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Yoshi (SSBB)/Hitboxes: Difference between revisions

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Revision as of 15:29, March 15, 2014

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Hitbox Article.png This is a hitbox repository. Hitbox Article.png
Click on any image to view full size.
Hurtboxes
YoshiSSBBHurtboxes.png
Yoshi's Hitboxes
Neutral
(Double Kick)
YoshiSSBBNeutral(hit1).png
Hit 1
YoshiSSBBNeutral(hit2start).png
Hit 2
YoshiSSBBNeutral(hit2end).png
Hit 2
F-Tilt
(Tail Swat)
YoshiSSBBFTilt(angup).png
Angled up
YoshiSSBBFTilt(angside).png
Angled side
YoshiSSBBFTilt(angdown).png
Angled down
U-Tilt
(Tail Flip)
YoshiSSBBUTilt(part1).png YoshiSSBBUTilt(part2).png
YoshiSSBBUTilt(part3).png YoshiSSBBUTilt(part4).png
D-Tilt
(Tail Trip)
YoshiSSBBDTilt.png
Dash
(Head Ram)
YoshiSSBBDash(clean).png
Clean
YoshiSSBBDash(late).png
Late
U-Smash
(Nasal Crush)
YoshiSSBBUSmash(start).png YoshiSSBBUSmash(mid).png YoshiSSBBUSmash(end).png
D-Smash
(Tail Sweep)
YoshiSSBBDSmash(hit1).png
Hit 1
YoshiSSBBDSmash(hit2).png
Hit 2
F-Smash
(Noggin Flail)
YoshiSSBBFSmash(angup).png
Angled up
YoshiSSBBFSmash(angside).png
Angled side
YoshiSSBBFSmash(angdown).png
Angled down
Nair
(Drop Kick)
YoshiSSBBNair(cleanstart).png
Clean
YoshiSSBBNair(cleanend).png
Clean
YoshiSSBBNair(mid).png
Mid
YoshiSSBBNair(late).png
Late
Fair
(Nose Pound)
YoshiSSBBFair(start).png YoshiSSBBFair(end).png
Bair
(Tail Wag)
YoshiSSBBBair(hit1start).png YoshiSSBBBair(hit1mid).png
Hit 1
YoshiSSBBBair(hit1end).png
YoshiSSBBBair(hit2start).png YoshiSSBBBair(hit2mid).png
Hit 2
YoshiSSBBBair(hit2end).png
YoshiSSBBBair(hit3start).png YoshiSSBBBair(hit3mid).png
Hit 3
YoshiSSBBBair(hit3end).png
YoshiSSBBBair(hit4start).png YoshiSSBBBair(hit4mid).png
Hit 4
YoshiSSBBBair(hit4end).png
Uair
(Vertical Sweep)
YoshiSSBBUair.png
Dair
(Flutter Kick)
YoshiSSBBDair(hits1-7).png
Hits 1-7
YoshiSSBBDair(hits8-14).png
Hits 8-14
Shield YoshiSSBBShield.png
Grab (standing) YoshiSSBBGrab(standingstartgrounded).png
On grounded opponents
YoshiSSBBGrab(standingstartaerial).png
On aerial opponents
YoshiSSBBGrab(standingendgrounded).png
On grounded opponents
YoshiSSBBGrab(standingendaerial).png
On aerial opponents
Grab (running) YoshiSSBBGrab(runningstartgrounded).png
On grounded opponents
YoshiSSBBGrab(runningstartaerial).png
On aerial opponents
YoshiSSBBGrab(runningendgrounded).png
On grounded opponents
YoshiSSBBGrab(runningendaerial).png
On aerial opponents
Grab (pivot) YoshiSSBBGrab(pivotstartgrounded).png
On grounded opponents
YoshiSSBBGrab(pivotstartaerial).png
On aerial opponents
YoshiSSBBGrab(pivotendgrounded).png
On grounded opponents
YoshiSSBBGrab(pivotendaerial).png
On aerial opponents
Pummel
(Chew)
YoshiSSBBPummel.png
F-Throw
(Spit)
YoshiSSBBFThrow.png
B-Throw
(Spin 'n' Spit)
YoshiSSBBBThrow.png
U-Throw
(Spit Up)
YoshiSSBBUThrow.png
D-Throw
(Spit Down)
YoshiSSBBDThrow.png
Floor (back)
(Spin Kick)
YoshiSSBBFloor(backhit1).png
Hit 1
YoshiSSBBFloor(backhit2).png
Hit 2
Floor (front)
(Head Slash)
YoshiSSBBFloor(fronthit1).png
Hit 1
YoshiSSBBFloor(floorhit2).png
Hit 2
Floor (trip)
(Tail Swing)
YoshiSSBBFloor(triphit1).png
Hit 1
YoshiSSBBFloor(triphit2).png
Hit 2
Edge (fast)
(Tail Spin)
YoshiSSBBEdge(fast).png
Edge (slow)
(Headbutt)
YoshiSSBBEdge(slowstart).png YoshiSSBBEdge(slowend).png
Neutral Special
(Egg Lay)
YoshiSSBBNS(groundedstart).png
On grounded opponents
YoshiSSBBNS(aerialstart).png
On aerial opponents
YoshiSSBBNS(groundedend).png
On grounded opponents
YoshiSSBBNS(aerialend).png
On aerial opponents
YoshiSSBBNS(throw).png
Throw
Side Special
(Egg Roll)
YoshiSSBBSS(ground).png YoshiSSBBSS(air).png
Up Special
(Egg Throw)
YoshiSSBBUS(egg).png YoshiSSBBUS(explosion).png
Down Special
(Yoshi Bomb)
YoshiSSBBDS(hop).png YoshiSSBBDS(dropground).png
Drop (from ground)
YoshiSSBBDS(dropair).png
Drop (from air)
YoshiSSBBDS(stars).png
Final Smash
(Super Dragon)
YoshiSSBBFS(ram).png YoshiSSBBFS(firebreath).png YoshiSSBBFS(fireball).png

Notes

  • The angle of a hitbox is displayed as a line. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
  • A transcendent hitbox is denoted by a dashed border.
  • The colour of a hitbox is its type; the colour of its angle indicator and border is its effect.
  • The numbers represent each hitbox's damage and knockback (base knockback/knockback scaling), as well as whether the knockback is fixed.