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Yoshi (SSBU)

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This article is about Yoshi's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Yoshi.
Yoshi
in Super Smash Bros. Ultimate
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YoshiSymbol.svg
Universe Yoshi
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Stampede!
YoshiHeadSSBU.png
Yoshi is all about egg-related moves, like throwing eggs, swallowing opponents and turning them into eggs, or turning into an egg and charging toward an opponent. With a high jump, recovery is a piece of cake for Yoshi! And for his Final Smash, a Yoshi army stampedes through the stage.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Yoshi (ヨッシー, Yoshi) is a playable character in Super Smash Bros. Ultimate. He was revealed for the game along with the rest of the veterans on June 12th, 2018; he was the last veteran to be confirmed along with Luigi, appearing at the very end of the trailer. Yoshi is classified as fighter #05.

As in all previous Smash Bros. games, Kazumi Totaka's portrayal of Yoshi from Yoshi's Story and other games of the Mario series was repurposed for Ultimate.

Attributes

Yoshi is a heavyweight fighter with above-average mobility, good frame data, and decent KO potential. He sports a unique shield in the form of a Yoshi Egg, which generally lasts longer than most shields and is larger in size; thus, it does a good job at protecting Yoshi from powerful attacks.

As said before, Yoshi sports excellent mobility: he has the 26th fastest walking speed, the 17th fastest dashing speed (with an above-average initial dash to boot), the single fastest air speed in the game, and the 14th highest air acceleration. Additionally, Yoshi sports the 17th highest jumping prowess in the game; this can be owed to his especially high double jump. However, his traction and gravity are only the 60th and 63rd highest in the game; further compounding this, his falling and fast-falling speeds are among the bottom 10 in the game. Thus, Yoshi is a very speedy, yet floaty character.

Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other for a jab lock; forward tilt serves as a reliable combo starter at low-mid percents, due to its moderate base knockback and vertical launch angle; up tilt is an effective combo starter with low knockback growth, and leads to KO confirms at higher percents; and down tilt is his fastest tilt, sporting good range and serving as a reliable tech chasing option. Lastly, dash attack has a high reach and duration; this, combined with its decent knockback, makes it good for KOing opponents at later percents and punishing rolls or techs. Yoshi's smash attacks are also useful in their own right: forward smash has a powerful sweetspot that outprioritizes its slightly weaker sourspot - allowing it to KO at reasonable percents - and has decent start-up, can be angled, and grants Yoshi intangibility for its duration; up smash has good horizontal and vertical range, reasonable start-up, and a powerful sweetspot, allowing it to KO at percents as low as 120% provided the sweetspot hits; lastly, down smash is extremely quick in both start-up and ending lag which, coupled with its good range, makes it an adept option for punishing rolling opponents.

Although his grounded moveset comes with potent attacks, it is Yoshi's aerial attacks that possess high usefulness and make up his fantastic air game. Neutral aerial has a very fast sex kick with low all-around lag, decent range, and good power, allowing it to either KO at surprisingly early percents, serve as an effective combo breaker, be a tech-chase set-up, and be his primary out of shield option. Forward aerial also possesses high range and reasonable all-around lag, and comes with impressive damage; its tipper hitbox meteor smashes opponents, allowing for offstage KOs to occur as early as 20%. Back aerial boasts high speed and high power, with its first two hits being effective combo starters and its final hit KOing below 130%. Up aerial possesses high vertical range and a hitbox that hits behind the opponent which, in tandem with its impressive damage output and low all-around lag, makes it an effective juggling option. Lastly, down aerial serves as the most damaging aerial in the game; its hits can easily link into each other, with its high vertical knockback allows it to KO at reasonable percentages near the upper blast zone. His grab is also relatively decent: his grab release and throws grant invincibility during their animations, pummel is fast and deals average damage, forward and back throws are decent KO options by the ledge, up throw has combo potential into his up air at low percents, and down throw has little ending lag making it his most useful combo throw.

Yoshi's special moves are also very effective tools for the character. Egg Lay is a command grab which traps the opponent in a egg for a short amount of time, allowing it to work as a damage racker, and when B-reversed is a effective surprise trapping option. Egg Roll travels decently fast on the ground and deals effective damage when running into an opponent, Yoshi Bomb gives Yoshi an option to escape juggles if the situation allows for it, can go through soft platforms, does high damage in both the ground and air, and the grounded version deals high shield damage. However, his best special move is easily his Egg Throw, his only but incredibly effective projectile. The trajectory of the move can be changed depending on the angle of the joystick, can bounce on the ground, and allow Yoshi to have an option for zoning.

Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses. Main problem being that his recovery is very limited: his double jump and air speed make getting back onstage with him more plausible, but his double jump can only be used once and if his opponent has a move that breaks his super armor limit, then he'll be in a very bad situation for getting back onstage. His other recovery options outside of his double jump are very short ranged and punishable, with Egg Throw only giving vertical distance upon its first three usages and directional air dodges having high ending lag.

His approach can also be very punishable as his moves outside of tilts are noticeably slower, with every one of his aerial attacks outside of up aerial having below-average startup and reach less than an typical disjoint. His grab is also very punishable when missed despite its invincibility and long range, Egg Lay is very limited and has no usage if the opponent is far away, Egg Roll has very predictable trajectory and is hard for Yoshi to get out of if the attack doesn't work well in his certain situation, and Yoshi Bomb is also predictable if used unsafely and has high ending lag when Yoshi hits the ground.

Overall, Yoshi is still a strong character despite his glaring weaknesses. With his fast speed and reliable attacks, he has the ability to combo, take out stocks, and play an effective neutral game. His tournament results have been very strong because of these attributes, with players such as Suarez, Squerk, Meme, and Raptor showing the potential that he has and debatable in his iteration since Smash 64, but it might be too early to tell for the latter.

Changes from Super Smash Bros. 4

Likely as a result from his mid-tier placement in Smash 4, Yoshi was significantly buffed in the transition to Ultimate.

One of the biggest buffs was to his previously poor KO power for a heavyweight. His KO power has been noticeably improved, as has his ability to rack up damage at lower percents thanks to changes to moves like back air and forward tilt. All of his aerials have reduced landing lag, and the universal nerfs to air dodging make his edgeguarding with both aerials and Egg Throw much more potent. His already excellent mobility was increased even more, as his walk and run speed are now faster, while Yoshi still has the fastest air speed in the game.

However, Yoshi has received some minor nerfs. One nerf was to his up tilt, which has less range, no longer hitting opponents from up close. Another slight nerf is that while his dash attack got buffed overall, it is more punishable since it can't cross up shields. Lastly, Yoshi retains some significant flaws from Smash 4, particularly his very underwhelming grab game and lack of effective recovery options other than his double jump, despite the buffs to Egg Throw.

Overall, Yoshi's buffs heavily outweigh his nerfs, resulting in a more menacing competitive presence and lower learning curve. As such, Yoshi's buffs have resulted in such a positive perception among the community. Most professionals except for ZeRo have acknowledge the viability of Yoshi and consider him as a high-tier character. As a result, Yoshi players such as Suarez, Meme, Ron, and Danbi all have amassed incredible results with Yoshi, with some arguing that this version is better than his Smash 64 iteration.

Aesthetics

  • Change As with all veterans returning from Smash 4, Yoshi's model features a more subdued color scheme. His irises now appear larger while his shoes now feature simple detailing.
  • Change Yoshi has a new alternate costume based on his appearance in Yoshi's Crafted World. It replaces his Black Yoshi costume from Smash 4.
  • Change Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.
  • Change Idle pose, dashing, falling, and double jump's animations have been updated to further match Yoshi's upright posture.
    • Bug fix Yoshi no longer reverts to his posture and idle poses from Brawl while holding a small item.
  • Change Two of Yoshi's victory poses were slightly altered.
    • Change The victory animation where Yoshi spins around and strikes a V sign now has him performing a Flutter Jump before spinning around once and striking a V sign.
    • Change The victory animation where Yoshi punches the air once and striking a pose now has him punching the air twice and strikes a pose with his right leg farther back.

Attributes

  • Buff Like all characters, Yoshi's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Yoshi runs faster (1.86 → 2.046).
    • Buff Yoshi's initial dash is significantly faster (1.33 → 1.98).
  • Buff Yoshi walks slightly faster (1.15 → 1.208).
  • Buff Yoshi's air speed has been increased, now being almost as high as Jigglypuff's in Melee (1.28 → 1.344).
  • Buff Yoshi has significantly higher traction (0.0426 → 0.095), allowing him to punish out of shield much more easily.
  • Nerf Yoshi's jump height has been slightly reduced.
  • Buff Forward roll has less ending lag (FAF 36 → 31).
  • Nerf Forward roll grants less intangibility (frames 4-21 → 4-15).
  • Nerf Back roll has more startup and grants less intangibility (frames 4-21 → 5-16).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 59).
  • Buff The reintroduction of directional air dodges benefits Yoshi, as due to Egg Throw not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Buff The removal of shield platform dropping benefits Yoshi, as he was the only character unable to perform the technique in Smash 4. When combined with his unique shield rendering him immune to shield stabbing, this effectively gives him the best shield in the game.
  • Change Yoshi's double jump armor has been altered. The armor duration is significantly shorter, but like in Smash 64 and Melee, knockback taken is reduced if the armor is broken by an attack with sufficiently high knockback.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 9 → 6).
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.5× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Change The first hit has altered angles (60°/90°/50° → 361°/180°) and knockback (30 base/50 scaling → 40/35/10 base/30/28/20 scaling) to keep opponents close to Yoshi, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock, but removes some of its guaranteed jab cancel setups.
      • Change Due to this change, and the second hit using the Sakurai angle, grounded opponents hit by the move are launched at a lower angle. This allows it to get them offstage more effectively, but makes followups harder.
  • Forward tilt:
    • Buff Forward tilt has drastically less ending lag (FAF 39 → 30).
    • Buff It launches opponents at higher angles (80°/65°/50° → 88°/85°), and has more base knockback (50 → 60), but less knockback scaling (80 → 75). Combined with the previous change, this turns it into a reliable combo starter, while also improving its KO ability.
    • Buff It deals more damage when not angled (7% → 8%).
    • Buff The outermost hitbox is slightly larger (2.8u → 3u).
    • Change Its animation has been altered, with Yoshi no longer performing a full spin when swinging his tail.
  • Up tilt:
    • Nerf Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.
  • Down tilt:
    • Buff Down tilt has slightly more base knockback (65 → 67).
    • Change Down tilt's animation is reversed, with Yoshi spinning towards the screen rather than away from it.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 50 → 41).
    • Buff It deals more damage (9% → 11% (clean), 6% → 8% (late)), with knockback scaling compensated (52 → 45 (clean), 44 (late)).
    • Nerf It no longer crosses up shields consistently, making it easier to punish.
    • Nerf The late hit has smaller hitboxes (5u/3.5u → 4u/2.5u).
  • Forward smash:
    • Buff Forward smash has two different hitboxes instead of three, with the sweetspot taking priority over the sourspot and being located closer to Yoshi. This effectively removes its weaker sourspot (that dealt 13%) and makes the sweetspot easier to land.
    • Buff It has a longer hitbox duration (frame 14 → 14-16) and grants more intangibility on Yoshi's head (frames 12-14 → 12-16).
    • Buff The sweetspot has more knockback scaling (98 → 102).
  • Up smash:
    • Buff Up smash deals more knockback (37 base/95 scaling → 38/99).
  • Down smash:
    • Buff Down smash launches at a lower angle (30° → 26°) and deals more knockback (hit 1:40/42 base/73/57 scaling → 51/46/75/63, hit 2: 40/42 base/81/75 scaling → 51/44/83/75), allowing it to KO around 150% with the first and 130% with the second hit from center stage.

Aerial attacks

  • Buff All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).
  • Forward aerial:
    • Buff The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Buff The sourspot has been removed, with the sweetspot and meteor hitboxes being made bigger to compensate (2.4u (sweetspot)/3.5u (meteor) → 4.2u/4u).
    • Nerf Despite the auto-cancel window remaining unchanged, it no longer autocancels in a short hop due to Yoshi's lower short hop duration.
    • Change It has a different animation, with Yoshi no longer flipping after the headbutt.
  • Back aerial:
    • Buff Back aerial deals more damage (2.5% → 3.5% (hits 1-2), 5% → 5.5% (hit 3), total: 10% → 12.5%) with knockback not compensated on the third hit, increasing its KO potential.
    • Buff It has much lower hitlag multipliers (2× → 0.5× (hits 1-2), 1.5× (hit 3)), allowing it to execute faster and making the first two hits harder to SDI.
    • Buff The second and third hits have less startup lag (frame 17/25 → 14/18), causing them to connect more reliably.
      • Nerf However, the move's total duration remains unchanged, giving it more ending lag.
    • Buff The move's first two hits deal much less knockback (30/50 base/200/150 scaling → 20 base/100 scaling), and use the autolink angle against grounded opponents as well (361° → 367°) instead of only aerial ones. This allows them to connect more reliably, and combined with the move's lower landing lag, start combos at a wide range of percentages.
    • Change All hitboxes have been moved upwards (Y offset: 2u-4u → 3u-5u (hit 1 and 2), 3u → 5u (hit 3)), increasing the move's range above Yoshi, but reducing it below him.
    • Change Back aerial has a slightly altered animation, with Yoshi striking a new pose at the end of the move.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 37).
    • Buff It auto-cancels earlier (frame 33 → 31).
    • Change It has a new animation where Yoshi raises his tail up from behind without flipping.
  • Down aerial:
    • Buff Down aerial's looping hits have a lower hitlag multiplier (1.1× → 0.6×), use the autolink angle (270°/260°/280° → 367°), and have consistent knockback scaling (100/80 → 100), allowing them to connect more reliably and making them harder to SDI, despite their higher SDI multiplier (1.5× → 1.8×).
    • Buff The landing hit deals more knockback that is no longer set (40 set/100 scaling → 65 base/100 scaling), causing opponents to tumble even at 0%. This allows it to set up edgeguards more effectively, and grants it followups at low percents if the opponent fails to tech.
    • Nerf The move's initial auto-cancel window has been removed.
    • Nerf It has smaller hitboxes (6u/4.5u → 5u/3.5u (looping hits), 7u/5u → 6.5u/4.5u (last hit)).
    • Nerf The looping hits deal less damage (3%/2% → 2.3%/1.8% (hits 1-6), 2.2%/1.5% → 1.9%/1.4% (hits 7-12)), reducing the move's maximum damage output (32.2% → 28%) despite the last hit dealing more damage (1% → 2.8%).
      • Buff The last hit's knockback has not been fully compensated for its higher damage output (60 base/200 scaling → 55/179), improving its KO potential.
    • Change The last hit has a higher hitlag multiplier (1.1× → 1.5×).

Throws and other attacks

  • Grabs:
    • Buff All grabs have noticeably less ending lag (FAF 56 → 49 (standing), 68 → 57 (dash), 65 → 52 (pivot)), especially compared to the rest of the cast, as all non-extended grabs have conversely had their ending lag increased.
    • Nerf Dash and pivot grab have more startup lag (frame 10 → 16 (dash), 10 → 17 (pivot)), no longer being faster than his standing grab. His pivot grab in particular has gone from among the fastest to one of the slowest.
    • Change Yoshi's pivot grab animation has been altered; Yoshi pauses for a bit before turning around on one foot.
    • Change Yoshi's grab animation has changed. After grabbing an opponent and holding them in his mouth, his cheeks become swollen and jiggle, as if the fighter inside is trying to break out. He also holds his mouth closed with his hands, and no longer crouches down to the ground.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
    • Change It uses a unique, cartoony chomping sound effect, rather than a standard "kick" sound effect.
  • Change The speed of Yoshi's throws is no longer weight-dependent.
  • Forward throw:
    • Buff Forward throw deals more damage (7% → 9%) with no compensation on knockback.
  • Back throw:
    • Buff Back throw deals more damage (7% → 9%) with no compensation on knockback.
  • Up throw:
    • Buff Up throw has significantly more knockback scaling (43 → 90), allowing it to KO at around 230%, compared to being unable to KO under 500% without rage.
  • Down throw:
    • Nerf Down throw releases the opponent later (frame 15 → 25), making it easier to DI.
      • Buff However, its ending lag has been reduced relative to its release frame (FAF 44 → 51). Combined with Yoshi's faster jumpsquat and jump speed, this improves its combo potential, possessing followups even up to high percents.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Egg Lay:
    • Buff Egg Lay has less startup lag (frame 20 → 18) with identical ending lag, shortening its duration (FAF 44 → 42).
    • Buff Opponents can no longer move left and right in the air while in an egg.
    • Change It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.
  • Egg Roll:
    • Buff Egg Roll deals drastically more damage (4%-≈9% → 10%-≈13.8%).
    • Buff Its base knockback and knockback scaling have been reversed (50/70 → 70/50), making it safer on hit at low percents, while still improving its KO potential due to its higher damage output.
    • Nerf Yoshi always bounces once when using Egg Roll on the ground. This makes the move's execution slower and more predictable.
    • Nerf Changing direction takes longer.
    • Change Yoshi strikes a new pose before using Egg Roll.
  • Egg Throw:
    • Buff Yoshi gains slightly more vertical distance on the first Egg Throw, particularly after a jump.
    • Buff Eggs have a higher hitlag multiplier (0.3× → 0.6×), giving Yoshi more time to follow up.
    • Buff Eggs can bounce on the ground and retain their horizontal momentum before they break, giving Yoshi a new option to stop approaches.
    • Buff Eggs deal a single hit to opponents instead of two, with the same total damage (1% (hit 1), 5% (hit 2) → 6%) and no compensation on knockback.
    • Nerf Egg Throw has more startup (frame 15 → 16) and ending lag (FAF 54 → 56).
    • Nerf Eggs have received negative shield damage (0 → -3), effectively dealing half their usual damage to shields.
    • Change Yoshi can use either his right arm or left arm to throw eggs, due to his mirrored stance.
  • Yoshi Bomb:
    • Buff Yoshi Bomb can sweetspot a ledge even if Yoshi is facing away from it.
    • Buff Both the grounded and aerial versions allow Yoshi to go through soft platforms if he is high enough above them and the control stick is held down.
      • Change If too close to them, he will always go through.
    • Change Yoshi vocalizes when using the grounded version, like in previous games.
  • Final Smash:
    • Change Yoshi has a new Final Smash called Stampede!. He headbutts in front of him and an army of multicolored Yoshis stampede over the trapped players, similar to his part of the Super Smash Bros. Melee opening.

Update History

Yoshi has not received many direct changes in updates, with the only major change being him getting invincibility during his throws and grab release.

Super Smash Bros. Ultimate 2.0.0

  • Buff Shortened the amount of time the player is unable to grab a ledge after using forward air (71 frames → 68).
  • Buff Yoshi is granted grab invincibility during his grab release and throw animations.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Egg Throw has received negative shield damage (0 → -3), effectively dealing half its usual damage to shields.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Fixed a glitch where Egg Lay would cause trapped opponents to fast fall while caught during hitstun.

Super Smash Bros. Ultimate 4.0.0

  • Nerf Yoshi pushes opponents less far while charging forward smash, no longer causing certain characters' grabs to be unable to reach him from the front.

Super Smash Bros. Ultimate 5.0.0

  • Buff Yoshi can now grab enemies after dodging using input buffering, making it identical to other fighters.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3% A front kick followed by a roundhouse kick. The two hits transition relatively fast (both hits being frame 3) and can connect into a jab lock.
4%
Forward tilt   8% Swings his tail in a forward direction. Due to the vertical launch angle, moderate base knockback, and drastically reduced ending lag, it can reliably start combos. It can follow into up smash, neutral and up aerial at low to mid percents.
8%
8%
Up tilt   7% Brings his tail upwards, going from front to back. The front hitbox is now placed higher off the ground, making it unreliable in hitting grounded opponents. However, the back hit still hits close to the ground. Yoshi's most effective combo starter due low knockback growth and can even reach the low platforms of Battlefield, it leads into devastating combo strings at around low to mid percents and KO confirms at higher percents.
Down tilt   5% (base, 4.5% (mid), 4% (tip) Lays on all fours and spins his body around to attack with his tail. The attack deals the least amount of damage out of all his tilts, but has the lowest ending lag out of all of Yoshi's tilts. It can be useful for tech chasing and stage control.
Dash attack   11% (early), 9% (late) A far reaching side kick. Its long range and duration can create cross-ups, and is capable of punishing rolls or techs. However, its high amount of ending lag can make it very punishable.
Forward smash   15.5% (sweetspot), 14% (sourspot) Rears his head back to perform a headbutt. The sweetspot takes priority over the sourspot and can be made into a fast KO option. It can also be angled and his head is intangible during the attack. It has a high amount of ending lag, however, and makes it punishable because of it. Yoshi's head becomes intangible, starting from frame 12. It comes out on frame 14.
Up smash   14% (clean), 12% (late) Performs a bicycle kick. The attack has a clean hitbox and can be a potential KO option. It can hit opponents who are behind Yoshi, but has somewhat punishable ending lag.
Down smash   10% (tip), 12% (close) Crouches and swings his tail forward, and then backwards. Compared to his other smash attacks, it lacks any real versatility outside of reading ledge rolls or instances where forward and up smash are punishable.
Neutral aerial   10% (clean), 7% (mid), 5% (late) A flying sex kick ith very low startup (frame 3). Good power and one of Yoshi's most versatile moves. Its low landing lag allows it to lead reliably into follow ups at low to mid percents, depending on which hitbox connects. A potent out-of-shield option, as well as a combo breaker. Effective at setting up tech chases.
Forward aerial Noggin Dunk 15% (close), 14% (tip) Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edgeguarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is a meteor smash. Although, it has decent startup lag (16 frames) and can no longer autocancel in a short hop.
Back aerial   3.5% (hits 1-2), 5.5% (hit 3) Hits three times with his tail. A fast aerial, with its first hit coming out at frame 11, and has effective damage output and knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos. Autocancels in a full hop.
Up aerial   12% Flicks his tail upwards. Yoshi's fastest aerial attack, having frame 5 startup. Has a large vertical hitbox where the back can even hit grounded opponents, and due to being a very effective juggling option, it’s one of Yoshi’s most useful moves.
Down aerial Flutter Kick 2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit) Yoshi performs a series of downwards kicks that closely resembles his Flutter Jump. Notorious for being the most damaging aerial move in every iteration of the game, it deals 28% base damage if all the hits connect. Hits link reliably into each other and the final hit has high base knockback, making the move a powerful vertical KO option when near the top blast zone.
Grab Opens his mouth and lets out his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi’s grabs have a lot more range, but an considerable amount of startup and ending lag.
Pummel   1.3% Chews the opponent. A relatively fast pummel that doesn't deal too much damage.
Forward throw   9% Spits the opponent forward. It has slight KO potential near edges and is mainly used for stage control.
Back throw   9% Turns around and spits out the opponent. Otherwise, extremely similar to forward throw.
Up throw   5% Spits the opponent upwards. The throw has significantly increased knockback, allowing it to KO at around 230% compared to 500% in previous games. Otherwise, it has limited utility outside of tech chase setups on high platforms.
Down throw   4% Spits the opponent down to the ground. Its combo potential is improved due to its lower ending lag and Yoshi’s increased jump speed.
Floor attack (front)   7% Spins around and swings his tail around himself before getting up.
Floor attack (back)   7% Headbutts behind himself and then in front of himself before getting up.
Floor attack (trip)   5% Spins around and swings his tail around himself before getting up.
Edge attack   9% Swings his tail inward while climbing up.
Neutral special Egg Lay 7% Yoshi swallows the opponent and traps them in a Yoshi Egg. When the opponent is trapped, they can escape by button mashing. They stay trapped longer the more damage they have. Upon escaping, opponents gain brief intangibility.
Side special Egg Roll 10%-13.8% Yoshi will encase himself in a large Yoshi Egg after a small hop then roll around the stage. Damage dealt is proportional to momentum. Can jump once during the move. The attack has limited usage due to its predictable movement, slow startup and end lag, and lack of armor or disjoints. Does not deal damage until it first touches the ground. Can stall at the ledge if the control stick is not held towards it, but does no damage when stationary. Can be cancelled earlier by hitting the special button. Can move through shields.
Up special Egg Throw 6% Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws grant Yoshi significant vertical distance based on his current vertical momentum, with the largest possible jump being nearly as high as his double jump. After three uses in midair, it no longer grants upward momentum, and Yoshi must land to recover this. A very effective projectile that can now bounce upon hitting the ground, which makes it a more versatile option.
Down special Yoshi Bomb 4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars) A Ground Pound that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It's been given more safety since it can now sweetspot ledges, now allowing it to act as a 2 frame punish option. Also can go through soft platforms if the player holds down or is close to the platform on startup. Has increased shield damage; the grounded version can break a full shield if it is not stale and all hits connect on shield.
Final Smash Stampede! 6% (hit one), 46% (hits from other Yoshis) Yoshi rushes forward and attacks the opponent with a upwards headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, an stampede of multicolored Yoshis are seen rushing down the gorge, and they attack by trampling the opponent. It has a striking resemblance to the Super Smash Bros. Melee opening movie, where it has a similar stampede as well as the similar rocky environment.

On-screen appearance

Bursts out of a Yoshi Egg and strikes a pose.

Taunts

  • Up taunt: Dances around in a circle, chanting "Yoshi!" as he finishes.
  • Side taunt: Chases his tail in circles, then lifts up an arm as he finishes.
  • Down taunt: Yoshi faces the screen and jumps up and down whilst chanting.

Idle poses

  • Performs a short dance.
  • Looks around.

Victory poses

  • Left: Does a flutter jump, spins once, and gives the V sign. Based on an animation from "Yoshi's Story" when a stage is completed.
  • Up: Punches the air twice, spins, and poses while standing on one foot. (Based on his "character chosen" animation from Smash 64 but has been drastically altered.)
  • Right: Angrily, he punches a few times, and then turns his back on the screen facing right. A reference to Akuma's pose after a successful use of the Shun Goku Satsu.
A flourished, orchestrated remix of the title music of Yoshi's Story, significantly sped up.

In competitive play

Yoshi was, for some reason, the only original eight character to be excluded from the E3 demo build. It was difficult to find a pre-release consensus on Yoshi in Ultimate as those who did play the game early went to other characters first. When Yoshi eventually did release, however, numerous players of all skill levels took interest; on top of his strengths, he was rather easy to play and learn the game with. Also helping his early representation was that he was an overall similar character to his SSB4 iteration, making the transition even easier. At the same time, however, this meant that methods on how to fight Yoshi didn't change either. Thus in the competitive scene, despite having the tournament popularity of a top-tier character, he was generally seen as a mid- to high-tier by most players.

In today's competitive scene, Yoshi remains very popular, mostly because of his ease of use. He has begun to fall off in the current meta as perceived higher tiers like Palutena are further optimized, but given his playstyle, he is one of the most popular characters to use below the top level. Even so, top Yoshis such as Suarez still get results at top levels of play, leading a continued advancement of Yoshi's metagame even as the character's initial hype has begun to cool off.

Notable players

Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.

Classic Mode: Jurassic Journey

Yoshi's congratulations screen.

Yoshi's adversaries consist of playable reptiles, some of which resemble dinosaurs. His boss, Rathalos, also fits with the theme due to it being a classical draconic wyvern.

Round Opponent Stage Music Notes
1 Ivysaur IvysaurHeadSSBU.png Distant Planet World Map - Pikmin 2 Ivysaur's Pokémon Trainer is absent.
2 Giant Ridley RidleyHeadSSBU.png Great Bay Yoshi's Tale
3 King K. Rool KingKRoolHeadSSBU.png Jungle Japes Wildlands
4 Koopalings BowserJrHeadIggySSBU.pngBowserJrHeadMortonSSBU.pngBowserJrHeadLemmySSBU.pngBowserJrHeadLudwigSSBU.pngBowserJrHeadRoySSBU.pngBowserJrHeadWendySSBU.pngBowserJrHeadLarrySSBU.png Yoshi's Island Flower Field The Koopalings are fought in the order Mario faces them in Super Mario World.
5 Charizard CharizardHeadSSBU.png Garden of Hope Bandit Valley Charizard's Pokémon Trainer is absent.
6 Giant Bowser BowserHeadSSBU.png Mushroom Kingdom U Melty Monster
Bonus Stage
Final Rathalos Forest Hill Roar/Rathalos

Note: With the exceptions of Rounds 1 and 6, a song from the Yoshi universe is played regardless of the stage.

Credits roll after completing Classic Mode. Completing it as Yoshi has Yoshi's Tale accompany the credits.

Character unlock tree

Yoshi's Classic Mode character unlock tree includes the following characters in order:

  1. Lucario
  2. Marth
  3. Ryu
  4. Ganondorf
  5. Lucina
  6. Ridley
  7. Chrom
  8. Ken

Each character can be unlocked by clearing Yoshi's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

Role in World of Light

Yoshi's location in World of Light.
Finding Yoshi in World of Light

Although Yoshi does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

He can be found in a ribbon pathway to be awakened, which can be accessed in short time after taking Sheik's route.

Fighter Battle

No. Image Name Type Power Stage Music
05
Yoshi SSBU.png
Yoshi Grab 3,600 Super Happy Tree (Ω form) Obstacle Course - Yoshi's Island

Template:-

Spirits

Yoshi's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 500 coins. Unlocking Yoshi in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Yoshi makes an appearance in various Primary and Support Spirits.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
38 Hammer Bro Super Mario series Yoshi YoshiHeadYellowSSBU.png
Grab
3,400 Golden Plains (Battlefield form) Assist Trophy Enemies (Hammer Bro) •Hostile assist trophies will appear when the enemy's at high damage
•The enemy favors up specials
Ground Theme - Super Mario Bros. 3 (Remix)
60
Wiggler.png
Wiggler Super Mario series Yoshi YoshiHeadYellowSSBU.png
Attack
1,600 Yoshi's Island (Melee) •Attack Power ↑
•Item: Lip's Stick
•The enemy becomes powerful when badly damaged Ground Theme - Super Mario World
77
Plessie.png
Plessie Super Mario series •Giant Yoshi YoshiHeadYellowSSBU.png
Grab
2,100 Great Bay N/A •The enemy is giant Slide
156
Rattly Rattlesnake.png
Rattly Donkey Kong series Yoshi YoshiHeadCraftedSSBU.png
Grab
3,400 Kongo Jungle N/A •The enemy loves to jump
•The enemy has increased jump power
Snakey Chantey
167
Kip.png
Kip Donkey Kong: Barrel Blast •Tiny Yoshi Team YoshiHeadYellowSSBU.png (x4)
Shield
1,800 Yoshi's Story N/A •The enemy starts the battle with a Rocket Belt Boss 2 - DK: Jungle Climber
182
Likelike.png
Like Like The Legend of Zelda series Yoshi YoshiHeadYellowSSBU.png
Grab
4,000 Great Bay (Battlefield form) •Sudden Damage
•Item: Food
•Hazard: Sticky Floor
•The floor is sticky
•You'll occasionally take sudden damage after a little while
•The enemy favors grabs and throws
Overworld & Underworld - The Legend of Zelda (for 3DS / Wii U)
218 Dimitri The Legend of Zelda series Yoshi YoshiHeadRedSSBU.png
Young Link YoungLinkHeadRedSSBU.png
Shield
1,700 Great Bay N/A •The enemy favors neutral specials Tal Tal Heights
318
Surprises Spirit.png
Spirit Who Loves Surprises Yoshi series Yoshi Team YoshiHeadPinkSSBU.png (×4)
Grab
2,000 Super Happy Tree •Hazard: Screen Flip •The screen will suddenly flip after a little while Yoshi's Story (64)
321
Yarnyoshi.png
Yarn Yoshi Yoshi series Yoshi Team YoshiHeadCraftedSSBU.png (×4)
Grab
9,200 Super Happy Tree •Easy to Launch •All fighters are easy to launch Main Theme - Yoshi's Woolly World (Remix)
395
Powalski.png
Leon Powalski Star Fox series Yoshi YoshiHeadCraftedSSBU.png
Wolf WolfHeadGreenSSBU.png
•Ally: Falco FalcoHeadGreenSSBU.png
Attack
3,700 Venom (Ω form) N/A •You lose if your CPU ally is KO'd Star Wolf (Brawl)
405
Tricky Spirit.png
Tricky Star Fox series Yoshi YoshiHeadYellowSSBU.png
Shield
1,600 Garden of Hope (Battlefield form) •Earthquake •Periodic earthquakes will shake the stage Break: Through the Ice
424
Metapod Spirit.png
Metapod Pokémon series Yoshi YoshiHeadCraftedSSBU.png
Shield
2,500 Garden of Hope (Ω form) •Defense ↑
•Hazard: Sticky Floor
•The floor is sticky
•Timed battle
•The enemy has increased defense after a little while
Road to Viridian City - Pokémon Red / Pokémon Blue
459 Eevee Pokémon series Yoshi (×3) (YoshiHeadBlueSSBU.pngYoshiHeadYellowSSBU.pngYoshiHeadRedSSBU.png)
Neutral
1,400 Yoshi's Island N/A •Only certain Pokémon will emerge from Poké Balls (Eevee)
•Reinforcements will appear during the battle
Main Theme - Pokémon Red & Pokémon Blue (Melee) Vaporeon (Blue Yoshi), Jolteon (Yellow Yoshi), Flareon (Red Yoshi)
514 Cresselia Pokémon series Yoshi YoshiHeadPinkSSBU.png
Shield
9,200 Spear Pillar •Defense ↑ •The enemy has increased defense after a little while Battle! (Dialga/Palkia) / Spear Pillar
544
Zygarde Spirit.png
Zygarde (50% Forme) Pokémon series •Giant Yoshi Team YoshiHeadCraftedSSBU.png
•Tiny Yoshi YoshiHeadCraftedSSBU.png (×7)
Grab
2,100 Frigate Orpheon N/A •Reinforcements will appear after an enemy is KO'd
•The enemy is giant
•Defeat an army of fighters
Battle! (Team Flare)
743
Pyoro.png
Pyoro WarioWare series Yoshi YoshiHeadRedSSBU.png
Grab
3,700 Balloon Fight (Battlefield form) •Item: Deku Nut •The enemy is easily distracted by items WarioWare, Inc.
810
Red Bulbord.png
Bulborb Pikmin series •Giant Yoshi YoshiHeadRedSSBU.png
Shield
4,400 Distant Planet •Attack Power ↑ •Timed Stamina battle
•The enemy has increased attack power
•The enemy favors neutral specials
Main Theme - Pikmin (Original)
837 Gracie Animal Crossing series Yoshi YoshiHeadYellowSSBU.png
Shield
4,100 Smashville (Battlefield form) •Item: Transforming Types
•Hazard: Slumber Floor
•The floor is sleep-inducing Plaza / Title Theme - Animal Crossing: City Folk / Animal Crossing: Wild World
1,201
Pig(cubivore).png
Pig Cubivore: Survival of the Fittest Yoshi YoshiHeadPinkSSBU.png (×6)
Neutral
2,000 Duck Hunt •Item Tidal Wave •The enemy becomes more powerful after eating
•Certain items will appear in large numbers after a little while
•The enemy is easily distracted by items
Gourmet Race (Brawl)
1,231
Trex Spirit.png
T-Rex Fossil Fighters series •Giant Yoshi YoshiHeadRedSSBU.png
Attack
4,400 Coliseum (Battlefield form) •Hazard: Lava Floor •The floor is lava
•The enemy is giant
Battle Start - Fossil Fighters: Frontier
1,232 Nibbles Fossil Fighters series Yoshi YoshiHeadRedSSBU.png
Charizard CharizardHeadRedSSBU.png
Ridley RidleyHeadRedSSBU.png
Bowser BowserHeadRedSSBU.png
Attack
1,800 Arena Ferox •Item: Pitfall •Defeat the main fighter to win
•Reinforcements will appear during the battle
Battle Start - Fossil Fighters: Frontier

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
118
Wanda Spirit.png
Wanda Super Mario series •Tiny Palutena PalutenaHeadRedSSBU.png
Yoshi YoshiHeadCyanSSBU.png
Peach PeachHeadRedSSBU.png
Mario MarioHeadBlueSSBU.png
Shield
1,500 Green Greens (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear after an enemy is KO'd
Mario Paint Medley Yoshi
128
MC Ballyhoo Big Top.png
MC Ballyhoo & Big Top Mario Party series Mario MarioHeadBlueSSBU.png
Yoshi YoshiHeadBlueSSBU.png
Peach PeachHeadBlueSSBU.png
Luigi LuigiHeadCyanSSBU.png
Shield
1,600 Mario Circuit •Item Tidal Wave •Certain items will appear in large numbers after a little while Pandemonium Yoshi
299 Baby Mario Yoshi series •Tiny Mario MarioHeadStripedSSBU.png
Yoshi (×8) (YoshiHeadRedSSBU.pngYoshiHeadBlueSSBU.pngYoshiHeadYellowSSBU.pngYoshiHeadPinkSSBU.pngYoshiHeadCyanSSBU.pngYoshiHeadPurpleSSBU.pngYoshiHeadCraftedSSBU.pngYoshiHeadSSBU.png)
Neutral
8,800 Yoshi's Island N/A •Defeat the main fighter to win
•The enemy shields often
Yoshi's Island (Brawl) Yoshis
525 Cobalion, Terrakion, & Virizion Pokémon series Lucario LucarioHeadGreenSSBU.png
Duck Hunt DuckHuntHeadYellowSSBU.png
Yoshi YoshiHeadBlueSSBU.png
Neutral
9,000 Kalos Pokémon League N/A •The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
•The enemy starts the battle with a Beam Sword
N's Castle Cobalion
1,301
River Survival Spirit.png
River Survival Super Mario series Bowser BowserHeadRedSSBU.png
Kirby KirbyHeadOrangeSSBU.png
Yoshi YoshiHeadRedSSBU.png
Rosalina & Luma RosalinaHeadWhiteSSBU.png
Shield
5,500 Kongo Falls (Ω form) Bob-omb Festival
•Item Tidal Wave
•Item: Food
•Survive until the timer runs out
•Bob-ombs will rain from the sky after a little while
Slide Yoshi

Alternate costumes

Yoshi Palette (SSBU).png
YoshiHeadSSBU.png YoshiHeadRedSSBU.png YoshiHeadBlueSSBU.png YoshiHeadYellowSSBU.png YoshiHeadPinkSSBU.png YoshiHeadCyanSSBU.png YoshiHeadPurpleSSBU.png YoshiHeadCraftedSSBU.png

Gallery

Character Showcase Video

Trivia

  • Yoshi is the only "Original 8" member:
    • Who is currently a sole fighter of their series.
    • That was not playable in the E3 demo, and by extension, did not have his Final Smash revealed at E3.
    • That did not appear before Ultimate's title was revealed.
    • To not be seen in King K. Rool's trailer and to an extension Banjo & Kazooie's trailer.
    • To not appear in the World of Light trailer, or any CGI trailer in general.
      • However Yoshi was seen during in-game footages revealing newcomers.
    • To face a boss from a third-party franchise in his Classic Mode route.
  • Due to the aforementioned traits, Yoshi has the lowest representation of any “Original 8” universes.
    • He was also the last "Original 8" fighter to receive an entry on Ultimate's Super Smash Blog.
  • Yoshi has the most stages out of all playable sole representatives in a single game.
  • Yoshi is among the few voiced fighters in Ultimate whose voice clips are sourced from their own games rather than specifically recorded for a Smash game. He shares this trait with Daisy, Rosalina & Luma, Inkling, Sonic, Banjo & Kazooie, Young Link and Toon Link.
  • Yoshi is one of only two characters who doesn't have humans for opponents in Classic Mode, as Pokemon Trainer is absent from the background of Ivysaur & Charizard's rounds each with Yoshi.
    • The other fighter who shares this trait with Yoshi is Samus, despite her penultimate opponent Dark Samus possessing human-like traits.
  • Given that Giant Bowser is his penultimate opponent before Rathalos, Yoshi is one of two characters who fights a minor boss from Melee's Adventure Mode. The other is Joker who faces a Giant Kirby in Round 2 of his Classic Mode route with Mr. Game & Watch as an ally.
    • Giant Bowser as an opponent for Yoshi is likely a reference to the Yoshi's Island sequels when Kamek transforms Bowser into a giant upon the latter's defeat.
    • The order Bowser's Koopalings are fought in Yoshi's Classic Mode route is a reference to his debut game Super Mario World, with Bowser Jr. being the sole exception given that he wasn't introduced until Super Mario Sunshine 12 years later.
  • King K. Rool is Yoshi's only default opponent for Classic Mode, since Ivysaur & Charizard appear without Pokemon Trainer, while Bowser & Ridley are giants, and all of Bowser Jr.'s default costumes are fought in one round.
  • Along with Duck Hunt, whose opponents are all animals (with King K. Rool being the only reptile), Yoshi is also the only other character to travel to Garden of Hope in Classic Mode.
    • Both characters fight Rathalos as the boss of their routes each.
  • As well as Wolf, Yoshi is the only other character to travel to Great Bay in Classic Mode.
  • Yoshi's Classic Mode route is vaguely similar to Marth's, as both characters face reptiles for opponents, and fight Rathalos as the boss of their routes each.
    • Coincidentally, Marth is the second character unlocked in Yoshi's unlock column of Classic Mode.
    • On the other hand, Marth mainly fights reptiles with draconic traits, despite facing Mii Fighters with dragon-themed costumes for his 4th round, and Corrin being half-human half-dragon. (Both genders of Corrin of which are his penultimate opponents)
      • Not to mention a team of five Yoshis are fought in Marth's second round of Classic Mode.
  • Although Yoshi's Classic Mode contains reptiles, Squirtle and Bowser Jr. do not appear as his opponents, despite Ivysaur & Charizard being fought individually, and the Koopalings acting as all of Bowser Jr.'s alternate costumes as a team in Round 4.
  • Yoshi's stock icon in Ultimate bears a strong resemblance to his stock icon from Super Smash Bros. 4.
  • Yoshi is the only character to have an alternate costume based on a game after Ultimate was released.
  • Due to the presence of the Baby Mario Spirit, Yoshi is one of few characters to use the default costume in a Spirit Battle, the others being Mr. Game & Watch, Mario, Luigi, Peach, Bowser Jr., R.O.B., Inkling, Joker, and Robin.
    • Alongside Mr. Game & Watch and Bowser Jr., Yoshi is one of three characters with a Spirit battle where all of his alternate costumes appear in a single Spirit fight.
  • Prior to 4.0.0, when Yoshi charged his forward smash, he pushed opponents so far it actually caused some moves to miss him entirely. [1]
  • Yoshi's Crafted costume is the only one that does not appear during his Final Smash.