This will be a smash 64 guide for playing as one of the DJC kings, Yoshi. It will be split up into parts
I. Pros and Cons.
II. Acronyms and basic techniques
III. The moves
IV. AdvancedTechniques
V. Matchups
VI. Closing comments
I.
Pros:
1. Yoshi has the longest double jump in smash 64. It also has many unique properties
2. Yoshi has a unique shield and is one of 2 characters that can Double Jump Cancel
3. With quick hands, Yoshi proves deadly
4. Up tilt has set knockback allowing easy kills at higher percentages vs virtually every character but Jigglypuff
5. High priority projectile
Cons:
1. Yoshi has one of the harder learning curves in smash 64.
2. DJC takes quick hand speed and many people will only be kept from reaching Yoshi's full potential by their hand speed
3. Yoshi does bad vs. many of the better characters, specifically Pikachu, Kirby and Jigglypuff
4. A bad throw and a moderately bad roll
5. Drills hurt yoshi's recovery and can cause gimps
II. General Terms and Acronyms
U-air: Up air, the upwards tail move
N-air: Neutral air, the single kick
B-air: Back air, the back kick
D-Air: Down air, the multiple kicks, also known as the flutter kick, a Drill
F-Air: Forward-Air: The head hit, a Spike
Spike: move that sends an opponent straight down, as in Yoshi's f-air
Drill: Multiple hit move that sends an opponent down, as in Yoshi's Down air
Lag: how long it takes for a move to begin or end
III. Moveset
Standard Attacks
Jab
A Kick, 3%
AA Double Kick, 5%
Total: 8%
Description:
2 kicks. A moderately useful move, good for spacing, can combo off the Hyrule wall. Shield tapper.
Usefullness: 1.5/5
Dash Attack
Damage: 12%
Description:
A running hit. Good knockback, only useful for edgeguarding or mindgames. Main problem is that there is lag at the end so characters that can shield and then just hit you :D. Never spam this move.
Usefulness: 1.0/5
Tilts
Side-Tilt
Damage: 12
Description:
Upwards kick. Medium knocback so its quite good in combos. Shield tapper. Can combo into f-air spike for a quick gimp. Yoshi's second best tilt but overall one of the best f-tilts in the game.
Usefulness: 4/5.
Up-Tilt
Damage: 10%, SET KNOCKBACK
Description: tail hits above Yoshi's head, a set knockback move. Staple in almost every single Yoshi combo. Incredibly useful vs basically every character. at low percentages: incredible combos, at high percentages: kill combo, combo into down air, f-air, n-air, and up air, especially DJC'd
Usefulness: Depends on weight
Super Light (Jigglypuff, Pikachu or Kirby): 2/5
Other Floaty characters (Samus/Luigi): 3/5
Medium/non-floaty (Mario/Ness/Yoshi): 4/5
Heavy or fast fallers characters (Link, DK, Falcon, Fox): 5/5
Down-Tilt
Damage: 8%, Set knockback (thanks)
Description: low tail hit, a moderate Semi-spike, least useful of the tilts, wall combos, most notable vs Jigglypuff or Kirby, no real combos into it.
Usefulness: 1.5/5, 2/5 vs Jigglypuff and Kirby
Smashes
Forward Smash
Damage: 13%
Description: Headbutt, moderately useful, great knockback, good edgeguard move vs Fox and Falcon
Usefulness: 2/5
Up Smash
Damage: 14%
Description: A upwards headbutt, great knockback, up tilt into up smash is one of Yoshi's best kill combos vs medium to heavy characters, also possible after up airs at low percentage, also possible after down air, best smash of Yoshi's
Usefulness: 4/5, 3.5/5 vs characters that up tilt can't combo into it
Down Smash
Damage: 14-16 forward, 12-14 back
Description: Good tech chaser, good edgeguard move if someone rolls, moderate knockback, problem is that nothing can combo into it easily besides MAYBE d-air, surprising range
Usefulness: 3/5
Aerials
Neutral Air
Damage: 12-13 but goes down
Description: a sex kick, great to DJC, so-so to not. good priority, good knock back. Can combo multiple N-airs at low percentages. can combo multiple of these on a shield to shield break (takes very fast hands)
Usefulness: 3/5
Forward Air:
Damage: 14
Description: Spike, quite useful off the edge...on the ground it can combo into up smash, back air, and down b, at high percentages it can combo into up air also. Also, use it off the edge if someone tries to kill you, least useful to DJC, most useful to not
Usefulness: 3/5
Back Air
Damage: 12 to 14
Description: A back kick, up tilt to back air, Yoshi's version of the wall of pain(?), High priority
Usefulness: 3.5/5.
Up Air:
Damage: 12
Description, up tail, with DJC one of the best moves, up tilt to DJC up air. Up air to up smash, up air combos galore
Usefulness: 5/5
Down Air
Damage: 12-60, yes 60
Description: known as the flutter kick, if all kicks hit its an instant shield breaker, less useful vs people who DI well. Vs people who don't: up tilt to down air, repeat to 100, up smash, moderately useful to DJC, down air to up smash is a good combo
Usefulness: vs people who know how to DI: 2.5/5, vs people who don't....10/5
B Moves
Neutral/Side B
Damage: 5%
Description: Egg Lay, creates...an egg of someone else, more for mindgames than anything, the main use is to egg someone off the ledge, causing them to fall instantly
Usefulness: .5/5 on the stage, 1/5 off
Up B
Damage: 14-16
Description: High priority projectile with good knock back, TOO GOOD, edge canceled eggs make it even more useful, good to use vs characters that camp or are difficult to approach, edgeguard move vs Fox, Falcon, and almost everyone
Usefulness: 3.5/5
Down B
Damage: 18%
Description: A jump and then a fall, in the air, just the fall, high knockback but lag, predict where the will go and wham, can be edge cancelled, stalling move
Usefulness: 2.5/5.
Other Attacks
Edge Attack
below 100: 2/3 damage,, tail hit, slow but good knockback, 2/5
Above 100: 4/5 damage longer tail hit, .5/5
Get up attack
4/2 (front/back), not enough range, 1.5/5
Damage/usefulness: 1.5/5 for below .5 for above
Grabs:
Front Grab
Damage: 16
Description: Yoshi sticks out his tongue, bad start up lag, moderate ending lag, low range, medium knockback
Usefulness: Not a move to spam, this is one of Yoshi's weakness's, his grab range is horrible and it is slow. For how quick and how long it is, it should be much more powerful. However, you can DJCC into a grab and Parry into a grab. If only it had better range…:-( 2.5/5, Can grab people if they attack on the edge
Back Grab
Damage: 14
Description: A backwards grab, similar to the forward grab, use which ever one faces the closer edge, does more knockback(?)
Usefulness: 2.5/5
IV: Advanced techniques
Short hop: lightly taping the C-stick (yellow one) in order to jump at a low height
Fast fall: Hitting the analog stick down hard to make it so you fall quicker
Z-cancel: Using z in order to get rid of all landing lag of an aerial
Shuffzed: Short hop, fast fall, Z-canceled aerials
DJC: Double Jump canceling, using a second jump while jumping (with an aerial or b move) in order to cut the jump and move quickly, only Yoshi and Ness can do this
DJCC: Double Jump Cancel Counter: Using the special properties of Yoshi's double jump to prevent knockback. You can use an aerial move afterwards
DJL: Double Jump Landing: Using a DJC but holding down causing Yoshi to "wavedash," not that useful but more as a mindgames tool
Shield Parry: Shielding right as a move hits to make it so Yoshi doesn't move. A form of power shielding but much more difficult to use.
Egg cancel: using an Egg before hitting the edge of the stage to cancel all lag, can be done multiple times quickly
Bomb dropping: using yoshi's down b to grab the ledge instantly, a form of stalling/recovery
Egg Dropping: using the egg lay move to cause someone to fall off the stage
V: THE UP TILT
VI: DJC Combos
VII: Closing comments
I. Pros and Cons.
II. Acronyms and basic techniques
III. The moves
IV. AdvancedTechniques
V. Matchups
VI. Closing comments
I.
Pros:
1. Yoshi has the longest double jump in smash 64. It also has many unique properties
2. Yoshi has a unique shield and is one of 2 characters that can Double Jump Cancel
3. With quick hands, Yoshi proves deadly
4. Up tilt has set knockback allowing easy kills at higher percentages vs virtually every character but Jigglypuff
5. High priority projectile
Cons:
1. Yoshi has one of the harder learning curves in smash 64.
2. DJC takes quick hand speed and many people will only be kept from reaching Yoshi's full potential by their hand speed
3. Yoshi does bad vs. many of the better characters, specifically Pikachu, Kirby and Jigglypuff
4. A bad throw and a moderately bad roll
5. Drills hurt yoshi's recovery and can cause gimps
II. General Terms and Acronyms
U-air: Up air, the upwards tail move
N-air: Neutral air, the single kick
B-air: Back air, the back kick
D-Air: Down air, the multiple kicks, also known as the flutter kick, a Drill
F-Air: Forward-Air: The head hit, a Spike
Spike: move that sends an opponent straight down, as in Yoshi's f-air
Drill: Multiple hit move that sends an opponent down, as in Yoshi's Down air
Lag: how long it takes for a move to begin or end
III. Moveset
Standard Attacks
Jab
A Kick, 3%
AA Double Kick, 5%
Total: 8%
Description:
2 kicks. A moderately useful move, good for spacing, can combo off the Hyrule wall. Shield tapper.
Usefullness: 1.5/5
Dash Attack
Damage: 12%
Description:
A running hit. Good knockback, only useful for edgeguarding or mindgames. Main problem is that there is lag at the end so characters that can shield and then just hit you :D. Never spam this move.
Usefulness: 1.0/5
Tilts
Side-Tilt
Damage: 12
Description:
Upwards kick. Medium knocback so its quite good in combos. Shield tapper. Can combo into f-air spike for a quick gimp. Yoshi's second best tilt but overall one of the best f-tilts in the game.
Usefulness: 4/5.
Up-Tilt
Damage: 10%, SET KNOCKBACK
Description: tail hits above Yoshi's head, a set knockback move. Staple in almost every single Yoshi combo. Incredibly useful vs basically every character. at low percentages: incredible combos, at high percentages: kill combo, combo into down air, f-air, n-air, and up air, especially DJC'd
Usefulness: Depends on weight
Super Light (Jigglypuff, Pikachu or Kirby): 2/5
Other Floaty characters (Samus/Luigi): 3/5
Medium/non-floaty (Mario/Ness/Yoshi): 4/5
Heavy or fast fallers characters (Link, DK, Falcon, Fox): 5/5
Down-Tilt
Damage: 8%, Set knockback (thanks)
Description: low tail hit, a moderate Semi-spike, least useful of the tilts, wall combos, most notable vs Jigglypuff or Kirby, no real combos into it.
Usefulness: 1.5/5, 2/5 vs Jigglypuff and Kirby
Smashes
Forward Smash
Damage: 13%
Description: Headbutt, moderately useful, great knockback, good edgeguard move vs Fox and Falcon
Usefulness: 2/5
Up Smash
Damage: 14%
Description: A upwards headbutt, great knockback, up tilt into up smash is one of Yoshi's best kill combos vs medium to heavy characters, also possible after up airs at low percentage, also possible after down air, best smash of Yoshi's
Usefulness: 4/5, 3.5/5 vs characters that up tilt can't combo into it
Down Smash
Damage: 14-16 forward, 12-14 back
Description: Good tech chaser, good edgeguard move if someone rolls, moderate knockback, problem is that nothing can combo into it easily besides MAYBE d-air, surprising range
Usefulness: 3/5
Aerials
Neutral Air
Damage: 12-13 but goes down
Description: a sex kick, great to DJC, so-so to not. good priority, good knock back. Can combo multiple N-airs at low percentages. can combo multiple of these on a shield to shield break (takes very fast hands)
Usefulness: 3/5
Forward Air:
Damage: 14
Description: Spike, quite useful off the edge...on the ground it can combo into up smash, back air, and down b, at high percentages it can combo into up air also. Also, use it off the edge if someone tries to kill you, least useful to DJC, most useful to not
Usefulness: 3/5
Back Air
Damage: 12 to 14
Description: A back kick, up tilt to back air, Yoshi's version of the wall of pain(?), High priority
Usefulness: 3.5/5.
Up Air:
Damage: 12
Description, up tail, with DJC one of the best moves, up tilt to DJC up air. Up air to up smash, up air combos galore
Usefulness: 5/5
Down Air
Damage: 12-60, yes 60
Description: known as the flutter kick, if all kicks hit its an instant shield breaker, less useful vs people who DI well. Vs people who don't: up tilt to down air, repeat to 100, up smash, moderately useful to DJC, down air to up smash is a good combo
Usefulness: vs people who know how to DI: 2.5/5, vs people who don't....10/5
B Moves
Neutral/Side B
Damage: 5%
Description: Egg Lay, creates...an egg of someone else, more for mindgames than anything, the main use is to egg someone off the ledge, causing them to fall instantly
Usefulness: .5/5 on the stage, 1/5 off
Up B
Damage: 14-16
Description: High priority projectile with good knock back, TOO GOOD, edge canceled eggs make it even more useful, good to use vs characters that camp or are difficult to approach, edgeguard move vs Fox, Falcon, and almost everyone
Usefulness: 3.5/5
Down B
Damage: 18%
Description: A jump and then a fall, in the air, just the fall, high knockback but lag, predict where the will go and wham, can be edge cancelled, stalling move
Usefulness: 2.5/5.
Other Attacks
Edge Attack
below 100: 2/3 damage,, tail hit, slow but good knockback, 2/5
Above 100: 4/5 damage longer tail hit, .5/5
Get up attack
4/2 (front/back), not enough range, 1.5/5
Damage/usefulness: 1.5/5 for below .5 for above
Grabs:
Front Grab
Damage: 16
Description: Yoshi sticks out his tongue, bad start up lag, moderate ending lag, low range, medium knockback
Usefulness: Not a move to spam, this is one of Yoshi's weakness's, his grab range is horrible and it is slow. For how quick and how long it is, it should be much more powerful. However, you can DJCC into a grab and Parry into a grab. If only it had better range…:-( 2.5/5, Can grab people if they attack on the edge
Back Grab
Damage: 14
Description: A backwards grab, similar to the forward grab, use which ever one faces the closer edge, does more knockback(?)
Usefulness: 2.5/5
IV: Advanced techniques
Short hop: lightly taping the C-stick (yellow one) in order to jump at a low height
Fast fall: Hitting the analog stick down hard to make it so you fall quicker
Z-cancel: Using z in order to get rid of all landing lag of an aerial
Shuffzed: Short hop, fast fall, Z-canceled aerials
DJC: Double Jump canceling, using a second jump while jumping (with an aerial or b move) in order to cut the jump and move quickly, only Yoshi and Ness can do this
DJCC: Double Jump Cancel Counter: Using the special properties of Yoshi's double jump to prevent knockback. You can use an aerial move afterwards
DJL: Double Jump Landing: Using a DJC but holding down causing Yoshi to "wavedash," not that useful but more as a mindgames tool
Shield Parry: Shielding right as a move hits to make it so Yoshi doesn't move. A form of power shielding but much more difficult to use.
Egg cancel: using an Egg before hitting the edge of the stage to cancel all lag, can be done multiple times quickly
Bomb dropping: using yoshi's down b to grab the ledge instantly, a form of stalling/recovery
Egg Dropping: using the egg lay move to cause someone to fall off the stage
V: THE UP TILT
VI: DJC Combos
VII: Closing comments