliment his air speed), and fast attacks throughout his moveset. Additionally, Yoshi possesses [[grab release]] options on several characters (which include [[chain grab]]s on nearly half the cast, an up smash and a forward aerial [[meteor smash]] follow up although the latter is only guaranteed at the ledge in certain matchups), which is complimented by one of the best [[pivot grab]]s. Yoshi also has among the best [[Momentum cancelling#Horizontal momentum canceling|horizontal survivability]] with above-average vertical survivability due to his heavyweight status and average falling speed, good [[reach]] all around, a great get off move in his [[jab]], and a great anti-air [[projectile]] in [[Egg Throw]].  
 
Yoshi has some strong flaws however, the most major of which being his extremely poor shield due to a multitude of reasons. Yoshi is unable to jump out of shield (the only character with this hindrance), his drop shield animation is twice as long as the rest of the cast, Yoshi is unable to [[Powershield canceling|powershield cancel]] and Yoshi is unable to glide toss. When combined with the fact that Yoshi's standing [[grab]] is the slowest in the game in terms of startup (which is his fastest [[out of shield]] punish on both normal shield and even powershield) and he has poor [[roll]]s, this gives Yoshi the worst out of shield game in the entire game. Yoshi is incapable of punishing many moves which are easily punishable for the rest of the cast and he is overall vulernable to rather unique shield pressure compared to the rest of the cast due to his highly lacking shield, making Yoshi's shield the worst in the entire cast by a significant margin. In addition to Yoshi's very poor shield, he also has an over-reliance on his double jump to recover, making [[footstool jump]]s, [[meteor smash]]es, or certain special grabs very dangerous to him (although he can [[air dodge]] during his second jump to gain invincibility). Other flaws include his slow and laggy standing and dashing grabs and an awkwardly large [[hurtbox]] on his nose that makes it easier to hit and [[space]] Yoshi. He also has poor KO power, since outside of his forward smash, up aerial and neutral aerial, he lacks other effective finishers, since his up and down smashes are among the weakest and back aerial cannot KO reliably. Overall, this has resulted in average matchups and average tournament results for Yoshi.


==Attributes==
==Attributes==
Yoshi is a rather [[weight|heavy]] character, tied with {{SSBB|Wario}} in weight, but rather small and fast for his weight. He is very maneuverable in the air with a slow falling speed and the fastest air speed in the game, which are not usually attributes found in heavyweights. His moves generally have decent speed (although not as quick as several characters), and his range is good for non-disjointed moves. His Flutter Kick (down aerial) can hit for 35% if used correctly, making it among the most damaging attacks in the game (although this can be escaped with [[SDI]]). Arguably the most notable aspect of Yoshi's moveset is his midair jump, which is the farthest-reaching in the game, and gives him limited [[knockback resistance]] during the ascent. As long as Yoshi has his double jump, he can also be an effective edge guarder, either finishing enemies off with his meteor smashes, or using his neutral aerial at the right time to knock them back even further. This also allows Yoshi to perform a pseudo-[[wavedash]], known as the [[Dragonic Reverse]], which allows him to move and attack somewhat spontaneously. However, it is very difficult to execute, so its actual usage is limited.
Yoshi is a rather [[weight|heavy]] character, tied with {{SSBB|Wario}} in weight, but rather small and fast for his weight. He is very maneuverable in the air with a slow falling speed and the fastest air speed in the game, which are not usually attributes found in heavyweights. His moves generally have decent speed (although not as quick as several characters), weak knockback, and his range is good for non-disjointed moves. His Flutter Kick (down aerial) can hit for 35% if used correctly, making it among the most damaging attacks in the game (although this can be escaped with [[SDI]]). Arguably the most notable aspect of Yoshi's moveset is his midair jump, which is the farthest-reaching in the game, and gives him limited [[knockback resistance]] during the ascent. As long as Yoshi has his double jump, he can also be an effective edge guarder, either finishing enemies off with his meteor smashes, or using his neutral aerial at the right time to knock them back even further. This also allows Yoshi to perform a pseudo-[[wavedash]], known as the [[Dragonic Reverse]], which allows him to move and attack somewhat spontaneously. However, it is very difficult to execute, so its actual usage is limited.


One significant flaw with Yoshi is that, because of his minuscule third jump, Footstool Jumps, grabs (such as special grabs that can catch in the air), and attacks with enough knockback to cancel his midair jump's resistance can be devastating to Yoshi should they be performed while he is in his second jump. He is quite [[Dashing#Running_Speed|speedy]] on the ground, but he has few effective ways to advance on the opponent. Yoshi's standing grab range has lots of start up lag, and his dash grab is very punishable, with both being relatively short for tether grabs. However, Yoshi arguably has the best [[pivot grab]] in the game. His specials are largely situational due to a mix of poor range and speed. Egg Throw, for example, is an effective projectile attack that can help change directions in midair and can help recovery, but it can be hard to use because it travels in an arc, which can make it hard to hit with. Although his shield gives him immunity to shield stabbing and lasts slightly longer than others, it has a long exiting animation (taking 17 frames to shield drop instead of 7 frames for anyone else) and it cannot be jumped out of, giving him arguably the worst out of shield options in the game when considering his very slow standing grab, making him have a near impossible time punishing the opponent for hitting Yoshi's shield. His roll is also poor, though he has one of the best spot dodges in the game.  
One significant flaw with Yoshi is that, because of his minuscule third jump, Footstool Jumps, grabs (such as special grabs that can catch in the air), and attacks with enough knockback to cancel his midair jump's resistance can be devastating to Yoshi should they be performed while he is in his second jump. He is quite [[Dashing#Running_Speed|speedy]] on the ground, but he has few effective ways to advance on the opponent. Yoshi's standing grab range has lots of start up lag, and his dash grab is very punishable, with both being relatively short for tether grabs. However, Yoshi arguably has the best [[pivot grab]] in the game. His specials are largely situational due to a mix of poor range and speed. Egg Throw, for example, is an effective projectile attack that can help change directions in midair and can help recovery, but it can be hard to use because it travels in an arc, which can make it hard to hit with. Although his shield gives him immunity to shield poking (outside of a miniscule blindspot at the bottom of Yoshi's shield), it has a long exiting animation (taking 15 frames to shield drop instead of 7 frames for anyone else) and it cannot be jumped out of, giving him arguably the worst out of shield options in the game when considering his very slow standing grab, making him have a near impossible time punishing the opponent for hitting Yoshi's shield. His roll is also poor, though he has one of the best spot dodges in the game.


Yoshi's major advantage is in his grab-release on a large number of cast members. He has a grab-release on at least nineteen cast members, and he can grab-release-spike seven of those.
Yoshi's major advantage is in his grab-release on a large number of cast members. He has a grab-release on at least nineteen cast members, and he can grab-release-spike seven of those.
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Yoshi is a character with very clear advantages and disadvantages. Many of his advantageous match-ups stem from his grab-release or other tricks he can pull off, but his relatively short and laggy grab can be an impediment (though he can pivot grab to remedy this). Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated Yoshi players can do very well with him.
Yoshi is a character with very clear advantages and disadvantages. Many of his advantageous match-ups stem from his grab-release or other tricks he can pull off, but his relatively short and laggy grab can be an impediment (though he can pivot grab to remedy this). Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated Yoshi players can do very well with him.


==Changes from ''Melee'' to ''Brawl''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Yoshi has received massive buffs, such as stronger tilts and aerials, a much better grab game due to his new air release option on a large portion of the cast and his new effective pivot grab, his superior mobility especially in the air, a majorly improved [[recovery]], and he is considered to be overall greatly buffed in the transition from ''Melee'' to ''Brawl''.  
Yoshi has received noticeable buffs, such as a much better grab game due to his new air release option on a large portion of the cast and his new effective pivot grab, his superior mobility especially in the air, a majorly improved [[recovery]] due to him now performing a small jump when using Egg Throw and he was initially considered to be overall greatly buffed in the transition from ''Melee'' to ''Brawl'' due to him being thought as a low tier character, or even among the worst. However, as Yoshi's metagame in Melee developed, he is now considered much better that he was thought to be before, while the changes caused by the transition to '' Brawl'' caused him to be significantly nerfed.


However, the severely decreased knockback to his down smash, forward aerial and [[Yoshi Bomb]] and damage to his down air, as well as losing a powerful recovery option in [[Egg Roll]], the drastic changes applied to his double jump and worsened comboing ability due to the loss of [[double jump canceling]] have harmed Yoshi very significantly. Yoshi's biggest nerf however is his [[shield]]. His shield is significantly worse going from being different but still useful in ''Melee'' to being almost unusable compared to the rest of the cast. He still cannot jump out of shield, which is an exacerbated problem in ''Brawl'''s defensive play, where a character's out of shield game is much more important. This is made worse by the fact that Yoshi now suffers from the same amount of [[shieldstun]] as the rest of the cast. His shield grab while improved from ''Melee'' is still among the slowest in the game and is extremely situation at best. He can also no longer power shield and the removal of light shield also hinders him. The only positives his shield has are the fact it still cannot be shield poked and that he possesses one of the best spotdodges in the game which has had its invincibility increased from ''Melee''.
Yoshi has received several big direct nerfs, and the new mechanics introduced in ''Brawl'' overall plagued him. His KO potential was drastically reduced, as the severely decreased knockback to many of his attacks, most notably his smash attacks, sweetspotted forward aerial and [[Yoshi Bomb]] and damage to his down air removed down smash and Yoshi Bomb's KO potential and up smash is now among the weakest, leaves him capable of KOing reliably only with his now weak forward smash, his neutral aerial and his up aerial, while [[Egg Roll]] no longer gives him horizontal distance, making it completely useless for recovering and removes its utility outside of momentum canceling, and the drastic changes applied to his double jump and worsened comboing ability due to the loss of [[double jump canceling]] and the addition of the hitstun canceling have harmed Yoshi very significantly. Yoshi's biggest nerf however is his already abysmal [[shield]] game. His shield is significantly worse going from being different but still useful in ''Melee'' to being almost unusable compared to the rest of the cast. He still cannot jump out of shield and has lost all his advanced techniques out of shield, which is an exacerbated problem in ''Brawl'''s defensive play, where a character's out of shield game is much more important. This is made worse by the fact that Yoshi now suffers from the same amount of [[shieldstun]] as the rest of the cast. His shield grab while improved from ''Melee'' is still among the slowest in the game and is extremely situational at best. The only positives his shield has are the fact it still cannot be shield poked and that he possesses one of the best spot dodges in the game which has had its invincibility increased from ''Melee''. This causes him to have the worst defensive game in Brawl, with terrible out of shield options and the loss of all his advanced techniques.


As such, his major buffs don't compensate for the intensity of the nerfs he received, making him a much less effective character than in ''Melee''.  
As such, the intensity of the nerfs heavily overshadow the buffs he received, making him a much less effective character than in ''Melee''.


===Aesthetics===
===Aesthetics===
*{{change|Yoshi's appearance is that of his upright, bubblier appearance used in all future Mario games.}}  
*{{change|Yoshi's appearance is that of his upright, bubblier appearance used since ''Yoshi's Story'', though he more so resembles his ''Super Mario 64 DS'' design.}} He also has smother skin and his eyes now have blue irises.
*{{change|While Yoshi's tail is smaller in ''Brawl'', his tail grows bigger for attacks where it is used than it did in ''Melee''.}}  
*{{change|While Yoshi's tail is smaller in ''Brawl'', his tail grows bigger for attacks where it is used than it did in ''Melee''.}}
*{{change|The spikes on his back are curved rather than spiky, like they are in his appearances recent prior to ''Brawl'''s release.}}  
*{{change|The spikes on his back are curved rather than spiky, like in his appearances prior to ''Brawl'''s release.}}
*{{change|His tongue also makes a different sound.}}
*{{change|Yoshi's tongue sound effect has been updated.}}
*{{change|Yoshi's skin color is a darker tone.}}
*{{change|Yoshi's skin color is a darker tone. Red Yoshi also is a darker shade of red and also wears blue shoes}}
*{{change|Yoshi's previous taunt has been moved to his down taunt and has a new voice clip.}}
*{{change|Yoshi's previous taunt has been moved to his down taunt and has a new voice clip.}}
*{{change|Yoshi no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}


===Attributes===
===Attributes===
*{{change|Yoshi is very slightly [[Weight|lighter]] (108 (NTSC), 111 (PAL) → 107), slightly worsening Yoshi's already strong endurance but making him less susceptible to combos.}}
*{{buff|Yoshi [[dash]]es faster (1.6 → 1.68), especially relative to returning veterans, now going from the 10th fastest out of 26 fighters to the 11th fastest out of 39.}}
*{{buff|Yoshi [[dash]]es faster (1.6 → 1.68).}}
*{{buff|Yoshi's [[air speed]] is faster (1.2 → 1.316). Excluding Wario-Man, he now has the fastest air speed in the game.}}
*{{buff|Yoshi's [[air speed]] is faster (1.2 → 1.316). Excluding Wario-Man, he now has the fastest air speed in the game.}}
*{{change|Yoshi's [[falling speed]] is slower (1.93 → 1.29). However, Yoshi still falls faster when comparing to the returning veterans, making him even easier to combo due to his hunched stance but improving his endurance.}}
*{{change|Yoshi's [[falling speed]] is slower (1.93 → 1.29). However, Yoshi still falls faster when comparing to the returning veterans, making him even easier to combo due to his hunched stance but improving his endurance.}}
*{{change|Yoshi's gravity is lower (0.093 → 0.07347).}}
*{{change|Yoshi's gravity is lower (0.093 → 0.07347).}}
*{{buff|Yoshi has an overall drastically improved [[recovery]], due to his increased air speed and his Egg Throw now giving him a slight hop, as well as the fact that since he can not double jump cancel; he can now use his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump. Additionally, ''Brawl'''s new air dodge mechanics allows Yoshi to air dodge while keeping the momentum of his midair jump, essentially giving him an invincible recovery move.}}
*{{nerf|Yoshi is one unit [[Weight|lighter]] (108 → 107), slightly worsening Yoshi's endurance.}}
*{{change|If Yoshi attacks during his double jump he does not stop momentum, unless he uses his special moves, like [[Egg Throw]]. This means that Yoshi can no longer [[double jump cancel]] with his aerials, significantly hindering his combo ability although it increases his recovery's safety.}}
*{{change|If Yoshi attacks during his double jump he does not stop momentum, unless he uses his special moves, like [[Egg Throw]]. This means that Yoshi can no longer [[double jump cancel]] with his aerials, significantly hindering his combo ability although it increases his recovery's safety.}}
*{{nerf|Getting hit out of his double jump causes him to receive full knockback of the move that caused it, instead of the difference in knockback.}}
*{{nerf|Yoshi's [[Jump|jumpsquat]] is longer (5 frames → 6).}}
*{{nerf|Yoshi's [[Jump|jumpsquat]] is longer (5 frames → 6).}}
*{{nerf|Yoshi's traction is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th highest in ''Melee'' to the 4th worst. Due to the removal of [[wavedashing]], he receives no compensation for this change which is further exacerbated by his poor shield game and a character's out of shield game being more imperative than ever.}}
*{{nerf|Yoshi's traction is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th highest in ''Melee'' to the 4th worst. Due to the removal of [[wavedashing]], this hinders him overall, which is further exacerbated by his poor shield game and a character's out of shield game being more imperative than ever.}}
*{{nerf|Yoshi's double jump now uses standard knockback based [[armor]], rather than subtractive knockback-based armor. This mean's that once Yoshi's double jump armor is broken, he will now receive full knockback from the move that caused it, rather than the difference in knockback.}}
*{{buff|Yoshi's [[powershield]] window has less startup lag with a longer duration (frames 3-4 → 1-3).}}
**{{nerf|However, he can no longer setup up at any point of his shielding animation in the right circumstances, now functioning like every other character.}}
*{{nerf|The removal of light [[shield]] hinders Yoshi more than the rest of the cast as he can no longer use his light shield to slide across the stage to escape shield pressure when hit.}}
*{{nerf|The removal of light [[shield]] hinders Yoshi more than the rest of the cast as he can no longer use his light shield to slide across the stage to escape shield pressure when hit.}}
*{{nerf|Yoshi can no longer power shield which is especially harmful due to power shield's importance in ''Brawl''. This combined with the fact that he now suffers from shieldstun and he can no longer jump out of his initial shield animation also means that he can no longer [[parry]] out of shield.}}  
*{{nerf|Yoshi now suffers from the same amount of [[shieldstun]] as the rest of the cast rather than having no shieldstun. This especially hurts him considering the fact that every other character suffers from less shieldstun.}}
*{{nerf|Yoshi can no longer throw items out of a [[roll]] preventing him for [[glide toss]]ing.}}
*{{nerf|Yoshi can no longer jump out of his initial shield animation, removing his ability to [[parry]].}}
*{{nerf|Yoshi can no longer throw items out of a [[roll]], preventing him for [[glide toss]]ing.}}
**{{nerf|Altogether, these changes combined with Yoshi's shield drop only becoming one frame shorter (which especially hurts him considering the fact that every other character's shield drop animation is 8 frames shorter) and with Yoshi still being unable to [[powershield canceling|powershield cancel]] have drastically hindered Yoshi's shield game, going from being unique to the absolute worst in the game by a large margin.}}
*{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}}
*{{change|Yoshi now cannot land during the first 7 frames of his [[air dodge]], and will remain in an airborne state until the 8th frame of the animation should he reach the ground during this time.}}
**{{buff|Regardless, if Yoshi touches the ground during this time, but then enters the air again, his double jump is restored. This allows for the niche [[Dragonic_Reverse#Yoshi.27s_triple_jump|triple jump]] technique.}}
*{{buff|Yoshi now has the ability to [[crawl]], giving him the ability to duck under moves or shrink his hurtbox.}}
*{{buff|Yoshi now has access to super glide tossing giving him an additional approach option when holding an item. Yoshi's super glide toss can cover almost half of [[Final Destination]].}}
*{{buff|Yoshi now has access to super glide tossing giving him an additional approach option when holding an item. Yoshi's super glide toss can cover almost half of [[Final Destination]].}}
*{{buff|The changes to [[meteor cancel]]ing benefits Yoshi more than most other returning veterans as it improves his forward and down aerial's reliability and he is less vulnerable to meteor smashes compared to the rest of the cast as his meteor cancel window is larger than most other characters.}}
*{{buff|The changes to [[meteor cancel]]ing benefits Yoshi more than most other returning veterans as it improves his forward and down aerial's reliability and he is less vulnerable to meteor smashes compared to the rest of the cast as his meteor cancel window is larger than any other returning veteran.}}
*{{buff|[[Spotdodge]] has a longer duration (frames 2-15 → 2-20).}}
*{{buff|Yoshi has an overall drastically improved [[recovery]], due to his increased air speed and his Egg Throw now giving him a slight hop, as well as the fact that since he can not double jump cancel; he can now use his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump. Additionally, ''Brawl'''s new air dodge mechanics allows Yoshi to air dodge while keeping the momentum of his midair jump, essentially giving him an invincible recovery move.}}
*{{buff|Yoshi now has the ability to [[crawl]], giving him the ability to duck under moves or shrink his hurtbox.}}


===Ground attacks===
===Ground attacks===
*{{buff|[[Neutral attack]]'s second hit deals slightly more damage (5% → 6%), making it stronger despite its altered knockback, which makes it safer on hit at lower percentages (8 (base)/120 (growth) → 25/100).}}
*[[Neutral attack]]:
*{{nerf|[[Dash attack]] has less reach (9.54u → 6u).}}
**{{buff|The second hit deals slightly more damage (5% → 6%), making it stronger despite its altered knockback, which makes it safer on hit at lower percentages (8 (base)/120 (growth) → 25/100).}}
*{{nerf|Yoshi has a new [[forward tilt]]: a tail swat instead of a strong kick. It deals less damage (13%/12%/11% → 10%/9%/8%), making it weaker.}}
*[[Forward tilt]]:
*{{buff|Forward tilt has more range and its lower damage improves its combo potential at lower percents.}}
**{{change|Yoshi has a new forward tilt: a tail swat instead of a strong kick.}}
*{{buff|[[Up tilt]] has slightly less startup lag (frame 8 → 7), and, due to no animation change, it can hit grounded opponents better overall.}}
**{{buff|It has more increased range, improves its combo potential at lower percents due to its now lowered damage output.}}
*{{change|[[Down tilt]] no longer has [[set knockback]], instead having very small knockback growth (100 (set) → 65 (base), 30 (scaling)). Down tilt also now has a sourspot located at the tip of his tail that deals half damage (10% → 5%) and sends opponents at the [[Sakurai angle]].}}
**{{nerf|It deals less damage (13%/12%/11% → 10%/9%/8%), making it weaker.}}
*{{nerf|[[Forward smash]] deals less knockback (32 base/94 growth → 20/92). It also has smaller hitboxes (4.8/4/2.4 → 4.2/3.7/3) and more ending lag (frame 44 → 51).}}
*[[Up tilt]]:
*{{buff|[[Up smash]] deals more damage (14% → 16%).}}
**{{buff|Up tilt has slightly less startup lag (frame 8 → 7), and, due to no animation change, it can hit grounded opponents better overall.}}
*{{nerf|Up smash has weaker knockback (26 (base)/108 (growth) → 23/83). It also has more ending lag (frame 40 → 44).}}
*[[Down tilt]]:
*{{buff|[[Up smash]] has a slightly longer duration (11-15 → 11-16).}}
**{{change|Down tilt no longer has [[set knockback]], instead having very small knockback growth (100 (set) → 65 (base), 30 (scaling)). It also now has a sourspot located at the tip of his tail that deals half damage (10% → 5%) and sends opponents at the [[Sakurai angle]].}}
*{{nerf|[[Down smash]]'s knockback was weakened drastically (50 (base)/75 (growth) → 30/63), to where it can no longer reliably KO under 150%. Despite Yoshi's tail being longer when performing this move, it is less disjointed by comparison, slightly hindering its reach.}}
*[[Dash attack]]:
**{{nerf|Dash attack has less reach (9.54u → 6u).}}
*[[Forward smash]]:
**{{nerf|Forward smash deals noticeably less knockback (32 base/94 growth → 20/92). It also has smaller hitboxes (4.8/4/2.4 → 4.2/3.7/3) and more ending lag (FAF 44 → 51).}}
*[[Up smash]]:
**{{buff|Up smash deals more damage (14% → 16%) and has a longer duration (frames 11-15 → 11-16).}}
**{{nerf|It has drastically less knockback (26 (base)/108 (growth) → 23/83), greatly hindering its KO potential despite the higher damage, and has more ending lag (FAF 40 → 44).}}
*[[Down smash]]:
**{{nerf|Down smash's knockback was weakened drastically (50 (base)/75 (growth) → 30/63), to where it can no longer reliably KO under 150%. Despite Yoshi's tail being longer when performing this move, it is less disjointed by comparison, slightly hindering its reach.}}


===Aerial attacks===
===Aerial attacks===
*{{change|All aerials have decreased landing lag (15 frames → 9 (neutral/back), 21 frames → 16 (forward), 19 frames → 14 (up), 26 frames → 24 (down)) however due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
*{{change|All aerials have decreased landing lag (15 frames → 9 (neutral/back), 21 frames → 16 (forward), 19 frames → 14 (up), 26 frames → 24 (down)) however due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
*{{nerf|Neutral aerial deals less damage (14% (clean), 10% (late) → 12%/9%/6%) hindering its KO potential. It also has a shorter duration (frames 3-33 → 3-31) and [[auto-cancel]]s later (frame 36 → 38).}}
*[[Neutral aerial]]:
*{{buff|[[Neutral aerial]] can now be used to [[lock]] opponents.}}
**{{buff|Neutral aerial can now be used to [[lock]] opponents.}}
*{{change|Neutral aerial has a new animation.}}
**{{nerf|It deals less damage (14% (clean), 10% (late) → 12%/9%/6%) hindering its KO potential. It also has a shorter duration (frames 3-33 → 3-31) and [[auto-cancel]]s later (frame 36 → 38).}}
*{{buff|Forward aerial is now a much more reliable KO option onstage due to its new sourspot.}}
**{{change|It has an altered animation.}}
*{{nerf|[[Forward aerial]]'s meteor smash is much weaker dealing less damage (17% → 15%) and knockback (30 (base), 100 (scaling) → 0/90), going from the third strongest meteor smash in ''Melee'' to a meteor smash of average power in ''Brawl'' and harder to land, since it now has a sourspot that launches horizontally, even though it deals 1% more damage than the meteor smash hitbox.}}
*[[Forward aerial]]:
*{{buff|The hits of Yoshi's [[down aerial]] and [[back aerial]] flow into each other much more easily, strengthening their combo ability.}}
**{{buff|Forward aerial is now a much more reliable KO option onstage due to its new sourspot.}}
*{{change|With the exception of the final hit, back aerial deals less damage (7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) → 4% (hits 1 & 4), 3% (hits 2 & 3)). This hinders its damage racking potential but makes it connect more reliably and it improves its combo potential as the first three hits deal less knockback. The final hit also has higher base knockback (40 → 50).}}  
**{{nerf|[[Forward aerial]]'s meteor smash is much weaker dealing less damage (17% → 15%) and knockback (30 (base), 100 (scaling) → 0/90), going from the third strongest meteor smash in ''Melee'' to a meteor smash of average power in ''Brawl'' and harder to land, since it now has a sourspot that launches horizontally, even though it deals 1% more damage than the meteor smash hitbox.}}
*{{nerf|Back aerial has more ending lag (frame 38 → 40) and [[auto-cancel]]s later (frame 33 → 38).}}
*[[Back aerial]]:
*{{buff|[[Up aerial]] has less ending lag (frame 39 → 38) and it can now be performed twice in a short hop. The universally decreased falling speeds also make it a more reliable KO move.}}
**{{nerf|Back aerial has more ending lag (FAF 38 → 40) and [[auto-cancel]]s later (frame 33 → 38).}}
*{{buff|[[Down aerial]] has less startup lag (frame 18 → 16).}}
**{{change|With the exception of the final hit, back aerial deals less damage (7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) → 4% (hits 1 & 4), 3% (hits 2 & 3)). This hinders its damage racking potential but makes it connect more reliably and it improves its combo potential as the first three hits deal less knockback. The final hit also has higher base knockback (40 → 50).}}
*{{nerf|His down aerial has a drastically lowered overall damage output (53% → 35%), though it's still the most damaging aerial attack in the game by a considerable margin (beating Snake's neutral and down aerials by 7%).}}
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 39 → 38) and it can now be performed twice in a short hop. The universally decreased falling speeds also make it a more reliable KO move.}}
*[[Down aerial]]:
**{{buff|All hits of Yoshi's down aerial flow into each other much more easily, strengthening its combo ability.}}
**{{buff|It has less startup lag (frame 18 → 16).}}
**{{nerf|It has a drastically lowered overall damage output (53% → 35%), though it's still the most damaging aerial attack in the game by a considerable margin (beating Snake's neutral and down aerials by 7%).}}


===Throws/other attacks===  
===Throws/other attacks===
*{{buff|Standing grab has less startup lag (frame 18 → 17) though it is still the slowest standing grab in the game tied with {{SSBB|Samus}}. Yoshi's grabs also have less ending lag (frame 79 (standing), frame 70 (dash) → frame 63 (both).}}
*[[Grab]]s:
*{{nerf|[[Pummel]] deals 1% less damage (3% → 2%).}}
**{{buff|Standing grab has less startup lag (frame 18 → 17) though it is still the slowest standing grab in the game tied with {{SSBB|Samus}}. Yoshi's grabs also have less ending lag (FAF 79 (standing), frame 70 (dash) → frame 63 (both).}}
*{{buff|Pummel has less end lag (25 frames → 16 frames).}}
**{{buff|Yoshi will now always force his opponent into an [[Grab release|aerial grab release]] if he doesn't throw his opponent. This combined with the changes to aerial grab releases give him grab release followups on a significant portion of the cast, such as a chain grab on 17 characters and a guaranteed followup into his forward aerial meteor smash offstage.}}
*{{change|Yoshi no longer vocalises when [[grab]]bing; the relevant vocalisations are moved to Egg Lay.}}
**{{buff|Introduction of a great pivot grab significantly improved Yoshi's grabbing game, and help boost his defensive game. Yoshi's pivot grab has the least amount of startup out of his grabs (frame 10) and more significantly; ending lag (FAF 36).}}
*{{buff|Yoshi will now always force his opponent into an [[Grab release|aerial grab release]] if he doesn't throw his opponent. This combined with the changes to aerial grab releases give him grab release followups on a significant portion of the cast, such as a chain grab on 17 characters and a guaranteed followup into his forward aerial meteor smash offstage.}}
**{{change|Yoshi no longer vocalizes when [[grab]]bing; the relevant vocalizations are moved to Egg Lay.}}
*{{buff|Introduction of a great pivot grab significantly improved Yoshi's grabbing game, and help boost his defensive game. Yoshi's pivot grab has the least amount of startup out of his grabs (frame 10) and more significantly; end lag (frame 36).}}
*[[Pummel]]:
*{{change|[[Forward throw|Forward]] and [[Back throw|back]]throws deal 1% more damage (6% → 7%). This improves their KO potential but hinders their chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into [[tumble]] can no longer be [[DI]]ed.}}
**{{buff|Pummel has less ending lag (FAF 25 → 16).}}
*{{change|Down throw has reduced knockback (120 (base), 20 (scaling) → 100/25) making it a better combo move however, the introduction of [[hitstun canceling]] limits its combo potential.}}
**{{nerf|It deals 1% less damage (3% → 2%).}}
*[[Forward throw]]:
**{{change|Forward throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into [[tumble]] can no longer be [[DI]]ed.}}
*[[Back throw]]:
**{{change|Back throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into [[tumble]] can no longer be [[DI]]ed.}}
*[[Up throw]]:
**{{change|Down throw has reduced knockback (120 (base), 20 (scaling) → 100/25) making it a better combo move however, the introduction of [[hitstun canceling]] limits its combo potential.}}


===Special moves===
===Special moves===
*{{buff|[[Egg Lay]] has a longer duration (frames 17-21 → 17-22) and can now be [[B-reversing|B-reversed]].}}
*[[Egg Lay]]:
*{{change|Yoshi now vocalises when using Egg Lay.}}
**{{buff|Egg Lay has a longer duration (frames 17-21 → 17-22) and can now be [[B-reversing|B-reversed]].}}
*{{nerf|Due to universally decreased fall speeds, Egg Lay is much less effective at edgeguarding.}}
**{{nerf|Due to universally decreased fall speeds, Egg Lay is much less effective at edgeguarding.}}
*{{change|[[Egg Roll]] has different sound effects.}}
**{{change|Yoshi now vocalizes when using Egg Lay.}}
*{{nerf|Egg Roll now gives virtually no horizontal distance when used in the air while still sending him into a helpless state if the move has been canceled, making it completely ineffective as a recovery move (even though it also almost completely [[momentum cancel|negates momentum]], this is negligible, as Yoshi will be guaranteed to fail to make it back to the stage if he uses it this way under normal circumstances).}}
*[[Egg Roll]]:
*{{buff|[[Egg Throw]] now gives Yoshi a slight hop in the air, improving his recovery.}}
**{{change|Egg Roll has different sound effects.}}
*{{change|Yoshi no longer vocalises when using Egg Throw.}}
**{{nerf|Egg Roll now gives virtually no horizontal distance when used in the air while still sending him into a helpless state if the move has been canceled, making it completely ineffective as a recovery move (even though it also almost completely [[momentum cancel|negates momentum]], this is negligible, as Yoshi will be guaranteed to fail to make it back to the stage if he uses it this way under normal circumstances).}}
*{{nerf|The eggs from Egg Throw deal less damage (10%/12% → 9%) and knockback, and they can no longer be tossed backwards, (while this nerf is nullified because he can now reverse this move), they additionally have a finite number of throwing angles and they have more startup lag and a shorter duration (frames 18-55 → 20-40).}}
*[[Egg Throw]]:
*{{buff|When [[Yoshi Bomb]] is used from the ground, it produces a weak hitbox during the rise that takes an enemy standing directly in front of Yoshi up with him, comparable to [[Final Cutter]].}}
**{{buff|Egg Throw now gives Yoshi a slight hop in the air, improving his recovery.}}
*{{change|Yoshi Bomb produces a different sound effect when landing.}}
**{{nerf|The eggs from Egg Throw deal less damage (10%/12% → 9%) and knockback, and they can no longer be tossed backwards (although this nerf is nullified because he can now reverse this move); they additionally have a finite number of throwing angles and they have more startup lag and a shorter duration (frames 18-55 → 20-40).}}
*{{nerf|The aerial version of [[Yoshi Bomb]] has more startup lag (frame 19 → 20), deals less damage (14% → 12%) and significantly less knockback (46 (base), 96 (scaling) → 55/70) and is no longer a KO move under 150%. The grounded version also deals less damage (16% → 15%) and knockback (50 (base), 98 (scaling) → 60/70).}}
**{{change|Yoshi no longer vocalizes when using Egg Throw.}}
*{{change|Yoshi Bomb's plummet is slower.}}
*[[Yoshi Bomb]]:
*{{change|Yoshi now has a [[Final Smash]], [[Super Dragon]]. Yoshi sprouts wings from his back and starts flying. In this form, Yoshi can fly around freely, damaging opponents by simply touching them (similar to [[Super Sonic]]) and breath streams of fire that deals heavy damage. After 20 seconds, Yoshi will turn back to normal.}}
**{{buff|When Yoshi Bomb is used from the ground, it produces a weak hitbox during the rise that takes an enemy standing directly in front of Yoshi up with him, comparable to [[Final Cutter]].}}
**{{nerf|The aerial version has more startup lag (frame 19 → 20), deals less damage (14% → 12%) and significantly less knockback (46 (base), 96 (scaling) → 55/70) and is no longer a KO move under 150%. The grounded version also deals less damage (16% → 15%) and knockback (50 (base), 98 (scaling) → 60/70).}}
**{{change|The move's plummet is slower.}}
**{{change|The move's produces a different sound effect when landing.}}
*[[Super Dragon]]:
**{{change|Yoshi now has a [[Final Smash]], [[Super Dragon]]. Yoshi sprouts wings from his back and starts flying. In this form, Yoshi can fly around freely, damaging opponents by simply touching them (similar to [[Super Sonic]]) and breath streams of fire that deals heavy damage. After 20 seconds, Yoshi will turn back to normal.}}


==Moveset==
==Moveset==
Line 128: Line 160:
|ftiltsidedmg=9%
|ftiltsidedmg=9%
|ftiltdowndmg=8%
|ftiltdowndmg=8%
|ftiltdesc=Yoshi spins and swipes opponents with his tail. Can be angled up or down. When angled up, it can KO at 197% from the center of Final Destination.  
|ftiltdesc=Yoshi spins and swipes opponents with his tail. Can be angled up or down. When angled up, it can KO at 197% from the center of Final Destination.
|utiltname= 
|utiltname= 
|utiltdmg=11% (tail), 10% (tail tip)
|utiltdmg=11% (tail), 10% (tail tip)
Line 134: Line 166:
|dtiltname= 
|dtiltname= 
|dtiltdmg=10% (tail), 5% (tail tip)
|dtiltdmg=10% (tail), 5% (tail tip)
|dtiltdesc=Yoshi performs a low sweep with his tail.  
|dtiltdesc=Yoshi performs a low sweep with his tail.
|dashname= 
|dashname= 
|dashdmg=9% (clean), 7% (late)
|dashdmg=9% (clean), 7% (late)
|dashdesc=Yoshi does a running headbutt. Does decent knockback and can KO at 187%.  
|dashdesc=Yoshi does a running headbutt. Does decent knockback and can KO at 187%.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|16}}
|fsmashdmg={{ChargedSmashDmgSSBB|16}}
|fsmashdesc=Yoshi slams his head forward with a powerful headbutt. Yoshi's head is invincible during the attack. Can be aimed up or down. KOs at 112% when uncharged and 72% when fully charged.  
|fsmashdesc=Yoshi slams his head forward with a powerful headbutt. Yoshi's head is invincible during the attack. Can be aimed up or down. KOs at 112% when uncharged and 72% when fully charged.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBB|16}}
|usmashdmg={{ChargedSmashDmgSSBB|16}}
|usmashdesc=Yoshi headbutts upwards. Yoshi's head is invincible during the attack, similar to his forward smash.
|usmashdesc=Yoshi headbutts upwards. Yoshi's head is invincible during the attack, similar to his forward smash. KOs at 131% when uncharged and 85% when fully charged.
KOs at 131% when uncharged and 85% when fully charged.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|14}} (front), {{ChargedSmashDmgSSBB|13}} (back)
|dsmashdmg={{ChargedSmashDmgSSBB|14}} (front), {{ChargedSmashDmgSSBB|13}} (back)
Line 151: Line 182:
|nairdmg=12% (clean), 9% (mid), 6% (late)
|nairdmg=12% (clean), 9% (mid), 6% (late)
|nairdesc=Yoshi performs a [[sex kick]]. The size of his foot is larger during the attack to indicate an extended [[reach]]. KOs at 142% from the center of Final Destination.
|nairdesc=Yoshi performs a [[sex kick]]. The size of his foot is larger during the attack to indicate an extended [[reach]]. KOs at 142% from the center of Final Destination.
|fairname=Noggin Dunk
|fairname=Noggin Dunk ({{ja|かいてんずつき|Kaiten Zutsuki}}, ''Rotating Headbutt'')
|fairdmg=16% (body), 15% (head)
|fairdmg=16% (body), 15% (head)
|fairdesc=Yoshi winds up and slams his head downward. The head [[meteor smash]]es and can KO at 187%, while the body deals horizontal knockback and can KO at 132%.
|fairdesc=Yoshi winds up and slams his head downward. The head [[meteor smash]]es and can KO at 187%, while the body deals horizontal knockback and can KO at 132%.
|bairname= 
|bairname= 
|bairdmg=4% (hits 1), 3% (hits 2-3), 4% (hit 4)
|bairdmg=4% (hits 1), 3% (hits 2-3), 4% (hit 4)
|bairdesc=Yoshi wags his tail rapidly, hitting four times.  
|bairdesc=Yoshi wags his tail rapidly, hitting four times.
|uairname= 
|uairname= 
|uairdmg=13%
|uairdmg=13%
|uairdesc=Yoshi flips his body and flicks his tail upward. Considered Yoshi's best KO move.
|uairdesc=Yoshi flips his body and flicks his tail upward. Considered Yoshi's best KO move.
|dairname=Flutter Kick
|dairname=Flutter Kick ({{ja|ばたあしキック|Bata Ashi Kikku}})
|dairdmg=2-3% (hits 1-7), 1-2% (hits 8-15)
|dairdmg=2-3% (hits 1-7), 1-2% (hits 8-15)
|dairdesc=Yoshi rapidly peddles his feet as he descends. Can deal up to 33% on large opponents.
|dairdesc=Yoshi rapidly peddles his feet as he descends. Can deal up to 33% on large opponents.
Line 196: Line 227:
|edgesdesc=Slowly gets up and slams his head forward with short range. The third most damaging ledge attack in the game.
|edgesdesc=Slowly gets up and slams his head forward with short range. The third most damaging ledge attack in the game.
|nsname=Egg Lay
|nsname=Egg Lay
|nsdmg=7% (egg), 4% (escape)
|nsdmg=7%
|nsdesc=Yoshi swallows the foe and turns them into an egg.
|nsdesc=Yoshi swallows the foe and turns them into an egg.
|ssname=Egg Roll
|ssname=Egg Roll
Line 209: Line 240:
|fsname=Super Dragon
|fsname=Super Dragon
|fsdmg=8% (ram),  6% (fire breath), 17% (fireball)
|fsdmg=8% (ram),  6% (fire breath), 17% (fireball)
|fsdesc=Yoshi grows wings and starts breathing fire everywhere.
|fsdesc= Yoshi grows wings allowing him to fly, rendering him invulnerable whilst in this state, and starts spewing fire. Pressing the special button will also allow him to shoot fireballs. If Yoshi remains standing for around 3-5 seconds, he starts spewing fire automatically similar to the Superspicy Curry. However while in this form, Yoshi has no inertia hence he'll be a bit hard to control for beginners.
}}
}}


Line 233: Line 264:
*{{SSBB|Snake}}
*{{SSBB|Snake}}
*{{SSBB|Sonic}}
*{{SSBB|Sonic}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 107
|rweight    = 8-9
|dash      = 1.33
|rdash      = 28
|run        = 1.68
|rrun      = 11
|walk      = 1.15
|rwalk      = 16
|trac      = 0.0426
|rtrac      = 36
|airfric    = 0.00975
|rairfric  = 22
|air        = 1.316
|rair      = 1
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.07
|raddaccel  = 20-25
|gravity    = 0.07347
|rgravity  = 26
|fall      = 1.29
|rfall      = 27
|ff        = 1.806
|rff        = 29
|jumpsquat  = 6
|rjumpsquat = 27-35
|jumpheight = 36.10337322
|rjumpheight= 9
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Yoshi English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Yoshi|desc=A sound effect is heard and Yoshi says "Yoshiii!"}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Bursts out of a Yoshi Egg.
|desc=Yoshi breaks out of a Yoshi Egg and shakes his rear end. Even if a Yoshi is selected with a color other than green, he will still break out of a white egg with green spots.
|char=Yoshi
|char=Yoshi
|game=SSBB}}
|game=SSBB}}
Line 243: Line 321:
{{Taunt/SSBB
{{Taunt/SSBB
|char=Yoshi
|char=Yoshi
|desc-up=Dances around in a circle and says "Yoshi!".  
|desc-up=Dances around in a circle and says "Yoshi!".
|desc-side=Spins around, chasing his tail, then looks at it.  
|desc-side=Spins around, chasing his tail, then looks at it.
|desc-down=Waves to the screen, saying "Yoshi! Yoshi!"  This is an update of the taunt he had in ''SSB'' and ''Melee''.}}
|desc-down=Waves to the screen, saying "Yoshi! Yoshi!"  This is an update of the taunt he had in ''SSB'' and ''Melee''. Because Yoshi's down taunt involves leaning forwards out of the plane of gameplay, certain fast and thin hitboxes including [[Palutena's Arrow]]s and [[R.O.B. Blaster]] shots can be dodged with it.}}


===[[Idle pose]]===
===[[Idle pose]]===
Line 262: Line 340:
|pitch-us=High female
|pitch-us=High female
|pitch-jp=High female}}
|pitch-jp=High female}}
===[[Wii Remote selection sound]]===
{{SelectSound|char=Yoshi|desc=Yoshi lays an egg and says "Yoshiii!".}}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{Victory/SSBB
{{Victory/SSBB
|victory-theme=YoshiTheme.ogg
|victory-theme=YoshiTheme.ogg
|victory-desc=An orchestrated flourish combining two small musical excerpts from ''Yoshi's Story''.
|victory-desc=A orchestrated flourish combining two small musical excerpts from ''Yoshi's Story''.
|desc-up=Punches the air, then makes a "ta-da" pose. (His "character chosen" animation in ''Super Smash Bros.'')
|desc-up=Punches the air, then makes a "ta-da" pose. (His "character chosen" animation in ''Super Smash Bros.'')
|desc-left=Looks up at the sky with his hands together, spins once, and gives a V sign with his hand.
|desc-left=Looks up at the sky with his hands together, spins once, and gives a V sign with his hand. (a la Yoshi's victory pose in Yoshi's Story)
|desc-right=Angrily, he punches a few times, and then turns his back on the screen facing right.
|desc-right=Angrily, he punches a few times, and then turns his back on the screen facing right.
|char=Yoshi}}
|char=Yoshi}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|yoshi=yes}}
Yoshi has average matchups all around. He is hard countered by one character, {{SSBB|Falco}}, countered by four characters, soft countered by eleven characters, has 10 even matchups, soft counters five characters, counters three characters, and hard counters two characters. Yoshi struggles against who can camp him out with projectiles, such as Falco and {{SSBB|Olimar}}. On the other hand, Yoshi does extremely well against Characters who he can Infinitely Air Release, Like {{SSBB|Bowser}} and {{SSBB|Ganondorf}}.
===Notable players===
===Notable players===
:''See also: [[:Category:Yoshi professionals (SSBB)]]''
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Yoshi players (SSBB)]]''
*{{Sm|Deltacod|USA}}
*{{Sm|Deltacod|USA}}
*{{Sm|Karamity|Japan}}
*{{Sm|Karamity|Japan}}
*{{Sm|HadesBlade|USA}}
*{{Sm|HadesBlade|USA}}
*{{Sm|Poltergust|USA}} - Was widely considered to be the best Yoshi player in the world when he actively played.
*{{Sm|Poltergust|USA}} - Was widely considered to be the best Yoshi player in the world when he actively played.
*{{Sm|Raptor|USA}} - Formely ranked 10th on the [[Tristate Brawl Power Rankings]].
*{{Sm|Raptor|USA}} - Formerly ranked 10th on the [[Tristate Brawl Power Rankings]].
*{{Sm|Zudenka|Switzerland}} - Best Yoshi in Europe. Placed 5th at [[Super Lion 4]] and 17th at [[Bushido Brawl Impact]].
*{{Sm|Zudenka|Switzerland}} - Best Yoshi in Europe. Placed 5th at [[Super Lion 4]] and 17th at [[Bushido Brawl Impact]].


===Tier placement and history===
===Tier placement and history===
Opinions on Yoshi's viability have greatly fluctuated throughout SSBB's metagame. During the initial release of SSBB, Yoshi was very flawed due to his shield being notoriously bad, low knockback on his moves, and poor out of shield options. As a result, Yoshi was considered to be one of the worst characters in the game due to his poor matchups and poor tournament results, leading him to being ranked 32nd on the first tier list. Due to his low tier placements on tier lists, many smashers predicted that he would fail to rise out of low tier and he wouldn't do well in the future.
Opinions on Yoshi's viability have greatly fluctuated throughout SSBB's metagame. During the initial release of SSBB, Yoshi was very flawed due to his shield being notoriously bad, low knockback on his moves, and almost non-existent out of shield options. As a result, Yoshi was considered to be one of the worst characters in the game due to his poor matchups and poor tournament results, leading him to being ranked 32nd on the first tier list. Due to his low tier placements on tier lists, many smashers predicted that he would fail to rise out of low tier and he wouldn't do well in the future.


However, players such as {{Sm|Poltergust}} started to gain good tournament results with Yoshi, notably [[WHOBO 3]], where he placed 17th, as well as 2nd in ''Brawl'' low tier singles using only Yoshi. Because of this, Yoshi then rose into mid tier on the sixth tier list (July 2011), where he ranked 28th place. Yoshi also jumped up two places in the seventh tier list (April 2012), his highest placement so far. He is currently ranked 27th in mid tier in the eighth and current tier list, as of April 2013. His current placing is, however, debatable by the community: there are some players that think Yoshi should be slightly higher, while some players think Yoshi should be even lower.
However, players such as {{Sm|Poltergust}} started to gain good tournament results with Yoshi, notably [[WHOBO 3]], where he placed 17th, as well as 2nd in ''Brawl'' low tier singles using only Yoshi. Because of this, Yoshi then rose into mid tier on the sixth tier list (July 2011), where he ranked 28th place. Yoshi also jumped up two places in the seventh tier list (April 2012), his highest placement so far. He is currently ranked 27th in mid tier in the eighth and current tier list, as of April 2013. His current placing is, however, debatable by the community: there are some players that think Yoshi should be slightly higher, while some players think Yoshi should be even lower.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:SubspaceIntro-Yoshi.png|thumb|250px|Yoshi in ''[[SSE]]'']]
[[File:SubspaceIntro-Yoshi.png|thumb|250px|Yoshi in ''[[SSE]]''.]]
After removing the Master Sword from a pedestal in a forest, {{SSBB|Link}} encounters Yoshi, who is sleeping on a tree stump. However, the passing Halberd drops Shadow Bugs, which in turn form Primids. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight them off.
After removing the Master Sword from a pedestal in a forest, {{SSBB|Link}} encounters Yoshi, who is sleeping on a tree stump. However, the passing Halberd drops Shadow Bugs, which in turn form Primids. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight them off.


Yoshi's next role in the story depends on which princess {{SSBB|Kirby}} saved at the stadium. If {{SSBB|Peach}} was rescued, Yoshi and Link battle against a Shadow bug clone of Peach (who was recently trophied by {{SSBB|Bowser}}), who was trying to trophify an unsuspecting {{SSBB|Mario}} and {{SSBB|Pit}} until Link sliced the cannon in half. After the battle, the trophy disintegrates. Thinking that they killed the real princess, Mario and Pit attack Link and Yoshi. If {{SSBB|Zelda}} was saved, then Mario and Pit would fight a Shadow Bug clone of her instead, and Link and Yoshi would attack Mario and Pit. Either way, both teams fight each other. After Link and Yoshi/Mario and Pit defeat the opposing characters, {{SSBB|King Dedede}} passes by in the cargo and snags the trophies with a metal arm, while Link/Mario notices the real trophy of Zelda/Peach in the back. After King Dedede raises his fist in triumph, Kirby jumps onto the cargo and performs a Final Cutter, severing the arm and reviving the trophies. Pit/Link quickly hits the cargo with an arrow as it passes by, damaging it. Kirby, Link, Yoshi, Mario, and Pit then team up to find Dedede's castle. After going through a set of caves, they arrive at the castle, only to find it in ruins from an ambush by Bowser. They only find a hole in the wall and they venture through a second set of caves until they catch up to Bowser at a cliff. They try to stop him from taking Zelda/Peach, but fail. Bowser then takes the princess' trophy up to the Halberd.  
Yoshi's next role in the story depends on which princess {{SSBB|Kirby}} saved at the stadium. If {{SSBB|Peach}} was rescued, Yoshi and Link battle against a Shadow bug clone of Peach (who was recently trophied by {{SSBB|Bowser}}), who was trying to trophify an unsuspecting {{SSBB|Mario}} and {{SSBB|Pit}} until Link sliced the cannon in half. After the battle, the trophy disintegrates. Thinking that they killed the real princess, Mario and Pit attack Link and Yoshi. If {{SSBB|Zelda}} was saved, then Mario and Pit would fight a Shadow Bug clone of her instead, and Link and Yoshi would attack Mario and Pit. Either way, both teams fight each other. After Link and Yoshi/Mario and Pit defeat the opposing characters, {{SSBB|King Dedede}} passes by in the cargo and snags the trophies with a metal arm, while Link/Mario notices the real trophy of Zelda/Peach in the back. After King Dedede raises his fist in triumph, Kirby jumps onto the cargo and performs a Final Cutter, severing the arm and reviving the trophies. Pit/Link quickly hits the cargo with an arrow as it passes by, damaging it. Kirby, Link, Yoshi, Mario, and Pit then team up to find Dedede's castle. After going through a set of caves, they arrive at the castle, only to find it in ruins from an ambush by Bowser. They only find a hole in the wall and they venture through a second set of caves until they catch up to Bowser at a cliff. They try to stop him from taking Zelda/Peach, but fail. Bowser then takes the princess' trophy up to the Halberd.


Later on, they find the Ancient Minister setting off a Subspace bomb, and see the real regret that he feels in this deed. As the bomb goes off, Yoshi carries Mario to safety by running really fast, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this SSE cutscene reflects on how Yoshi was used for transportation for Mario (most notably in Yoshi's Island and Super Mario World).
Later on, they find the Ancient Minister setting off a Subspace bomb, and see the real regret that he feels in this deed. As the bomb goes off, Yoshi carries Mario to safety by running really fast, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this SSE cutscene reflects on how Yoshi was used for transportation for Mario (most notably in Yoshi's Island and Super Mario World).
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*[[The Great Maze]] (if rescued in [[Subspace (Part II)]])
*[[The Great Maze]] (if rescued in [[Subspace (Part II)]])


==In [[Event Match]]es==
==In Solo Modes==
===Solo Events===
==={{SSBB|Classic Mode}}===
In Classic Mode, Yoshi can appear as an opponent or ally in Stage 2 along with {{SSBB|Donkey Kong}} and {{SSBB|Diddy Kong}} on {{SSBB|Yoshi's Island}}, [[Rumble Falls]], or [[75m]] (with the latter available if it has been unlocked). Yoshi can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.
 
===[[All-Star Mode]]===
In All-Star Mode, Yoshi is fought in Stage 12 on {{SSBB|Yoshi's Island}}.
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 10: All-Star Battle Regulars]]''': Yoshi is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 10: All-Star Battle Regulars]]''': Yoshi is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 11: Yoshi's Rainbow]]''': As the {{SSBB|Ice Climbers}} on [[Rainbow Cruise]], the player must KO the Yoshis in the following order: Red, pink, yellow, green, light blue, and blue. Not KOing them in that order is an instant failure.
*'''[[Event 11: Yoshi's Rainbow]]''': As the {{SSBB|Ice Climbers}} on [[Rainbow Cruise]], the player must KO the Yoshis in the following order: Red, pink, yellow, green, light blue, and blue. Not KOing them in that order is an instant failure.
Line 321: Line 399:
*'''[[Event 37: The Pirate Airship]]''': As {{SSBB|Toon Link}}, the player must KO both Yoshis on [[Pirate Ship]] while the ship is in the air.
*'''[[Event 37: The Pirate Airship]]''': As {{SSBB|Toon Link}}, the player must KO both Yoshis on [[Pirate Ship]] while the ship is in the air.


===Co-op Events===
====Co-Op Events====
*'''[[Co-Op Event 3: Fastest, Shortest, Sudden Death]]''': Yoshi and {{SSBB|King Dedede}} must survive for 10 seconds against {{SSBB|Lucas}} and {{SSBB|Pit}} on [[WarioWare Inc.]] All players start at 300% for this event.
*'''[[Co-Op Event 3: Fastest, Shortest, Sudden Death]]''': Yoshi and {{SSBB|King Dedede}} must survive for 10 seconds against {{SSBB|Lucas}} and {{SSBB|Pit}} on [[WarioWare Inc.]] All players start at 300% for this event.
*'''[[Co-Op Event 5: The Yoshi Team of 50]]''': As {{SSBB|Meta Knight}} and Pit, KO all 50 Yoshis on Rainbow Cruise before completing one lap of the stage.
*'''[[Co-Op Event 5: The Yoshi Team of 50]]''': As {{SSBB|Meta Knight}} and Pit, KO all 50 Yoshis on Rainbow Cruise before completing one lap of the stage.
Line 327: Line 405:
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}.


==Trophies==
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
Yoshi's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Yoshi.
 
===Trophy descriptions===
:'''Yoshi'''
::''A creature that hails from Yoshi's Island. Yoshi's come in a variety of colors, and all possess gentle personalities. No matter what problems they face, they always look like they're having fun. Yoshi's use their long tongues to grab and swallow fruit and enemies. They can convert what they swallow into eggs, which they then lay. They also give Mario rides.''
 
{{Trophy games|console1=SNES|game1=[[supermariowiki:Yoshi's Safari|Yoshi's Safari]]|console2=N64|game2=[[supermariowiki:Yoshi's Story|Yoshi's Story]]}}
 
:'''Super Dragon'''
::''Yoshi with wings on his back that give him the power to fly freely across sky. In this state, he can spew giant fireballs. He is more mobile and powerful, but the inertia makes movement quirky, so it takes some skill to master flight. Yoshi returns to a normal state after a set period time has passed.''
 
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
 
<center>
<center>
<gallery>
<gallery>
Yoshi - Brawl Trophy.png|Classic Mode trophy
Yoshi Congratulations Screen Classic Mode Brawl.png|Classic Mode
Super Dragon - Brawl Trophy.png|[[Super Dragon]] trophy
Yoshi Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>
==[[Trophies]]==
Yoshi's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Yoshi.
{{Trophy/Fighter
|name=Yoshi
|image=Yoshi - Brawl Trophy.png
|mode=Classic
|desc=A creature that hails from Yoshi's Island. Yoshis come in a variety of colors, and all possess gentle personalities. No matter what problems they face, they always look like they're having fun. Yoshis use their long tongues to grab and swallow fruit and enemies. They can convert what they swallow into eggs, which they then lay. They also give Mario rides.
|gamelist={{Trophy games|console1=SNES|game1={{iw|mariowiki|Yoshi's Safari}}|console2=N64|game2={{iw|mariowiki|Yoshi's Story}}}}
|game=Brawl
}}
{{clrl}}
{{Trophy/Fighter
|name=Super Dragon
|image=Super Dragon - Brawl Trophy.png
|desc=Yoshi with wings on his back that give him the power to fly freely across the sky. In this state, he can spew giant fireballs. He is more mobile and powerful, but the inertia makes movement quirky, so it takes some skill to master flight. Yoshi returns to a normal state after a set period of time has passed.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


==[[Alternate costume (SSBB)#Yoshi|Alternate costumes]]==
==[[Alternate costume (SSBB)#Yoshi|Alternate costumes]]==
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|{{Head|Yoshi|g=SSBB|s=25px|cl=Cyan}}
|{{Head|Yoshi|g=SSBB|s=25px|cl=Cyan}}
|}
|}
==Gallery==
<gallery>
SSBBDojoYoshi1.jpg|[[Taunt]]ing on [[Delfino Plaza]].
SSBBDojoYoshi2.jpg|[[Dash]]ing alongside {{SSBB|Pikachu}} on [[Castle Siege]].
SSBBDojoYoshi3.jpg|Releasing his [[shield]] on [[Bridge of Eldin]].
SSBBDojoYoshi4.jpg|[[Footstool]]ing {{SSBB|Donkey Kong}} on {{SSBB| Yoshi's Island}}.
</gallery>


==Trivia==
==Trivia==
*Although Yoshi's in-game appearance has him stand with back hunched over, he stands upright (which is akin to his appearance in most modern ''Mario'' games and how he would eventually stand in ''[[Super Smash Bros. 4]]'') in both his character artwork and victory animations.
*Although Yoshi's in-game model stands with his back hunched over, he stands upright (which is in line with his appearance in most modern ''Mario'' and ''Yoshi'' games as well as ''Super Smash Bros.'' titles following ''Brawl'') in both his character artwork and victory animations.
*Yoshi is the only character with a ranged grab but no [[tether recovery]].
*Yoshi is the only character with a tether or extended grab but no [[tether recovery]].
*Yoshi is the only character to have the same amount of costumes in ''Brawl'' as he has gained to new costumes in ''Melee'', and retained costumes in ''Brawl''.
*Yoshi is one of only two characters who never uses their hands for any attack (including grabs), the other being {{SSBB|Ivysaur}}. He is also the only veteran to not use hand for any attacks, including grabs.
*Yoshi is one of only two characters who never uses their hands for any attack (including grabs), the other being {{SSBB|Ivysaur}}. He is also the only veteran to not use hand for any attacks, including grabs.
*Yoshi holds the world record for Co-op [[Target Smash!!]] Level 4 with {{SSBB|Pikachu}} (completed in 4.81 seconds).{{fact}}
*With a [[Bunny Hood]], Yoshi can use [[Egg Throw]] to [[stall]] in certain places, such as under the lip of the ''Melee''{{'}}s [[Pokémon Stadium]].
*With a [[Bunny Hood]], Yoshi can use [[Egg Throw]] to [[stall]] in certain places, such as under the lip of the original [[Pokémon Stadium]].
*Yoshi's grab puts the opponent in a unique state and uses a different pulling technique than all other extended grabs. Due to how these interact, the opponent is considered grabbed before Yoshi is considered fully grabbing. As a result, it is possible to begin [[mash]]ing out of Yoshi's grab before actually entering Yoshi's mouth. Should the opponent be grabbed at near the maximum distance the grab can reach, it is possible to break out of the grab before they even reach Yoshi's mouth, in which case [https://youtu.be/WWZ_IStFrPc the game will crash]. While this may result in a forfeit under [[Tournament legal (SSBB)|tournament rules]], it can only happen at extremely low damages, and only with extreme mashing skills in addition to exceptional reaction time, thus there are no known instances of this scenario actually occurring in a tournament match.
*Because Yoshi's down taunt involves leaning forwards out of the plane of gameplay, certain fast and thin hitboxes including [[Palutena's Arrow]]s and [[R.O.B. Blaster]] shots can be dodged with it.
*Yoshi's grab puts the opponent in a unique state and uses a different pulling technique than all other extended grabs. Due to how these interact, the opponent is considered grabbed before Yoshi is considered fully grabbing. As a result, it is possible to begin [[mash]]ing out of Yoshi's grab before actually entering Yoshi's mouth. Should the opponent be grabbed at near the maximum distance the grab can reach, it is possible to break out of the grab before they even reach Yoshi's mouth, in which case [https://youtu.be/WWZ_IStFrPc the game will crash]. While this may result in a forfeit under [[Tournament legal (SSBB)|tournament rules]], it can only happen at extremely low damages, and only with exceptional mashing skills. However the player will have to hold the power button from the Wii console to turn off the game console.
*Yoshi and {{SSBB|Mr. Game & Watch}} are the only characters in ''Brawl'' who have a better average matchup than a character above them in the tier list.
*Yoshi is the only veteran character possessing an unusual meteor cancel window.
*Yoshi is the only veteran character possessing an unusual meteor cancel window.
*Yoshi is the only [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"Original 8"]] member not to be placed at the top row in the character selection screen and the last one to be revealed for the game.


==External links==
==External links==

Latest revision as of 23:31, March 24, 2024

This article is about Yoshi's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Yoshi.
Yoshi
in Super Smash Bros. Brawl
Yoshi SSBB.jpg
YoshiSymbol.svg
Universe Yoshi
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Starter
Final Smash Super Dragon
Tier D (27)
YoshiHeadSSBB.png

Yoshi (ヨッシー, Yoshi) is a returning veteran in Super Smash Bros. Brawl, confirmed on the Smash Bros. DOJO!! website on July 24, 2007. Kazumi Totaka's voice clips from Yoshi's Story are reused once again, with a mix of those last used in Melee and some not used in Smash before Brawl.

Yoshi currently ranks 27th on the tier list at the last spot of mid tier, a vast drop from his 10th position in Melee, and his worst placement in the series. Yoshi is a unique character; he is a heavyweight with the fastest air speed in Brawl, possesses a recovery that revolves around the best midair jump in Brawl, and possesses a unique shield that does not shrink, making him largely immune to shield stabbing (outside of a miniscule blindspot at the bottom of Yoshi's shield). Yoshi in general has great all around movement speed (possessing a fast walking and dashing speed to compliment his air speed), and fast attacks throughout his moveset. Additionally, Yoshi possesses grab release options on several characters (which include chain grabs on nearly half the cast, an up smash and a forward aerial meteor smash follow up although the latter is only guaranteed at the ledge in certain matchups), which is complimented by one of the best pivot grabs. Yoshi also has among the best horizontal survivability with above-average vertical survivability due to his heavyweight status and average falling speed, good reach all around, a great get off move in his jab, and a great anti-air projectile in Egg Throw.

Yoshi has some strong flaws however, the most major of which being his extremely poor shield due to a multitude of reasons. Yoshi is unable to jump out of shield (the only character with this hindrance), his drop shield animation is twice as long as the rest of the cast, Yoshi is unable to powershield cancel and Yoshi is unable to glide toss. When combined with the fact that Yoshi's standing grab is the slowest in the game in terms of startup (which is his fastest out of shield punish on both normal shield and even powershield) and he has poor rolls, this gives Yoshi the worst out of shield game in the entire game. Yoshi is incapable of punishing many moves which are easily punishable for the rest of the cast and he is overall vulernable to rather unique shield pressure compared to the rest of the cast due to his highly lacking shield, making Yoshi's shield the worst in the entire cast by a significant margin. In addition to Yoshi's very poor shield, he also has an over-reliance on his double jump to recover, making footstool jumps, meteor smashes, or certain special grabs very dangerous to him (although he can air dodge during his second jump to gain invincibility). Other flaws include his slow and laggy standing and dashing grabs and an awkwardly large hurtbox on his nose that makes it easier to hit and space Yoshi. He also has poor KO power, since outside of his forward smash, up aerial and neutral aerial, he lacks other effective finishers, since his up and down smashes are among the weakest and back aerial cannot KO reliably. Overall, this has resulted in average matchups and average tournament results for Yoshi.

Attributes[edit]

Yoshi is a rather heavy character, tied with Wario in weight, but rather small and fast for his weight. He is very maneuverable in the air with a slow falling speed and the fastest air speed in the game, which are not usually attributes found in heavyweights. His moves generally have decent speed (although not as quick as several characters), weak knockback, and his range is good for non-disjointed moves. His Flutter Kick (down aerial) can hit for 35% if used correctly, making it among the most damaging attacks in the game (although this can be escaped with SDI). Arguably the most notable aspect of Yoshi's moveset is his midair jump, which is the farthest-reaching in the game, and gives him limited knockback resistance during the ascent. As long as Yoshi has his double jump, he can also be an effective edge guarder, either finishing enemies off with his meteor smashes, or using his neutral aerial at the right time to knock them back even further. This also allows Yoshi to perform a pseudo-wavedash, known as the Dragonic Reverse, which allows him to move and attack somewhat spontaneously. However, it is very difficult to execute, so its actual usage is limited.

One significant flaw with Yoshi is that, because of his minuscule third jump, Footstool Jumps, grabs (such as special grabs that can catch in the air), and attacks with enough knockback to cancel his midair jump's resistance can be devastating to Yoshi should they be performed while he is in his second jump. He is quite speedy on the ground, but he has few effective ways to advance on the opponent. Yoshi's standing grab range has lots of start up lag, and his dash grab is very punishable, with both being relatively short for tether grabs. However, Yoshi arguably has the best pivot grab in the game. His specials are largely situational due to a mix of poor range and speed. Egg Throw, for example, is an effective projectile attack that can help change directions in midair and can help recovery, but it can be hard to use because it travels in an arc, which can make it hard to hit with. Although his shield gives him immunity to shield poking (outside of a miniscule blindspot at the bottom of Yoshi's shield), it has a long exiting animation (taking 15 frames to shield drop instead of 7 frames for anyone else) and it cannot be jumped out of, giving him arguably the worst out of shield options in the game when considering his very slow standing grab, making him have a near impossible time punishing the opponent for hitting Yoshi's shield. His roll is also poor, though he has one of the best spot dodges in the game.

Yoshi's major advantage is in his grab-release on a large number of cast members. He has a grab-release on at least nineteen cast members, and he can grab-release-spike seven of those.

Yoshi is a character with very clear advantages and disadvantages. Many of his advantageous match-ups stem from his grab-release or other tricks he can pull off, but his relatively short and laggy grab can be an impediment (though he can pivot grab to remedy this). Yoshi's extremely high learning curve and difficulty in using his chain grabs on some characters means that only dedicated Yoshi players can do very well with him.

Changes from Super Smash Bros. Melee[edit]

Yoshi has received noticeable buffs, such as a much better grab game due to his new air release option on a large portion of the cast and his new effective pivot grab, his superior mobility especially in the air, a majorly improved recovery due to him now performing a small jump when using Egg Throw and he was initially considered to be overall greatly buffed in the transition from Melee to Brawl due to him being thought as a low tier character, or even among the worst. However, as Yoshi's metagame in Melee developed, he is now considered much better that he was thought to be before, while the changes caused by the transition to Brawl caused him to be significantly nerfed.

Yoshi has received several big direct nerfs, and the new mechanics introduced in Brawl overall plagued him. His KO potential was drastically reduced, as the severely decreased knockback to many of his attacks, most notably his smash attacks, sweetspotted forward aerial and Yoshi Bomb and damage to his down air removed down smash and Yoshi Bomb's KO potential and up smash is now among the weakest, leaves him capable of KOing reliably only with his now weak forward smash, his neutral aerial and his up aerial, while Egg Roll no longer gives him horizontal distance, making it completely useless for recovering and removes its utility outside of momentum canceling, and the drastic changes applied to his double jump and worsened comboing ability due to the loss of double jump canceling and the addition of the hitstun canceling have harmed Yoshi very significantly. Yoshi's biggest nerf however is his already abysmal shield game. His shield is significantly worse going from being different but still useful in Melee to being almost unusable compared to the rest of the cast. He still cannot jump out of shield and has lost all his advanced techniques out of shield, which is an exacerbated problem in Brawl's defensive play, where a character's out of shield game is much more important. This is made worse by the fact that Yoshi now suffers from the same amount of shieldstun as the rest of the cast. His shield grab while improved from Melee is still among the slowest in the game and is extremely situational at best. The only positives his shield has are the fact it still cannot be shield poked and that he possesses one of the best spot dodges in the game which has had its invincibility increased from Melee. This causes him to have the worst defensive game in Brawl, with terrible out of shield options and the loss of all his advanced techniques.

As such, the intensity of the nerfs heavily overshadow the buffs he received, making him a much less effective character than in Melee.

Aesthetics[edit]

  • Change Yoshi's appearance is that of his upright, bubblier appearance used since Yoshi's Story, though he more so resembles his Super Mario 64 DS design. He also has smother skin and his eyes now have blue irises.
  • Change While Yoshi's tail is smaller in Brawl, his tail grows bigger for attacks where it is used than it did in Melee.
  • Change The spikes on his back are curved rather than spiky, like in his appearances prior to Brawl's release.
  • Change Yoshi's tongue sound effect has been updated.
  • Change Yoshi's skin color is a darker tone. Red Yoshi also is a darker shade of red and also wears blue shoes
  • Change Yoshi's previous taunt has been moved to his down taunt and has a new voice clip.
  • Change Yoshi no longer uses his stun voice clip when waking out of sleep status.

Attributes[edit]

  • Buff Yoshi dashes faster (1.6 → 1.68), especially relative to returning veterans, now going from the 10th fastest out of 26 fighters to the 11th fastest out of 39.
  • Buff Yoshi's air speed is faster (1.2 → 1.316). Excluding Wario-Man, he now has the fastest air speed in the game.
  • Change Yoshi's falling speed is slower (1.93 → 1.29). However, Yoshi still falls faster when comparing to the returning veterans, making him even easier to combo due to his hunched stance but improving his endurance.
  • Change Yoshi's gravity is lower (0.093 → 0.07347).
  • Nerf Yoshi is one unit lighter (108 → 107), slightly worsening Yoshi's endurance.
  • Change If Yoshi attacks during his double jump he does not stop momentum, unless he uses his special moves, like Egg Throw. This means that Yoshi can no longer double jump cancel with his aerials, significantly hindering his combo ability although it increases his recovery's safety.
  • Nerf Yoshi's jumpsquat is longer (5 frames → 6).
  • Nerf Yoshi's traction is lower (0.06 → 0.0426), especially when comparing with the returning veterans, now going from the 15th highest in Melee to the 4th worst. Due to the removal of wavedashing, this hinders him overall, which is further exacerbated by his poor shield game and a character's out of shield game being more imperative than ever.
  • Nerf Yoshi's double jump now uses standard knockback based armor, rather than subtractive knockback-based armor. This mean's that once Yoshi's double jump armor is broken, he will now receive full knockback from the move that caused it, rather than the difference in knockback.
  • Buff Yoshi's powershield window has less startup lag with a longer duration (frames 3-4 → 1-3).
    • Nerf However, he can no longer setup up at any point of his shielding animation in the right circumstances, now functioning like every other character.
  • Nerf The removal of light shield hinders Yoshi more than the rest of the cast as he can no longer use his light shield to slide across the stage to escape shield pressure when hit.
  • Nerf Yoshi now suffers from the same amount of shieldstun as the rest of the cast rather than having no shieldstun. This especially hurts him considering the fact that every other character suffers from less shieldstun.
  • Nerf Yoshi can no longer jump out of his initial shield animation, removing his ability to parry.
  • Nerf Yoshi can no longer throw items out of a roll, preventing him for glide tossing.
    • Nerf Altogether, these changes combined with Yoshi's shield drop only becoming one frame shorter (which especially hurts him considering the fact that every other character's shield drop animation is 8 frames shorter) and with Yoshi still being unable to powershield cancel have drastically hindered Yoshi's shield game, going from being unique to the absolute worst in the game by a large margin.
  • Buff Spot dodge has a longer duration (frames 2-15 → 2-20).
  • Change Yoshi now cannot land during the first 7 frames of his air dodge, and will remain in an airborne state until the 8th frame of the animation should he reach the ground during this time.
    • Buff Regardless, if Yoshi touches the ground during this time, but then enters the air again, his double jump is restored. This allows for the niche triple jump technique.
  • Buff Yoshi now has the ability to crawl, giving him the ability to duck under moves or shrink his hurtbox.
  • Buff Yoshi now has access to super glide tossing giving him an additional approach option when holding an item. Yoshi's super glide toss can cover almost half of Final Destination.
  • Buff The changes to meteor canceling benefits Yoshi more than most other returning veterans as it improves his forward and down aerial's reliability and he is less vulnerable to meteor smashes compared to the rest of the cast as his meteor cancel window is larger than any other returning veteran.
  • Buff Yoshi has an overall drastically improved recovery, due to his increased air speed and his Egg Throw now giving him a slight hop, as well as the fact that since he can not double jump cancel; he can now use his aerials during his midair jump to fend off edge-guarders without killing the momentum from his midair jump. Additionally, Brawl's new air dodge mechanics allows Yoshi to air dodge while keeping the momentum of his midair jump, essentially giving him an invincible recovery move.

Ground attacks[edit]

  • Neutral attack:
    • Buff The second hit deals slightly more damage (5% → 6%), making it stronger despite its altered knockback, which makes it safer on hit at lower percentages (8 (base)/120 (growth) → 25/100).
  • Forward tilt:
    • Change Yoshi has a new forward tilt: a tail swat instead of a strong kick.
    • Buff It has more increased range, improves its combo potential at lower percents due to its now lowered damage output.
    • Nerf It deals less damage (13%/12%/11% → 10%/9%/8%), making it weaker.
  • Up tilt:
    • Buff Up tilt has slightly less startup lag (frame 8 → 7), and, due to no animation change, it can hit grounded opponents better overall.
  • Down tilt:
    • Change Down tilt no longer has set knockback, instead having very small knockback growth (100 (set) → 65 (base), 30 (scaling)). It also now has a sourspot located at the tip of his tail that deals half damage (10% → 5%) and sends opponents at the Sakurai angle.
  • Dash attack:
    • Nerf Dash attack has less reach (9.54u → 6u).
  • Forward smash:
    • Nerf Forward smash deals noticeably less knockback (32 base/94 growth → 20/92). It also has smaller hitboxes (4.8/4/2.4 → 4.2/3.7/3) and more ending lag (FAF 44 → 51).
  • Up smash:
    • Buff Up smash deals more damage (14% → 16%) and has a longer duration (frames 11-15 → 11-16).
    • Nerf It has drastically less knockback (26 (base)/108 (growth) → 23/83), greatly hindering its KO potential despite the higher damage, and has more ending lag (FAF 40 → 44).
  • Down smash:
    • Nerf Down smash's knockback was weakened drastically (50 (base)/75 (growth) → 30/63), to where it can no longer reliably KO under 150%. Despite Yoshi's tail being longer when performing this move, it is less disjointed by comparison, slightly hindering its reach.

Aerial attacks[edit]

  • Change All aerials have decreased landing lag (15 frames → 9 (neutral/back), 21 frames → 16 (forward), 19 frames → 14 (up), 26 frames → 24 (down)) however due to the removal of L-canceling, their landing lag was not fully compensated.
  • Neutral aerial:
    • Buff Neutral aerial can now be used to lock opponents.
    • Nerf It deals less damage (14% (clean), 10% (late) → 12%/9%/6%) hindering its KO potential. It also has a shorter duration (frames 3-33 → 3-31) and auto-cancels later (frame 36 → 38).
    • Change It has an altered animation.
  • Forward aerial:
    • Buff Forward aerial is now a much more reliable KO option onstage due to its new sourspot.
    • Nerf Forward aerial's meteor smash is much weaker dealing less damage (17% → 15%) and knockback (30 (base), 100 (scaling) → 0/90), going from the third strongest meteor smash in Melee to a meteor smash of average power in Brawl and harder to land, since it now has a sourspot that launches horizontally, even though it deals 1% more damage than the meteor smash hitbox.
  • Back aerial:
    • Nerf Back aerial has more ending lag (FAF 38 → 40) and auto-cancels later (frame 33 → 38).
    • Change With the exception of the final hit, back aerial deals less damage (7% (hit 1), 6% (hit 2), 5% (hit 3), 4% (hit 4) → 4% (hits 1 & 4), 3% (hits 2 & 3)). This hinders its damage racking potential but makes it connect more reliably and it improves its combo potential as the first three hits deal less knockback. The final hit also has higher base knockback (40 → 50).
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 38) and it can now be performed twice in a short hop. The universally decreased falling speeds also make it a more reliable KO move.
  • Down aerial:
    • Buff All hits of Yoshi's down aerial flow into each other much more easily, strengthening its combo ability.
    • Buff It has less startup lag (frame 18 → 16).
    • Nerf It has a drastically lowered overall damage output (53% → 35%), though it's still the most damaging aerial attack in the game by a considerable margin (beating Snake's neutral and down aerials by 7%).

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing grab has less startup lag (frame 18 → 17) though it is still the slowest standing grab in the game tied with Samus. Yoshi's grabs also have less ending lag (FAF 79 (standing), frame 70 (dash) → frame 63 (both).
    • Buff Yoshi will now always force his opponent into an aerial grab release if he doesn't throw his opponent. This combined with the changes to aerial grab releases give him grab release followups on a significant portion of the cast, such as a chain grab on 17 characters and a guaranteed followup into his forward aerial meteor smash offstage.
    • Buff Introduction of a great pivot grab significantly improved Yoshi's grabbing game, and help boost his defensive game. Yoshi's pivot grab has the least amount of startup out of his grabs (frame 10) and more significantly; ending lag (FAF 36).
    • Change Yoshi no longer vocalizes when grabbing; the relevant vocalizations are moved to Egg Lay.
  • Pummel:
    • Buff Pummel has less ending lag (FAF 25 → 16).
    • Nerf It deals 1% less damage (3% → 2%).
  • Forward throw:
    • Change Forward throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into tumble can no longer be DIed.
  • Back throw:
    • Change Back throw deals more damage (6% → 7%), improving its KO potential but hindering its chaingrabbing potential although this is compensated with the fact that moves which do not put opponents into tumble can no longer be DIed.
  • Up throw:
    • Change Down throw has reduced knockback (120 (base), 20 (scaling) → 100/25) making it a better combo move however, the introduction of hitstun canceling limits its combo potential.

Special moves[edit]

  • Egg Lay:
    • Buff Egg Lay has a longer duration (frames 17-21 → 17-22) and can now be B-reversed.
    • Nerf Due to universally decreased fall speeds, Egg Lay is much less effective at edgeguarding.
    • Change Yoshi now vocalizes when using Egg Lay.
  • Egg Roll:
    • Change Egg Roll has different sound effects.
    • Nerf Egg Roll now gives virtually no horizontal distance when used in the air while still sending him into a helpless state if the move has been canceled, making it completely ineffective as a recovery move (even though it also almost completely negates momentum, this is negligible, as Yoshi will be guaranteed to fail to make it back to the stage if he uses it this way under normal circumstances).
  • Egg Throw:
    • Buff Egg Throw now gives Yoshi a slight hop in the air, improving his recovery.
    • Nerf The eggs from Egg Throw deal less damage (10%/12% → 9%) and knockback, and they can no longer be tossed backwards (although this nerf is nullified because he can now reverse this move); they additionally have a finite number of throwing angles and they have more startup lag and a shorter duration (frames 18-55 → 20-40).
    • Change Yoshi no longer vocalizes when using Egg Throw.
  • Yoshi Bomb:
    • Buff When Yoshi Bomb is used from the ground, it produces a weak hitbox during the rise that takes an enemy standing directly in front of Yoshi up with him, comparable to Final Cutter.
    • Nerf The aerial version has more startup lag (frame 19 → 20), deals less damage (14% → 12%) and significantly less knockback (46 (base), 96 (scaling) → 55/70) and is no longer a KO move under 150%. The grounded version also deals less damage (16% → 15%) and knockback (50 (base), 98 (scaling) → 60/70).
    • Change The move's plummet is slower.
    • Change The move's produces a different sound effect when landing.
  • Super Dragon:
    • Change Yoshi now has a Final Smash, Super Dragon. Yoshi sprouts wings from his back and starts flying. In this form, Yoshi can fly around freely, damaging opponents by simply touching them (similar to Super Sonic) and breath streams of fire that deals heavy damage. After 20 seconds, Yoshi will turn back to normal.

Moveset[edit]

For a visual representation of Yoshi's attack hitboxes, see this page.
For a more detailed information regarding Yoshi's moveset and attack hitboxes, see this page.

  Name Damage Description
Neutral attack   3% Yoshi quickly kicks with his left leg, then with his right leg. The feet Yoshi strikes with are invulnerable.
6%
Forward tilt   10% Yoshi spins and swipes opponents with his tail. Can be angled up or down. When angled up, it can KO at 197% from the center of Final Destination.
9%
8%
Up tilt   11% (tail), 10% (tail tip) Yoshi crouches and flicks his tail upwards.
Down tilt   10% (tail), 5% (tail tip) Yoshi performs a low sweep with his tail.
Dash attack   9% (clean), 7% (late) Yoshi does a running headbutt. Does decent knockback and can KO at 187%.
Forward smash   16% Yoshi slams his head forward with a powerful headbutt. Yoshi's head is invincible during the attack. Can be aimed up or down. KOs at 112% when uncharged and 72% when fully charged.
Up smash   16% Yoshi headbutts upwards. Yoshi's head is invincible during the attack, similar to his forward smash. KOs at 131% when uncharged and 85% when fully charged.
Down smash   14% (front), 13% (back) Yoshi strikes on both sides with his tail. Very quick, but has surprisingly low knockback. KOs at 178% when uncharged and 123% when fully charged with the front hit.
Neutral aerial   12% (clean), 9% (mid), 6% (late) Yoshi performs a sex kick. The size of his foot is larger during the attack to indicate an extended reach. KOs at 142% from the center of Final Destination.
Forward aerial Noggin Dunk (かいてんずつき, Rotating Headbutt) 16% (body), 15% (head) Yoshi winds up and slams his head downward. The head meteor smashes and can KO at 187%, while the body deals horizontal knockback and can KO at 132%.
Back aerial   4% (hits 1), 3% (hits 2-3), 4% (hit 4) Yoshi wags his tail rapidly, hitting four times.
Up aerial   13% Yoshi flips his body and flicks his tail upward. Considered Yoshi's best KO move.
Down aerial Flutter Kick (ばたあしキック) 2-3% (hits 1-7), 1-2% (hits 8-15) Yoshi rapidly peddles his feet as he descends. Can deal up to 33% on large opponents.
Grab   Yoshi uses his tongue to grab an opponent and pull them into his mouth. His dash grab cause him to trip if he doesn't get anyone. Despite the appearance, Yoshi's tongue isn't a tether, though it's range and lag is between tethers and normal grabs.
Pummel   2% Chews on the opponent.
Forward throw   7% Yoshi spits the opponent forwards.
Back throw   7% Exactly the same as the forward throw, just backwards.
Up throw   5% Yoshi spits the opponent upwards.
Down throw   4% Yoshi spits the opponent into the ground.
Floor attack (front)   6% Gets up and headbutts both sides of himself.
Floor attack (back)   6% Gets up and spin kicks both sides of himself.
Floor attack (trip)   5% Gets up and whips his tail both sides of himself.
Edge attack (fast)   6% Gets up and whips his tail.
Edge attack (slow)   12% Slowly gets up and slams his head forward with short range. The third most damaging ledge attack in the game.
Neutral special Egg Lay 7% Yoshi swallows the foe and turns them into an egg.
Side special Egg Roll 4-12% Yoshi eggs himself and rolls around. The damage done is based on how fast he's moving. At max speed, it can KO at roughly 170%.
Up special Egg Throw 1% (contact), 8% (explosion) Yoshi throws an egg in a controllable parabolic arc. This moves gives Yoshi a small boost when used in the air.
Down special Yoshi Bomb 4% (hop), 15% (ground drop), 12% (air drop), 4% (stars) Yoshi plummets downwards, producing stars when he lands. KOs at 111% (both hits), 123% (ground drop), and 163% (air drop).
Final Smash Super Dragon 8% (ram), 6% (fire breath), 17% (fireball) Yoshi grows wings allowing him to fly, rendering him invulnerable whilst in this state, and starts spewing fire. Pressing the special button will also allow him to shoot fireballs. If Yoshi remains standing for around 3-5 seconds, he starts spewing fire automatically similar to the Superspicy Curry. However while in this form, Yoshi has no inertia hence he'll be a bit hard to control for beginners.

Chain grab list[edit]

The following characters can be chain grabbed through an air release by Yoshi, though some are harder to chain grab than others:

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 107 1.33 – Initial dash
1.68 – Run
1.15 0.0426 0.00975 1.316 0.01 – Base
0.07 – Additional
0.07347 1.29 – Base
1.806Fast-fall
6 36.10337322 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • A sound effect is heard and Yoshi says "Yoshiii!"
Yoshi's selection sound

On-screen appearance[edit]

  • Yoshi breaks out of a Yoshi Egg and shakes his rear end. Even if a Yoshi is selected with a color other than green, he will still break out of a white egg with green spots.
YoshiOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Dances around in a circle and says "Yoshi!".
  • Side taunt: Spins around, chasing his tail, then looks at it.
  • Down taunt: Waves to the screen, saying "Yoshi! Yoshi!" This is an update of the taunt he had in SSB and Melee. Because Yoshi's down taunt involves leaning forwards out of the plane of gameplay, certain fast and thin hitboxes including Palutena's Arrows and R.O.B. Blaster shots can be dodged with it.
Up taunt Side taunt Down taunt
YoshiUpTauntBrawl.gif YoshiSideTauntBrawl.gif YoshiDownTauntBrawl.gif

Idle pose[edit]

  • Does a short dance.
  • Looks around.
Yoshi Idle Pose 2 Brawl.png Yoshi Idle Pose 1 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Yo-shi! Yo-shi!
Pitch High female High female

Victory poses[edit]

A orchestrated flourish combining two small musical excerpts from Yoshi's Story.
  • Up: Punches the air, then makes a "ta-da" pose. (His "character chosen" animation in Super Smash Bros.)
  • Left: Looks up at the sky with his hands together, spins once, and gives a V sign with his hand. (a la Yoshi's victory pose in Yoshi's Story)
  • Right: Angrily, he punches a few times, and then turns his back on the screen facing right.
Up Left Right
Yoshi-VictoryUp-SSBB.gif Yoshi-VictoryLeft-SSBB.gif Yoshi-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

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The editor who added this tag believes this page should be cleaned up for the following reason: To fit these guidelines
You can discuss this issue on the talk page or edit this page to improve it.
See also: Category:Yoshi players (SSBB)

Tier placement and history[edit]

Opinions on Yoshi's viability have greatly fluctuated throughout SSBB's metagame. During the initial release of SSBB, Yoshi was very flawed due to his shield being notoriously bad, low knockback on his moves, and almost non-existent out of shield options. As a result, Yoshi was considered to be one of the worst characters in the game due to his poor matchups and poor tournament results, leading him to being ranked 32nd on the first tier list. Due to his low tier placements on tier lists, many smashers predicted that he would fail to rise out of low tier and he wouldn't do well in the future.

However, players such as Poltergust started to gain good tournament results with Yoshi, notably WHOBO 3, where he placed 17th, as well as 2nd in Brawl low tier singles using only Yoshi. Because of this, Yoshi then rose into mid tier on the sixth tier list (July 2011), where he ranked 28th place. Yoshi also jumped up two places in the seventh tier list (April 2012), his highest placement so far. He is currently ranked 27th in mid tier in the eighth and current tier list, as of April 2013. His current placing is, however, debatable by the community: there are some players that think Yoshi should be slightly higher, while some players think Yoshi should be even lower.

Role in The Subspace Emissary[edit]

Yoshi in SSE.

After removing the Master Sword from a pedestal in a forest, Link encounters Yoshi, who is sleeping on a tree stump. However, the passing Halberd drops Shadow Bugs, which in turn form Primids. Peaceful sleep is now impossible, so Yoshi teams up with Link to fight them off.

Yoshi's next role in the story depends on which princess Kirby saved at the stadium. If Peach was rescued, Yoshi and Link battle against a Shadow bug clone of Peach (who was recently trophied by Bowser), who was trying to trophify an unsuspecting Mario and Pit until Link sliced the cannon in half. After the battle, the trophy disintegrates. Thinking that they killed the real princess, Mario and Pit attack Link and Yoshi. If Zelda was saved, then Mario and Pit would fight a Shadow Bug clone of her instead, and Link and Yoshi would attack Mario and Pit. Either way, both teams fight each other. After Link and Yoshi/Mario and Pit defeat the opposing characters, King Dedede passes by in the cargo and snags the trophies with a metal arm, while Link/Mario notices the real trophy of Zelda/Peach in the back. After King Dedede raises his fist in triumph, Kirby jumps onto the cargo and performs a Final Cutter, severing the arm and reviving the trophies. Pit/Link quickly hits the cargo with an arrow as it passes by, damaging it. Kirby, Link, Yoshi, Mario, and Pit then team up to find Dedede's castle. After going through a set of caves, they arrive at the castle, only to find it in ruins from an ambush by Bowser. They only find a hole in the wall and they venture through a second set of caves until they catch up to Bowser at a cliff. They try to stop him from taking Zelda/Peach, but fail. Bowser then takes the princess' trophy up to the Halberd.

Later on, they find the Ancient Minister setting off a Subspace bomb, and see the real regret that he feels in this deed. As the bomb goes off, Yoshi carries Mario to safety by running really fast, while Pit, Kirby and Link fly overhead on a warp star. Yoshi carrying Mario in this SSE cutscene reflects on how Yoshi was used for transportation for Mario (most notably in Yoshi's Island and Super Mario World).

Yoshi joins his companions when they reinforce Marth's team in the Canyon. Later, he joins the heroes in the battle against the Subspace Gunship and again against Tabuu. After being trophied by Tabuu's Off Waves, Yoshi is revived by Kirby, and afterward, joins Sonic and the others against Tabuu and successfully defeat him to end the Subspace Invasion.

Playable appearances[edit]

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Yoshi can appear as an opponent or ally in Stage 2 along with Donkey Kong and Diddy Kong on Yoshi's Island, Rumble Falls, or 75m (with the latter available if it has been unlocked). Yoshi can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.

All-Star Mode[edit]

In All-Star Mode, Yoshi is fought in Stage 12 on Yoshi's Island.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Ending Images[edit]

Trophies[edit]

Yoshi's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Yoshi.

Yoshi trophy from Super Smash Bros. Brawl.
Classic Mode trophy
Yoshi
A creature that hails from Yoshi's Island. Yoshis come in a variety of colors, and all possess gentle personalities. No matter what problems they face, they always look like they're having fun. Yoshis use their long tongues to grab and swallow fruit and enemies. They can convert what they swallow into eggs, which they then lay. They also give Mario rides.
SNES: Yoshi's Safari
N64: Yoshi's Story
Super Dragon trophy from Super Smash Bros. Brawl.
Super Dragon trophy
Super Dragon
Yoshi with wings on his back that give him the power to fly freely across the sky. In this state, he can spew giant fireballs. He is more mobile and powerful, but the inertia makes movement quirky, so it takes some skill to master flight. Yoshi returns to a normal state after a set period of time has passed.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Yoshi's palette swaps, with corresponding tournament mode colours.
YoshiHeadSSBB.png YoshiHeadRedSSBB.png YoshiHeadBlueSSBB.png YoshiHeadYellowSSBB.png YoshiHeadPinkSSBB.png YoshiHeadCyanSSBB.png

Gallery[edit]

Trivia[edit]

  • Although Yoshi's in-game model stands with his back hunched over, he stands upright (which is in line with his appearance in most modern Mario and Yoshi games as well as Super Smash Bros. titles following Brawl) in both his character artwork and victory animations.
  • Yoshi is the only character with a tether or extended grab but no tether recovery.
  • Yoshi is one of only two characters who never uses their hands for any attack (including grabs), the other being Ivysaur. He is also the only veteran to not use hand for any attacks, including grabs.
  • With a Bunny Hood, Yoshi can use Egg Throw to stall in certain places, such as under the lip of the Melee's Pokémon Stadium.
  • Yoshi's grab puts the opponent in a unique state and uses a different pulling technique than all other extended grabs. Due to how these interact, the opponent is considered grabbed before Yoshi is considered fully grabbing. As a result, it is possible to begin mashing out of Yoshi's grab before actually entering Yoshi's mouth. Should the opponent be grabbed at near the maximum distance the grab can reach, it is possible to break out of the grab before they even reach Yoshi's mouth, in which case the game will crash. While this may result in a forfeit under tournament rules, it can only happen at extremely low damages, and only with extreme mashing skills in addition to exceptional reaction time, thus there are no known instances of this scenario actually occurring in a tournament match.
  • Yoshi is the only veteran character possessing an unusual meteor cancel window.

External links[edit]