Super Smash Bros. Ultimate

Yoshi (SSBU)

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This article is about Yoshi's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeYoshi.
Yoshi
inSuper Smash Bros. Ultimate
Yoshi SSBU.png
Yoshi-Alt7 SSBU.png

YoshiSymbol.svg
UniverseYoshi
Other playable appearancesinSSB
inMelee
inBrawl
inSSB4
AvailabilityStarter
Final SmashStampede!
TierS- (13)
Yoshi (SSBU)

Yoshi (ヨッシー,Yoshi) is a playable character inSuper Smash Bros. Ultimate. Initially teased in the then-unnamedUltimate's announcement trailer, he was revealed for the game along with the rest of the veterans onJune 12th, 2018; he andLuigi were the last veterans confirmed, with both appearing at the very end of the trailer. Yoshi is classified asFighter #05.

As inSuper Smash Bros. 4,Ultimate uses all of Kazumi Totaka's voice clips fromYoshi's Story.

Yoshi is ranked 13th out of 82 on the currenttier list, placing him at the bottom of the S- tier. This is a significant improvement from his 33rd out of 54 placement inSuper Smash Bros. 4, and is his best placement in the series. Yoshi is gifted with overall high movement speed, especially hisair mobility, allowing him to easily weave around opposing attacks and space effectively. This also grants him fantasticedgeguarding abilities, withEgg Throw and his long-lasting neutral aerial being particularly effective, the latter also being a strongout of shield option. Rounding out his offense is a high damage output, solid combo game, and versatile and powerful aerials, withdown air being the most damaging in the game. In addition, he has among the best endurance inUltimate, as not only is he heavy, but his double jump armor allows him to take potentially fatal attacks. His unique shield also always covers his entire body, protecting him fromshield stabbing. Finally, Yoshi has a solid recovery, with Egg Throw and directionalair dodges complimenting his aforementioned great air speed and high-reaching armored double jump.

Despite these strengths, Yoshi has several notable flaws. His unimpressive range can cause him to get stuffed out by characters with disjointed hitboxes and struggle against certain zoners. In addition, only half hisspecial moves are considered useful, withEgg Roll being considered one of the worst special moves in the game, andEgg Lay being rather niche. His double jump armor can potentiallygimp him if he tanks a move that exceeds his armor's threshold. Yoshi also struggles against juggling, as he is surprisingly floaty for a heavyweight and most of his aerial attacks are ineffective when he is in disadvantage; notably, using his double jump to escape pressure is more detrimental to Yoshi than any other character, as it removes his best recovery option. Finally, Yoshi's grab game is mediocre, with his throws and Egg Lay possessing limited combo or KO potential.

Overall, Yoshi is a strong character in the metagame, particularly in Japan, where he is considered a top 10 fighter. Japan is also home to a slew of top-level Yoshi players such asYoshidora andRon. Although less popular outside of Japan, Yoshi maintains a positive reception and strong results from players such asMeme.

Attributes[edit]

Yoshi is aheavyweight 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 covers his whole body no matter the damage it has taken; thus, it makes Yoshi immune toshield stabbing.

As stated previously, Yoshi sports excellent mobility: he has the 27th fastestwalking speed, the 19th fastestdashing speed (with an above-averageinitial dash as well), the fastestair speed in the game, and the 14th highestair acceleration. Additionally, Yoshi sports among the highestjumping prowesses in the game; this can especially be owed to hisdouble jump, which is the second-highest in the game, only behindMewtwo's. Along with this, his double jump possesses a unique form of subtractive knockbackarmor that is active immediately on frame 1, granting him an excellent combo breaker. However, histraction andgravity are the 23rd and 20th lowest in the game, respectively; further compounding this, hisfalling andfast-falling speeds are among the bottom 10 in the game (the 7th slowest to be specific). Thus, Yoshi is quite speedy overall, yet at the same time, he's one of the floatiest characters in the game, which is incredibly unorthodox for a heavyweight, arguably more so than any other in the game.

Complementing his high mobility, Yoshi's moveset possesses very good utility. Both hits of neutral attack can connect into each other, and the first hit can also be used tojab lock as well as combo into moves such as down special for akill confirm; 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 reliabletech chasing option. Lastly, his dash attack has a long duration and good range; 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 out prioritizes its slightly weaker sourspot, allowing it to KO at reasonable percents. It also has decent start-up, can be angled, and grants Yoshiintangibility 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 is a very fastsex 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 primaryout of shield option. Forward aerial also possesses high range and reasonable all-around lag, and comes with impressive damage; its tipper hitboxmeteor 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 effectivejuggling 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 allowing it to KO at reasonable percentages near the upper blast zone. His grab game 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 acommand grab which traps the opponent in an egg for a short amount of time, allowing it to work as a damage racker, and whenB-reversed is an 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 highshield damage. However, his best special move is easily hisEgg 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 allows Yoshi to have an option for zoning.

Although Yoshi's strengths allow him to be effective in many instances, he has some noticeable weaknesses; the 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 armor limit, then he'll likely be in a difficult 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 reliance on his double jump to recover also impacts his disadvantage state - unlike most other fighters, who can use their midair jump to escape unfavorable positions when landing, the height it grants Yoshi can simply keep him landing for longer, and if he is knocked offstage after using it, then much of his recovery is limited. Because of this, Yoshi players must be especially careful in juggling scenarios, which can be exploited.

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 his neutral and up aerials having below-average speed, and most of his attacks have short-range that leaves him vulnerable to getting stuffed out bydisjointed hitboxes. 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 a very predictable trajectory and is hard for Yoshi to get out of if the attack doesn't work well in his current situation, and Yoshi Bomb is also predictable if used unsafely and has high ending lag when Yoshi hits the ground. Finally, his shield, as useful as it is due to never shrinking when weakened, presents a double-edged sword situation: a weakened shield can still be hit easily, and as such can break more easily than a normal shield.

Overall, Yoshi is still a very reliable character despite his glaring weaknesses. With his fast speed and useful moveset, he is very capable of performing combos, scoring KOs, and playing an effective neutral game. As a result, opinions on Yoshi have remained high throughout the game's competitive lifespan.

Changes fromSuper Smash Bros. 4[edit]

Yoshi has been considerably buffed in the transition toUltimate. Many of his most notorious attributes have been improved, with comparatively very few nerfs to balance out his buffs.

One of Yoshi's biggest buffs was to his previously poor KO power for a heavyweight. All of Yoshi's smash attacks have had their power increased, andforward smash has lost one of its sourspots, making it a more consistent option. Moves likeforward tilt andback aerial now lead much more reliably into other moves thanks to their improved combo potential, either improving Yoshi's KO confirms into other moves or outright granting him new ones.Egg Throw now consists of one hit that deals more damage, which puts the opponent into a more disadvantageous position at low percentages, allowing Yoshi to win theneutral game with more ease and also improving his combo game; additionally, Egg Throw grants more diagonal distance during its first three uses.

Yoshi benefits from many of the universal engine changes. All of his aerials have reduced landing lag, which combined with his vastly improved forward tilt improves Yoshi's combo and damage racking potential, especially at low percentages. As with other veterans, Yoshi's already excellent mobility has been further increased, helping hisapproach. The changes to air dodging strengthen his edge-guarding with both aerials and Egg Throw, and also grant Yoshi a useful, invincible recovery tool, which also drastically improves his notoriously limited recovery in combination with his buffed Egg Throw.

However, Yoshi is not without a few nerfs. Hisup tilt has less range, no longer hitting opponents up close, which limits its combo potential to hitting opponents above or behind him, and forces Yoshi to use his improved forward tilt in front of himself.Dash attack can no longer cross-up shields, making it more punishable and risky as an approach option. Finally, Yoshi's overall jump height, while still impressive, has nevertheless been lowered, hampering his vertical survivability offstage; further compounding this are the increased ending lag on air dodges and the ability to use one at a time before landing or getting hit, forcing Yoshi to cautiously use his own air dodge in tandem with his recovery options to avoid a guaranteed self-destruct. This also affects his forward aerial, which can no longer autocancel in a short hop due to his lower short hop. Of note is that Yoshi still retains one of his most noticeable flaws fromSSB4, that being his grab game, which, while improved, is still lackluster.

Overall, Yoshi's changes have improved his core kit fromSSB4, resulting in a lower learning curve; while this does not change his playstyle significantly, this allows Yoshi to better play to his strengths thanks to his moves' improved consistency and utility. Because of this, and a comparatively lower amount of nerfs, Yoshi is a significantly better character than he was inSSB4.

Aesthetics[edit]

  • Change Due to the aesthetic used inUltimate, Yoshi's model features a more subdued color scheme, but unlike inMelee andBrawl, it retains its chartreuse color from theMario andYoshi series used inSmash 64 andSSB4. His irises appear larger while his shoes feature subtle detailing.
  • Change Yoshi has a newalternate costume based on his felted design inYoshi's Crafted World. It replaces hisBlack Yoshi costume fromSSB4.
  • Change Yoshi now always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.
  • Change Yoshi is more expressive, he scowls when using his aerials and grabbing onto a ledge.
  • Change Idle pose, dashing, falling, and double jump animations have been updated to match Yoshi's upright posture.
    • Bug fix Yoshi no longer reverts to his posture andidle poses fromBrawl while holding a smallitem.
  • Change All of Yoshi'svictory poses were slightly altered:
    • Change His left-inputted victory pose now has him performing aFlutter Jump before spinning around once and striking a V sign.
    • Change His up-inputted victory pose now has him strike a new pose, where he stands on one leg while extending his arms out.
    • Change His right-inputted victory pose now has him punch the air twice and strike a pose with his right leg farther back.

Attributes[edit]

  • Buff Like all characters, Yoshi'sjumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Yoshiruns faster (1.86 → 2.046).
    • Buff Yoshi's initialdash is significantly faster (1.33 → 1.98).
  • Buff Yoshiwalks slightly faster (1.15 → 1.208).
  • Buff Yoshi'sair speed has been increased, now being faster than he was inBrawl (1.28 → 1.344).
  • Buff Yoshi has significantly highertraction (0.0426 → 0.095), allowing him to punish out of shield much more easily.
  • Nerf Yoshi'sjump height has been slightly reduced.
    • Buff However, the reduction to hisshort hop height noticeably improves his ability to utilize short hop aerials against grounded opponents.
  • Buff Forwardroll has less ending lag (FAF 36 → 31).
  • Nerf Forward roll grants lessintangibility (frames 4-21 → 4-15).
  • Nerf Back roll has more startup and grants less intangibility (frames 4-21 → 5-16).
  • BuffSpot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • BuffAir 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 toEgg Throw not causinghelplessness, he can get additional distance with a directional air dodge after using it.
  • Buff The removal ofshield platform dropping benefits Yoshi, as he was the only character unable to perform the technique inSmash 4. When combined with his unique shield rendering him immune toshield 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 inSmash 64 andMelee, knockback taken is reduced if the armor is broken by an attack with sufficiently high knockback.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 9 → 6).
    • Nerf Both hits have a higherhitlag multiplier (1× → 1.5× (hit 1), 2× (hit 2)), giving opponents more time toSDI the first hit andDI 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 andjab lock, but removes some of its guaranteedjab cancel setups.
      • Change Due to this change, and the second hit using theSakurai 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.
      • Nerf At low percents, the outermost hitbox now doesn't have enough hitstun to prevent opponents from shielding the second hit.
  • Forward tilt:
    • Buff Forward tilt has significantly 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. Yoshi also has an angry expression.
  • 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)).
    • Nerf It has altered knockback scaling (52 → 45 (clean), 44 (late)). Overall, the clean hit deals less knockback, hindering its KO potential, while the late hit deals around the same knockback.
    • Nerf The move has noticeably shorter travel distance, worsening its utility as a grounded burst option. It also no longercrosses up shields consistently, making it easier to punish despite its reduced ending lag and higher damage output.
    • 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).
    • Change Yoshi now sports an angrier expression while headbutting, instead of closing his eyes like in previous games.
  • 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[edit]

  • Buff All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).
  • Neutral aerial:
    • Buff The clean and mid hits have been moved further away from Yoshi (z offset: 5.5 (clean)/4 (mid) → 7.5/5), improving their range.
  • Forward aerial:
    • Buff The removal ofteching for groundedmeteor 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 longerauto-cancels 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 toSDI.
    • 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 theautolink 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 longerset (40 set/100 scaling → 65 base/100 scaling), causing opponents totumble even at 0%. This allows it to set up edgeguards more effectively, and grants it followups at low percents if the opponent fails totech.
    • 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[edit]

  • 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 11 → 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% withoutrage.
  • Down throw:
    • Buff Down throw releases opponents 3 frames later (frame 15 → 18), reducing its effective ending lag, and improving its combo potential.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Egg Lay:
    • Buff Egg Lay has less startup lag (frame 21 → 19), with its total duration equally reduced (FAF 44 → 42).
    • Buff Opponents can no longer move left and right in the air while in an egg.
    • Nerf The aerial version's animation is longer (43 frames → 61), as is the laying animation (37 frames → 52). This increases the amount of time aerial mobility is locked, and Yoshi cannot grab the ledge, if the move is not interrupted.
    • Change Opponents in an egg can shift themselves left and right on the ground by mashing the respective direction and slightly jump if mashing diagonally upwards.
    • 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 negativeshield 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 throughsoft 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 once again vocalizes when using the grounded version, much like in previous games up untilBrawl.
    • Change Yoshi falls more slowly (5 → 4.8).
  • Final Smash:
    • Change Yoshi has a new Final Smash calledStampede!. He headbutts in front of him and an army of multicoloredYoshis stampede over the trapped players, similar to his part of theSuper Smash Bros. Melee opening.

Update history[edit]

Yoshi received a mix of buffs, nerfs, and a glitch fix via game updates. All of the buffs Yoshi received were homogeneous updates to make Yoshi function more like the rest of the cast. However, the roster-wide increase in shield size in Version 7.0.0 actually nerfed Yoshi due to the impossibility to shield stab, only making it easier to hit without the compensation of being harder to break. Other nerfs include the universal projectile shield damage nerf of Version 3.0.0 affecting Egg Throw and decreasing the push back of forward smash in Version 4.0.0 making making it less safe on certain characters.

Due to changes received being relatively minor, Yoshi's viability has remained virtually unchanged since the launch ofUltimate, and he continues to achieve respectable results in tournaments.

Super Smash Bros. Ultimate2.0.0

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

Super Smash Bros. Ultimate3.0.0

  • NerfEgg Throw deals less shield damage (0 → -3).

Super Smash Bros. Ultimate3.1.0

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

Super Smash Bros. Ultimate4.0.0

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

Super Smash Bros. Ultimate5.0.0

  • Buff Yoshi can now buffer a grab after rolling or spotdodging.

Super Smash Bros. Ultimate7.0.0

  • Nerf Yoshi's shield hitbox is bigger. Since it is impossible to shield stab Yoshi, this does not improve his shield's safety, instead making it easier to hit from a distance.
  • Buff Yoshi's head and legs are briefly intangible after activating his shield.

Moveset[edit]

  • Yoshi cancrawl.
  • Yoshi uses aYoshi Egg as his shield instead of a bubble like the rest of the cast. Rather than shrinking, his shield darkens as it weakens, rendering him immune toshield stabbing.
  • Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference.

For a gallery of Yoshi's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackKick (けり)
Kick Kick (けりけり)
3%A front kick followed by a roundhouse kick. The two hits transition relatively fast (both hits being frame 3) and can connect into ajab lock. The first hit's far hitbox does not deal enough hitstun to true combo into the second hit at very low percents.
4%
Forward tiltTail Sweep (しっぽはたき,Tail Duster)8%Swings his tail outward. 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.
Up tiltTail Thrust Up (しっぽつきあげ)7%Swings his tail upward, going from front to back. The front hitbox is now placed higher off the ground, making it unreliable at hitting grounded opponents. However, the back hit still hits close to the ground. Yoshi's most effective combo starter due to low knockback growth and can even reach the low platforms of Battlefield, it leads to devastating combo strings at around low to mid percents and KO confirms at higher percents.
Down tiltRotating Tail (かいてんしっぽ)5% (base), 4.5% (mid), 4% (tip)Lays on all fours and spins his body around to swing his tail. The attack does 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 fortech chasing and stage control.
Dash attackDash Kick (ダッシュげり)11% (early), 8% (late)A side kick. Its long range and duration can createcross-ups and is capable of punishing rolls or techs. However, its high amount of ending lag can make it very punishable.
Forward smashSmash Headbutt (スマッシュずつき)15.5% (sweetspot), 14% (sourspot)Rears his head back and performs a headbutt. The sweet spot takes priority over the sour spot 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. Yoshi's head becomes intangible, starting from frame 12. It comes out on frame 14.
Up smashSomersault/Loop-the-Loop Kick (ちゅうがえりげり)14% (clean), 12% (late)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 smashFront and Back Tail (ぜんごしっぽ)12% (close), 10% (tip)Crouches and swings his tail forward at a low angle, and then backward at a low angle. 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. However, it's Yoshi's fastest smash attack, coming out on frame 7. It has a sweetspot in the middle of the move, while the sourspot is at the tip of Yoshi's tail and next to his body.
Neutral aerialYoshi Kick (ヨッシーキック)10% (clean), 7% (mid), 5% (late)A flying kick. It is asex kick with very low startup (frame 3) and respectable power when clean. Its low landing lag also allows it to lead reliably into follow-ups at low to mid percents and set up tech chases, depending on which hitbox connects. Its aforementioned startup also makes it a potent out-of-shield option and combo breaker. Overall, it is one of Yoshi's most useful moves.
Forward aerialNoggin Dunk (かいてんずつき,Rotating Headbutt)15% (close), 14% (tip)Rears his head back and then performs a downward headbutt. Possibly Yoshi's best edge guarding tool, with both hitboxes dealing an impressive amount of damage, knockback, and the tip is ameteor smash, while also having low ending lag. However, it has significant startup lag (16 frames) and can no longer autocancel in a short hop.
Back aerialRampaging/Savaging Tail (あばれしっぽ)3.5% (hits 1-2), 5.5% (hit 3)Swings his tail upward, then downward, and then upward. Moderate startup lag, with its first hit coming out at frame 11, but has a solid damage output and good knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos. However, it doesn't autocancel in a short hop, and due to its 35 frames of ending lag, it's punishable.
Up aerialRotating Tail (かいてんしっぽ)12%Swings his tail upward. Yoshi's second-fastest aerial attack, having frame 5 startup. It autocancels in a short hop and has good knockback, making it a reliable KO option. It has a large vertical hitbox where the back can even hit grounded opponents, and due to being a very effective juggling option, it is one of Yoshi's most useful moves.
Down aerialFlutter Kick (ばたあしキック)2.3% (hits 1-6), 1.9% (hits 7-12), 2.8% (last hit)AFlutter Jump-styled series of kicks. Notorious for being the most damaging aerial move in every installment of theSuper Smash Bros. series, 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. It has low ending lag compared to the final hit, but it's tied with forward aerial for the slowest startup of Yoshi's aerials, coming out on frame 16.
GrabTongue Catch (舌キャッチ)Extends his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi's grabs have a lot more range, but a considerable amount of startup and ending lag.
PummelGrab Chewing (つかみかみかみ)1.3%Chews the opponent. Average power and speed.
Forward throwFront Spit Out (まえはきだし)9%Spits the opponent forward. It has slight KO potential near edges and is mainly used for stage control.
Back throwBack Spit Out (うしろはきだし)9%Turns around and spits the opponent backward. Otherwise, extremely similar to forward throw.
Up throwUpward Spit Out (うえはきだし)5%Spits the opponent upward. 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 throwDownward Spit Out (したはきだし)4%Spits the opponent down to the ground. Unlike inSSB4, it has significantly better combo potential due to its lower ending lag and Yoshi's increased jump speed.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Spins around and swings his tail around himself before getting up.
Floor attack (back)
Floor getups (back)
 7%Performs abackspin (a breakdancing move) to kick outward on each side before getting up with a handspring.
Floor attack (trip)
Floor getups (trip)
 5%Spins around and swings his tail around himself before getting up.
Edge attack
Edge getups
 9%Swings his tail inward while climbing up.
Neutral specialEgg Lay7%Swallows the opponent and traps them in aYoshi Egg. When the opponent is trapped, they can escape bybutton mashing. They stay trapped longer the more damage they have. Upon escaping, opponents gain brief intangibility.
Side specialEgg Roll10%-13.8%Encases himself in a large Yoshi Egg after a small hop, then rolls around the stage. Damage dealt is proportional to its 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. It 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. It can be canceled earlier by hitting the special button. Can move through shields.
Up specialEgg Throw6%Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws causeFall Breaks that 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. The rainbow trail surrounding the Yoshi Egg may be a reference to Yoshi's "Rainbow Swing" Star Swing and his "Rainbow Ball" Star Pitch fromMario Super Sluggers.
Down specialYoshi Bomb4% (hop), 15% (grounded Ground Pound), 12% (aerial Ground Pound), 4% (stars)AGround 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 sweet spot ledges, now allowing it to act as a2 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 SmashStampede!1% (dash), 4% (headbutt), 30.428571% (cutscene), 13% (last hit)Yoshi rushes forward and attacks the opponent with an upward headbutt. If the attack hits, it cuts to a cinematic cutscene that occurs in a rocky gorge. Suddenly, various colored Yoshis are seen stampeding down the gorge, and they attack by trampling the opponent. It is almost identical to a segment seen in theSuper Smash Bros. Meleeopening movie, which features a similar stampede in a comparable rocky environment before Yoshi himself stops briefly to observe the stampede. The entire Final Smash deals up to 48.428571% damage, but it can only trap up to 3 opponents at a time. The cutsence portion of the Final Smash is intended to deal 30% over 70 frames; however, in practice, there is an additional frame that adds another 0.428571%. The cutscene damage also ignores all damage modifiers, including the 1v1 multiplier.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value1041.98 – Initial dash
2.046 – Run
1.2080.0950.0051.3440.03 – Base
0.068 – Additional
0.081.29 – Base
2.064Fast fall
336.09 - Base
14.43 -Short hop
51.564

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Breaks out of aYoshi Egg and strikes a pose while shaking his tail. The color of the Yoshi will determine the color of the spots on the egg. Based on Yoshi hatching from a Yoshi Egg inSuper Mario World.
  • Yoshi's on-screen appearance

    Yoshi's on-screen appearance

Taunts[edit]

  • Up taunt: Dances around in a circle, chanting "Yoshi!" as he finishes.
  • Side taunt: Chases his tail in circles, then looks back at it as he finishes.
  • Down taunt: Faces the screen and jumps up and down whilst chanting. This is similar to his reaction to finding a secret whilesniffing inYoshi's Story.
  • Yoshi's up taunt.

    Yoshi's up taunt.

  • Yoshi's side taunt.

    Yoshi's side taunt.

  • Yoshi's down taunt.

    Yoshi's down taunt.

Idle poses[edit]

  • Performs a short dance.
  • Looks around.
  • Yoshi's first idle pose.

    Yoshi's first idle pose.

  • Yoshi's second idle pose.

    Yoshi's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionYo - shi!Yo - shi! *claps 3 times*Yoshiiiiii!Yoshiiiiii!Yo - shi!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionYo - shiiiiii!Yo - shi!Yo - shi! Yo - shi!Yo - shi! *claps 3 times*

Victory poses[edit]

  • 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 fromSmash 64 and his second-place win animation fromMario Party 10.)
  • Right: Angrily punches a few times, does a roundhouse kick, then turns his back on the screen facing right. A reference to Akuma's pose after the successful use of the Shun Goku Satsu.
A flourished, orchestrated, and significantly sped-up remix of the title music ofYoshi's Story.
  • YoshiVictoryPose1SSBU.gif
  • YoshiVictoryPose2SSBU.gif
  • YoshiVictoryPose3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Yoshi players (SSBU)

  • Japan Fui - First known for his back-to-back 25th place finishes at the supermajorsUmebura SP 9 andKagaribi 9 despite being relatively new to the offline scene, and has since become the third-best Yoshi player in Japan, placing 2nd atWAVE Champions 6 defeatingKEN, 5th atUltCore Second defeatingApolloKage, and 9th atDELTA 7 [FAT] defeatingNeo.
  • USA JMafia - One of the best Yoshi players in the United States since late 2019, when he was first known for defeatingESAM to place 3rd atFight For 95. He has seen success at several majors since, including placing 17th atCirque Du CFL 3 andMomoCon 2022, defeatingKola in the former tournament while using Yoshi to win the last 2 games, and placing 33rd at2GG: Kongo Saga andLet's Make Moves Miami.
  • Mexico Meme - One of the best Yoshi players in the world, and a top 5 player in Mexico, during his prime in the early metagame, winning several large Mexican events includingSmash Fest to the Sky andBIT MASTER MTY 9. He has also seen success outside of Mexico, most notably placing 9th atLow Tier City 7 defeatingLight and 17th atGENESIS 7 defeatingVoiD. Although less active since 2019, he continues to place highly at events he does attend, most notably placing 7th atSmash Factor X.
  • Japan Ron - The second-best Yoshi player of all-time, having been a top Yoshi player since 2019 thanks to performances such as 2nd atSumabato SP Ultimate defeatingMiya, 3rd atSumabato SP 6 defeatingShuton, and 9th atBattle of BC 6 defeatingMkLeo. However, due to his location, he infrequently attends tournaments, and as such is often consideredUltimate's strongest hidden boss.
  • Japan Rotsuku - The second-best Yoshi player in the world in 2019, placing highly at a multitude of majors including 13th atUmebura SP 3 defeatingKuro andUmebura SP 5 defeatingTea, as well as 25th atEVO 2019 defeatingVoiD. He became significantly less active in the post-online metagame, with his performances varying at the events he does attend.
  • USA Suarez - The best Yoshi player inUltimate's early months and the first Yoshi player ever ranked globally, ranking 49th on theSpring 2019 PGRU thanks to consistently strong performances at majors including 9th atCollision 2019, 17th atMomoCon 2019, and 25th atPound 2019. Although less consistent since 2019, he remained one of the best Yoshi players in the United States, with his best recent performances being 17th atGlitch - Infinite and 25th atCollision 2022, before becoming inactive in early 2023.
  • Japan Yoshidora - The best Yoshi player of all-time, as well as the only Yoshi player ever ranked top 10 globally, ranking 8th on theLumiRank 2023. He most notably wonMaesuma TOP 8, making him the only Yoshi player to win a major, and has come close several other times, such as placing 2nd at bothMaesuma TOP 14.5 "in Hyogo" andMaesuma TOP 15 "FINAL", as well as 3rd atUmebura SP 9.

Tier placement and history[edit]

FollowingUltimate's release, numerous players of all skill levels took an interest in Yoshi due to his overall similarity to how he was in the previous game, making him rather easy to play and learn the game with. Yoshi's new strengths, especially his improved KO power, also reinvigorated his playerbase from the previous game, allowing him to have a sizeable representation in the early metagame, which was spearheaded by players such asSuarez,Meme, andRon. As such, most players considered Yoshi to be a high-tier character, with his overall representation peaking at 20th by the end of 2019.[1]

However, Yoshi's representation began to take a hit as the metagame progressed. His best players in the early metagame either saw a stagnation in results (Suarez) or became far less active than before (Meme). Furthermore, Yoshi's weaknesses, particularly his linear recovery and weakness to disjoints, became more apparent. These negatives slowly decreased Yoshi's representation in the metagame, with it ultimately hitting 36th by the end of 2022.[2] Nevertheless, Yoshi players still managed to find success, particularly in Japan, thanks to Ron's occasional appearances in tournaments and the rise ofYoshidora, who has placed top 8 at multiple majors since the pandemic period. These strong results would help keep Yoshi's reputation afloat. As a result, Yoshi sat at 20th on the first tier list at the top of the high tier, with some players believing he should be ranked higher. This was especially the case in Japan, where most of Yoshi's best players flourished and as such, most panelists for this tier list ranked him in the top 10. Japan's higher perception was justified in the following year, as Yoshidora traveled to several international tournaments and ranked in the top 10 for all of 2023. Though Yoshdora's results slightly declined in the following year, many other Yoshi players in Japan remained notable threats in competitive play, including Ron andFui. As such, Yoshi rose in the following two tier lists, ranking 14th on the second (at the end of the A+ tier) and 13th on the third (towards the end of the S- tier).

Classic Mode: Jurassic Journey[edit]

Yoshi's opponents resemble older pop culture depictions ofJurassic Period animals. His boss,Rathalos, fits with this theme due to it being a classical draconic wyvern.

RoundOpponentStageMusicNotes
1Ivysaur (SSBU)IvysaurDistant PlanetWorld Map - Pikmin 2Ivysaur'sPokémon Trainer is absent.
2GiantRidley (SSBU)RidleyGreat BayYoshi's Tale
3King K. Rool (SSBU)King K. RoolJungle JapesWildlands
4Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)KoopalingsYoshi's IslandFlower FieldHorde Battle (3 at a time).
The Koopalings are fought in the same order as Yoshi’s debut game,Super Mario World.
5Charizard (SSBU)CharizardGarden of HopeBandit ValleyCharizard's Pokémon Trainer is absent.
6GiantBowser (SSBU)BowserMushroom Kingdom UMelty MonsterLikely a reference to a recurring element in theYoshi's Island series, in whichKamek transformsBaby Bowser into a giant upon the latter's defeat.
Bonus Stage
FinalRathalosForest HillRoar/Rathalos

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

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

Character unlock tree[edit]

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 toMario's character unlock tree, starting withSonic.

Role inWorld of Light[edit]

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 (sansKirby) whenGaleem unleashed his beams of light.

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

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
05
Yoshi SSBU.png
Yoshi
Grab
Grab
3,600Super Happy Tree (Ω form)Obstacle Course - Yoshi's Island

Spirits[edit]

Yoshi's default fighter spirit can be obtained by completingClassic Mode as Yoshi. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Yoshi in World of Light allows the player to preview the second spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. HisCrafted World outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork inUltimate.

Additionally, Yoshi makes an appearance in various primary and support spirits.

  • 75. Starship Mario

    75. Starship Mario

  • 297. Yoshi

    297.Yoshi

  • 298. Yoshi (Yoshi's Crafted World)

    298.Yoshi (Yoshi's Crafted World)

  • 319. Mega Eggdozer

    319. Mega Eggdozer

  • 321. Yarn Yoshi

    321. Yarn Yoshi

  • 1301. River Survival

    1301. River Survival

In Spirit Battles[edit]

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
38
SSBU spirit Hammer Bro.png
Hammer BroSuper Mario SeriesYoshiYoshi (SSBU)
Grab
3,400Golden 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
SSBU spirit Wiggler.png
WigglerSuper Mario SeriesYoshiYoshi (SSBU)
Attack
1,600Yoshi's Island (Melee)•Attack Power ↑
•Item:Lip's Stick
•The enemy becomes powerful when badly damagedGround Theme - Super Mario World
77
SSBU spirit Plessie.png
PlessieSuper Mario Series•GiantYoshiYoshi (SSBU)
Grab
2,100Great BayN/A•The enemy is giantSlide
156
SSBU spirit Rattly.png
RattlyDonkey Kong SeriesYoshiYoshi (SSBU)
Grab
3,400Kongo JungleN/A•The enemy loves to jump
•The enemy has increased jump power
Snakey Chantey
167
SSBU spirit Kip.png
KipDonkey Kong: Barrel Blast•TinyYoshi TeamYoshi (SSBU)×4
Shield
1,800Yoshi's StoryN/A•The enemy starts the battle with aRocket BeltBoss 2 - DK: Jungle Climber
182
SSBU spirit Like Like.png
Like LikeThe Legend of Zelda SeriesYoshiYoshi (SSBU)
Grab
4,000Great 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
SSBU spirit Dimitri (The Legend of Zelda).png
Dimitri (The Legend of Zelda)The Legend of Zelda SeriesYoshiYoshi (SSBU)
Young LinkYoung Link (SSBU)
Shield
1,700Great BayN/A•The enemy favors neutral specialsTal Tal Heights
318
from the game's files
Spirit Who Loves SurprisesYoshi SeriesYoshi TeamYoshi (SSBU)×4
Grab
2,000Super Happy Tree•Hazard: Screen Flip•The screen will suddenly flip after a little whileYoshi's Story (64)
321
yarnyoshispirit
Yarn YoshiYoshi SeriesYoshi TeamYoshi (SSBU)×4
Grab
9,200Super Happy Tree•Easy to Launch•All fighters are easy to launchMain Theme - Yoshi's Woolly World (Remix)
395
SSBU spirit Leon Powalski.png
Leon PowalskiStar Fox SeriesYoshiYoshi (SSBU)
WolfWolf (SSBU)
•Ally:FalcoFalco (SSBU)
Attack
3,700Venom (Ω form)N/A•You lose if your CPU ally is KO'dStar Wolf's Theme / Sector Z (for 3DS / Wii U)
405
SSBU spirit Tricky.png
TrickyStar Fox SeriesYoshiYoshi (SSBU)
Shield
1,600Garden of Hope (Battlefield form)•Earthquake•Periodic earthquakes will shake the stageBreak: Through the Ice
424
SSBU spirit Metapod.png
MetapodPokémon SeriesYoshiYoshi (SSBU)
Shield
2,500Distant Planet (Ω form)•Defense ↑
•Hazard: Sticky Floor
•The floor is sticky
•Timed battle (1:30)
•The enemy has increased defense after a little while
Road to Viridian City - Pokémon Red / Pokémon Blue
459
SSBU spirit Eevee.png
EeveePokémon SeriesYoshiYoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)
Neutral
1,400Yoshi's IslandN/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 costume)
Jolteon (yellow costume)
Flareon (red costume)
514
SSBU spirit Cresselia.png
CresseliaPokémon SeriesYoshiYoshi (SSBU)
Shield
9,200Spear Pillar (Cresselia only)•Defense ↑•The enemy has increased defense after a little whileBattle! (Dialga/Palkia) / Spear Pillar
544
SSBU spirit Zygarde (50% Forme).png
Zygarde (50% Forme)Pokémon Series•GiantYoshi TeamYoshi (SSBU)
•TinyYoshiYoshi (SSBU)×7
Grab
2,100Frigate OrpheonN/A•Reinforcements will appear after an enemy is KO'd
•The enemy is giant
•Defeat an army of fighters
Battle! (Team Flare)Zygarde Cell (Tiny Yoshi)
743
SSBU spirit Pyoro.png
PyoroWarioWare SeriesYoshiYoshi (SSBU)
Grab
3,700Balloon Fight (Battlefield form)•Item:Deku Nut•The enemy is easily distracted by itemsWarioWare, Inc.
810
SSBU spirit Bulborb.png
BulborbPikmin Series•GiantYoshiYoshi (SSBU) (140 HP)
Shield
4,400Distant Planet•Attack Power ↑•Timedstamina battle (1:30)
•The enemy has increased attack power
•The enemy favors neutral specials
Main Theme - Pikmin (Original)
837
SSBU spirit Gracie.png
GracieAnimal Crossing SeriesYoshiYoshi (SSBU)
Shield
4,100Smashville (Battlefield form)•Item: Transforming Types
•Hazard: Slumber Floor
•The floor is sleep-inducingPlaza / Title Theme - Animal Crossing: City Folk / Animal Crossing: Wild World
1,201
pig
PigCubivore: Survival of the FittestYoshi TeamYoshi (SSBU)×6
Neutral
2,000Duck 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
from the game's files
T-RexFossil Fighters Series•GiantYoshiYoshi (SSBU)
Attack
4,400Coliseum (Battlefield form)•Hazard: Lava Floor•The floor is lava
•The enemy is giant
Battle Start - Fossil Fighters: Frontier
1,232
nibbles
NibblesFossil Fighters SeriesYoshiYoshi (SSBU)
CharizardCharizard (SSBU)
RidleyRidley (SSBU)
BowserBowser (SSBU)
Attack
1,800Arena Ferox•Item:Pitfall•Defeat the main fighter to win
•Reinforcements will appear during the battle
Battle Start - Fossil Fighters: Frontier
1,409
SSBU spirit Flick.png
FlickAnimal Crossing SeriesYoshiYoshi (SSBU)
Attack
4,400Tortimer Island (hazards off)•Move Speed ↑
•Attack Power ↑
•The enemy has increased attack power when the enemy's at high damage
•The enemy has increased move speed when the enemy's at high damage
•The enemy is easily distracted by items
Tortimer Island Medley

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
118
SSBU spirit Wanda.png
WandaSuper Mario Series•TinyPalutenaPalutena (SSBU)
YoshiYoshi (SSBU)
PeachPeach (SSBU)
MarioMario (SSBU)
Shield
1,500Green Greens (Battlefield form)N/A•Defeat the main fighter to win
•Reinforcements will appear after an enemy is KO'd
Mario Paint MedleyYoshi
128
SSBU spirit MC Ballyhoo & Big Top.png
MC Ballyhoo & Big TopMario Party SeriesMarioMario (SSBU)
YoshiYoshi (SSBU)
PeachPeach (SSBU)
LuigiLuigi (SSBU)
Shield
1,600Mario Circuit•Item Tidal Wave•Certain items will appear in large numbers after a little whilePandemoniumYoshi
299
babymario
Baby MarioYoshi Series•TinyMarioMario (SSBU)
Yoshi TeamYoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)
Neutral
8,800Yoshi's IslandN/A•Defeat the main fighter to win
•The enemy shields often
Yoshi's Island (Brawl)Yoshis
525
SSBU spirit Cobalion, Terrakion, & Virizion.png
Cobalion, Terrakion, & VirizionPokémon SeriesLucarioLucario (SSBU)
Duck HuntDuck Hunt (SSBU)
YoshiYoshi (SSBU)
Neutral
9,000Kalos Pokémon LeagueN/A•The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
•The enemy starts the battle with aBeam Sword
N's CastleCobalion
1,301
SSBU spirit River Survival.png
River SurvivalSuper Mario SeriesBowserBowser (SSBU)
KirbyKirby (SSBU)
YoshiYoshi (SSBU)
Rosalina & LumaRosalina (SSBU)
Shield
5,500Kongo Falls (Ω form)Bob-omb Festival
•Item Tidal Wave
•Item:Food
•Survive until the timer runs out (1:00)
•Bob-ombs will rain from the sky after a little while
SlideYoshi

Alternate costumes[edit]

Palette swap (SSBU)
Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Yoshi is the only "Original 8" member:
    • Who was not playable in theE3 demo, and by extension, did not have their Final Smash revealed at E3.
    • Who did not appear beforeUltimate's title was revealed.
    • To not appear in theWorld of Light trailer.
    • To face a boss (namelyRathalos) from a third-party franchise in their Classic Mode route.
  • Yoshi has the most stages out of all playable sole series fighters in a single game, with four.
  • Yoshi's stock icon inUltimate bears a strong resemblance to his stock icon fromSuper Smash Bros. 4.
  • Yoshi is the only character to have an alternate costume based on a game (namelyYoshi's Crafted World) afterUltimate was released.
  • AlongsideMr. Game & Watch,R.O.B., and Bowser Jr., Yoshi is one of four characters with a Spirit Battle where all of their alternate costumes appear in a single Spirit Battle, due to the presence of the Baby Mario spirit.
  • Before 4.0.0, when Yoshi charged his forward smash, he pushed opponents so far that it caused some moves to miss him entirely.[3]
  • Yoshi'sCrafted costume is the only one that does not appear during his Final Smash, although its texture was added to the palette of the Yoshis that appear.[4]
  • Yoshi's reverse throwing animation with a heavy item will have him turn his back to the screen for a brief moment. This is due to the animation being a carryover fromSmash 4.

References[edit]


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Yoshi (universe)Yoshi universe
FighterYoshi (SSB ·SSBM ·SSBB ·SSB4 ·SSBU)
StagesSuper Happy Tree ·Yoshi's Story ·Yoshi's Island (SSBM) ·Yoshi's Island (SSBB) ·Woolly World
EnemiesShy Guy ·Fly Guy
OtherKamek
Trophies,Stickers, andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate
MasterpieceYoshi
Related universeMario