Jupz
Smash Master
Recently I have been doing a lot of research on Yoshi's Island Melee (Pipes) and I'd like to share my notes and what I've come across on this stage. *I don't claim to have discovered any of this myself, if you already know all this stuff thats great, use this as a discussion thread for this stage*
Below are the general things I've come across and later I will go over character specific tricks and notes. Use this thread a discussion thread to discuss the tricks and notes below and your opinion on the stage's legality.
General Notes
-When you do a throw on the blocks that will cause them to spin, two different things can potentially happen:
-If you are in between two blocks, when the hitbox occurs that will break the blocks, you will instantly stop the throw, the block in front of you will start spinning and the person you grabbed will appear on the other side of the block. They will take the damage of the hitbox that broke the block plus any damage the throw had given them previously.
-If you are directly over a block a similar thing will happen except except you will go flying backwards through the air a set distance for every character (every characters is the same) and hit your head on the blocks behind you (if you were standing over the first block when you did the throw you will hit all 3 blocks behind you and they will start spinning, if you were on the middle block, only the closest two behind will start spinning, if you were on the end block only the closest block behind you will start spinning). The wierd thing is that while you are moving backwards through the air you are in the animation as though you have grab released the opponent. This is caused if you get interrupted during a grab. They will take the same amount of damage as from above and will appear on the close edge of the blocks. The block you are on will start spinning.
-When you land on a slope, you will get a slide down the slope in which you can input any commmand. The length of the slide is directly proportional to the characters momentum in the downwards direction of the slope and their natural slideability when they land. Since momentum is equal to mass*velocity, we can see that there are 4 factors affecting each characters ability to slide; their downwards momentum or fast-fall speed (second most important), their natural slideability (most important) mass or weight (third most important) and their horizontal momentum in the downwards direction of the slope, or air movement (least important). Therefore, fast-falling and holding down the slope when you land will get you the longest slide. The slide works no matter if you are facing up or downhill. Gliding into the slope will get a decent slide if cancelled. Landing lag will not affect the distance of the slide but you will not be able to do anything until the lag is complete. Shielding and spotdodging will stop the slide, as will any attacks that cause the character to move (eg. rolling, MK's Dtilt, Marths Fsmash). You will get a smaller slide if you jump uphill and land with upwards momentum. It can sometimes be hard for characters who can crawl as they may crawl as soon as they land and stop the slide.
This is a tier list for the length of the characters slides. All the characters in the same tier have effectively the same length slide.
A Tier






B Tier



:shiek:




C Tier












D Tier





E tier





This technique is situational and is not very useful, but it can be used occasionally.
-It is hard for most characters to grab someone above them on a slope unless they have a grab with an upward reaching hitbox. Dash grabs usually work fine. If you grab someone on a slope they will be ground released nearly straight away no matter their percentage.
-If the middle block isn't spinning but a side one is, when you grab that ledge you will let go immediately.
-If the two side blocks are spinning and you are on the middle one and you do an attack that will cause the the block below you to spin, as soon as the hitbpx comes out that breaks the block, the attack will cancel instantly and you will fall. You can input any command that you can do in the air straight away (you can also buffer it while doing the attack). If you don't input anything straight away you will grab the ledge you are facing, depending on your characters ledge sweetspot.
-Only 2 characters can air release someone when facing uphill (Snake and Yoshi). Olimar is the only person that will ground release someone facing downhill. However you will always ground release someone if you release them during the hitstun of the pummel (a pummel break).
-When air releasing someone under the block platforms, they will go up and either hit the block and come down at a closer angle, allowing you to hit them, or they will pass through the block and land on the top. It seems to be character specific what happens after they are air released.
-You cannot fall through the blocks from above or jump up from below. If you jump up from below you will hit a block, causing it to spin.
-Hitting the blocks stales moves.
-When you are sent close to the angle of the hill, the best option is to DI down and try to tech on the hill. This can save you from dying.
-When standing on the hill, any throw that would normally cause them to go lower then the angle of the hill will cause them to hit the ground instantly, except for DDD's Dthrow and Donkey Kong's Cargo Dthrow. This is because these throws create a "cushion" of air under the character being thrown.
-Any projectiles will not cause blocks to spin from the side, but all will if they come from underneath. They will ricochet off if thrown from the side. Link's are an exception to this.
Character Specific Tricks and Tips
Metaknight
-Metaknight can plank very effectively in the little hole in the middle, which doesn't let people come from the side, only from above. There is very few ways past this, except for a few characters which can completely eliminate the threat of planking. It basically takes planking and exaggerates it. Characters that are normally fairly effective at dealing with it can completely remove the threat of planking at this stage. For characters that have trouble against it, it becomes hell. Why does Metaknight always have to ruin it?
-Metaknight's Uthrow will cause blocks to flip and will go through them on the way up but will simply land on them on the way down.
-When Metaknight is air released under the blocks, he will hit them and come down at a much steeper angle allowing him to be punished easily by any character.
-His best kill methods are Shuttle loop off either side or Uair over the top.
Snake
-If Snake shield drops a grenade on a hill, it will roll down the hill unless picked up instantly.
-An alternative to this is pulling a grenade and pressing back on the C-stick to do a loopy throw. This will cause the grenade to get "stuck" on the hill and it will remain there.
-If snake throws a shield dropped grenade grenade forward or presses forward on the C-stick while holding a grenade normally to do a powerful throw at the slope from a close distance (on the bridge and closer) it will get "stuck" on the slope. The distance for shield dropped grenades is slightly more then powerfully thrown grenades. Normally thrown grenades will get "stuck" as well from a much closer distance.
-Snake can shield drop another grenade to cause any grenade that is "stuck" to begin rolling down the slope.
-Shield dropped grenades thrown from a distance (further then the bridge) to the slope will bounce straight up. The further they were thrown from, the less upright the grenades bounce becomes.
-Mines, C4s, grenades and mortars will cause the blocks they are on to spin when they explode.
-The initial hitbox of the mortar that forces an opponent upwards breaks the blocks below snake, cancelling the move.
-Grenades down thrown from one of the slopes will cause them to ricochet off and get "stuck" on the second hill.
-Depending on where snake starts the mortar hitbox, while Boost Smashing, he will slide over a block and stop the boost and mortar and land on the other side, or stop before a block and stop the mortar, or keep going while leaving a block behind him spinning, or he will stop and start charging the mortar and a block ahead of him will start spinning, or he will go straight throw leaving no blocks spinning. This depends on where the mortar hitbox that breaks the blocks starts.
-When snake is on the far left edge of the pipe, if he throws a shield dropped grenade forward or throws one forward using the C-stick it will become stuck on the other side of the pipe near the top. If he presses B twice or does a loopy throw up, it will become stuck on the close side.
-Utilt kills really early here. Grenades can also kill fairly well here in a campy match, or up on the right slope.
-Snake can deal with Metaknight's planking here very effectively by throwing grenades into the hole, dropping C4's in, and mortaring on the edge. His Dtilt also works very well as a surprise to kill Metaknight.
Wario
-Wario can Gatling combo if he dash attacks into the blocks because his dash attack breaks the blocks. He is the only one who can do this.
-Uair kills rediculously early here. Waft kills great off the sides. Fsmash is an alright killer but sometimes when you are on the slope you will hit them into the slope slowing their momentum.
Falco
-Falco's Dthrow does not break the blocks.
-Falco can IAP up the slopes but not down them.
-Because the initial hitbox of Falco's Usmash, he cannot Boost Smash over the blocks if it will cause him to finish on the blocks. He will sometimes hit the block in front of him, cause it to spin, and cancel the attack and fall, or if he is in between two blocks he will hit the block in front of him and cause it to spin and start charging a Usmash.
-If Falco attempts to IAP up a slope he will suffer the same landing lag as a grounded phantasm.
-Phantasm cancelling before you land on a slope will cause you to land normally as long as the phantasm has finished.
-If Falco phantasms into a block, the block will start spinning, and he will immediately cancel the phantasm and all momentum will be lost.
-Falco's phantasm will follow the direction of the slope.
-USmash is his most effective killer here, or Bair off the left side.
Diddy Kong
-Diddy cannot dribble conventionally uphill, though he can dribble uphill by Fthrowing bananas.
-Diddy can dribble downhill.
-Diddy cannot single naner lock someone up a slope because of the slide he gets when falling. (AFAIK)
-Diddy can dribble facing forward downhill on the right slope only.
-It can be quite hard for diddy to kill here compared to other characers. Utilt, Fair and Uair work. Dsmash or Fsmash on either slope work really well too.
King Dedede
-Dedede's Ftilt will reach through the top of the pipe.
-When he UpB's into blocks, it will stop, he will gain some upwards momentum then fall, helpless.
-He cannot CG anyone downhill.
-He cannot infinite anyone on a slope, nor small step CG them.
-His Fsmash will go all the way to the ground on the hill so can stop people from approaching from downhill as it is hard to punish from that angle.
-His Utilt kills really early here, he can kill by walk off, or Bair off either edge. Dsmash also works.
-If Dedede holds down while sliding down a slope it becomes an epic taunt.
-Dedede can only CG the following people uphill:






Marth
-His most effective kill methods here are tippered Uair and Bair (at either edge)
Mr G&W
-Kills really early here with Usmash/Dsmash and Fsmash off the sides.
-His Dthrow does not break the blocks.
-When he short hops up a slope when he is already standing on it and holds up the slope he will remain airbourne for a tiny bit then hit the ground. He can do any aerial but it won't finish while he is briefly airbourne. This can be used to turn around instantly out of a dash, or jab/tilt/walk/smash instantly out of a dash.
Pikachu
-Pikachu can QAC by going slideways into the slope. If he doesn't jump immediately after QACing he will float down a tiny bit and be able to do any aerial without jumping. These things allow him to QAC faster as he doesn't have to go down as far because of the slope.
-Pikachu can deal with planking very effectively as well with thunder jolts and jumping over and thundering.
-Usmash and thunder kill great over the top. The second hitbox of thunder kills great off the left side.
Olimar
-Usmash is great for killing here.
-His grabs unlike most characters will go up the slope and will have the same range as on the ground.
-Olimars UpB will go at a near perfect angle with the slope, allowing you to attack someone above you with great range.
Ice Climbers
-Ice Climbers can chaingrab fine downhill but can't uphill. (AFAIK)
-Their Fthrow will break the blocks below them, stopping the infinite. Their Dthrow and Bthrow will not.
-Most effective method of killing is infinite->Usmash.
R.O.B
-Rob kills best with Bair and Usmash.
Kirby
-Kirby's Uthrow will cause blocks to flip and will go through them on the way up but will simply land on them on the way down.
-Kirby's best kill method is Usmash.
Lucario
-Lucario's best method of killing is probably Uair or Usmash, or Fsmash off the sides.
Zero Suit Samus
-When ZSS Down B's into the slope it will hit the slope nearly instantly and she can attack instantly. This can be used to reposition her slightly, as mindgames and as an epic taunt if you hold down and mash B. It also allows her to cancel her run into anything.
-Kills best with Uair.
Toon Link
-Toon Links boomerang will ricochet up when thrown at a slope.
-Kills best with Uair and Usmash.
-Dsmash will kill in 1 hit on the pipe.
Pit
-It is hard to arrow loop arrows here because they will hit the slopes.
-Kills best with Fsmash off the sides, or Dsmash.
Donkey Kong
-DK's Down B will travel the normal distance across either side on the slope, making it very useful on the slope.
-His Cargo Dthrow into the slope they will glide along the slope and won't hit the ground but ride along a "cushion" of air, similar to Dedede's Dthrow.
-Kills best with Usmash and Uair.
Peach
-When she floats into a slope she will cancel on the slope no matter if she was in the middle of an aerial or not.
-This allows her to cancel a run into anything similar to ZSS if she runs->jump and down it will stop instantly.
-Kills best with USmash.
Luigi
-Kills best with Usmash.
-Slides slower then most characters, but has the longest slide.
Fox
-Combos quite well on the slopes with his slide he can position himself effectively.
-Usmash is a great killer and kills at rediculously low percents on the slope.
-His side B works the same as Falco's here.
Wolf
-Kills best with Dsmash and Usmash.
Sonic
-Kills best with Uair.
Shiek :shiek:
-Usmash is her best killer.
Bowser
-Bowsers angled fire will go all the way to the ground, stopping people from approaching from downhill. It will also angle itself uphill.
-Kills best with Utilt, Usmash and Uair.
Zelda
-Kills best with Uair and Usmash/Utilt.
Pokemon Trainer

-Squirtle kills best with Usmash.
-Ivysaur kills best with Uair and Usmash
-Charizard kills best with Usmash.
-Charizards fire functions the same as Bowsers.
-Squirtle cannot Side B up a slope.
-When Squirtle runs and short hops up a hill a similar thing will happen as to G&W, although he will be in the air for a little longer. Doing a Fair or Bair increases the momentum gained when you land.
-Ivysaur's UpB goes at a perfect angle with the slope allowing him to attack someone above him with great range.
Ike
-Kills best with Utilt and Uair.
-Ike's Side B will go up and down slopes fine.
Lucas
-He kills best with Usmash.
Mario
-Kills best with Usmash
Ness
-Ness kills best with UpB.
Yoshi
-Kills best with Usmash and Uair.
-When he immediately double jumps up the slope he will receive a slide going up the slope.
Samus
-Kills best with Dtilt.
-Samus' Down B bombs will roll down the slope.
Jigglypuff
-Kills best with Usmash.
-Jigglypuff's short hop on a hill will do the same thing as G&W's except she will be in the air for a little shorter.
Captain Falcon
-Falcon Kick and Raptor Boost work fine up and down slopes.
-Kills best with the Knee or Fsmash.
Link
-Link can't break blocks with any non B moves except Dair. All his projectiles will break blocks from the side, which is unique.
-Kills best with Usmash/Dsmash or Utilt.
Ganondorf
-Kills best with Usmash.
-Warlock kick and his Side B work fine up and down slopes.
As we can see, there are many tricks on Yoshi's Island Melee, its like the stage has its own little Metagame. It is a very unique stage because of all the random tricks involved with the slopes and the blocks, and the struggle to not hit the blocks with moves you don't want to stale. To avoid walk-offs from Dedede, camp the left side, he can't chaingrab down slopes or Dthrow while on a block. The only issue is Metaknight's planking, but hopefully the ledge grab rule takes care of that to an extent. Certain characters, for example Snake and Pikachu, can deal with it very effectively. I know any of the tricks here aren't game breaking and that they are situational, but they can be useful.
Discuss the stage, any tricks and its legality here
Thanks to Amazing Ampharos, sasukebowser,and UltiMario for some of the info

Below are the general things I've come across and later I will go over character specific tricks and notes. Use this thread a discussion thread to discuss the tricks and notes below and your opinion on the stage's legality.
General Notes
-When you do a throw on the blocks that will cause them to spin, two different things can potentially happen:
-If you are in between two blocks, when the hitbox occurs that will break the blocks, you will instantly stop the throw, the block in front of you will start spinning and the person you grabbed will appear on the other side of the block. They will take the damage of the hitbox that broke the block plus any damage the throw had given them previously.
-If you are directly over a block a similar thing will happen except except you will go flying backwards through the air a set distance for every character (every characters is the same) and hit your head on the blocks behind you (if you were standing over the first block when you did the throw you will hit all 3 blocks behind you and they will start spinning, if you were on the middle block, only the closest two behind will start spinning, if you were on the end block only the closest block behind you will start spinning). The wierd thing is that while you are moving backwards through the air you are in the animation as though you have grab released the opponent. This is caused if you get interrupted during a grab. They will take the same amount of damage as from above and will appear on the close edge of the blocks. The block you are on will start spinning.
-When you land on a slope, you will get a slide down the slope in which you can input any commmand. The length of the slide is directly proportional to the characters momentum in the downwards direction of the slope and their natural slideability when they land. Since momentum is equal to mass*velocity, we can see that there are 4 factors affecting each characters ability to slide; their downwards momentum or fast-fall speed (second most important), their natural slideability (most important) mass or weight (third most important) and their horizontal momentum in the downwards direction of the slope, or air movement (least important). Therefore, fast-falling and holding down the slope when you land will get you the longest slide. The slide works no matter if you are facing up or downhill. Gliding into the slope will get a decent slide if cancelled. Landing lag will not affect the distance of the slide but you will not be able to do anything until the lag is complete. Shielding and spotdodging will stop the slide, as will any attacks that cause the character to move (eg. rolling, MK's Dtilt, Marths Fsmash). You will get a smaller slide if you jump uphill and land with upwards momentum. It can sometimes be hard for characters who can crawl as they may crawl as soon as they land and stop the slide.
This is a tier list for the length of the characters slides. All the characters in the same tier have effectively the same length slide.
A Tier

B Tier
:shiek:
C Tier
D Tier
E tier
This technique is situational and is not very useful, but it can be used occasionally.
-It is hard for most characters to grab someone above them on a slope unless they have a grab with an upward reaching hitbox. Dash grabs usually work fine. If you grab someone on a slope they will be ground released nearly straight away no matter their percentage.
-If the middle block isn't spinning but a side one is, when you grab that ledge you will let go immediately.
-If the two side blocks are spinning and you are on the middle one and you do an attack that will cause the the block below you to spin, as soon as the hitbpx comes out that breaks the block, the attack will cancel instantly and you will fall. You can input any command that you can do in the air straight away (you can also buffer it while doing the attack). If you don't input anything straight away you will grab the ledge you are facing, depending on your characters ledge sweetspot.
-Only 2 characters can air release someone when facing uphill (Snake and Yoshi). Olimar is the only person that will ground release someone facing downhill. However you will always ground release someone if you release them during the hitstun of the pummel (a pummel break).
-When air releasing someone under the block platforms, they will go up and either hit the block and come down at a closer angle, allowing you to hit them, or they will pass through the block and land on the top. It seems to be character specific what happens after they are air released.
-You cannot fall through the blocks from above or jump up from below. If you jump up from below you will hit a block, causing it to spin.
-Hitting the blocks stales moves.
-When you are sent close to the angle of the hill, the best option is to DI down and try to tech on the hill. This can save you from dying.
-When standing on the hill, any throw that would normally cause them to go lower then the angle of the hill will cause them to hit the ground instantly, except for DDD's Dthrow and Donkey Kong's Cargo Dthrow. This is because these throws create a "cushion" of air under the character being thrown.
-Any projectiles will not cause blocks to spin from the side, but all will if they come from underneath. They will ricochet off if thrown from the side. Link's are an exception to this.
Character Specific Tricks and Tips
Metaknight
-Metaknight can plank very effectively in the little hole in the middle, which doesn't let people come from the side, only from above. There is very few ways past this, except for a few characters which can completely eliminate the threat of planking. It basically takes planking and exaggerates it. Characters that are normally fairly effective at dealing with it can completely remove the threat of planking at this stage. For characters that have trouble against it, it becomes hell. Why does Metaknight always have to ruin it?
-Metaknight's Uthrow will cause blocks to flip and will go through them on the way up but will simply land on them on the way down.
-When Metaknight is air released under the blocks, he will hit them and come down at a much steeper angle allowing him to be punished easily by any character.
-His best kill methods are Shuttle loop off either side or Uair over the top.
Snake
-If Snake shield drops a grenade on a hill, it will roll down the hill unless picked up instantly.
-An alternative to this is pulling a grenade and pressing back on the C-stick to do a loopy throw. This will cause the grenade to get "stuck" on the hill and it will remain there.
-If snake throws a shield dropped grenade grenade forward or presses forward on the C-stick while holding a grenade normally to do a powerful throw at the slope from a close distance (on the bridge and closer) it will get "stuck" on the slope. The distance for shield dropped grenades is slightly more then powerfully thrown grenades. Normally thrown grenades will get "stuck" as well from a much closer distance.
-Snake can shield drop another grenade to cause any grenade that is "stuck" to begin rolling down the slope.
-Shield dropped grenades thrown from a distance (further then the bridge) to the slope will bounce straight up. The further they were thrown from, the less upright the grenades bounce becomes.
-Mines, C4s, grenades and mortars will cause the blocks they are on to spin when they explode.
-The initial hitbox of the mortar that forces an opponent upwards breaks the blocks below snake, cancelling the move.
-Grenades down thrown from one of the slopes will cause them to ricochet off and get "stuck" on the second hill.
-Depending on where snake starts the mortar hitbox, while Boost Smashing, he will slide over a block and stop the boost and mortar and land on the other side, or stop before a block and stop the mortar, or keep going while leaving a block behind him spinning, or he will stop and start charging the mortar and a block ahead of him will start spinning, or he will go straight throw leaving no blocks spinning. This depends on where the mortar hitbox that breaks the blocks starts.
-When snake is on the far left edge of the pipe, if he throws a shield dropped grenade forward or throws one forward using the C-stick it will become stuck on the other side of the pipe near the top. If he presses B twice or does a loopy throw up, it will become stuck on the close side.
-Utilt kills really early here. Grenades can also kill fairly well here in a campy match, or up on the right slope.
-Snake can deal with Metaknight's planking here very effectively by throwing grenades into the hole, dropping C4's in, and mortaring on the edge. His Dtilt also works very well as a surprise to kill Metaknight.
Wario
-Wario can Gatling combo if he dash attacks into the blocks because his dash attack breaks the blocks. He is the only one who can do this.
-Uair kills rediculously early here. Waft kills great off the sides. Fsmash is an alright killer but sometimes when you are on the slope you will hit them into the slope slowing their momentum.
Falco
-Falco's Dthrow does not break the blocks.
-Falco can IAP up the slopes but not down them.
-Because the initial hitbox of Falco's Usmash, he cannot Boost Smash over the blocks if it will cause him to finish on the blocks. He will sometimes hit the block in front of him, cause it to spin, and cancel the attack and fall, or if he is in between two blocks he will hit the block in front of him and cause it to spin and start charging a Usmash.
-If Falco attempts to IAP up a slope he will suffer the same landing lag as a grounded phantasm.
-Phantasm cancelling before you land on a slope will cause you to land normally as long as the phantasm has finished.
-If Falco phantasms into a block, the block will start spinning, and he will immediately cancel the phantasm and all momentum will be lost.
-Falco's phantasm will follow the direction of the slope.
-USmash is his most effective killer here, or Bair off the left side.
Diddy Kong
-Diddy cannot dribble conventionally uphill, though he can dribble uphill by Fthrowing bananas.
-Diddy can dribble downhill.
-Diddy cannot single naner lock someone up a slope because of the slide he gets when falling. (AFAIK)
-Diddy can dribble facing forward downhill on the right slope only.
-It can be quite hard for diddy to kill here compared to other characers. Utilt, Fair and Uair work. Dsmash or Fsmash on either slope work really well too.
King Dedede

-Dedede's Ftilt will reach through the top of the pipe.
-When he UpB's into blocks, it will stop, he will gain some upwards momentum then fall, helpless.
-He cannot CG anyone downhill.
-He cannot infinite anyone on a slope, nor small step CG them.
-His Fsmash will go all the way to the ground on the hill so can stop people from approaching from downhill as it is hard to punish from that angle.
-His Utilt kills really early here, he can kill by walk off, or Bair off either edge. Dsmash also works.
-If Dedede holds down while sliding down a slope it becomes an epic taunt.
-Dedede can only CG the following people uphill:
Marth
-His most effective kill methods here are tippered Uair and Bair (at either edge)
Mr G&W
-Kills really early here with Usmash/Dsmash and Fsmash off the sides.
-His Dthrow does not break the blocks.
-When he short hops up a slope when he is already standing on it and holds up the slope he will remain airbourne for a tiny bit then hit the ground. He can do any aerial but it won't finish while he is briefly airbourne. This can be used to turn around instantly out of a dash, or jab/tilt/walk/smash instantly out of a dash.
Pikachu
-Pikachu can QAC by going slideways into the slope. If he doesn't jump immediately after QACing he will float down a tiny bit and be able to do any aerial without jumping. These things allow him to QAC faster as he doesn't have to go down as far because of the slope.
-Pikachu can deal with planking very effectively as well with thunder jolts and jumping over and thundering.
-Usmash and thunder kill great over the top. The second hitbox of thunder kills great off the left side.
Olimar
-Usmash is great for killing here.
-His grabs unlike most characters will go up the slope and will have the same range as on the ground.
-Olimars UpB will go at a near perfect angle with the slope, allowing you to attack someone above you with great range.
Ice Climbers
-Ice Climbers can chaingrab fine downhill but can't uphill. (AFAIK)
-Their Fthrow will break the blocks below them, stopping the infinite. Their Dthrow and Bthrow will not.
-Most effective method of killing is infinite->Usmash.
R.O.B
-Rob kills best with Bair and Usmash.
Kirby
-Kirby's Uthrow will cause blocks to flip and will go through them on the way up but will simply land on them on the way down.
-Kirby's best kill method is Usmash.
Lucario
-Lucario's best method of killing is probably Uair or Usmash, or Fsmash off the sides.
Zero Suit Samus
-When ZSS Down B's into the slope it will hit the slope nearly instantly and she can attack instantly. This can be used to reposition her slightly, as mindgames and as an epic taunt if you hold down and mash B. It also allows her to cancel her run into anything.
-Kills best with Uair.
Toon Link
-Toon Links boomerang will ricochet up when thrown at a slope.
-Kills best with Uair and Usmash.
-Dsmash will kill in 1 hit on the pipe.
Pit
-It is hard to arrow loop arrows here because they will hit the slopes.
-Kills best with Fsmash off the sides, or Dsmash.
Donkey Kong
-DK's Down B will travel the normal distance across either side on the slope, making it very useful on the slope.
-His Cargo Dthrow into the slope they will glide along the slope and won't hit the ground but ride along a "cushion" of air, similar to Dedede's Dthrow.
-Kills best with Usmash and Uair.
Peach
-When she floats into a slope she will cancel on the slope no matter if she was in the middle of an aerial or not.
-This allows her to cancel a run into anything similar to ZSS if she runs->jump and down it will stop instantly.
-Kills best with USmash.
Luigi
-Kills best with Usmash.
-Slides slower then most characters, but has the longest slide.
Fox
-Combos quite well on the slopes with his slide he can position himself effectively.
-Usmash is a great killer and kills at rediculously low percents on the slope.
-His side B works the same as Falco's here.
Wolf
-Kills best with Dsmash and Usmash.
Sonic
-Kills best with Uair.
Shiek :shiek:
-Usmash is her best killer.
Bowser
-Bowsers angled fire will go all the way to the ground, stopping people from approaching from downhill. It will also angle itself uphill.
-Kills best with Utilt, Usmash and Uair.
Zelda
-Kills best with Uair and Usmash/Utilt.
Pokemon Trainer
-Squirtle kills best with Usmash.
-Ivysaur kills best with Uair and Usmash
-Charizard kills best with Usmash.
-Charizards fire functions the same as Bowsers.
-Squirtle cannot Side B up a slope.
-When Squirtle runs and short hops up a hill a similar thing will happen as to G&W, although he will be in the air for a little longer. Doing a Fair or Bair increases the momentum gained when you land.
-Ivysaur's UpB goes at a perfect angle with the slope allowing him to attack someone above him with great range.
Ike
-Kills best with Utilt and Uair.
-Ike's Side B will go up and down slopes fine.
Lucas
-He kills best with Usmash.
Mario
-Kills best with Usmash
Ness
-Ness kills best with UpB.
Yoshi
-Kills best with Usmash and Uair.
-When he immediately double jumps up the slope he will receive a slide going up the slope.
Samus
-Kills best with Dtilt.
-Samus' Down B bombs will roll down the slope.
Jigglypuff
-Kills best with Usmash.
-Jigglypuff's short hop on a hill will do the same thing as G&W's except she will be in the air for a little shorter.
Captain Falcon
-Falcon Kick and Raptor Boost work fine up and down slopes.
-Kills best with the Knee or Fsmash.
Link
-Link can't break blocks with any non B moves except Dair. All his projectiles will break blocks from the side, which is unique.
-Kills best with Usmash/Dsmash or Utilt.
Ganondorf
-Kills best with Usmash.
-Warlock kick and his Side B work fine up and down slopes.
Conclusion
As we can see, there are many tricks on Yoshi's Island Melee, its like the stage has its own little Metagame. It is a very unique stage because of all the random tricks involved with the slopes and the blocks, and the struggle to not hit the blocks with moves you don't want to stale. To avoid walk-offs from Dedede, camp the left side, he can't chaingrab down slopes or Dthrow while on a block. The only issue is Metaknight's planking, but hopefully the ledge grab rule takes care of that to an extent. Certain characters, for example Snake and Pikachu, can deal with it very effectively. I know any of the tricks here aren't game breaking and that they are situational, but they can be useful.
Discuss the stage, any tricks and its legality here
Thanks to Amazing Ampharos, sasukebowser,and UltiMario for some of the info