Pixel_
Smash Ace
- Joined
- Mar 28, 2015
- Messages
- 881
Please tell me if I forgot anything! It's really hard to keep track of all of this @_@
You can Control + F (Command + F on Mac) the following:
[TRUE COMBO
[KILL COMBO
[IMPORTANT COMBO
(no ending bracket, I may have put additional info before it)
There was this old thread with Yoshi's true combos, but it's pretty old and I'll be able to update this thread more often than that one.
I've heard people mention a ton of combos in passing conversations, so I feel like it'll be better to compile them into an easy-to-find thread. The point of this thread isn't to list only the true combos; I want to put in mixups and other things here, too.
For now, I'm putting the general percentages or none at all; if someone could test the exact percentages that'd be great.
Generally:
Very low percents = 0-10%
Low percents = 10-30%
Mid percents = 30-60%
High percents = 60-100%
Kill percents = self explanatory
Percents are based on Mario in Training Mode, so Rage isn't a factor. Whether or not it's a true combo also depends on the Training Mode counter.
SH = short hop
Landing ___ = do this right before landing on the ground
Rising ___ = do this while jumping
jump = jump or double jump to follow up properly
turn around = turn around
Format for the combos:
[placeholder for format, if this is still here please tell me]
Also note that Yoshi is NOT a combo character, and a lot of the time you should leave things at 2-3 hits rather than overextending, which can leave you in a bad position. You can use eggs and reads to get more hits in, however.
Ground Moves
------------------------------------
Jab1
Jab has two main hitboxes: one at the tip of his foot, which brings the opponent upwards, and one that's closer to his body, which hits the opponent away. React to the way Jab1 hits the opponent so that you can follow up properly:
Hitting a certain hitbox might make some followups harder to hit or even miss entirely at some percents. Jab1 > Utilt
I'll have to test to make sure, but Jab2 followups are generally inconsistent, maybe because they're either not true combos or because they only work at specific percents.
Utilt
Aerials
-----------------
Strong Nair (i.e. the first frames of Nair)
Landing Nair is when you use Nair right before landing. It's best if you do it close to the ground since that means you can follow up more quickly. SHAD Nair (short hop air dodge Nair) will make this easier especially since that's what you'll probably be using in a match. However, at lower percents, most of these combos only register as true if you do it juuust before landing.
Soft Nair (i.e. the lingering hitbox)
This is when you spike the opponent into the ground and they bounce off of it. This starts happening at ~50%. Requires a missed tech.
If you fastfall Bair so that only the first 2 hits land, you can semi-spike the opponent into the ground. If they don't tech, this can lead into some followups. Starts working at around 20%, where it puts them into tumble. Remember that none of these are true if the opponent techs it!
Air Footstool
Technically, you CAN footstool into a Fair lock, but it's ridiculously hard.
Grounded footstool into Nair works against certain characters, which you can see here: https://smashboards.com/threads/footstool-oos.441512/
Up B (Egg Toss)
If you want to learn more about throws, go over to Papa Wall's video: https://youtu.be/U6hnVAbxCh0
Jab Lock Setups
All of Yoshi's jab lock setups are pretty techable, but they're worth mentioning.
Technically you can also lock out of an air footstool (see the Footstool section) but it's too hard to be practical.
Frame Traps and Traps
Made a video that showcases these, which you can find here: https://www.youtube.com/watch?v=-mxPBRbpzi8
Though they aren't always 100% guaranteed (with the right air movement and air dodges, the opponent can escape them sometimes), these should be good options to keep in mind:
Uair Frame Trap
If the opponent is above you in the air, you can throw a Uair at them. If they don't airdodge, they get hit by it. If they do airdodge, you can Nair them.
Egg Toss Frame Trap (Fair)
In the air, throw a weak forward tossed egg while the opponent is also in the air. If they airdodge it, Fair them. If they get hit, Fair them anyway. Can give you a spike offstage.
Egg Toss Frame Trap (Uair)
If the opponent is directly above you, toss an egg at them. If they air dodge it, Uair them. If they get hit, double jump Uair. If you don't have a second jump, get back onstage quickly so you're still at the advantage.
Egg Toss Trap (ground)
In the air, throw a weak forward tossed egg (i.e. aim forward, but don't hold the Special button). If the opponent blocks it, you can Egg Lay them while they're in shield hitstun, or Fair them if they get hit. Note that they can still roll away. (see the extra note in the video description!)
Fair Frame Trap
In the air, throw out a Fair. If the opponent air dodges, you can hit them with a Nair. Otherwise, they get hit by the Fair.
Sample Combos
Tech Chase Setups
You can find a lot of these listed here with percentages for each character: https://docs.google.com/spreadsheets/d/1RhcBGr9MNRKq69zyZKNbdWYxWZK8ZB7Q53CdXyLbs7U
Other than those, there's:
* Even if it knocks the opponent too far away for a near-true followup, you can still chase with Uairs / eggs
Version History (aka proof that I'm not THAT lazy)
Credit to DJLive, Arms98, Top Boss, Brilliant Brill, Codaption, Goldenstein64, Zaney72, and anyone else who helped out by giving me combos for this thread. Some information might also come from the Yoshi Discord, other threads, etc.
You can Control + F (Command + F on Mac) the following:
[TRUE COMBO
[KILL COMBO
[IMPORTANT COMBO
(no ending bracket, I may have put additional info before it)
There was this old thread with Yoshi's true combos, but it's pretty old and I'll be able to update this thread more often than that one.
I've heard people mention a ton of combos in passing conversations, so I feel like it'll be better to compile them into an easy-to-find thread. The point of this thread isn't to list only the true combos; I want to put in mixups and other things here, too.
For now, I'm putting the general percentages or none at all; if someone could test the exact percentages that'd be great.
Generally:
Very low percents = 0-10%
Low percents = 10-30%
Mid percents = 30-60%
High percents = 60-100%
Kill percents = self explanatory
Percents are based on Mario in Training Mode, so Rage isn't a factor. Whether or not it's a true combo also depends on the Training Mode counter.
SH = short hop
Landing ___ = do this right before landing on the ground
Rising ___ = do this while jumping
jump = jump or double jump to follow up properly
turn around = turn around
Format for the combos:
[placeholder for format, if this is still here please tell me]
Also note that Yoshi is NOT a combo character, and a lot of the time you should leave things at 2-3 hits rather than overextending, which can leave you in a bad position. You can use eggs and reads to get more hits in, however.
Ground Moves
------------------------------------
Jab1
Jab has two main hitboxes: one at the tip of his foot, which brings the opponent upwards, and one that's closer to his body, which hits the opponent away. React to the way Jab1 hits the opponent so that you can follow up properly:
Hitting a certain hitbox might make some followups harder to hit or even miss entirely at some percents. Jab1 > Utilt
- Jab1 > crouch cancel Jab1
- Jab1 > Jab2 > Fair Lock (delayed jab2 should make this easier, but Jab2 will be less guaranteed) [works best at ~35%, requires missed tech]
- Jab1 > Jab2 > Dash Attack [works until ~100%, DI away makes this stop working earlier]
- Jab1 > Jab2 > Dash Grab
- Jab1 > Utilt > Utilt > Uair* [very low percents]
- Jab1 > Ftilt [works at most percents] [TRUE COMBO starting 80%]
- Jab1 > Dtilt [TRUE COMBO at ~120%]
- Jab1 > Dtilt > Tech Chase / Offstage Fair?
- Jab1 > Nair [IMPORTANT COMBO]
- Jab1 > Uair [only works on floaties] [mid-high %?]
- Jab1 > Usmash* / Dsmash / Fsmash / Down B [IMPORTANT COMBO] [KILL COMBO]
I'll have to test to make sure, but Jab2 followups are generally inconsistent, maybe because they're either not true combos or because they only work at specific percents.
- Jab2 > Dash Attack
- Jab2 > Dash Grab
Utilt
- Utilt > Utilt
- Utilt > Uair [IMPORTANT COMBO] [TRUE COMBO at mid percents] [KILL COMBO] (probably not a true combo at kill percents?)
Aerials
-----------------
Strong Nair (i.e. the first frames of Nair)
Landing Nair is when you use Nair right before landing. It's best if you do it close to the ground since that means you can follow up more quickly. SHAD Nair (short hop air dodge Nair) will make this easier especially since that's what you'll probably be using in a match. However, at lower percents, most of these combos only register as true if you do it juuust before landing.
- Landing Strong Nair > Jab1 > Jab2 [TRUE COMBO until ~20%]
- Landing Strong Nair > Utilt [TRUE COMBO at 0%]
- Landing Strong Nair > PP Utilt [works when Nair hits too far for Utilt to hit normally]
- Landing Strong Nair > Dash Attack [TRUE COMBO until ~50%]
- Landing Strong Nair > Dtilt [TRUE COMBO until ~30%]
- Landing Strong Nair > Down B / Usmash / Fsmash / Dsmash
- Strong Nair > Fair lock [works best at ~30%, requires missed tech]
- Rising Strong Nair > Fair [works at ~80%] [KILL COMBO]
- Landing Strong Nair > Fair Spike [works at ~60%] [KILL COMBO]
Soft Nair (i.e. the lingering hitbox)
- Landing Soft Nair > Jab1 > Jab2 [TRUE COMBO until high percents]
- Landing Soft Nair > Jab1 > Utilt / Ftilt / Dtilt / etc.
- Landing Soft Nair > Utilt / Dtilt / Usmash* / Fsmash (probably too slow to work well)
- Landing Soft Nair > Ftilt [TRUE COMBO at low percents]
- Landing Soft Nair > Dsmash [TRUE COMBO at low percents] [strict timing]
- Landing Soft Nair > run up > Usmash [works ~60-70% no tech, 80-110% regardless] [TRUE COMBO at ~90%, also 100-110% with spin animation] (doesn't have to hit the ground for spin animation)
- Fair > Jab1
- Fair > Utilt > Utilt
- Fair > Down B?
This is when you spike the opponent into the ground and they bounce off of it. This starts happening at ~50%. Requires a missed tech.
- Landing Fair Spike > Utilt [TRUE COMBO ~50-80%]
- Landing Fair Spike > Usmash [TRUE COMBO ~50-90%] [KILL COMBO] [may have to charge Usmash to kill, but it can still be a true combo]
- Fair Spike / Landing Fair Spike > Uair [IMPORTANT COMBO] [TRUE COMBO starting ~50%] [KILL COMBO]
- Landing Sour Fair > Fair Lock
- Sour Fair > Nair [works ~20-40%]
- Uair > Uair* [can chain itself 3 times at specific percents, maybe even more] [IMPORTANT COMBO] [KILL COMBO]
If you fastfall Bair so that only the first 2 hits land, you can semi-spike the opponent into the ground. If they don't tech, this can lead into some followups. Starts working at around 20%, where it puts them into tumble. Remember that none of these are true if the opponent techs it!
- FF Bair > turn around > Jab1 > Jab2 / Ftilt / Dtilt / Utilt / etc.
- FF Bair > turnaround Ftilt
- FF Bair > turnaround Fsmash [TRUE COMBO unless the opponent techs it] [KILL COMBO at ~90-110%]
- FF Bair > turn around > Usmash / Dsmash
Air Footstool
- Air Footstool > Down B [misses with DI]
- Grounded Footstool > Nair [read note below]
Technically, you CAN footstool into a Fair lock, but it's ridiculously hard.
Grounded footstool into Nair works against certain characters, which you can see here: https://smashboards.com/threads/footstool-oos.441512/
Up B (Egg Toss)
- Up B > Fair [KILL COMBO]
- Up B > Nair
- Up B > Uair
- Up B > Usmash
- Down Throw > Double Jump Up Air [IMPORTANT COMBO] [TRUE COMBO] [KILL COMBO]
If you want to learn more about throws, go over to Papa Wall's video: https://youtu.be/U6hnVAbxCh0
Jab Lock Setups
All of Yoshi's jab lock setups are pretty techable, but they're worth mentioning.
- Bair1 > Fair Lock [strict timing to land] [works ~10-30%, best at ~20%]
- Jab1 > Jab2 > Fair Lock
- Landing Strong Nair > Fair Lock
Technically you can also lock out of an air footstool (see the Footstool section) but it's too hard to be practical.
Frame Traps and Traps
Made a video that showcases these, which you can find here: https://www.youtube.com/watch?v=-mxPBRbpzi8
Though they aren't always 100% guaranteed (with the right air movement and air dodges, the opponent can escape them sometimes), these should be good options to keep in mind:
Uair Frame Trap
If the opponent is above you in the air, you can throw a Uair at them. If they don't airdodge, they get hit by it. If they do airdodge, you can Nair them.
Egg Toss Frame Trap (Fair)
In the air, throw a weak forward tossed egg while the opponent is also in the air. If they airdodge it, Fair them. If they get hit, Fair them anyway. Can give you a spike offstage.
Egg Toss Frame Trap (Uair)
If the opponent is directly above you, toss an egg at them. If they air dodge it, Uair them. If they get hit, double jump Uair. If you don't have a second jump, get back onstage quickly so you're still at the advantage.
Egg Toss Trap (ground)
In the air, throw a weak forward tossed egg (i.e. aim forward, but don't hold the Special button). If the opponent blocks it, you can Egg Lay them while they're in shield hitstun, or Fair them if they get hit. Note that they can still roll away. (see the extra note in the video description!)
Fair Frame Trap
In the air, throw out a Fair. If the opponent air dodges, you can hit them with a Nair. Otherwise, they get hit by the Fair.
Sample Combos
- Utilt > Utilt > Uair (lowish percents)
- Uair > Uair > Uair (specific percents)
- Landing Soft Nair > Jab1 > Utilt > Uair
- FF Bair > Jab1 > Utilt > Uair > Uair > Uair
- Nair (done by jumping out of shield, then doing Nair)
- Usmash (done by jumping out of shield, then Usmashing. Usmash will cancel the jump)
- Down B (done by dropping shield, then using Down B)
- Jab (done by dropping shield, then using Jab) (look at the Jab section for followups)
- Ftilt (drop shield, Ftilt) (should only be used when the opponent ends up behind you)
Tech Chase Setups
You can find a lot of these listed here with percentages for each character: https://docs.google.com/spreadsheets/d/1RhcBGr9MNRKq69zyZKNbdWYxWZK8ZB7Q53CdXyLbs7U
Other than those, there's:
- Uthrow on top Battlefield platform [works ~60%?] - link
- Utilt on platform
- Can lead into a lock if timed correctly, not sure if this is viable though
* Even if it knocks the opponent too far away for a near-true followup, you can still chase with Uairs / eggs
Version History (aka proof that I'm not THAT lazy)
Version 1.0 - 4/26/16 - Made the thread
(several random undocumented edits)
Version 2.0 - 1/6/7 - Overhauled the thread with a better format. Added some combos, added some percents, tested most of them.
Version 2.1 - 1/9/17 - Random edits, added frame trap video
Version 2.1.1 - 3/5/17 - Random edits, added Setups section
Version 2.1.2 - 4/2/17 - Random edits, added Jab2 section
Version 2.1.3 - 5/18/17 - A few random edits
Plans:
- Make a video showcasing the combos
- Add GIFs
- Test percents for all combos
- Rough kill percents
- Add a jab lock setup video
- Make better sample combos
- Make it look better somehow?
(several random undocumented edits)
Version 2.0 - 1/6/7 - Overhauled the thread with a better format. Added some combos, added some percents, tested most of them.
Version 2.1 - 1/9/17 - Random edits, added frame trap video
Version 2.1.1 - 3/5/17 - Random edits, added Setups section
Version 2.1.2 - 4/2/17 - Random edits, added Jab2 section
Version 2.1.3 - 5/18/17 - A few random edits
Plans:
- Make a video showcasing the combos
- Add GIFs
- Test percents for all combos
- Rough kill percents
- Add a jab lock setup video
- Make better sample combos
- Make it look better somehow?
Credit to DJLive, Arms98, Top Boss, Brilliant Brill, Codaption, Goldenstein64, Zaney72, and anyone else who helped out by giving me combos for this thread. Some information might also come from the Yoshi Discord, other threads, etc.
Last edited: