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YoshiYoshi
You're looking at everything too negatively. As fuzyll said, everyone has downsides but that doesn't mean the character overall is bad. "Only does 75% shield damage" How much more do you want? that's an insane amount of shield damage lol. That's only one example but a lot of the negatives you listed are exaggerated or just looked at too pessimistically. I can do the same thing and make your negatives into something good. Mine is in bold.
I apologize for looking at things negatively. Unfortunately, I believe I am looking at things realistically based on data and experience, but the data speaks for itself.
I have a Google spreadsheet that compiles all frame data into an easily sortable and viewable format...it is not pretty for Yoshi's. There are so many ways to describe Yoshi's inferiority using real numbers.
I can't say for 100% sure that my play experience is indicative of Yoshi's viability, you're probably better than me, but I am well aware of when my character has outright inferior tools to my opponent. Over the course of time, it has become clear that when played correctly, every character beats Yoshi. If you subtract baiting/mindgames/mistakes from the equation, using raw numbers, Yoshi is pretty bad.
At any rate, with no intention of questioning your intelligence and skill, I will counter your good things with bad things!
Shield - Poor radius.
Poor radius but can't be shield poked
Except for Pac Man's Up-Special. Pac Man is a nightmare MU for Yoshi and I've played a God Pac before the combos went viral. Poor radius is the be all, end all for Yoshi's sheild...it's terrible it's like always having a half strength shield whereas other characters recover and perfect shield more often to compensate for vulnerability and low strength.
Dodges - not top tier data.
but due to Yoshis mobility excessive dodging isn't necessary on the ground and Yoshis airdodge is fine
Yoshi has a frame 3 air dodge while characters like Sheik, Pikachu, ZSS, MK, Sonic, Fox and more AD on frame 2. Not a high tier air dodge. Yoshi can SHAD Nair and Uair, but to be honest it only works because opponents don't understand it.
Dash (run) - too long, can't put up shield fast enough.
still a fairly fast dash though and combined with short hopping the long animation isn't as bad
It's one frame slower than U-smash...I don't think that's very quick. It's really slow. 42 characters (excluding DLC) have equal or faster dashes, 25 of them dash frame 7 or lower, 9 characters can dash as fast as Yoshi can F-tilt (Sheik included)
Double jump - too high to fient with
its too high but that also works in our favor. It's not a bad thing it depends what the situation calls for. If it's one of the moments where it would work against us we need to improvise and do something else. Personally I like the high jump it sets up for frame traps easier imo
Jab - can be shield grabbed after one hit of jab combo.
but jab mixups are amazing and can setup to kills it's also a fast jab
I'm aware that Yoshi can follow up jab with Usmash, Fsmash, Dsmash, Down B and they all look like they combo, but none of them are true combos. The mixups generally only work if the opponent is playing poorly.
F-Tilt - no range, insane endlag.
Yoshis worst move imo
But it's Yoshi's only standing move besides Jab that's in the top ten starting frame data for that move (almost everything else is bottom 1/4th, called low tier). It is, ironically, a bad move though.
D-Tilt - One of the slowest, weakest d-tilts in the game.
it's a good spacing tool and tilts aren't supposed to be strong only a few are. A weak tilt can also setup for strings better
But for a tilt so slow, it's bad. 39 characters (excluding DLC) have a faster or equal dtilt (frame 8), 25 have a dtilt faster than frame 6. Every D-tilt slower than Yoshi's except for Puff's does a lot of damage and can KO at reasonable percentages. A handful faster can kill also. D-tilt combos into nothing that can't be DIed or teched (unless I'm missing something).
U-tilt. Incredibly overrated, slow, weak, barely combos.
great move. Disagree with everything. Once again weak tilt doesn't matter. Combos at low percents and can combo into uair kill at certain percents against fast fallers. Perfect pivot utilt is really good as well
IDK, I don't PP so I guess I don't understand. It's got good range, and maybe combos sometimes close to KO range. It's just a little slow and endlaggy for an utilt with no true KO potential. Once again, 37 characters have a faster or equal up tilt.
Dash attack - Bottom 15 in terms of frame data, kills at 200%, get smashed type of endlag.
dash attacks aren't supposed to kill. Majority of missed dash attacks are easily punishable. You're only supposed to dash attack when you know it will hit. If you do hit with it it sends the opponent in a really awkward angle which favors Yoshi nicely. The fact that it isn't strong makes it easier to follow up after it.
Then why do Peach's and Zelda's dash kill? Why did big bad Ike just get a buff so his dash is a stronk as Yoshi's F-smash? Sometimes, if the opponent is playing carefully enough, dash is the only move you can hit them with and the move just won't finish the deal. It covers a lot of ground, punishes rolls away, but that's all it does well. It's a liability. Top tiers dash on frame 5 or 6. Yoshi has Ganondorf dash speed with Sheik power and knockback.
F-smash - 1 frame of damage. No disjoint = vulnerable state afterwards.
smash attacks are supposed to be vulnerable if missed. Only a select few aren't. Don't miss. It might have one frame to hit but if you know what you're doing that doesn't matter.
But it's functionally worse than Sheik or Diddy who can punish spotdodges and cover other options just by pressing F-Smash. A good player can take advantage of a lingering F-smash more than one with a single frame of damage. Yoshi's is particularly vulnerable, compared to others who summon a baseball bat or other objects to hit you with.
D-smash - Relatively slow. Inconsistent second hit. Very weak KO potential.
jab to damash is a lot more gauranteed then the other smash attacks and is great on fast fallers.
I know, I've been doing jab to d-smash before I knew it was a thing. It's nice, but it can be DIed like everything else out of jab 1.
U-smash - Pretty good but still a slow u-smash. Other characters have vastly superior JC OoS U-smash.
as you said it's pretty good
Yes, but ranked 24th in frame data. Not a high tier u-smash, would be better on another character.
Nair - Fast but unsafe. Must be overused because Fair and Bair are too slow.
combo breaker. Weak nair can combo. Good for punishing getups with the lingering hitbox
But it's all Yoshi has. Luigi laughs while his dair is his 12th best option.
Fair - Slower than F-smash. No lingering hitbox. Vulnerability before and after the move completes (even when used in such a way to avoid landing lag).
still a good move to have especially if you hit with it. All around good spacing tool and has a huge hitbox.
A faster fair is a better Fair. Yoshi's take 16 to start, only has 4 frames of damage, and is vulnerable until you land. Fair is actaully bad to hit with at 0% because it has base knockback 0. You get punished if you hit with Fair at 0%.
Bair - Still doesn't lock when you need it to. Only works when used very specifically (before you're close to the opponent). It's good as a full-hop into landing opponent, but is slower than one of every character's side airs. 10% for a frame 11 three hit move.
the tail not locking is rare but when that does happen on stage and they fall out and you're not too far off the ground you can combo into anything you want. I like when this happens and I'm literally right where they land. Good move to catch people out of egglay since you don't have to put yourself in the danger area. This move kills really early sometimes I'm not sure why.
I'm not going to tell you exactly what I hate about Bair, but I mentioned it earlier and I'm very mad at Bair today. The frame 11 poke at high percents is useless. That's all.
Dair - Poor locking, easily punished.
whether it locks or not is up to you based on your movement. The move not locking can also be a good thing. Does massive damage and can be even more rewarding afterwards too. High risk high reward.
The SDI modifier for this move is 1.5. That means it's easier to SDI out of than most moves. There are circumstances where they are guaranteed to take it (direct blow, SH Dair), but on glancing blows (95% of hits at high level play) it's a terrible move that trades bad and gets punished hard). It only locks if your opponent lets it lock them by not using SDI.
Uair - Fast. but minuscule, two frame hitbox and Yoshis ridiculous double jump make it harder to punish airdodges than with other characters
fast and great kill move. Two frame hitbox doesn't matter if you know how to time punishes.
I suppose, but you put excessive strain on yourself as a player to use it. It is a mid tier up air. Top tier up airs are Shiek, Palutena, Rob, maybe Greninja, definitely ZSS. They either have range, lingering hitboxes, or both. Yoshi has neither, but he does have natural movement.
Neutral B - Nerfed so tip of tounge does not catch opponent. Frame 21 command grab OP?
still a great move. Without the threat of this move Yoshi would be bad. Allows for conditioning. Great spacing tool. Great landing tool. Great for mixups. Good followups if you know what you're doing.
Yoshi is bad even with this move because great players anticipate it. Great player can react to it. 20 frames is enough time to identify the wave bounce and avoid. It's risky to try and attack the egg because great players destroy Yoshi out of egg.
Side B - No need to say.
I actually like this move lol. It's a gimmick though but if I do pull it off I get silly punishes. I'd argue his ftilt is worse
So do I, that's why I didn't want to say. Unfortunately, my use of side B is emblematic of Yoshi being good against bad players but trash against gods. I get so much mindgame mileage against 99% of who I face, but 1% of players will punish this move so hard, so consistently.
Down B - Extremely punishable. Inconsistent locking with first hit. Doesn't really break shields unless your opponent lets it (only does about 75% shield damage)
kills early if fresh. Can break shields which not many moves can do. 75% is insane.
But they perfect shield it more often than not. It has to be a perfectly clean hit or you'll be punished.
Up B - Terrible endlag, easy to block, not enough damage, often does 1%.
does 1% RARELY. Great move overall sets up for kills and combos
The endlag is really bad though. Samus Charge shot has less endlag.
Sorry for not condensing that, don't know how. Anyways, I'm just speaking for truth, not for negativity. Yoshi is a great character casually, but assuming that all players know all techniques and strats, Yoshi isn't a good competitive character.
/////////EDIT
I'd like to make known that this final realization I've had about Yoshi isn't new, it's just very rare that I am able to confirm it.
He is very easy and dominant versus low level players while being difficult and disadvantaged versus against great players. The grim truth is that it's not because Yoshi is a complex character - it's because he's statistically and fundamentally inferior.
I don't expect the community to believe me all of a sudden, but I feel as though my analysis will stand the test of time. I know too much about the game at this point and can tell anyone exactly what is holding Yoshi back. Maybe I don't know something about Dtilt or Utilt, but there can't be anything left very gamebreaking that I don't already know about and consider.
Although there are many more reasons why Yoshi isn't even viable that I haven't mentioned (involving anecdotes and comparisons), I will no longer participate in these forums because I don't enjoy saying bad things about my favorite character, although Yoshi is just a figment of our imaginations, a set of numbers in a system and it's just a game...
I wish everyone good games and good times.
there are some inaccuracies that I have made in my analysis but none that diminish from my broader argument.