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Yoshi Moveset Summaries

Metatitan

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Links To Discussions

Jab:
http://www.smashboards.com/showthread.php?t=224824

Dash Attack:
http://www.smashboards.com/showthread.php?p=7381627#post7381627

Arials:

Fair
http://www.smashboards.com/showthread.php?t=233207

Dair
http://www.smashboards.com/showthread.php?t=229960

Bair
http://www.smashboards.com/showthread.php?t=233209

Uair
http://www.smashboards.com/showthread.php?t=233208

Nair
http://www.smashboards.com/showthread.php?t=233193


Smashes:

F Smash
http://www.smashboards.com/showthread.php?t=233210

D Smash
http://www.smashboards.com/showthread.php?t=233211

U Smash
http://www.smashboards.com/showthread.php?t=226855


Tilts:

F Tilt
http://www.smashboards.com/showthread.php?t=225015

D Tilt
http://www.smashboards.com/showthread.php?t=225650

U Tilt
http://www.smashboards.com/showthread.php?t=225864


Specials:

F Special (egg roll)
http://www.smashboards.com/showthread.php?t=233215

D Special (ground pound)
http://www.smashboards.com/showthread.php?t=233213

U Special (egg toss)
http://www.smashboards.com/showthread.php?t=233214

N Special (egg lay)
http://www.smashboards.com/showthread.php?t=233212


Throws:

F Throw
http://www.smashboards.com/showthread.php?t=233662

D Throw
http://www.smashboards.com/showthread.php?t=233663

B Throw
http://www.smashboards.com/showthread.php?t=233664

U Throw
http://www.smashboards.com/showthread.php?t=233665

N Throw (chewing :p)
http://www.smashboards.com/showthread.php?p=7375243#post7375243


Summaries

I will write up the summaries completely in time, but i will not write them all in one sitting (cuz thats just boring)

Jab: 8/10
Yoshi has one of the best jabs in the game. It comes out in three frames, making is a reliable "panic" attack and a nice OoS option. The downside to yoshi's jab is that at earlier %'s it can be shielded in between the jabs and punished with an OoS option. Use at mid to high %'s for safest results. Jab canceling can be effective with yoshi, while it is not nearly as effective as say ike's jab canceling, jab canceling can provide nice "comboes (as if those exist anymore)" into yoshi's tilts, down smash, and ground pound. His jab has high priority and single jabs can help with mindgames. Jabs should not be used against charaters like marth and jigglypuff, who each have incredibly fast and powerful interrupting moves (up B and rest).

Dash Attack: 2/10
It has its uses. It has a decent duration so it can eat a landing airdodge and it has high priority. You can use it to chase techs if you want. You can always throw it in randomly since they probly won't suspect it. It can be very useful on opponents snatching the ledge because of its long duration. Its duration can be your undoing however, if shielded its a free attack of your opponent's choice. You can't combo with it and it doesn't do that much damage. Never use this attack on my jiggglypuff, its a free rest ;o

Aerials:

Fair: 4/10
Possibly Yoshi's 4th worst move. His worst aerial. It really his horrible as far as consistency goes. Its a terrible approach and it can be really dangerous for yoshi to try and go for the spike. That said, the rewards can be huge! A spike means an early kill, which yoshi really needs. It has huge combo and tech chase potential, probly more than bair. Rising fair can lead to epic looking spikes or force an airdodge which will allow you to punish with a uair. However, the move lacks range, has a lot of lag, and does not autocancel. A high risk- high reward move.

Dair: 5/10
Yoshi's second worst aerial. It's not that terrible, but its not that good. The priority on this move just isnt as high as it should be. It has horrible landing lag, meaning that it should almost NEVER EVER EVER be used as an approach. Using as an approach is a -do so at your own risk- move. That said, it can be used to gimp people, can be used when double jumping from the ledge (which should combo into a nair, uair or bair), and can be used as a surprise attack when knocked vertically (rain down on them with dair basically). It deals a huge amount of damage when all connects. When you time landing dair right so that it doesnt have lag at the end, you can jab or ground pound, which are both excellent shield pressure moves.

Bair: 9/10
One of yoshi's top three attacks. AMAZING combo potential, lovely shield pressure, a nice amount of damage, a safe approach that u can DI to avoid a shield grab, it is easily a contestant for the title of "Yoshi's Best Move". It can eat at spotdodges and airdodges, comboes into almost any tilt AND smash AND arials. Rising bair has its own little mindgames to it. I hope you all love this move as much as I do.

Uair: 9/10
Yoshi's second best aerial, hands down. Combined with his double jump, it is perfect for reading airdodges and punishing them. It's a potent finisher, probably his best. It is a great combo ender and can go through final destination's lip for softcore planking. It is far inferior to wario's uair in terms of comboing, damage dealt, and finishing. However, by studying warios you can learn to use uair falling to the ground.

Nair: 7/10
Possibly both yoshi's most overrated AND underrated move. From what I've seen, most people can't make up their minds whether its terrible or amazing. Personally, I think it's just okay. It is a sex kick. The sex kick part of the attack when landing can "combo" into jab, d tilt, f tilt, ground pound, or d smash. The strong part of the attack can be a good finisher. When used in a double jump (see bwett vs fogo [i think] on pictochat), it along with egg lay can really confuse people as to which approach yoshi is going to use; it can also use its sex kick property with the doubly jump to push opponents from returning to the stage. So we are looking at an attack with KO potential, combo potential, guarding potential, and approach potential. With all these statistics, one would assume it would be among his top moves. Unfortunately, it has mediocre range and (from what ive seen, not sure if this is completely true) mediocre priority. Still, it is a good move and yoshies should use it more than I see.

Smashes:

F Smash: 7/10
F Smash is definitely a move all yoshi mains should learn to use in their arsenal of yoshi tricks. It's his second best smash, and his strongest horizontal finisher. It can be used pretty well for spacing since he draws his head back. The best ways to use this move are pivot smashing, punishing rolls, or OoS against really laggy attacks. If it weren't for its lag, f smash would be a much more consistent KO move. Powerful but laggy. (also probly the best Out-Of-DragonicReverse option, if u took the time to learn DR). It is a mid-high risk move, high reward. If you're opponent is paying attention, it can be pretty difficult to land one in.

D Smash: 5/10
One of yoshi's most nerfed moves from melee. It used to be a fantastic ledgeguard and KO move. Now its options are meager in comparison. It is one of the better options out of a single jab (since it comes out fast), it is good for punishing people who try to abuse rolling, and it is a pretty good OoS or out of spotdodge attack. However, d tilt has more range, jab and utilt are better OoS/outofspotdodge attacks, and f smash is a better horizontal finisher. Downsmash can also get predictable out of a spotdodge, remember that yoshi has to swing his tail in both directions, meaning if u miss your opponent has plenty of time to punish you. Downsmash has its uses, its always nice for the 14% or so that it deals and freshening up your upsmash/uair, but frankly its about as useful as his dair, meaning you'll use if from time to time but its not a solid part of his game (not as solid as upsmash, utilt, uair, bair etc). It can also be used to punish laggy attacks. It's an okay move.

U Smash: 9/10
What yoshi doesn't love this move? It's great in comboes, it can kill, it does a nice amount of damage, its a hyphen smash, its fast, he cries out "yoshi", you can charge it to eat airdodges and KO earlier, at low %'s you can sometimes chain it, it has invincibility on the head, it covers a nice area, its a great anti-air move, its overall just a fantastic move. We LOOOOVE this move <3 <3 <3. It's also his best smash if you couldn't tell from the rankings <3.

Tilts:

F Tilt: 6/10
Yoshi's forward tilt comes out fast. It can be a panic move, but down smash and jab are superior in this category. It can cover yoshi's blind spot fairly well and has nice priority. It has nice combo potential and range, but both the combo potential of up tilt and the range of d tilt are far superior. While forward tilt is a decent move, it is yoshi's worst tilt.

D Tilt: 7/10
Yoshi's 2nd best tilt. Down tilt has amazing range. It can be used to gimp opponents by the ledge and can be jab canceled into (not a true combo, no jab cancels of yoshi's are). It does quite a bit of damage for its range and can "combo" into a throw. It can be used after a f tilt; down tilt also has the most range of yoshi's nonprojectile moves if i recall. It can also be used as a very good spacing tool while on the ground.

U Tilt: 8/10
Yoshi's best tilt. It is an amazing combo starter, a great OoS and out of spotdodge attack, and works very well against arials. It is quite fast and does a nice amount of damage. It's probly the best move to use after a bair. And best of all, it is a fabulous taunt!

F Special (Egg Roll): 1/10
It really is yoshi's worst move. There is no arguing about that. There are a few benefits. It has high priority at its fastest in the front and has been known to break mk's tornado. It can be used on opponents landing on the ground if they do not expect it. It can be used in general if they do not expect it. It can be used from the ledge using dstycube's ledge egg roll technique http://www.youtube.com/watch?v=zyregigq72Q. With all these mindgames, one would assume egg roll could not be worst than dash attack. However it is, from my experience it has no priority on the top or in the back, and has a large amount of end lag. It's not completely useless but most yoshi mains never think about using this attack on purpose. It can be used to cancel your momentum in air if your opponent is trying to read you. Howver, its best service is normally to let you know that you're mistiming your edge canceled eggs, egg toss slides, and egg lay tricks.

D Special (Ground Pound): 8/10
This move is AMAZING. It's one of yoshi's more solid KO moves, it lifts them off of the ground. Jab cancel to ground pound is an effective way to set it up. Ground pound has so many uses. U can tech chase with it, u can cancel your recovery and grab the ledge with it, u can slide off slants with it. The stars are always nice too :). Not too complicated of a move though, but it is definitely one of the better moves in yoshi's arsenal.

U Special (Egg Toss): 10/10
Without this move (and pivot grabs), yoshi would have no camp game. Eggs have fantastic priority, range, and they asplode. Eggs have two of yoshi's best techniques, Egg Toss Slide and Edge Canceled Eggs. You can SH and egg toss as a random approach, and it can be surprisingly effective at times. Eggs can also combo into moves such as grabs and up smash. Point being, eggs are just awesome, learn to use them because they are a key component to yoshi's metagame.

N Special (Egg Lay): 9/10
I LOVE this move! Burntsocks LOVES this move! Almost every yoshi main i know LOVES this move. And yet most yoshi mains don't use it more than three or four times a match (from what i've seen, proshies excluded). Egg lay is one of yoshi's best moves, it is one of the few moves with a grab-like priority that you can use in the air. Egg lay can also work like a counter if the opponent tries a direct aerial attack. Egg lay is also effect after running off a platform, similar to samus' zair off a platform. Egg lay's most beautiful attribute would be the ability to cancel our double jump. There are so many techniques and mindgames that have to do with DJC egg lay, it's crazy! Learn to use egg lay, it is such a good move!

Throws:

F Throw: 7/10
F Throw and B Throw are essentially the same throws, F throw is usually more convenient to chuck an opponent off the stage but B throw is a faster attack. F Throw and B Throw do the most damage out of all his throws. If we were to compare yoshi's throws to other characters', they would be scoring a 6 at the max, but these are based amongst all his moves and regardless of the small amount of damage, F throw is kinda good :).

D Throw: 9/10
D Throw is strange. One glance at it and you would think it to be his worst throw; it only does 4%, even less than U Throw. However, D Throw puts the opponent in a fabulous position at low%'s and can set them up for a uair, usmash, egg toss, or a pivot grab (d throw chase). Because of all the things you can do from D throw, it is yoshi's best throw.

B Throw: 8/10
B Throw is essentially the same as F Throw. I know you can cg diddy kong with b throw at low% but idk about F Throw. It does the same amount of damage as F Throw, so essentially they are the same.

U Throw: 5/10
U Throw isnt horrible, its not great either. Everything it can do D Throw can do better. It does have less knockback, making it not good at low% but usable at mid %'s (i think it has more lag for yoshi after the throw than d throw, not sure tho). It's mainly just a mix up throw.

N Throw (Chewing): 10/10
Yoshi's pummel is actually pretty bad, it only does 2% at the most. Even so, that 2% adds onto the throw% that yoshi would normally be doing, so it's better than nothing. So if the pummel itself is not all that, why is it so good? Chaingrabs. Yoshi has grab release chaingrabs on several members of the cast. Look them up, I'm not listing them. Because of his chaingrabs, yoshi can make his throws actually do a decent amount of damage, not to mention the grab release attacks he can perform on several members of the cast!

Shield:
This one doesn't have a discussion, but everybody knows about his shield so I'll just summarize it up right here. Yoshi has the absolute worst shield and out of shield options in the game. His shieldgrab is terrible, the time it takes to drop his shield is terrible, and his roll is terrible. The only two things yoshi has to benefit from his shield is having larger resistance to shield-poking, and being able to throw items normally from it (like any other character). We fake out of shield by shielding the first part of an attack and spotdodging the rest. Yoshi's shield is incredibly difficult to learn how to use, but it is worth it in the long run. Having a crappy shield is better than no shield after all.

Thanks for reading! And remember to keep on

ing
 

Poltergust

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You might as well add his face-up get-up attack, his face-down get-up attack, his trip attack, his ledge attack at < 100%, and his ledge attack at >= 100%. XD
 

Chaco

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Might as well, he's winning the thread making competition.
 

Metatitan

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You might as well add his face-up get-up attack, his face-down get up attack, his trip attack, his ledge attack at < 100%, and his ledge attack at >= 100%. XD
yeah those arent really important. this is just a moveset collaboration to help newer pple to yoshi (particularly edrees who really appreciated these threads). the fact that there are so many threads are overlooked by the fact that all chars have a lot of moves. i just made them all at once to get them out of the way. both of u hush or ill just delete all the moveset discussion threads ;o
 

bigman40

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okay? go ahead and delete them. It's not gonna affect us like it would to other new comers. Plus, that's being a selfish ******* if you do it too.
 

Metatitan

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btw i think when this is completed it should be stickied, its basically gonna be a complete description on how to use all of yoshi's moves
 

Chaco

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Your summaries are biased to personal preference, change them now. <3
I completely agree actually, it should be a collab of everyone's central opinion once we reach a consensus on it.
 

Airborne

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utilt: exactly what you posted on the utilt thread, isn't it?

edit: never mind. thought it was because you put "yoshi's best tilt".... maybe we should rate the moves according to tiers... it's what the rob boards have if i'm not mistaken...
 

Metatitan

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there honestly wasnt much said in the utilt thread, i put everything in the utilt thread on here.

edit, the snake boards rate moves on a scale of 1-10. would u guys prefer if i did that and u guys post what u think its usefulness from 1/10 is?
 

Metatitan

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its mainly used off stage to punish airdodges or force an airdodge so that u can use uair. ill add that part in. whats ur thought on the 1-10 scale? ill rate them at first and ask u guys if u think the rating is accurate
 

bigman40

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there honestly wasnt much said in the utilt thread, i put everything in the utilt thread on here.

edit, the snake boards rate moves on a scale of 1-10. would u guys prefer if i did that and u guys post what u think its usefulness from 1/10 is?
This is probably the best post I've seen on this thread for understanding moves
 

.Marik

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Allright. Enough of these threads.

More matchup discussion and stage-picking topics.
 

EdreesesPieces

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These threads were veryyyy useful to me and I think to anyone picking up Yoshi to get an idea of his moveset and get all the applications down for each move. I could have won a lot mroe matches realzing the jab to down B trick for example.
 

.Marik

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I'm not saying the threads are worthless.

Just please, start making different topics. I don't want the Yoshi Boards consisting of only these moveset discussions.
 

bigman40

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I'm not saying the threads are worthless.

Just please, start making different topics. I don't want the Yoshi Boards consisting of only these moveset discussions.
It's only surge right now cause it's the main topic at hand. Really, we can talk about the stages in matchup discussions so that we can know what works best against them. It's not something too serious. This is to help out veterans and newcomers so they can apply something they might never had known before.
 

Airborne

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i think we should just have a general stage discussion first of all, and see what stages are beneficial and which are hurtful to our lovable yosh.... because i don't really cp that well... -.- it really only hurts me against the good midwest marth players and this one pika match, but still... i need to know what stages are good for him!!! >.<
 

Yosheon

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I agree with the majority of the ratings and summaries, and they're pretty accurate.

If anything, we might need to rate Yoshi's advanced techniques.
B Throw: 8/10
B Throw is essentially the same as F Throw. I know you can cg ditto with b throw at low% but idk about F Throw. It does the same amount of damage as F Throw, so essentially they are the same.
This may not be a big deal, but you put "ditto" instead of "Diddy Kong". Someone might get confused by that.
 

bigman40

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Want to note a few things I think you should mention in your write-ups.

For Dsmash, if you can set it up right, you can hit your opponent with both swipes of Dsmash, dealing about 27% fresh.

Fair is auto-canceled when SHed. The lag when you don't land before the AC frames kick in is 5 frames longer than Bair (which is 10 frames for Bair). It's true main problem is lack of range, and priority.

Fsmash, while it gives invincibility on his eyes (yes, it doesn't give him any invincibility anywhere else on his face), it's still hard tough move to connect when an opponent is paying attention. Mid-high risk, moderate reward IMO.

As Yosheon said, might wanna fix ditto and make it Diddy :laugh: epic fail there man.

Since you listed all the moves that are relatively quick in following up when you land an unsweetspotted Nair, you should add in DownB since that takes 7 frames to come out.

Fthrow should be a 7/10. The move has significantly more cooldown time than Bthrow. So this gives you less time to follow up with anything.

Dair, at high %s, gives an odd effect to opponents when they're hit. Idk what it is, but they seem to be stunned a tad longer than normal when up at high %s. Also, Dair, gives us the tripping option at that point. So, it'd be worth noting at least.

And last but not least, note that Yoshi has invincibility frames in dash attack. I'm not exactly sure about it, but I only think it's his head that's invincible.
 

Poltergust

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I dunno. I don't think that moves that haven't been discussed much (such as the dash attack) should have a summary just yet. Some of the summaries look a bit biased, actually. =/
 

Airborne

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i agree with polt. in ratio, yes, certain attacks may be that bad, but some descriptions aren't necessarily quite matched up with the right idea yet. =\ those moves just need more discussion imo
 

Metatitan

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list the moves and ill look them over, you can't just say "oh this list is biased" without giving specific examples for what i need to change
 
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