- Game Versions
- Smash 3DS, Smash Wii U
Text version:
Yoshi's double jump armor is heavy armor, NOT super armor. This means it breaks at some point (unlike super armor, which never breaks) and Yoshi will take the full knockback of the move. Both types of armor, however, still take the full damage of the move. You can learn more about both types of armor in the description (which I copy/pasted at the bottom).
Yoshi's armor is knockback-based, which means it breaks when a move has enough knockback. Knockback depends on a lot of things -- the move's knockback, Yoshi's percent, the opponent's rage, etc., but usually you only really have to pay attention to the move's knockback and Yoshi's percent (though I still recommend you keep an eye on the opponent's rage).
If a move has more knockback, it'll break Yoshi's armor at an earlier percent. For example, getting hit by an Fsmash will break Yoshi's armor earlier than getting hit by an Ftilt (generally, of course).
Meanwhile, the higher Yoshi's percent is, the more moves will break his armor. Even if a character's Fair doesn't break Yoshi's armor at 50%, it might break at 100%. There's several resources below in the description to get specific percentages for when certain moves break Yoshi's armor.
Yoshi's armor breaks when a single move reaches 120 units of knockback -- and it's important that it's only a single move! Even if you get hit by a multihit attack during the same jump, even if you get hit by two moves at the same time -- knockback NEVER adds up! The game will calculate the knockback based on that individual move for the percent Yoshi's at during that very moment, not anything more! If a multihit move breaks Yoshi's armor, that means the individual hit reached 120 units of knockback. If you got hit out of a double jump by a move that wasn't 120 units of knockback, that means you interrupted your double jump by another move.
You see, even though Yoshi's heavy armor lasts 69 frames (about 1.15 seconds), this armor goes away the moment you input anything else (with the exception of Z-dropping; I guess you can think of it as "if it interrupts the animation, it interrupts the armor"). For example, if you're in the middle of double jump and you use Nair, then your armor will disappear the moment the game registers your A press. Note that Yoshi's airdodge is vulnerable 2 frames before you get intangibility, which means that if you're double jumping in the middle of Lucario's aura sphere, for example, you can get hit just because you pressed airdodge!
One more note: Yoshi can turn around during his double jump despite the fact that this is otherwise exclusive to characters with more than 2 jumps (e.g. Kirby, Jigglypuff, Charizard, etc.). You can find more on turnaround double jumps in this other video of mine: https://www.youtube.com/watch?v=7ASZHaC6bu0
Description:
LINKS:
Beefy Smash Doods, Super & Heavy Armor: https://www.youtube.com/watch?v=a18CXwpJU_o
Egg.'s Double Jump Tolerance thread: https://smashboards.com/threads/yoshis-double-jump-tolerance-revived-complete-sorta.436046/
Egg.'s Heavy Armor Calculator: https://github.com/Egg0/HeavyArmorCalculator
SpaceJam's Calculator: http://kuroganehammer.com/Smash4/Calculator
Ruben's Knockback Calculator: http://rubendal.github.io/Sm4sh-Calculator/
Kurogane Hammer, Yoshi's Frame Data (used to get technical info on Yoshi's double jump): http://kuroganehammer.com/Smash4/Yoshi
Special thanks to everyone who's helped me get all this information, especially the Yoshi Discord and Smashboards!
Music: Yoshi's Fruit Cart: Main Medley (Nintendo Land) - https://youtu.be/hEO3j3tDcDI