This will be the thread to hold most or all of Yoshi's changes. From the character itself, to mechanics and moves.
- Patch 1.0.4
- Slightly slower start-up on Neutral B
- Neutral B has less range, very slight
- Slightly more ending lag on Dash Attack
- Slightly more landing lag on Dair
- Yoshi can no longer do slope shenanigans with Down B by sliding off them
- Damage For Moves
Attack Tips (if too lazy to scroll through moves and read)
- Custom Moves
Credit to Ninjalink for explanations for them all.
- Model
- He stands upright
- Double Jump
- Shield
Yoshi Can Jump Out Of Shield
Not too big of a change, but a nice touch. Any color you choose his shield will have different colored dots like it should've been since Smash 64.
Yoshi enters and exits his egg faster than Brawl's. Even throwing out a move almost immediately, no more 17 frames of Shield drop.
- New Jab Finisher
They changed his second jab to a swinging kick
- Up Smash
USmash has been changed to a backflip kinda like fox. Still retains invincibility for the feet only.
- Neutral B
Appears to be the same for all characters. They all fall fast. Along with them even mashing out and still taking awhile to get out of it.
Egg lay keeps them in the egg longer and they no longer have invincibility when they exit the egg.
- Side B
Yoshi can hop while in his Egg Roll special now.
Yoshi's Egg Roll is a lot faster and his turning is sharper. He also does not go into freefall animation anymore if he goes off a platform/ledge.
- Side Dish for Side-B
Credit to Slice for making the Video.
It appears we're able to have a high jump for egg roll, and be able to shoot like a bullet when holding no direction while at the edge of a platform of the stage.
- Up B
Most noticeable is the rainbow trail with the eggs now and they seem to fall faster after thrown.
While in the air Yoshi still gets his hops that he had in Brawl thankfully along with being able to maneuver left/right a considerable amount during the egg toss animation. That gives him a lot more mobility in the air.
But in return for all the buffs to egg toss he only gets 2 or 3 hops now.
More buffs, he throw smore eggs in under a few seconds compared to Brawl, also being able to have them drop down further as well. Speed of eggs have also increased.
- Forward Air
New fast windup. Can possibly continue Jab Locks
- Back Air
Yoshi's B-air got a huge buff and nerf at the same time, losing one hit but becoming a KO move and spiking with the first/second hit while third is the killing hit.
Nerf being the huge amount of Landing lag.
- Down Air
Dair Destroys shields and with DI being out, we can hit with almost every hit.
- Dash Attack
Yoshi now throws out his foot like Fox but falls over. Has tremendous knockback even at low percent.
He lands on his butt tho, how silly.
Discuss Yoshi's Moveset and other things here.
Everyone help me out with the thread if possible, it'd be a real help for our community that'll most likely grow after APEX.
- Patch 1.0.4
- Slightly slower start-up on Neutral B
- Neutral B has less range, very slight
- Slightly more ending lag on Dash Attack
- Slightly more landing lag on Dair
- Yoshi can no longer do slope shenanigans with Down B by sliding off them
- Damage For Moves
Brawl Jab 1/2: 3% and 6%
Smash 4 Jab 1/2: 3% 4%
Damage Difference: 2% less for 2nd Jab
Brawl Up-Smash: 16%, fully charged 22%
Smash 4 Up-Smash: 12% for sourspot behind him, 14% on Regular (infront and above him), fully charged 19-20%, 16% behind him
Damage Difference: 4% loss for weak hit, 2% loss On sweetspot.
Brawl Forward-Smash: 16%
Smash 4 Forward-Smash: 13% sourspot, 14% normal hit 15.5% sweetspot 19% sourspot charged 21% sweetspot charged
Damage Difference: 1% less all around
Brawl Down-Smash: First hit 14% and second hit 13% (fully charged 19% for first hit and second hit 18%)
Smash 4 Down-Smash: 10% each hit tip/sourspot, 12% each hit sweetspot; Charged - 14% per hit sourspot, 16% per hit sweetspot
Damage Difference: 3-4% less.
Brawl Neutral-Air: 12~9~6%
Smash 4 Neutral-Air: 10 early hitbox, 7% then 5% late hitbox
Damage Difference: 2% less for Clean hit and 1% less for late hit
Brawl Up-Air: 13%
Smash 4 Up-Air: 12%
Damage Difference: 1% Less
Brawl Forward-Air: 16% (sourspot) 15% (sweetspot)
Smash 4 Forward-Air: 14% Spike/Sweetspot 15% KO/Sourspot
Damage Difference: 1-2% less for what we have so far.
Brawl Back-Air: 4% first hit, 3% second hit, 3% third hit, 4% last hit
Smash 4 Back-Air: 2.5% first hit, 2.5% second hit, 5% third hit/finisher
Damage Difference: Lost 3% overrall but 3rd hit being KO move and 1% more than one of Brawl's 4% hits along with first and second hit being a spike.
Brawl Down-Air: 33% if every hit landed and in middle of kicks.
Smash 4 Down-Air: 34% if every hit landed.
Damage Difference: 1% more
Brawl Up-tilt: 11% or 10% depending how you hit them with it.
Smash 4 Up-tilt: 7%
Damage Difference: 4% all together from what's shown so far.
Brawl Forward-tilt: Angled Up 10% Regular 9% down 8%
Smash 4 Forward-tilt: Angeled Up/Down 8% regular 7%
Damage Difference: 2% loss
Brawl Down-tilt: 10% if hit by middle of tail, 5% if the tip/sourspot
Smash 4 Down-tilt: 5% 4% if hit with tip
Damage Difference: 5% damage cut in half
Brawl Dash Attack: 9% sweetspot 7% sourspot
Smash 4 Dash Attack: 9% sweetspot 6% Sourspot
Damage Difference: 1% less for sourspot.
Brawl Neutral B : 7%
Smash 4 Neutral B: 7%
Damage Difference: Unchanged
Brawl Side-B: 4% Slow Speed 12% Max Speed
Smash 4 : 4% Slow Speed, 6-8% as reaching max speed, 9% Max Speed
Damage Difference: No change from no speed revved up, but 3% less from Maximum Speed.
Brawl Up-B: 9% sometimes 8%
Smash 4 Up-B: 6% sometimes 5%
Damage Difference: 3% less
Brawl Down-B: 19%
Smash 4 Down-B: 4/15% if both hits connect
Damage Difference: No Change
Brawl Up-Throw: 5%
Smash 4 Up-Throw: 5%
Damage Difference: No change
Brawl Forward/Back-Throw: 7%
Smash 4 Forward/Back-Throw: 7%
Damage Difference: No change
Brawl Down-Throw: 4%
Smash 4 Down-Throw: 4%
Damage Difference: No Change
Brawl Stage Get up Attack: 6% Front Get up attack, 6% Back Get up Attack
Smash 4 Stage Get up Attack: 8% unsure of front (being on belly get up attack) or back one and no idea which one it is.
Damage Difference: 2% for one hit, if both somehow hit 4% increase
Brawl Ledge Get up Attack: 6%, slow get up attack past 100%, 12%
Smash 4 Ledge Get up Attack: 6% (no slow get up anymore)
Damage Difference: None, but no more slow get up attack so 12% loss
Smash 4 Jab 1/2: 3% 4%
Damage Difference: 2% less for 2nd Jab
Brawl Up-Smash: 16%, fully charged 22%
Smash 4 Up-Smash: 12% for sourspot behind him, 14% on Regular (infront and above him), fully charged 19-20%, 16% behind him
Damage Difference: 4% loss for weak hit, 2% loss On sweetspot.
Brawl Forward-Smash: 16%
Smash 4 Forward-Smash: 13% sourspot, 14% normal hit 15.5% sweetspot 19% sourspot charged 21% sweetspot charged
Damage Difference: 1% less all around
Brawl Down-Smash: First hit 14% and second hit 13% (fully charged 19% for first hit and second hit 18%)
Smash 4 Down-Smash: 10% each hit tip/sourspot, 12% each hit sweetspot; Charged - 14% per hit sourspot, 16% per hit sweetspot
Damage Difference: 3-4% less.
Brawl Neutral-Air: 12~9~6%
Smash 4 Neutral-Air: 10 early hitbox, 7% then 5% late hitbox
Damage Difference: 2% less for Clean hit and 1% less for late hit
Brawl Up-Air: 13%
Smash 4 Up-Air: 12%
Damage Difference: 1% Less
Brawl Forward-Air: 16% (sourspot) 15% (sweetspot)
Smash 4 Forward-Air: 14% Spike/Sweetspot 15% KO/Sourspot
Damage Difference: 1-2% less for what we have so far.
Brawl Back-Air: 4% first hit, 3% second hit, 3% third hit, 4% last hit
Smash 4 Back-Air: 2.5% first hit, 2.5% second hit, 5% third hit/finisher
Damage Difference: Lost 3% overrall but 3rd hit being KO move and 1% more than one of Brawl's 4% hits along with first and second hit being a spike.
Brawl Down-Air: 33% if every hit landed and in middle of kicks.
Smash 4 Down-Air: 34% if every hit landed.
Damage Difference: 1% more
Brawl Up-tilt: 11% or 10% depending how you hit them with it.
Smash 4 Up-tilt: 7%
Damage Difference: 4% all together from what's shown so far.
Brawl Forward-tilt: Angled Up 10% Regular 9% down 8%
Smash 4 Forward-tilt: Angeled Up/Down 8% regular 7%
Damage Difference: 2% loss
Brawl Down-tilt: 10% if hit by middle of tail, 5% if the tip/sourspot
Smash 4 Down-tilt: 5% 4% if hit with tip
Damage Difference: 5% damage cut in half
Brawl Dash Attack: 9% sweetspot 7% sourspot
Smash 4 Dash Attack: 9% sweetspot 6% Sourspot
Damage Difference: 1% less for sourspot.
Brawl Neutral B : 7%
Smash 4 Neutral B: 7%
Damage Difference: Unchanged
Brawl Side-B: 4% Slow Speed 12% Max Speed
Smash 4 : 4% Slow Speed, 6-8% as reaching max speed, 9% Max Speed
Damage Difference: No change from no speed revved up, but 3% less from Maximum Speed.
Brawl Up-B: 9% sometimes 8%
Smash 4 Up-B: 6% sometimes 5%
Damage Difference: 3% less
Brawl Down-B: 19%
Smash 4 Down-B: 4/15% if both hits connect
Damage Difference: No Change
Brawl Up-Throw: 5%
Smash 4 Up-Throw: 5%
Damage Difference: No change
Brawl Forward/Back-Throw: 7%
Smash 4 Forward/Back-Throw: 7%
Damage Difference: No change
Brawl Down-Throw: 4%
Smash 4 Down-Throw: 4%
Damage Difference: No Change
Brawl Stage Get up Attack: 6% Front Get up attack, 6% Back Get up Attack
Smash 4 Stage Get up Attack: 8% unsure of front (being on belly get up attack) or back one and no idea which one it is.
Damage Difference: 2% for one hit, if both somehow hit 4% increase
Brawl Ledge Get up Attack: 6%, slow get up attack past 100%, 12%
Smash 4 Ledge Get up Attack: 6% (no slow get up anymore)
Damage Difference: None, but no more slow get up attack so 12% loss
Attack Tips (if too lazy to scroll through moves and read)
Double Jump still has Armor.
Jab to Up smash works quite a bit depending on percent and maybe character.
Egg lay lasts longer the more % they have, so try to get them offstage with it and maybe it'll kill if they're above 90%
Egg roll loses duration if you hit somebody.
Egg rolls priority was probably hit pretty hard since it can't clank with most projectiles from what I've seen but can still clank with Diddy Banana.
Down throw to Double U-tilt is possible. No idea on rest of throws as of yet.
Can combo with U-tilt two or possibly even three times, depending on weight of character, into an Up smash.
Ftilt does more damage when angling up/down by 1%
Up smash not only looks like Fox's, it kills early like it too along with huge range.
Fsmash tilted down does nothing and is basically regular Fsmash. Fsmash tilted up still helps.
F-air has almost no cooldown on spam usage and kills early.
B-air is not only a kill move now, but the first and second hit it can spike enemies.
Double Jab and Dash attack is a good follow up if they don't react.
If you hit Greninja's down-B (substitute counter) with Yoshi's down-B, both attacks will hit but Yoshi's down-B will win.
Jump Out of Shield, we can do that so remember after the past decade of being unable to be like other characters.
Jumping OoS is nice, but don't forget we can also Up smash and Up B out of Shield now!
Grab Release Options (So far): Dash Attack on Sheik (New)
Forward Air offstage on ROB (New)
Fthrow into Dash attack works at low %'s against most characters
Dthrow into the previously mentioned double/triple Utilt into maybe an Uair if they don't react to it
Landing Lag: Nair 11 Frames (+2 Nerf from Brawl's 9)
Fair 17 Frames (+1 Nerf from Brawl's 16)
Uair 14 Frames (No Change from Brawl)
Bair 19 Frames (+10 Nerf from Brawl's 9) Holy crap
Dair 24 Frames (No Change from Brawl)
With something found back in the Demo (still in Released game) where airdodging and using an aerial with the least amount of lag, you can shield quicker than the 22 frames from airdodging into the ground. For this our best move to use after airdodge is Nair.
Jab to Up smash works quite a bit depending on percent and maybe character.
Egg lay lasts longer the more % they have, so try to get them offstage with it and maybe it'll kill if they're above 90%
Egg roll loses duration if you hit somebody.
- While rolling: 6-9%
- While airborne (either rolling off the stage or jumping): 7-8% (it’s 8% unless you jump with very low momentum)
- Bounce (ascending): 5%
- Descending (either by starting the move midair, after jumping with low momentum, or after bouncing): 4%
Egg rolls priority was probably hit pretty hard since it can't clank with most projectiles from what I've seen but can still clank with Diddy Banana.
Down throw to Double U-tilt is possible. No idea on rest of throws as of yet.
Can combo with U-tilt two or possibly even three times, depending on weight of character, into an Up smash.
Ftilt does more damage when angling up/down by 1%
Up smash not only looks like Fox's, it kills early like it too along with huge range.
Fsmash tilted down does nothing and is basically regular Fsmash. Fsmash tilted up still helps.
F-air has almost no cooldown on spam usage and kills early.
B-air is not only a kill move now, but the first and second hit it can spike enemies.
Double Jab and Dash attack is a good follow up if they don't react.
If you hit Greninja's down-B (substitute counter) with Yoshi's down-B, both attacks will hit but Yoshi's down-B will win.
Jump Out of Shield, we can do that so remember after the past decade of being unable to be like other characters.
Jumping OoS is nice, but don't forget we can also Up smash and Up B out of Shield now!
Grab Release Options (So far): Dash Attack on Sheik (New)
Forward Air offstage on ROB (New)
Fthrow into Dash attack works at low %'s against most characters
Dthrow into the previously mentioned double/triple Utilt into maybe an Uair if they don't react to it
Landing Lag: Nair 11 Frames (+2 Nerf from Brawl's 9)
Fair 17 Frames (+1 Nerf from Brawl's 16)
Uair 14 Frames (No Change from Brawl)
Bair 19 Frames (+10 Nerf from Brawl's 9) Holy crap
Dair 24 Frames (No Change from Brawl)
With something found back in the Demo (still in Released game) where airdodging and using an aerial with the least amount of lag, you can shield quicker than the 22 frames from airdodging into the ground. For this our best move to use after airdodge is Nair.
- Custom Moves
- Model
Brawl
Smash 4
Most obvious change is his Model being brighter.
Smash 4
Most obvious change is his Model being brighter.
- He stands upright
My Spine is finally fixed
While people think it's not much of a change, it was quite a big issue in Brawl cause on numerous different occasions we'd get hit from moves we shouldn't be hit by, mostly because of his posture and giant nose. Giant nose is still there, but now he doesn't have his back bent downward slightly while basically telling his enemy to punch him in the snout.
His cheeks also puff in and out, just a cute little thing.
While people think it's not much of a change, it was quite a big issue in Brawl cause on numerous different occasions we'd get hit from moves we shouldn't be hit by, mostly because of his posture and giant nose. Giant nose is still there, but now he doesn't have his back bent downward slightly while basically telling his enemy to punch him in the snout.
His cheeks also puff in and out, just a cute little thing.
- Double Jump
/ or
Yoshi's New Double Jump happens Immediately and no longer dips down, because of the change things like DR using items to cancel Double jump and Double jump cancelling is no more for us.
Double Jumps armor was buffed to last even while the ascending from DJ has ended already, nothing on how long it lasts though as of yet.
Yoshi's New Double Jump happens Immediately and no longer dips down, because of the change things like DR using items to cancel Double jump and Double jump cancelling is no more for us.
Double Jumps armor was buffed to last even while the ascending from DJ has ended already, nothing on how long it lasts though as of yet.
- Shield
Yoshi Can Jump Out Of Shield
Not too big of a change, but a nice touch. Any color you choose his shield will have different colored dots like it should've been since Smash 64.
Yoshi enters and exits his egg faster than Brawl's. Even throwing out a move almost immediately, no more 17 frames of Shield drop.
- New Jab Finisher
They changed his second jab to a swinging kick
USmash has been changed to a backflip kinda like fox. Still retains invincibility for the feet only.
Appears to be the same for all characters. They all fall fast. Along with them even mashing out and still taking awhile to get out of it.
Egg lay keeps them in the egg longer and they no longer have invincibility when they exit the egg.
Yoshi can hop while in his Egg Roll special now.
Yoshi's Egg Roll is a lot faster and his turning is sharper. He also does not go into freefall animation anymore if he goes off a platform/ledge.
It appears we're able to have a high jump for egg roll, and be able to shoot like a bullet when holding no direction while at the edge of a platform of the stage.
Most noticeable is the rainbow trail with the eggs now and they seem to fall faster after thrown.
While in the air Yoshi still gets his hops that he had in Brawl thankfully along with being able to maneuver left/right a considerable amount during the egg toss animation. That gives him a lot more mobility in the air.
But in return for all the buffs to egg toss he only gets 2 or 3 hops now.
More buffs, he throw smore eggs in under a few seconds compared to Brawl, also being able to have them drop down further as well. Speed of eggs have also increased.
New fast windup. Can possibly continue Jab Locks
Yoshi's B-air got a huge buff and nerf at the same time, losing one hit but becoming a KO move and spiking with the first/second hit while third is the killing hit.
Nerf being the huge amount of Landing lag.
Dair Destroys shields and with DI being out, we can hit with almost every hit.
Yoshi now throws out his foot like Fox but falls over. Has tremendous knockback even at low percent.
He lands on his butt tho, how silly.
Everyone help me out with the thread if possible, it'd be a real help for our community that'll most likely grow after APEX.
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