- Game Versions
- Smash Wii U
Hey guys! I'm new to the smash boards community, My name is Boshi and I am an avid Yoshi player who's been playing Yoshi since the early days of SSB64 and I now main him in the new smash Wii U. If your looking to Main Yoshi and have atleast a broad idea of what he's capable of, maybe these tips and techniques can help you out big time!, Atleast I hope so!
Lets talk some Yoshi Basic's First- Lets take a look of the moveset were providedwith in the newest smash installment:
Our Standard (Default A) Attacks in this smash are similar to previous installments,in the new smash we have a couple upgraded moves that make yoshi even more agile in my opinion.
Our Neutral (A) attack is a simple kick, it can kick in doubles when double tapped and is a great combo starter with its slight amount of hitstun.
(A) tilt is interesting in this one, also a slight hitstun but it has effects based
on how you tilt the stick or sticks depending on your setup. Tilting directional
stick down with a Standard attack will deal out a trip-like whip of the tail, this has caused tripping and ledge kills in my experience. Tilting forward is the same tail whip but at a waist to chest level depending on your opponent, this one can stun and has slight knockback on foes. Diagonally up tilt will do the tail whip skyward at head level for most characters, except shorter ones like kirby, villager or metaknight. This move knocks foes skyward with a good amount of knockback, not enough to kill but enough to start air combo's, more on that later.
SMASH (A) With yoshi forward is the traditional Yoshi headbutt, Yoshi smashes forward dealing pretty decent damage and great knockback, at full charge I have killed mid weight foes at %70. Up smash in this one is a Fox style up Kick, with barely any ending Lag!, its great for killing at %90 or more depending on the character, or launches foes into the air at lower percentages for starting those Air combo's. Down Smash (A) is a great tool for killing ledge hogs, as wellas hitting enemies after they attempt to dodge and roll around you, your tail whips around in both directions, making this a great defensive option as well as a great kill move.
Onto Aerials now, Yoshi's Aerials are very reminiscent of his typical aerials from older smash games but they are definitely set up in a way that is super applicable in this installment especially.
His Neutral Air (Nair) is a kick with both his feet, its great for comboing or continuing a combo you thought you lost. His Nair in this game can hit for quite a few frames, making it also a great defensive option as well as combo starter or continuer.
Forward air is another Headbutt, but Yoshi Really winds up and smashes forward and down aerially this time. Its got the ability to Kill with its sourspout and its sweetspot, the later being great for ending an aerial combo with a spike, or use it to hit foes forward and off the edge at high%.
Up aerial in this game is very strong, yoshi whips his tail up into the air with the kill power of a Fox up Aerial. Not only that, the slight hit stun makes it a potential combo move, amd a kill move, making yoshi's aerial options even more deadly.
Yoshi's back Aerial is an onslaught of tailwhips (Three to be exact) Increasing in intensity. Another great combo move for yoshi, but also a great move for driving foes back and applying pressure,as the final blow of the three can kill at high %.
Finally, one of my favorites, the down Aerial. Yoshi's Signature barrage of kicks is back, this move is awesome for aerial combo's or just to rack up % on heavy characters on the ground or in the air. This move is deadly, and the final blows can kill at High % as well, making this another great intercept tool for yoshi in aerial battles to the death.
Finally the B attacks. B is the Egg Lay, everyone knows the drill by now, yoshi eats his opponent and craps out an egg. Really only used in times of dispairity too rack up a cheezed off stage kill or rack up some damage on a trapped enemy. Personally I don't like the move, but have resorted to using it off stage to secure a win on occassion. Forward B is the good ole Egg roll, I use this to break the defences of a rolling opponent or too punish ending lag on certain characters attacks, its a great combo starter for yoshi as it launches enemies skyward with decent knockback, but its not really a kill move until very high %.
Up B is Yoshi's Egg throw. This is a great defensive mechanism first off as you can arc the eggs in various ways by using your directional stick. This gives the Egg throw an advantage over other projectiles and is harder to counter projectile or be avoided by foes. Down B is Yoshi's Slam.Slam is great for securing a KO or stopping a foes progression with the star projectiles that are emitted briefly. On the ground Slam will lift opponent's into the air and then slam them, alternatively in the air you will slam directly down from the position in which the attack is input.
Yoshi's sheild is to retreat inside of his egg, his roll is to roll around in such form but he does have a spot dodge (Sheild and down) which is outside of his shell and in place.
ONTO THE GOOD STUFF!
Now that we have reviewed Yoshi's Moveset, let me let you in on a couple Yoshi things that I do personally That make him not only cute and lovable, but also a lethal force in battle.
Firstly lets look at that spot dodge, Yoshi is interesting in the fact that his spot dodge is not inside of his shell (but how could it be?). This does give you a Shell free defensive option, However. Yoshi can reduce the lag of his aerial dodge by aerial dodging down and then doing this spot dodge. You can from here either return to shell (Shield), Grab upon landing (Very useful) or jab/smash attack forward.
Noting that Aerial Dodge with yoshi does have landing lag out the ass if you don't land to spot dodge or shell, you can use it alternatively to manipulate Yoshi's jumping abilities. Yoshi players will eventually learn yoshi's strange jumping patterns and be able to control them, but you can change yoshi's jump and double jump into vertical or diagonal upward movements. To do so you will need to air dodge very quickly after jumping or short hopping. Now point in the vertical or diagonal upward direction you would like to move to with your left stick and get there without any trouble.This technique can be used to ground jump and then double jump in your choice of linear direction, and then you can still attack after the air dodge is completed, or perform another Airdodge to be defensive. This is very practical on stages with lots of platforms (Big Battlefield for example), in which yoshi has the advantage if the platforms are utilized correctly. This is a definite factor in control on platform stages.
Quick hopping with Yoshi is extremely useful, if done correctly you can Nair, Fair, Uair, Bair or Dair almost directly off the ground. Yoshi's Fair used this way can pulverize a low % foe with massive hit stun, allowing for an almost seemless set up. The Dair done with quickhop is a very powerful tool on heavies like Bowser or Dedede, allowing for quick offensive drives that deal %33 damage or sometimes even more. The Bair done with a pivot can be a surprize kill on your opponent. The Nair used this way can lead you into aerial combo's as well, simply jump and Nair and then repeat to get opponents into the air at low %. The Uair is super useful as an instant kill move on platform levels at high %.
Using this beneath a kill % foe on a platform above will almost certainly end in a safe kill for you. Yoshi can also Quick hop into his B special moves, this is useful for B downs directly in an opponents face, and can be a shield breaker if the opponents has low shield. This can give you surprize kills and is a great quick defensive option against almost any character. Another use for this quick hop down b is to kill an enemy who has hold of the ledge, if done correctly you can spike a foe straight into the abyss.
As I preluded to earlier, I want to talk about yoshi's Aerial combo potential. To utilize Yoshi to the best of his ability chaining together Aerial combo's and ground combos is essential. Yoshi has many options once he has lifted off, in particular the short hop Uair option is great to get aerial foes into your grips, I have successfully pulled off 4 consecutive hits with this move alone, the first short hop up air, second jump with one Uair at the beginning and one at the peak, and one on the way down. if an enemy escapes this string of Uairs, an Egg is a good way to get a last hit in and stop enemy aerial progression towards a counter attack. You can also utilize your Dair out of a Uair, but not vice versa. In fact, a Uair has the most potential to string together another attack, with a Nair being in second place. The reason for this is the Uair seems to have almost no knockback at low %, but can kill if done like a smash attack in the air at high %. The Fair, Dair and Bair that Yoshi possess all end with large amounts of knockback, making them ideal for ending a combo with a kill and not for continueing such combos. On the ground, Yoshi's dash attack, Egg roll, up tilt, up smash and short hop Fair are great combo continuers, either on of these moves sends mid to high % foes skyward except the shorthop fair, which will spike and bounce an opponent in the sweetspot, and launch them off stage in the sour spot. Combining these techniques into chains of attacks gives yoshi intense combo potential and because of his aerial prowess he cah dominate a stage that isn't just flat, like battlefield for instance. On stages like Final destination, Yoshi might have to rely more on his ground game then his air game, but short hop aerials make the Dair and Fair feasible in most situations, even on flat stages.
Another technique that is practical with yoshi is the foxtrot/s-dash. The point to this technique is to end your run animation with another dash in quick, but rhythmyic succession. Doing this will reduce or eliminate the ending lag of Yoshi's run animation, and the signifigant slide he has until the last one is executed. Why is this practical?, Yoshi is all about getting your foe under your control and racking up percent with his assortment of heavily damaging attacks. Because Yoshi slides alot after his Dash, using the Foxtrot eliminates that split second, which in some cases can lead to a clean k/o or atleast helps one punish other opponents attack and landing lag.
Well that's about it for Yoshi, hopefully you guys learned something you didn't know and if you did I was happy to be of some assistance . If you have any questions about this Guide or Have anything to add that you think I missed out, please feel free to shot me some replies on here! I'll be happy to do my best to help anybody out with Yoshi. Until next time
Bye bye for now-
Lets talk some Yoshi Basic's First- Lets take a look of the moveset were providedwith in the newest smash installment:
Our Standard (Default A) Attacks in this smash are similar to previous installments,in the new smash we have a couple upgraded moves that make yoshi even more agile in my opinion.
Our Neutral (A) attack is a simple kick, it can kick in doubles when double tapped and is a great combo starter with its slight amount of hitstun.
(A) tilt is interesting in this one, also a slight hitstun but it has effects based
on how you tilt the stick or sticks depending on your setup. Tilting directional
stick down with a Standard attack will deal out a trip-like whip of the tail, this has caused tripping and ledge kills in my experience. Tilting forward is the same tail whip but at a waist to chest level depending on your opponent, this one can stun and has slight knockback on foes. Diagonally up tilt will do the tail whip skyward at head level for most characters, except shorter ones like kirby, villager or metaknight. This move knocks foes skyward with a good amount of knockback, not enough to kill but enough to start air combo's, more on that later.
SMASH (A) With yoshi forward is the traditional Yoshi headbutt, Yoshi smashes forward dealing pretty decent damage and great knockback, at full charge I have killed mid weight foes at %70. Up smash in this one is a Fox style up Kick, with barely any ending Lag!, its great for killing at %90 or more depending on the character, or launches foes into the air at lower percentages for starting those Air combo's. Down Smash (A) is a great tool for killing ledge hogs, as wellas hitting enemies after they attempt to dodge and roll around you, your tail whips around in both directions, making this a great defensive option as well as a great kill move.
Onto Aerials now, Yoshi's Aerials are very reminiscent of his typical aerials from older smash games but they are definitely set up in a way that is super applicable in this installment especially.
His Neutral Air (Nair) is a kick with both his feet, its great for comboing or continuing a combo you thought you lost. His Nair in this game can hit for quite a few frames, making it also a great defensive option as well as combo starter or continuer.
Forward air is another Headbutt, but Yoshi Really winds up and smashes forward and down aerially this time. Its got the ability to Kill with its sourspout and its sweetspot, the later being great for ending an aerial combo with a spike, or use it to hit foes forward and off the edge at high%.
Up aerial in this game is very strong, yoshi whips his tail up into the air with the kill power of a Fox up Aerial. Not only that, the slight hit stun makes it a potential combo move, amd a kill move, making yoshi's aerial options even more deadly.
Yoshi's back Aerial is an onslaught of tailwhips (Three to be exact) Increasing in intensity. Another great combo move for yoshi, but also a great move for driving foes back and applying pressure,as the final blow of the three can kill at high %.
Finally, one of my favorites, the down Aerial. Yoshi's Signature barrage of kicks is back, this move is awesome for aerial combo's or just to rack up % on heavy characters on the ground or in the air. This move is deadly, and the final blows can kill at High % as well, making this another great intercept tool for yoshi in aerial battles to the death.
Finally the B attacks. B is the Egg Lay, everyone knows the drill by now, yoshi eats his opponent and craps out an egg. Really only used in times of dispairity too rack up a cheezed off stage kill or rack up some damage on a trapped enemy. Personally I don't like the move, but have resorted to using it off stage to secure a win on occassion. Forward B is the good ole Egg roll, I use this to break the defences of a rolling opponent or too punish ending lag on certain characters attacks, its a great combo starter for yoshi as it launches enemies skyward with decent knockback, but its not really a kill move until very high %.
Up B is Yoshi's Egg throw. This is a great defensive mechanism first off as you can arc the eggs in various ways by using your directional stick. This gives the Egg throw an advantage over other projectiles and is harder to counter projectile or be avoided by foes. Down B is Yoshi's Slam.Slam is great for securing a KO or stopping a foes progression with the star projectiles that are emitted briefly. On the ground Slam will lift opponent's into the air and then slam them, alternatively in the air you will slam directly down from the position in which the attack is input.
Yoshi's sheild is to retreat inside of his egg, his roll is to roll around in such form but he does have a spot dodge (Sheild and down) which is outside of his shell and in place.
ONTO THE GOOD STUFF!
Now that we have reviewed Yoshi's Moveset, let me let you in on a couple Yoshi things that I do personally That make him not only cute and lovable, but also a lethal force in battle.
Firstly lets look at that spot dodge, Yoshi is interesting in the fact that his spot dodge is not inside of his shell (but how could it be?). This does give you a Shell free defensive option, However. Yoshi can reduce the lag of his aerial dodge by aerial dodging down and then doing this spot dodge. You can from here either return to shell (Shield), Grab upon landing (Very useful) or jab/smash attack forward.
Noting that Aerial Dodge with yoshi does have landing lag out the ass if you don't land to spot dodge or shell, you can use it alternatively to manipulate Yoshi's jumping abilities. Yoshi players will eventually learn yoshi's strange jumping patterns and be able to control them, but you can change yoshi's jump and double jump into vertical or diagonal upward movements. To do so you will need to air dodge very quickly after jumping or short hopping. Now point in the vertical or diagonal upward direction you would like to move to with your left stick and get there without any trouble.This technique can be used to ground jump and then double jump in your choice of linear direction, and then you can still attack after the air dodge is completed, or perform another Airdodge to be defensive. This is very practical on stages with lots of platforms (Big Battlefield for example), in which yoshi has the advantage if the platforms are utilized correctly. This is a definite factor in control on platform stages.
Quick hopping with Yoshi is extremely useful, if done correctly you can Nair, Fair, Uair, Bair or Dair almost directly off the ground. Yoshi's Fair used this way can pulverize a low % foe with massive hit stun, allowing for an almost seemless set up. The Dair done with quickhop is a very powerful tool on heavies like Bowser or Dedede, allowing for quick offensive drives that deal %33 damage or sometimes even more. The Bair done with a pivot can be a surprize kill on your opponent. The Nair used this way can lead you into aerial combo's as well, simply jump and Nair and then repeat to get opponents into the air at low %. The Uair is super useful as an instant kill move on platform levels at high %.
Using this beneath a kill % foe on a platform above will almost certainly end in a safe kill for you. Yoshi can also Quick hop into his B special moves, this is useful for B downs directly in an opponents face, and can be a shield breaker if the opponents has low shield. This can give you surprize kills and is a great quick defensive option against almost any character. Another use for this quick hop down b is to kill an enemy who has hold of the ledge, if done correctly you can spike a foe straight into the abyss.
As I preluded to earlier, I want to talk about yoshi's Aerial combo potential. To utilize Yoshi to the best of his ability chaining together Aerial combo's and ground combos is essential. Yoshi has many options once he has lifted off, in particular the short hop Uair option is great to get aerial foes into your grips, I have successfully pulled off 4 consecutive hits with this move alone, the first short hop up air, second jump with one Uair at the beginning and one at the peak, and one on the way down. if an enemy escapes this string of Uairs, an Egg is a good way to get a last hit in and stop enemy aerial progression towards a counter attack. You can also utilize your Dair out of a Uair, but not vice versa. In fact, a Uair has the most potential to string together another attack, with a Nair being in second place. The reason for this is the Uair seems to have almost no knockback at low %, but can kill if done like a smash attack in the air at high %. The Fair, Dair and Bair that Yoshi possess all end with large amounts of knockback, making them ideal for ending a combo with a kill and not for continueing such combos. On the ground, Yoshi's dash attack, Egg roll, up tilt, up smash and short hop Fair are great combo continuers, either on of these moves sends mid to high % foes skyward except the shorthop fair, which will spike and bounce an opponent in the sweetspot, and launch them off stage in the sour spot. Combining these techniques into chains of attacks gives yoshi intense combo potential and because of his aerial prowess he cah dominate a stage that isn't just flat, like battlefield for instance. On stages like Final destination, Yoshi might have to rely more on his ground game then his air game, but short hop aerials make the Dair and Fair feasible in most situations, even on flat stages.
Another technique that is practical with yoshi is the foxtrot/s-dash. The point to this technique is to end your run animation with another dash in quick, but rhythmyic succession. Doing this will reduce or eliminate the ending lag of Yoshi's run animation, and the signifigant slide he has until the last one is executed. Why is this practical?, Yoshi is all about getting your foe under your control and racking up percent with his assortment of heavily damaging attacks. Because Yoshi slides alot after his Dash, using the Foxtrot eliminates that split second, which in some cases can lead to a clean k/o or atleast helps one punish other opponents attack and landing lag.
Well that's about it for Yoshi, hopefully you guys learned something you didn't know and if you did I was happy to be of some assistance . If you have any questions about this Guide or Have anything to add that you think I missed out, please feel free to shot me some replies on here! I'll be happy to do my best to help anybody out with Yoshi. Until next time
Bye bye for now-
-BOSHI