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Yoshi's Island - In Depth Yoshi Guide

Yoshi's Island - In Depth Yoshi Guide

Game Versions
Smash 3DS, Smash Wii U
Yoshi's Island - An In Depth Sm4sh Yoshi Guide!

Yoshi and Pikachu.jpg

Hello and welcome to my Yoshi guide! I'm Zaney and I decided to make this guide to help out both the smash community and myself learn as much as possible about Yoshi since there doesn’t seem to be very informative guides about him that I’ve found. I will break down the Yoshi Guide into the following parts:

· Part 1: Moveset

· Part 2: Egg Toss

· Part 3: Killing and Kill Set-Ups

· Part 4: True Combos

· Part 5: Notable Combos

· Part 6: Fair/Dair Locking

· Part 7: Neutral Game

· Part 8: Edge Guarding

· Part 9: Advanced Techniques and Applications

· Part 10: Stage Selection

I plan on eventually doing more with this guide, such as Matchup information, Custom Movesets, and videos for each section as well, but for now I just have it all in text.

Part 1: Moveset!
Yoshi's Jab:
Yoshi’s Jab is an AMAZING move. One of Yoshi’s best moves because it’s a combo starter, a kill set-up, an amazing Get-Off-Me tool, and is tied for his fastest move at frame 3. Jab 1 does 3%, Jab 2 does 4% for a total of 7%.

The best thing about your jab is that it sets up into just about anything. You can:

Jab 1 ->

· Jab 1: Itself with Jab Cancelling. It’s good to tack on a few more percent. It is also great to put pressure on your opponent and it forces them to DI Away and not know when you’re gonna do you followup from your Jab.

· Jab 2: Which sets up for a dash attack or a dash grab at the lower percents. At mid percents a tech chase situation or even a Fair/Dair lock from a missed tech. It can even go into a Fair Spike over the edge if the opponent doesn’t DI correctly.

· Dtilt: Which is great for setting up an edge guard.

· Utilt: Which is AMAZING for setting up Combos.

· Uair: Which is a decent kill confirm that is decently strict to pull off. Usmash is generally a better option.

· Dsmash: Great option when you’re against an opponent who has a bad vertical recovery because it sends the opponent very horizontal. It is generally true at higher percents, depending on the character.

· Usmash: AMAZING kill option. It doesn’t seem true, at least from the combo counter in training mode, but it’s still really hard to not get hit by this if the Yoshi does it correctly.

· Fsmash: If your opponent likes to spam airdodge, Jab 1 into a charged Fsmash can call that out heavily especially if they’re near the edge. This is generally bad though and Dsmash/Usmash is a better option.

· Yoshi Bomb: Good mixup and you can get a shield break. This can get a kill, but usually at around the same percent as Usmash. This sometimes doesn’t connect the downward part of the Yoshi Bomb (though the stars usually hit still so it’s safe). I’d generally suggest doing Usmash or Dsmash instead unless you’re going for the shield break.

· Dash Grab: Good option, but remember that at lower percents you can usually go Jab 1 -> Jab 2 -> Dash Grab for a slightly higher amount of perce
nt. Down throw sets up for juggling too, so grabbing is a good option.

Yoshi's Tilts:
Down Tilt:

Down Tilt does 5% is frame 8 and isn’t that great of a combo starter, but it’s great to use in neutral because of the good range and it shrinks your hurtbox down. It can go into a dash attack or a tech chase situation at mid percents. But my favorite part about this move is when you use it to knock someone off the edge because it sets up a perfect edge guard situation. It sends the opponent horizontally so you can even walk-off Fair or Nair them, or Short Hop -> Dair them.

Forward Tilt:

Forward Tilt does 7-8% depending on the angle and is a frame 5 move. This move seems okay at low percents because it looks like it sets them up for a perfect juggling/follow up situation but the endlag on it is so high that it really isn’t worth it and you might even get punished for it even though you hit it. Jab is almost always a better option because of how much you can get from a jab and it comes out faster. Utilt is usually a better option as well, as long as you have the time to get it off (it comes out 3 frames later).

Up Tilt:

Utilt does 7% and is a frame 8 move. This is one of Yoshi’s BEST combo starters. It is also a great anti-air. It’s not a move you should just throw out because it doesn’t have the best cooldown, but it should definitely be used. At high percents it’s a kill confirm into an Up Air. The general thing you should do from an Up tilt is a string of up airs and Egg Toss at the end of the string. You could also follow it up with a Nair for a tech chase situation, a Fair/Dair Lock, or a landing Bair. You can also get a footstool from an Up tilt, then Yoshi Bomb if you wanted to style, but it isn’t a great option.

Yoshi's Smashes:
Down Smash:

Down smash is a frame 7 move and does 12%. This move is oddly enough faster than your Dtilt by one frame, so if you’re looking for a fast raw smash attack for a punish, Down Smash is your best option. The main use for this is after Jab 1 to push your opponent off the stage. Usmash and Fsmash have more knockback at higher percents so if you can get a smash confirm off for a kill, those two are both better options.

Forward Smash:

Forward smash is a frame 14 move and does 14%. The main use for this move is when you are covering a landing and punish your opponents landing option. It also shifts your hurtbox backwards, so if you space it correctly it’s a super nice option to punish. Your head is also intangible during the hitbox, so you can use that to your advantage as well. Aside from that, it’s pretty laggy and unsafe.

Up Smash:

Up Smash is a frame 11 move that deals 14%. Your legs are intangible during the hitbox, so if an opponent comes down with an attack, this move is perfect for punishing it if you time it correctly. This move is definitely Yoshi’s best anti-air. You can bait out airdodges with empty short hops into this for a kill and your jab 1 goes into this at higher percents for the kill as well. This move can also cover the entire platform on battlefield from underneath if you stand in the center below the platform, so you can charge an Up Smash when an enemy tumbles on it and punish whichever getup they choose. This is easily Yoshi’s best smash attack and should be used a decent amount (mainly for killing).

Yoshi's Aerials:
Yoshi has the fastest air speed in the entire game. He also has Heavy Armor during his second jump. This means that if he gets hit within a certain amount of knockback, he will not take knockback and can still grab the edge regardless of the 55 frames characters must wait after getting hit to grab the edge. Because of the Armor, Yoshi can jump into someone, take an attack and then instantly attack back (Generally with Nair or Uair), leading to a lot of trades, which Yoshi is generally okay with making, especially because he can combo from these double jump trades. This can also lead to a kill if the opponent is at a high enough percent. Because of these factors, Aerials are really important to Yoshi’s gameplay.


Down Air:

Down Air is a frame 16 multihit move that does a total of 32-33%. It also autocancels for the first 13 frames, so it’s the best move for A-Landing. This move is really good for edge guarding, coming up with your double jump from the ledge, and using on someone on a platform above you. If you edge guard with it try to stop hitting the opponent before the last hit comes out, that way it will do a mini spike on the opponent. Otherwise the opponent will be sent upwards. You can drop from the edge and the double jump back up with a Dair to either deal a lot of shield damage or percent to the opponent (and possibly follow up with an Up Air.

If someone is on a platform above you, you can Dair them and get their shield super low AND poke through it for a few percent. Then you can follow up easily with an Up Air. If you’re going against a decently tall/large opponent you can Short Hop -> Dair for a good amount of percent. Just be careful because it does have a good amount of landing lag. Lastly, you could use it on an opponent that is standing near the edge. If they shield you can just drift off the edge and be unpunished. If they don’t shield then you deal a lot of percent, so either way it’s a safe option.

Forward Air:

Forward Air is a frame 16 move that does 15%. This move is decently safe on shield if spaced correctly, is a good combo starter, amazing edge guarding tool, and is a kill set up. If you space it out correctly, you can short hop -> Fair and retreat unpunished while either hitting the opponent or their shield safely since Fair Auto Cancels from a short hop. If you land a Fair on a grounded opponent and it spikes them, you can get an Up Tilt off for more combos, or a Uair string for a good amount of damage or even an Up Air or an Up Smash for a kill if the percent is high enough. Just be a bit cautious because if you Fair a grounded opponent at low percent, their hitstun will wear off faster than your end lag is, so you can get punished.

As for edge guarding, you can get it from a jab at the edge, a down tilt at the edge, a rising Hard Nair, or even a Fair. Granted, for each case the opponent usually has to DI in to get hit by the Fair, but it happens a decent amount. If you reach the opponent to Fair them at the peak of your double jump and they airdodge it, it’s usually a frame trap that leads into a Nair for either the kill or more edge guarding as well. All in all, Fair is an amazing move that should be used rather frequently (but not necessarily spammed).

Neutral Air:

Neutral Air is a frame 3 move (tied with Jab for his fastest move) that does 5-10% depending on how long it’s been out. This move is an amazing combo breaker, combo starter, edge guarding tool, kill setup (sorta), and your best Out of Shield option. It can also lead to tech chase situations or a Fair/Dair Lock.

If you’re getting combo’d and your opponent overextends the combo, Nair can turn the tides and hit them and even lead into your own combo. Spamming the Attack button when getting hit by a multihit jab can even lead to a trade or your own combo as long as you smash DI up first.

If you hit with the soft hit of Nair you can combo it into an Up Air if it hit in the air or a Jab on the ground. With the landing hard hit of Nair, you can combo it into a jab or dash attack and it could even lead to a tech chase situation or a Fair/Dair Lock. If you rise with a hard Nair, then you can possibly get off another Nair or even spike with a Fair (but usually the opponent has to DI in).

Nair is AMAZING for edge guarding characters that die to light pushes off the edge like Ganon, Little Mac, Falcon, etc. The hitbox lasts longer than an airdodge so it is an amazing option to keep opponents off the edge.

Lastly, you can jump out of shield and Nair. It’s your best option out of shield because your grab is so slow and you have one of the 3 worst rolls in the game (never roll as Yoshi!). Since your airspeed is so high, it’s really hard to punish a full hop Nair from shield as any character. Another decent option in Neutral is Short Hop -> Airdodge -> Nair, generally against sword characters or characters with long range/disjoints. This can also lead to the start of a combo.

Back Air:

Back Air is a frame 11 move that hits 3 times. The first two hits do 2.5% and the last hit does 5%. This is Yoshi’s worst Aerial, but that doesn’t mean it’s a bad move. You can short hop Bair towards your opponent for the first swing of the attack and weave out for a good spacing option that is decently safe.

An interesting thing you can do with Bair is land with the first two hits of it which will spike the opponent into the ground, much like Meta Knights Bair. Then you can follow up with a few things, but Fsmash is usually the best option for the damage and to set up an edge guard situation.

Aside from those two things, Bair is generally just for hitting opponents that are behind you in the air if the situation arises. You can also ledge trump someone into a guaranteed Bair.

Up Air:

Up Air is a frame 5 move that does 12%. Uair is an AMAZING move. It’s a great combo starter, kill Set-Up, and one of Yoshi’s best kill options. It is also disjointed at the tip so you can juggle really well with it.

If you land with an Up Air, you can get an Up Tilt or an Up Air string off among other options (but those are generally the best two options to rack up percent). At higher percents, Uair will lead into another Uair for the kill. On a stage with platforms, Uair strings are amazing at racking up percent. Just make sure you generally only follow up with an Up Air if you know it will connect in a combo. Otherwise try to bait out airdodges and punish them with this move or an Up Tilt into a string of Up Airs.

Yoshi's Specials:
Down Special (Yoshi Bomb):


Yoshi Bomb is a frame 7 move from the ground or frame 20 in the air that deals 19% if used on the ground with both hits connecting, or 12% if used in the air. This is a decent kill option if you read your opponent because it comes out faster than Usmash, but kills at the same percent. The only down side is that it has a lot of end lag to it. I don’t find myself using this move unless I get the read off on an opponent because it’s has so much cooldown. You can get this move off from a jab at certain percents and you can grab release into a possible shield break if you use this immediately (though down throw is almost always a better option). However, your opponent could easily just spot dodge and then punish you hard for doing this, possibly leading to your death.

The main use for this move is when you are really high and you want to land. However, DO NOT use this move to land on the platform. Like I said earlier it is really laggy and easily punishable. Instead line yourself up vertically with the edge and make sure you Yoshi Bomb so that you are facing the edge. If you are not facing the edge you will not grab the ledge (also make sure you are not holding your joystick down or you will not grab the ledge either). Lastly, you can Yoshi Bomb from under the ledge a bit and seemingly teleport back up to the ledge. This works wherever you can snap to the ledge, just again, if you use it, make sure you learn where it will snap to the edge or you may end up killing yourself. If you are afraid of the 2 frame punishes, this can be a way to stall grabbing the edge (and make the opponent whiff a 2 frame like with a fox Utilt).

Side Special (Egg Roll):

Egg Roll is a 31 frame move that does 4% per hit. You cannot deactivate the egg roll for a few seconds after activating it either, but unlike in Brawl, this move will not put you in a freefall animation once you deactivate the move. You can jump while on the ground with this move as well. This move doesn’t have many uses. It’s easily punished if your opponent knows what they’re doing. If you practice it enough, however, this can be a super flashy way to edge guard your opponent. Once you knock them off the stage a good amount, egg roll, then right before you roll off the edge jump and press the Special Button to pop out of it and you will have a lot of horizontal momentum that your opponent will most likely not see coming (generally use Nair/Fair out of it for the edge guard). As long as you time it right, this can be a flashy edge guard option. Lastly, you can supposedly live longer by using this move by up to 30%. When you get hit, DI correctly then hold the joystick toward the stage. Once you see the magnifying glass pop up because you’re near the blast zone, put your joystick towards the blast zone and spam the Special Button. As soon as you enter your egg for the egg roll, point your joystick back towards the stage. Then press B to get out of the egg and recover. I haven’t tested this personally, but I will soon. Aside from that and the flashy edge guard attempts, this move shouldn’t be used.

Neutral Special (Egg Lay):

Egg Lay is a frame 21 command grab that does 7%. This move is amazing because it’s a command grab that you can B-Reverse. This move is an amazing move to throw out in Neutral rather frequently along with spaced attacks because it will go through shield, since it’s a command grab. A good time to do this is if you are on a platform and your opponent is under you, you can run off the edge and B-Reverse Egg Lay to get your opponent. As for when you Egg Lay your opponent, you should generally run to it and Up Smash at lower percents or short hop Dair above it to do the most damage (Up Smash is faster to pull off and safer). At high percents you could set up for a kill by either timing an Up Smash correctly, using Yoshi Bomb at the right time, or jumping with an Egg Toss at the right time and then following up with an Up Air. Don’t feel bad if you don’t get these off consistently at all though because the timing is very strict and it is really hard to pull off. Just be cautious because your opponent can immediately act from getting out of the egg.

Up Special (Egg Toss):

Egg Toss is a frame 15-59 move that does 1% on contact and 5% on explosion for a total of 6%. This is easily Yoshi’s best Special move. There is so much to this move that my next section of the guide will solely focus on this move, its follow-ups, its uses in Neutral, when and when not to use it, etc. But for the basics, this is a projectile that you angle after you input Up Special and you throw farther depending on how long you hold the Special Button down for.

If you short hop with this, you can follow up your egg with an Egg Lay if your opponent is just shielding the egg, or if it hits you can Up Smash, Jab, Up Tilt, Up Air, Nair, and even Fair spike. The possibilities are endless, but it depends on how you hit them. Generally you want to chuck eggs at your opponent at the end of your strings just to make it harder for your opponent to land and to possibly deal more damage, or even frame trap them to follow up with an aerial. Just be careful to keep track of how many Egg Tosses you use before you land on a platform because after your first two, the third one will barely give you any height and the 4th+ won’t give you any height.

Lastly, if you grab the edge without using any of your Egg Tosses, you can move your joystick back and then Egg Toss onto the stage to catch your opponent by surprise and lead to a possible combo as well. There is so much more to this move, but like I said I’ll leave it to the next section and leave you with these basics!

Yoshi's Grabs:
Grab Release:


First off, let me explain how Yoshi’s grab release works. When you grab and then wait for the opponent to mash out and you DO NOT pummel, the opponent will always have an “air release” animation (as Yoshi anyways). If you pummel while they are escaping, it will be a “ground release”. In both situations both you and your opponents First Actionable Frame are at the same time. Therefore there are no true follow-ups from a grab release. Now, even if you grab someone when they have no double jump and then release them without damaging them and with an Air Release, they will still get their second jump back.

So basically the only good option for a grab release is a ground release and hope the opponent doesn’t react fast enough to just instantly shield your jab or other follow up. Granted you could also Yoshi Bomb and go for the shield break after the grab release too if they know to shield after a grab release. Keep in mind that your jab is frame 3 and a lot of characters have faster moves, so it may be you who will get punished from doing a grab release. HOWEVER, something interesting happens on the edge.

If you are near the ledge AND facing the ledge, and you grab someone who does not have their second jump, they will not get their jump back from a grab release whether it’s an air release or a ground release. You can also pummel and/or use any of your throws (including Down Throw which animates the opponent hitting the ground), and they will still not get have their second jump refreshed!

So pretty much you can air release in that situation and you can fall off the edge, Fair, and Fastfall to spike them before they realize they don’t have a jump back. You could also be rude and spam pummel so it will be a ground release and they have almost no time to realize that they don’t have their second jump back before they fall to their death (at least for fast fallers).

Down Throw:

Down Throw deals 4% and is arguably Yoshi’s best grab option. At low percents it is generally a 50/50 for getting an Up Air. Just be careful at around the 0-10% range because if you do hit the Up Air, your opponent will usually get out of hitstun and punish you fast enough, depending on the character of course. To avoid that, fast fall as soon as you can after doing the Up Air, it won’t work every time but it decreases your chances of getting punished.

With your combo game, you can get so much off of just one down throw because you either hit them with an Up Air into more possible juggling opportunities or you bait out an airdodge and get a free jab combo or Utilt combo off, or even a Fair Spike into the ground which can follow up to another Grab or more! This works until mid percents, but if they are too high then they can just easily jump away from you.

Forward Throw:

Forward throw deals 7% and is generally just used to reposition your opponent. At around 26+%, you can possibly get a Fair lock of if you follow up the throw with an immediate short hop -> Fair -> Fastfall. This is pretty situational though because the opponent could always just tech or jump away no matter the percent. Down throw will generally be a better option, but this could be used for a good mixup or if you just want to reposition your opponent.

Back Throw:

Back throw deals 7% and is literally the exact same throw as Forward Throw except that it throws in the opposite direction. They both send the opponent at a 45 degree angle and they both have the same knockback and knockback growth. Everything I said about Forward Throw is also true about Back Throw!

Up Throw:

Up Throw deals 5% and sends the opponent straight up. I generally don’t use this move, but you can use it at mid-higher percents when Down Throw doesn’t work well anymore or when your opponent knows how to DI Down Throw well because it sets up a juggle situation slightly better (and deals a whopping 1% more than down throw!). Aside from setting up a juggle situation, there isn’t much more to this throw.

Part 2: Egg Toss!
Basic Knowledge:
So to start, let’s look at what the move is. You throw an egg that travels in an arc and it explodes dealing a total of 6%. Yoshi throws the egg at frame 15 and the longest it will remain in the air is frame 59, then it explodes on frame 60-62. They are two different hitboxes, 1% from contact and 5% from the explosion. Yoshi’s First Active Frame is 55 from this move.

SO: if you throw the egg the farthest and it hits at the opponent at frame 59, exploding on frame 60, this gives you 5 frames plus the hitstun duration to follow-up. During the first 15 frames of the move, you can choose how far to throw it by holding the special button (the longer you hold it the farther it will go) and by inputting a direction you can change the arc the egg travels.


Two things to keep in mind here:

1). You don’t have very long to follow up so if you didn’t go in at least a little while using Egg Toss, you probably won’t be able to follow up with another move.

2). More importantly, don’t assume it’s safe to use Egg Toss. You can’t do anything from the time you use it and 55 frames afterwards. It’s actually a really punishable move. Your opponent has almost a full second to hit you without worry, aside from the hitbox of the egg.

Egg Toss also gives you a small boost in height when you use it. However, each time you use it the boost gets smaller and smaller. After the third one, there is no boost in height. Yoshi must land on the stage or a platform in order to gain back the height of the Egg Toss. Grabbing an edge will not replenish it.

It’s worth noting that Yoshi’s Egg Toss isn’t necessarily a great move on its own. It is his Egg Toss coupled with his Air Speed. Yoshi has the best Air Speed in the game, and because of that he can maneuver in and out with Egg Toss to remain decently safe. If it weren’t for Yoshi’s Air Speed, Egg Toss would definitely be much less useful and much more punishable.
General uses:
So now that we know the basics about Egg Toss, when should Yoshi use his Egg Toss? Well, you should generally use it in neutral to force a reaction out of your opponent and you can camp with eggs in certain matchups and on certain stages, but I will cover that later.
Advantage State:

Yoshi is super combo oriented. If you land a jab, you have a lot of mixups from a jab cancel, if you get an Utilt, you get an Up Air string, and so on. So after you finish a TRUE combo you have a couple of options, you could continue with another attack to overextend, you could bait out an airdodge if your opponent is in the air, or you could use Egg Toss and force a reaction. A lot of times Egg Toss will be your best option because it can make a Frame Trap, meaning if they dodge the Egg Toss, then you get a free followup after the airdodge. If they don’t airdodge, then they get hit by the egg.

A lot of times the frame trap will lead to a kill offstage when edgeguarding, but I will get into that a bit later as well.

So basically use the Egg Toss after a combo to force a reaction or even frame trap the opponent, leading to additional followups.

Disadvantage State:

So there are a couple of ways Egg Toss applies to Disadvantage State. The first is if you’re in the air above your opponent (more than short hop height) in danger of being juggled. And second is when you get knocked offstage and you’re trying to recover back to the stage.

1). Before your match starts take into account the character you’re going against. If you’re going against a character that is good at juggling like Cloud, Corrin, or even other characters with disjoints, you most likely won’t be able to beat them out with a Down Air and trying to airdodge back down is usually really risky especially if your opponent has lingering hitboxes. So instead of challenging anything you could use Egg Toss to float over to the ledge. That way you can at least get back on stage for sure. You could also use Egg Toss with your airspeed and B-Reverse Egg Toss/Egg Lay to mixup where you’re going to land as well. Either option is going to usually be a better option than challenging a juggle or airdodging.

2). If you are offstage and you’re trying to recover DON’T USE YOUR JUMP FIRST. Use your Egg Toss to prevent your opponent from edgeguarding you. Use it at the right distance as well, if you’re too close your opponent could easily hit you because of its Frame Data I stated earlier. There’s just about nothing your opponent can do if you aim your egg correctly, so it should be an almost guaranteed ledge grab at the least.

Neutral:
Camping:

In certain matchups it might be beneficial to camp with eggs. For example, say your opponent is a Diddy Kong and you manage to grab his banana. He can’t get another one until you use it, so you decide to camp with eggs. This is pretty beneficial on Smashville with the moving platform as well. Just keep in mind that it takes almost a full second from the startup of your Egg Toss before you can do anything, so it isn’t a good idea against the faster characters.

Neutral Uses:

Aside from camping with Yoshi’s Egg Toss, it still has a lot of uses in Neutral. Generally you want to use it after a short hop so that you can either follow it up or back out if your opponent shields it. Using Egg Toss at the beginning of the game is a good way to feel out your opponent. If they shield it, spotdodge, or reflect it a lot then they’re probably more defensive. If they dash in and try to power shield it or punish it, they’re probably more aggressive.

If they end up being more aggressive then you can dash away then B-Reverse Egg Toss toward your opponent. If you use it sparingly it will most likely be a surprise and hit if the arc is low enough. If your opponent is more defensive, then you can space an Egg Lay after a Short Hop Egg Toss or just put a lot of shield pressure on with your Egg Toss.

Generally, you shouldn’t just spam Egg Toss unless you’re camping. Mix it in with spaced aerials and other moves. You should try and Egg Toss where you think your opponent will be once it explodes or in the arc it travels. Aside from all this, just make sure you space your Egg Toss correctly because if you miss with it, you are left very vulnerable.

EdgeGuarding:
Off Stage Edge Guarding:

There are a couple ways to use your Egg Toss offstage for an edge guard. The first way is to Egg Toss at your opponent so that it leads to a frame trap, like I mentioned earlier. If your opponent gets hit by it then you can follow up with an aerial (namely Fair/Nair) for a kill. If they airdodge, then you can usually Double Jump Nair them. It can definitely be tricky to get the frame trap down and it can definitely depend on how many recovery mixups your opponent has as well so don’t get discouraged if you don’t frame trap too often.

The second way is to Egg Toss their recovery option. So if you’re going against a Falcon, Cloud, Fox, etc. who have linear recoveries, you can Egg Toss in the way of their recovery then follow up with a Nair/Fair. The only thing about this is that if you mess up you might give up stage control.

On Stage Edge Guarding:

If you don’t want to be too risky, or you don’t want to give up stage control, you could always Egg Toss from on stage. If you’re against a Cloud/Ike/Little Mac etc. who don’t snap to the ledge then having a well place Egg Toss could lead to a followed up Fair Spike or Nair. If your opponent is really far out you could also just use Egg Toss repeatedly to either hit them farther and farther back, or make them airdodge and recover low.

After Failed Edge Guard Attempt:

Just because Yoshi has a good edge guarding game, doesn’t mean that it will always work out. A lot of the times you might not get an edge guard. So in this case your opponent probably is going to grab the ledge and get back onstage as fast as possible to have stage control. So you should Double Jump and use Egg Toss to cover the Getup Attack, Jump, and Roll options. A lot of the time this can lead to another follow up or even a kill if the opponent is at a high enough percent.

This won’t work all of the time, of course, but it’s still an option so that going for the edgeguard doesn’t leave you in a worse position if you didn’t edgeguard successfully.

Advanced Techniques:

These aren’t necessarily going to be too useful, but they are there if you wanted to style or just to know about. I’ll say how useful is after I describe each one. I’m also adding in a couple things that I didn’t really know where else to put in the guide, so I called them Advanced Techniques even if they aren’t really too advanced. They’re mainly just tidbits of information.
Jump Cancelled Egg Toss:

Just like all Jump Cancelled Techniques, you dash, jump, then use Egg Toss during the jumpsquat animation. This will make you slide a bit farther when doing an Egg Toss. This is mainly used for microspacing, but it honestly isn’t useful. You shouldn’t really use Egg Toss on the ground unless you dash away first anyways.

Turnaround Egg Toss:

If you’re in facing right, then hold up and slightly to the left then press the special button. Then Yoshi will turn around and Egg Toss in the opposite direction. The opposite goes for when Yoshi is facing left (hold up and slightly right then press the special button). This is really useful. If you’re juggling someone and they go to the other side of you, doing this will throw the egg at them and allow you to remain under them to continue juggling. It can also be used if you want to change the direction you are facing when you’re in the air.

B-Reverse Egg Toss:

Press Up Special, then immediately tap the opposite direction you’re facing. It can be hard to do this and aim your egg correctly, but it reverses your momentum and the way Yoshi is facing. This can be useful in certain situations, but it doesn’t really accomplish much that a Turnaround Egg Toss doesn’t.

Ledge Getup/Mixup:

If you grab the ledge without using your Egg Toss, then you can drop from the ledge and Egg Toss to get up from the ledge. The egg can cover your get up and it can even lead into a combo. This should be used scarcely though because if it’s shielded then you’re left wide open because of the endlag on Egg Toss. This can be useful, again, if used sparingly.

Optimal Shield Break Punish:

If you shield break your opponent and they’re around 60% and you know a fully charged Fsmash or Usmash won’t kill them, you could get a Fair Spike from an Egg Toss. First push your opponent to the edge of the stage. Then stand about a third of a stage away from the edge. Then Full Hop and Egg Toss, holding Special as little as possible and input the Egg Toss directly towards the edge. After the egg is thrown you will probably have to weave backwards a little bit to get the spike hitbox, but Fair as soon as you can. This works until 200+% if done correctly, so if you want to style with a spike, this is the best option.

Part 3: Kill Options/Kill Setups!
Yoshi's Jab:

Yoshi’s Jab is arguably his best kill confirm, aside from possibly Egg Toss. Every Yoshi Main should know Jab 1 -> Usmash. However, sometimes you have to Dash -> Jump Cancel the Usmash to hit the floatier characters, and sometimes the opponent can shield in time if they are a fast faller. Still, this will be one of the major ways Yoshi obtains a kill. If the enemy has a bad recovery (*cough* Cloud *cough*), or is a fast faller and Jab 1 -> Usmash won’t connect, then Jab 1 -> Down Smash is most likely your best option.

Here is what Jab 1 can go into for a kill setup

Jab 1 ->

· Jab 2: If you hit your opponent off the edge with this and they DI in at mid percents, it’s usually a guaranteed Fair Spike which will usually kill.

· Dtilt: If you’re near the edge and you hit your opponent off with this, then you can usually follow up with a walk-off Fair Spike at low-mid percents and a possible footstool afterwards as well (though it’s hard to do, you can still style with it).

· Utilt: In a really strict percent range you can Jab 1 -> Utilt -> Uair for a kill, even though Jab 1 -> Usmash is a much easier option.

· Dsmash: Like stated above, this is amazing against characters with bad recoveries and against Fast Fallers. It sends the opponent really horizontal and sets up for edgeguarding really well.

· Fsmash: Only use this if your opponent tries to spam airdodge your Jab 1 -> Usmash/Dsmash kills. It can even net you a super early kill.

· Usmash: Bread and Butter Yoshi kill combo. Learn it, Love it, Live it. Like stated above, sometimes you may have to Dash -> Jump Cancel the Usmash to get it to connect against the floatier/Lighter characters as well.

· Yoshi Bomb: I personally don’t like Jab 1 -> Yoshi Bomb very much. If the opponent just DI’s away the second hit usually won’t connect and it’ll just hit with the stars. I’d only use it if you Jab 1 when you're literally right next to your opponent, that way it guarantees that this will hit. This move isn’t as DI-able as Usmash is, so it will kill slightly earlier than an uncharged Usmash.

Yoshi's Tilts:

Down Tilt:

· Mainly sets up for an edge guard at the edge as explained with the jab -> Dtilt section but can sometimes be followed up with a Fair at higher percents if they miss their tech and then an Up Air for the kill.

Forward Tilt:

You shouldn’t be able to get a kill from this move. Or use it much at all, like, ever. Jab is better than Ftilt.

Up Tilt:

If your opponent is at a certain percent, an Up Tilt should be a guaranteed kill from a followed up Up Air. This is one of Yoshi’s easiest Kill Confirms since it’s simply Utilt -> Uair. On some characters you can also do Utilt -> Uair -> Uair for a kill in a strict percent range.

You can also kill with Utilt -> Usmash if you're at the top of a high platform, but generally Uair is a better option.

Yoshi's Smashes:

Down Smash:

You should generally only use Down Smash for a kill if you get a good read off, after Jab 1, or for to punish an opponent. It is your fastest smash coming out at frame 7, but it’s still a smash and has a good amount of cooldown, so use it only if you know you can get it off.

Forward Smash:

Forward Smash should only be used as a kill if used to punish someone’s spacing/landing option or after Jab 1 if you get a good read on your opponent's reaction to it. Not much more to say than that.

Up Smash:

Up Smash has intangibility on his legs for part of the attack so a lot of Yoshi players use this to punish a landing, or even use it similar to Mario’s Up Smash because of it. It has a huge amount of range, so it isn’t terrible to throw out as long as you’re in an Advantage State, not necessarily Neutral.

Generally though, only use after Jab 1, but you if you get a nice punish off with it for sure, use it.

Yoshi's Aerials:
Double Jump Bait:

Yoshi has heavy armor during his second jump, so if you use it, take a hit, then immediately Up Air you can usually get a kill as long as your opponent is at a high enough percent.

Down Air:

Down Air is probably my favorite Edgeguarding move because it lasts so long. Yoshi being able to recover from so far down and this lasting more than an airdodge both make this move an amazing edgeguarding tool. This can also stop certain recoveries by clashing with them or beating them altogether. Generally you're gonna wanna hit with most of your Dair hits, but not the last one so that you get a pseudo spike.

Forward Air:

If you land a Forward Air on an opponent and they get sent upwards because they don’t tech and they’re at around 90+%, it should be a guaranteed kill. At around 85-100% immediately charge an Up Smash and it should kill or if your opponent doesn’t DI away you could style with a Yoshi Bomb instead. At around 100+%, you should just be safe and followup with an Up Air.

If you Fair an opponent and the tech you can follow up with a Short Hop Nair immediately to catch them by surprise. You can also follow up a non-spike Fair with another Fair if they DI in. Lastly, you can also reach under the ledge and 2 Frame Punish with this move as well.

Neutral Air:

Nair doesn’t kill on its own until 150+%, so it’s mainly a kill setup into another Nair or Fair over the edge if you hit with a hard Nair. If you hit with the soft part of Nair, then you can combo into a Dsmash for a kill near the edge or Dtilt edgeguard setup, or honestly just about whatever you want depending on where you and your opponent are positioned.

Back Air:

The only way this really does anything to lead into a kill is through landing the first two hits into a tech situation, then following up with a smash or Yoshi Bomb.

Up Air:

Up Air is an amazing move for Yoshi. If you land with an Up Air, you can get another Up Air off for a kill a lot of the times. Doing a Short Hop Airdodge into an Up Air can catch your opponent by surprise and then lead to the followups as well. You can also Double Stick to do a rising Up Air into another Up Air or two for a kill.

Yoshi's Specials:
Down Special (Yoshi Bomb):

You should pretty much only use this move if you’re going for a shield break, if you punish an enemy for a kill, or after Jab 1.

Side Special (Egg Roll):

This doesn’t kill and the only use for this regarding killing is using it to jump off the edge for a surprise edgeguard attempt since it gives you a lot of horizontal speed.

Neutral Special (Egg Lay):

Egg Lay is an amazing kill setup if you read how long your opponent is in the egg. You can followup with an Up Smash, Yoshi Bomb, or Egg Toss into an aerial for a kill.

Up Special (Egg Toss):

In the second part of my Yoshi Guide I went over this move in more detail, so go there to learn more, but basically you can gimp with them, you can frame trap with them, or you can simply follow them up with an aerial for a kill.

Yoshi's Grabs:
Yoshi’s grabs don’t really kill. Generally doing a Down/Up Throw leads into juggle situations for a kill while Forward/Back throw lead to edgeguarding situations for a kill. There isn’t much more to Yoshi’s throws that lead to kill.

Part 4: True Combos!
Every True Combo posted here is striclty tested on a Captain Falcon with no DI. I plan to choose a few other characters to show a general idea of what is true for different weight classes and gravity levels. For now though, I have a lot for Captain Falcon.

The way I laid it out, every Underlined move is the start of the combo. Everything with a "·" beside them is the second move in the combo, and every move with "o" beside them is the third move in the combo.

Jab 1 ->

· Dtilt: *Not true? but very strict timing to avoid it.

· Utilt: *Not true? but good mixup.

· Dsmash: True at high percents, *but might as well be true at all percents?

· Fsmash: *Not true but good mixup if at edge for early kill.

· Usmash: *Not true? but good for killing

· Yoshi Bomb: 91-135% Good mixup as well and can get a shield break.

· Dash Grab: Generally works, but you get more out of Jab 2.

Jab 1 -> Jab 2 ->

· Dash Attack: 1%-49%

· Dash Grab: 1%-32%

· Fair Spike (Over the Edge): Not true, but good pressure and can bait out airdodge.

· Fair Lock (Missed Tech, No Bounce-Up): 34%-43%

o Utilt -> Uair -> Uair: works for entire % range.

o Can start any combo that works at 55-64% range.

· Fair “Lock” (Missed Tech, With Bounce-Up):

o Utilt -> Uair : 44-82% (Uair barely connects at 82%, 2 Uairs connect at 44%).

o Since it’s a lock, do whatever you wanna do.

· Dair Lock (Missed Tech): 34-Any percent (Generally 90ish Max).

o Utilt -> Uair: 34-82% (Uair barely connects at 82%, 2 Uairs connect at 44%).

o Since it’s a lock, do whatever you wanna do.

Utilt ->

· Utilt: 0-63%

o Uair : 20%-36%

o Nair: Isn't true

· Bair: Hard to do, and not best option, can be decent mixup.

· Nair: 39%-88%

o Fair: Not true, but good mixup.

o Bair (Landing first 2 hits): 50-66% (see Landing Bair % combos).

o Dair Lock (Missed Tech): 39-55%

· Uair: 28%-200+% (AMAZING kill option).

o Uair: 38%-65% (can get 3rd Uair from 42-47% true).

· Up Smash: 29-79% (Main use is if on platform and they’re at 66-79% where Utilt -> Uair -> Uair doesn’t connect).

· Yoshi Bomb: Doesn’t connect at all.

· Toadstool Followups:

o Yoshi Bomb: Flashy, but doesn’t do much damage, other Utilt setups are better.

Dtilt ->


· Dash Attack (Missed Tech): 62-150+%

· Dash Grab: 0-61%? (Need Human Testing)

· Fair Spike (Over the Edge): Not true, But is close at around 45-90% range (harder to connect at higher percents, oddly enough)

Ftilt ->

· Low Percents (0-20%): Nothing True, but can possibly get a Jab.

· Mid Percents (20-60%): Nothing True, but can possibly get a Utilt

Landing Uair ->

· Jab: 0-26%

· Utilt: 7%-45%

· Uair String: 25-102% (Can kill easy from 92-102+%)33-53% for 3, 37-40% for 4.

· Fair: 50-65%ish. Strict timing, but can get a spike into an Uair to Style.

· Bair: 34%-62%. It’s okay, hardish to pull off and Uair string or Fair Style is better.

· Dair: Doesn’t combo well and other options are better.

· Nair: 11-81%

o Dair Lock (Missed Tech): 15-40%

· Usmash: 14-54%


Landing Hard Nair ->


· Jab: 0-35%

· Utilt: 0-42% (Usually needs forward momentum to pull off well)

o Uair: Works in the whole % Range. Possible Uair String.

· Dash Attack: 3-64% Easiest to connect.

· Dash Grab: 0-24% *Needs Human Testing! Good mixup.

· Fair Spike (Over the Edge): Not true, but close around 15-40% and can kill early as 20%!

· Fair Lock (Missed Tech, No Bounce-Up): 25-40%. Utilt -> Uair String deals most damage?

· Fair Lock (Missed Tech, Bounce-Up): 41-70ish% Utilt -> Uair is best option, can kill!

· Dair Lock (Missed Tech): 30-70ish%. Fair Lock is usually the better option, but this is easier in mid/high percents (No Bounce-Up at high percents!).

Landing Soft Nair ->

· Jab: 0-95%

· Utilt: 10-47%

· Dtilt:10-75% Doesn’t do much damage or follow-ups. Not good option.

· Dash Attack: 40-130%

· Dash Grab: 10?-98% *Needs Human Testing! Good Mixup.

· Usmash: Very small Window around 90-95%.

· Fsmash: 67-77% Decent option, I guess.

· Yoshi Bomb: Not true and not good mixup.

Rising Hard Nair? -> *(Nothing seems true, will test later)

· Nair:

· Fair:

· Dair:

Landing Fair (No Spike) -> *(Nothing seems true, will test later)

· Dash Attack:

· Dash Grab:

· Fair (Spike):

· RAR Bair:

· Egg Throw:

Landing Fair (Spike without Bounce-Up) 0-50% ->

· Jab: 28-50%

· Utilt: 38-50% Best combo option

· Dtilt: 38-50% Safest option.

· Dash Attack: Hard to do, not a great option.

· Grab: *Need Human Testing

· Nair: 43-50% Good to push of edge or try for missed tech lock.

· Uair: Need the bounce up.

· Dair: Nope

· Bair: Nope

· Dsmash: 38-50%

· Fsmash: Not true, use Dsmash instead.

· Usmash: 46-50% Decent mixup and setup for juggling.

· Yoshi Bomb: 38-50% Good mixup, looks cool does most aside from Utilt Combos.

Landing Fair (Spike with Bounce-Up) ->

· Utilt: 51-91%

· Uair: 51-170% (Can kill from 73-82% w/ 2 Uairs or 110+ with 1 Uair).

· Nair: 51-150+% (Might as well use Uair at the kill %’s)

o Fair (Spike with Bounce-Up) -> Uair -> Uair: Will kill 51-60%!

· Bair: If you can’t hit Uair for kill cause DI, use this or Fair.

· Fair: Around 100%, Fair spike into Uair for kill (cause Uair barely won’t kill).

· Dair: Works at % where you could just kill with an Uair, not worth.

· Usmash: 51-109% Will kill from about 90%+!

· Yoshi Bomb: 97-120% Will kill from 100%+! Flashy, but Usmash and Uair are easier kill options.

Landing Bair (2 hits for the Spike):

· Jab: 26+% Not the best option, Utilt is better.

· Utilt: 70+% Connects earlier usually cause they don’t expect the Bair spike.

· Dtilt: Not worth at all.

· Ftilt: Again, not worth.

· Nair: 35+% Sometimes Fsmash whiffs so do this for the kill if you want.

· Fsmash: 69+% Generally the best option, sets up for edge guard or kills.

· Dsmash: Hard to pull off cause you have to turnaround. Fsmash is better.

· Usmash: 85+%. Can be cool, but again, Fsmash is better.

· Yoshi Bomb: Can be flashy, but Usmash and Fsmash kill earlier and are better.

Part 5: Notable Combos!
So for right now there isn't much here because I don't know quite what to put here yet. There are two combos I'm really fond of though that aren't necessarily true:

1). Utilt -> Utilt -> Uair -> Nair at low-lower mid percents.

Sometimes you can only get one Utilt off, but after the Uair you should be literally right on top of your opponent. If you hit the Nair, brilliant you did a bunch of damage and might be able to follow up with more (possibly another Nair). If your opponent airdodges, then you can follow the airdodge with your Nair and you will hit with the soft part of the Nair. Then follow up with whatever you want, I usually do some variation of the jab combos.

2). Jab 1 -> DTilt -> Walk Off Stage -> Fair -> Possible Footstool. Doing this right on the edge can end in a super early kill. It is easier to get off if your opponent DIs in like most do when they're getting hit off the edge.

Part 6: Fair/Dair Locking!
Locking:

So if you don’t know what Locking is, it’s when your opponent lands on the ground during tumble animation and doesn’t tech. You will have 25 frames (almost half a second) to hit with a move that locks your opponent. If you hit your opponent with 4 or more moves, even if they are locking moves, your opponent will not be locked anymore. The only thing your opponent can do from a lock is a neutral getup, so you can punish it with anything you want.

Yoshi only has Forward Air and Down Air to lock the opponent. However, you have to hit with the spike hitbox with Forward Air in order to lock your opponent and your opponent must be lower than a certain percent, otherwise the Fair might make the opponent bounce up (which is still useful, but this guide is just on Locking). Also, you have to only hit with up to 3 hits of your Dair to lock if you use that to lock.

Lock Setups:

Jab:

Yoshi’s Jab combo is the most reliable way to force a tech situation for your opponent. Generally the magic percent is around 33-38% before you hit your jab for the jab to make the lock situation occur. To lock, it is easiest to do a Short Hop -> Fair -> Fastfall. If your opponent is at too high of a percent though, Dair will lock when Fair does not.

Landing Nair:

If you land with a Nair, your opponent will usually be sent into a tech situation at lower/mid percents. The magic percent to lock with a Fair is usually around 25-35% for most characters, but locking with Dair works reliably a little later than that as well. To lock, simply Nair -> Land -> Short Hop -> Fair/Dair -> Fastfall (if needed).

Rising Nair:

This is one of the more common ways to Lock as well because it is an Out of Shield Option as well. If you’re next to your opponent and you do a Full Hop Nair and hit with the strong part of Nair, then you can usually lock with a Fair around 30% for most characters. To do this, simply input a Fair after the Full Hop Nair, and fastfall when necessary. The lock works a little later with a Dair, like usual.

Forward/Back Throw:

I included this because I’ve gotten a Lock on people a few times from a Forward/Back Throw even though your opponent could always just jump out of it before they hit the ground. So this isn’t a reliable way to lock, but it’s an option. Generally this will be the most reliable around 25-30% on most characters, so the percent range is pretty strict, it’s just that “reliable” is a relative term because if your opponent is decent then they shouldn’t get locked from this unless caught by complete surprise.

Platform Slide-Off:

If your opponent gets hit by a weak attack and slides off a platform, it works a lot like a footstool. Your opponent cannot tech for a certain amount of time, so on the lower platforms on Battlefield you can actually get a Lock on your opponent. This is usually done with a soft Nair or even a Dair to push your opponent off a platform which you can then follow up with a Dair to Lock the opponent.

Lock Followups:

For right now I don't have much specific here, but generally Utilt -> Uair strings are the safest followups since you'll mainly lock at a lower percent.

However, there is a super tricky way to Egg Toss from the ground into a Fair Spike as well, but the timing is super strict.

More to come in the future though!

Character Specific Percent Information:

First off, this isn't quite done. It is taking a lot of labbing to get all this information and I will actually add a lot more character specific percent information than what is here as well.

Here is a list of each character and what percents the setups work. So let’s look at Mario. It says “Jab: 32-41% Fair Lock. Up to 60ish% “reliable” Dair Lock.” That means that if Mario is at 32% BEFORE you hit with your jab combo, you can follow up with a Fair for a Fair Lock. If Mario was at 31 or lower percent, then he wouldn’t get sent into tumble animation. I also put, Up to 60ish% for “reliable” Dair Lock which is honestly super lenient. Your opponent can just jump away or react in time to tech every time if they’re a good enough player at about the percent range that Fair stops locking. I just added the second part in case you play against some not-so-strong players that don’t really tech and you want to style on them.

Lastly, make sure to read the Lock Setups section first because it lets you know how reliable each setup is for a Fair/Dair lock.

Mario:

· Jab: 32-41% Fair Lock. Up to 60ish% for “reliable” Dair Lock.

· Dtilt will not lead to a lock.

· Landing Nair: 24-38% Fair Lock. Up to 50ish% for “reliable” Dair Lock.

· Rising Nair: 33-38% Fair Lock. Up to 60ish% for “reliable” Dair Lock.

· Fthrow/Bthrow: 25-41% Fair Lock. Up to 30ish% for “reliable Fair/Dair Lock.

Luigi:

· Jab: 32-41% Fair Lock. Up to 50ish% for “reliable” Dair Lock.

· Dtilt: will not lead to a lock.

· Landing Nair: 24-38% Fair Lock. Up to 45ish% for “reliable” Dair Lock.

· Rising Nair: 29-38% Fair Lock. Up to 50ish% for “reliable” Dair Lock.

· Fthrow/Bthrow: 25-41% Fair Lock. Up to 30ish% for “reliable” Fair/Dair Lock.

Peach:

· Jab: 31-38% Fair Lock. Up to 45ish% for “reliable” Dair Lock.

· Dtilt: Will not lead to a lock.

· Landing Nair: 23-35% Fair Lock. Up to 40ish% for “reliable” Dair Lock.

· Rising Nair: 26-35% Fair Lock. Up to 45ish% for “reliable” Dair Lock.

· Fthrow/Bthrow: 23-38% Fair Lock. Up to 30-35% for “reliable” Fair/Dair Lock.

Bowser:

· Jab: 38-51% Fair Lock. Up to 70ish% for “reliable” Dair Lock.

· Dtilt: Will not lead to a lock.

· Landing Nair: 30-48% Fair Lock. Up to 65ish % for “reliable” Dair Lock.

· Rising Nair: 36-48% Fair Lock. Up to 65ish% for “reliable” Dair Lock.

· Fthrow/Bthrow: 30-51% Fair Lock. Up to 40ish% for “reliable” Fair/Dair Lock.

Yoshi:

· Jab: 33-43% Fair Lock. Up to 55ish% for “reliable” Dair Lock.

· Dtilt: Will not lead to a lock.

· Landing Nair: 25-40% Fair Lock. Up to 45ish% for “reliable” Dair Lock.

· Rising Nair: 31-40% Fair Lock. Up to 50ish% for “reliable” Dair Lock.

· Fthrow/Bthrow: 26-43% Fair Lock. Up to 35ish% for “reliable” Fair/Dair Lock.

Rosalina & Luma:

· Jab: 28-35% Fair Lock. Up to 45ish% for “reliable” Dair Lock.

· Dtilt: Will not lead to a lock.

· Landing Nair: 21-32% Fair Lock. Up to 35ish% “reliable” Dair Lock.

· Rising Nair: 24-32% Fair Lock. Up to 40ish% “reliable” Dair Lock.

· Fthrow/Bthrow: 21-35% Fair Lock. Up to 30ish% “reliable” Fair/Dair Lock.

Bowser Jr.:

· Jab: 34-46% Fair Lock. Up to 65ish% “reliable” Dair Lock.

· Dtilt: Will not lead to Lock.

· Landing Nair: 24-42% Fair Lock. Up to 55ish% “reliable” Dair Lock.

· Rising Nair: 34-42% Fair Lock. Up to 60ish% “reliable” Dair Lock.

· Fthrow/Bthrow: 25-45% Fair Lock. Up to 40ish% “reliable” Fair/Dair Lock.

Wario:

· Jab: 34-44% Fair Lock. Up to 55ish% “reliable” Dair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair: 26-41% Fair Lock. Up to 50ish% “reliable” Dair Lock.

· Rising Nair: 37-41% Fair Lock. Up to 55ish% “reliable” Dair Lock.

· Fthrow/Bthrow: 26-44% Fair Lock. Up to 30ish% “reliable” Dair Lock.

Donkey Kong:

· Jab: 37-49% Fair Lock. Up to 55ish% “reliable” Dair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair: 28-46% Fair Lock. Up to 55ish% “reliable” Dair Lock.

· Rising Nair:

· Fthrow/Bthrow:

Diddy Kong:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Mr. Game & Watch:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Little Mac:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Link:

· Jab: 3-% Fair Lock.

· Dtilt:

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Zelda:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Sheik:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Ganondorf:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Toon Link:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Samus:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Zero Suit Samus:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Pit:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Palutena:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Marth:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Ike:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Robin:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Duck Hunt:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Kirby:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

King Dedede:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Meta Knight:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Fox:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Falco:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Pikachu:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Charizard:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Lucario:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Jigglypuff:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Greninja:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

R.O.B.:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Ness:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Captain Falcon:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Villager:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Olimar:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Wii Fit Trainer:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Shulk:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Dr. Mario:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Dark Pit:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Lucina:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Pac-Man:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Mega Man:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Sonic:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Mewtwo:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Lucas:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Roy:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Ryu:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Cloud:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Corrin:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Bayonetta:

· Jab: 3-% Fair Lock.

· Dtilt: Will not lead to a Lock.

· Landing Nair:

· Rising Nair:

· Fthrow/Bthrow:

Part 7: Neutral/Disadvantage/Advantage State!

Definition:
First off, let’s make sure we know what each state is. So Neutral is when both characters are on equal footing. Neither character has an advantage over the other based on positioning, hitstun, shield pressure, etc. Disadvantage State is when your opponent has an advantage over you based on the same factors. Advantage State is when you have an advantage over your opponent based on the same factors. The percent you and your opponent are at aren’t a factor, it’s basically just positioning and hitstun.

Examples of Disadvantage State are when you’ve been hit and your opponent decides to follow up, when you’re being juggled, and when you’re offstage in a position where your opponent can edgeguard you. They have more options in each case than you do and generally can get more damage off on you because of it. Advantage State is the opposite of this, so it’s when your opponent is in these situations while you have more options open to you. Lastly, Neutral is when neither character is in these situations.

Neutral:

Tools in Neutral:

Yoshi has a few different tools to use in neutral that makes his neutral game decent. He has Egg Toss, which I covered earlier, he has retreating Fair, retreating Bair, Full Hop Nair, Airdodge -> Nair/Uair, B-Reverse/Wavebounce/regular Egg Lay, and Turnaround Cancelling. Egg Toss should only be used when you can’t be punished by using it because it has such a high cooldown (55 frames). I made a guide specifically on that move so go to that if you want to know more about the move.

Retreating Fair/Bair are basically used the same way. Move toward your opponent, then use the move from a Short Hop and move away from your opponent. Retreating Fair is a bit better because you can use it on shield and retreat and usually be safe (depending on how fast your opponent is). Retreating Bair is a bit better to punish your opponent for bad spacing.

Since Yoshi has a slow grab, you can run up to your opponent if he shields heavily and Full Hop Nair away. It is super hard to punish and it applies a bit of shield pressure and can catch someone if they unshield at the wrong time. If this hits you can usually react and followup with another aerial as well.

Yoshi generally struggles with disjoints, so a lot of the swordsmen and such. If your opponent is throwing out a lot of hitboxes, like a lot of Short Hop Fairs, you can Short Hop -> Airdodge -> Nair/Uair depending on which one is needed. If you know you will hit with one of them usually Uair is better because you can get more off of it, and if you aren’t sure then Nair because it is faster.

A lot of what I have said so far doesn’t go through shields. This is where Egg Lay comes in. It isn’t a fast move, but since you can use it in the air it is a really good mixup. You can control your movement with B-Reverse, Wavebounce, or Turnaround Egg Lays as well which makes it much safer to use. I go over this a lot more in the Advanced Techniques section, so skip to there if you want to know how to perform these Techs.

Lastly, we have Turnaround Cancelling. Everything I’ve said so far have been what to do in the air (for the most part). Turnaround Cancelling helps out your ground game. Yoshi’s Jab is amazing for comboing and comes out frame 3, which is pretty fast. What Turnaround Cancelling does is make you slide a bit with running momentum for whatever move you want. This is really useful for your jab, Dtilt, and Utilt specifically. All you do is run in one direction, and then run in the opposite direction so you have a turnaround animation. From here you can cancel the turnaround by inputting whatever you want and you will slide a little bit while using the move. You can cancel the turnaround by dashing in the opposite direction so it’s pretty easy to keep the turnaround animation occurring on the side needed and be a bit unpredictable this way. I go over this in a bit more detail in the Advanced Techniques section as well.


General Neutral Gameplay:

Now that you know a lot of Yoshi’s better options in Neutral, it is up to you to figure out what works and what doesn’t against your opponent. If you use a certain tool too much, your opponent will catch on and figure out how to counter it. If you’re against a disjoint, spacing with Fairs/Bairs isn’t going to be as good because the disjoint beats your attack out, so the SH Airdodge -> Nair/Uair will be needed. If you spam that though, your opponent will bait it out and then punish. Against projectile characters the Turnaround Cancelling doesn’t work out because projectiles force you to shield or jump (or just hits you which stops it anyways). So each tool is more usable in different matchups, but relying on just that one tool will not end well.

The Beauty about Smash 4 is that it is all about reading what your opponent will do and countering it. Any character can beat any other character as long as you can get a good read on your opponent. So be unpredictable, mixup your advances and playstyles, and try and get a read on your opponent’s patterns. I can’t tell you how to win every game because every player is different, but I can let you know the tools you have to use and to help you win.

Advantage State:
Advantage State starts once you hit your opponent. Generally you want to follow up with whatever the most optimal true combo is at that point, though you could bait out airdodges for a longer string or even to net a kill. If your opponent is above you, you can pressure with Uair, which is disjointed at the tip. You could also use Egg Toss, which is usually a bit better of an option to frame trap (either they get hit by the egg or airdodge then get hit by an aerial of yours). If your opponent is offstage then I usually got for some kind of edge guard. That is actually going to be my next guide, so I’ll leave it to that section. I generally advise edgeguarding because I believe that Yoshi is one of the best edgeguarders.

Disadvantage State:
Disadvantage State starts once you’ve been hit by your opponent. Generally you want to figure out if your opponent likes to overextend a lot, and learn when a combo is true and when it isn’t (this just comes from a lot of practice against a lot of different Matchups). If they do overextend, ride your Nairplane (spam Nair). This way you will hit them with it and usually be able to follow up with another attack.

Nair and Egg Toss are probably the two most complained about moves about Yoshi because they are both amazing. If you’re being juggled you can either try and airdodge through (which I don’t advise very often especially against characters with lingering hitboxes), challenge with a Dair, or Egg Toss to the side of the stage to grab ledge. Generally the last one will be your best option, but feel free to mix it up. You have the fastest air speed in the game so you can also B-Reverse to mixup your landing a lot as well.

If you’re offstage and you’re trying to recover, DO NOT USE YOUR JUMP FIRST. You will almost always want to use your Egg Toss first to cover your recovery. If you aren’t at a high percent you can also use your Heavy Armor from your Double Jump to get back up from under the stage (though be really cautious of footstools). If they attack you back, you can instantly Nair and follow up, or Uair for a kill if they are at a high enough percent.

Part 8: Edge Guarding!
Off Stage Edge Guarding:

Egg Toss:

Let’s start off with one of Yoshi’s best Edge Guarding tools: Egg Toss. There are a couple ways to use your Egg Toss offstage for an edge guard. The first way is to Egg Toss at your opponent so that it leads to a frame trap, like I mentioned earlier. If your opponent gets hit by it then you can follow up with an aerial (namely Fair/Nair) for a kill. If they airdodge, then you can usually Double Jump Nair them. It can definitely be tricky to get the frame trap down and it can definitely depend on how many recovery mixups your opponent has as well so don’t get discouraged if you don’t frame trap too often.

The second way is to Egg Toss their recovery option. So if you’re going against a Falcon, Cloud, Fox, etc. who have linear recoveries, you can Egg Toss in the way of their recovery then follow up with a Nair/Fair. The only thing about this is that if you mess up you might give up stage control.

Down Air:

Down Air is an amazing Edgeguarding move. It can beat out a lot of recoveries and you can list to the side so you don’t send your opponent up with the last hit of Dair. Just practice how far you can push the limits of this move because of your recovery (don’t go too far down where you can’t recover from it). This is actually a decently reliable option against the majority of the cast too.

Forward Air:

Forward Air is an amazing Edgeguarding move, not just because it spikes. It is also a frame trap setup. So if your opponent airdodges at the start of the hitbox of the move, it usually takes 30 frames before your opponent can act again from it (generally 33 before another airdodge). It only takes 24-28 frames for you to recover from the hitbox of Fair to your First Actionable Frame. Remember that Nair comes out on frame 3, so it takes 27-31 frames to Nair from the hitbox of Fair. If your opponent reads a Fair from you and airdodges early though, they can usually get out of it somehow, but a lot of the times this frame trap works.

Back Air:

Back Air doesn’t have many uses. It’s mainly for running off the stage then Bairing a recovery and hoping for a stage spike. Not much more to say here.

Neutral Air:

Neutral Air is a surprisingly good edgeguarding move. If you hit your opponent off with it, they are probably DI-ing in, which usually means you can get another Nair off to farther push them off the stage, and then this might even repeat for a third or even a fourth Nair. Nair is a lingering hit box, so it can cover airdodges well if you drift with your opponent (this can be a bit hard because of how vertical your second jump is). If your opponent just needs a slight nudge to not make it back, or if they have vertical recoveries with no hitbox, then this is a really good edgeguarding option.

Up Air:

Up Air sends them Upwards, so the only reason to use this is if you fail an edgeguard attempt and they are above you and you can get an Up Air off. Not much more to say about this move for edgeguarding.

On Stage Edge Guarding:
If you don’t want to be too risky, or you don’t want to give up stage control, you could always Egg Toss from on stage. If you’re against a Cloud/Ike/Little Mac etc. who don’t snap to the ledge then having a well place Egg Toss could lead to a followed up Fair Spike or Nair. If your opponent is really far out you could also just use Egg Toss repeatedly to either hit them farther and farther back, or make them airdodge and recover low.

Aside from that, you can go for the 2 frame punish with Dtilt or Dsmash. I usually recommend Dsmash because it comes out 1 frame faster and pushes them farther back, but if you wanted to be a bit safer and be able to react to your opponent’s getup option earlier, I’d do Dtilt.

After Failed Edge Guard Attempt:
Just because Yoshi has a good edge guarding game, doesn’t mean that it will always work out. A lot of the times you might not get an edge guard. So in this case your opponent probably is going to grab the ledge and get back onstage as fast as possible to have stage control. So you should Double Jump and use Egg Toss to cover the Getup Attack, Jump, and Roll options. A lot of the time this can lead to another follow up or even a kill if the opponent is at a high enough percent.

This won’t work all of the time, of course, but it’s still an option so that going for the edgeguard doesn’t leave you in a worse position if you didn’t do it successfully.

Part 9: Advanced Techniques and Applications!

Basics:

Jab Cancelling:


To perform a jab cancel you simply hold down on the joystick after the first hit of your jab (after the second hit for some characters). This makes you be able to act a few frames faster than simply waiting for the move to be over.

Applications:

There are a lot of moves Yoshi can do from a jab cancel. You can jab 1 -> jab 1 repeatedly by holding down on the joystick and repeatedly putting your c-stick to one of the corners when you have your c-stick set to Attack (not Smash). You can also do a Dtilt, Utilt, Usmash, Dsmash, and even an Up Air from jab 1 using this method.

Turnaround Special:

To do a turnaround special, just tap the opposite direction you are facing then press your special button once the joystick is reset to neutral. You will Egg Lay while facing the opposite direction.

Applications:

This is useful if you’re being chased, though you could also just pivot grab as well. You can also jump over your opponent and then use this to get a surprise Egg Lay off on your opponent. This is good to mixup your Egg Laying with B-Reverses and Wavebounces.

B-Reverse:

To do a B-Reverse, all you do is press your special button then the opposite direction. You will then face that new direction and keep all your horizontal momentum performing your special move. You can also do this with your Up Special and Down Special, but those aren’t as useful for Yoshi.

Applications:

If you’re being juggled and you need to land you can use this to mixup your landing. You can also use this to go in on someone’s shield for a surprise command grab. You can also use this if you’re on a platform above an opponent and dash off the edge then B-Reverse into your opponent.

Wavebounce:

A Wavebounce is when you reverse your momentum while facing the direction you were facing originally. To perform it you can do one of two things. Tap the direction you are not facing, but the joystick back to neutral, press the special button, then tap the direction you are facing. This performs a Turnaround Special followed by a B-Reverse, which is what a Wavebounce is. I’m not fast enough to do it this way so I perform it by mapping a shoulder button to Special and my C-stick to attack. To perform it this way, you hold your joystick in the direction you want to be FACING, then press the shoulder button while flicking your C-stick in the direction you want to be MOVING. This works for B-Reverses and Turnaround Specials as well.

Applications:

If you run off the stage while your opponent is recovering low you can Wavebounce to grab them and lay them out under the stage to make it much harder to recover. You can also do this to mix up your spacing with Egg Lay. It pretty much makes your Egg Lay safer. I wouldn’t perform it until you master it because if you mess it up you could just do an Egg Roll, which isn’t useful and you will probably just get punished for it.

Jump Cancelled Up Smash:

This is pretty simple to perform. Simply Jump, then during the few frames of the jumpsquat animation press up and A. This will cancel the jump and you will perform an Up Smash. You can also Dash first and this will slide a bit farther than a Dashing Up Smash.

Applications:

You can do this as an Out of Shield option to punish a laggy move, possibly for a kill. This also might be needed to catch floatier characters after a jab cancel for a kill confirm. Basically, this is a really important tech to learn not just for Yoshi, but for most characters.

Turnaround Jump Cancelled Up Smash:

This is most notable on Mario players, but it is really good for Yoshi as well in different situations. To perform this, dash in a direction, then tap the opposite direction and do a Jump Cancelled Up Smash. This will perform an Up Smash facing in the direction you were running from.

Applications:

This is mainly to punish someone who is trying to hit you with a move from the air, like Cloud or Bowser Jr.’s Dair. This can lead to a kill if you can punish these moves and your Usmash is intangible on the feet, so it is definitely worth learning.

Jump Cancelled Up Special:

To perform this, jump and then do Up Special during the jumpsquat frames. Usually this is done after a dash so that you slide when you do your Egg Toss.

Applications:

This is mainly for microspacing. This isn’t too important to learn, but just know that it’s there. Feel free to practice and find some use for it though! You can also do this Out of Shield, but again, that isn’t too important.

Turnaround Cancelling:

Turnaround Cancelling is one of the easiest techs to perform. To do this run in one direction, then run in the opposite direction to perform a turnaround animation. During the turnaround animation you can do any move and you will have some of your running momentum while you perform it, so you’ll slide. Each character has a different amount of time before the turnaround animation ends. Yoshi has one of the longest, along with Wario, and I’m not sure who else.

Applications:

You can cancel the turnaround by dashing in the opposite direction so it’s pretty easy to keep the turnaround animation occurring on the side needed and be a bit unpredictable of when you’re going to go in this way. You usually want to do a Dtilt, Utilt, or jab from it. Dtilt/Jab are the safer options. This is good for characters that don’t have good projectiles or decent ground game. It isn’t too overly useful, but it is definitely worth pursuing. I don’t use it too often, but it can play tricks on your opponent.

Double Sticking:

Double Sticking allows you to use an Up Air at the first frame possible. If you try to buffer it, an Up Smash will come out instead (you’d actually be doing a jump cancelled up smash). You need your C-Stick to be set to attack for this. It is usually recommended for your shoulder button to be set to jump. To perform it, simply tap your joystick up and press jump at the same time, then immediately push your C-Stick up. I personally swap to the claw grip and press Y to jump with my pointer finger because I have L as shield, R as Special (for Wavebouncing), and Z for Grab.

Applications:

The main use for this is a kill setup. If you double stick you can immediately Uair an opponent and then follow up with another Uair for the kill at certain percentages on certain characters. Aside from that, you can also use it and then Nair for a surprise attack right as you’re about to land which most people don’t see coming.

Perfect Pivoting:

To perform a Perfect Pivot, tap your joystick in one direction and then flick it in the other really fast. This way you cancel the dash with a turnaround pivot and you will slide a little bit.

Applications:

There honestly isn’t much Yoshi gets from Perfect Pivoting from what I can tell aside from doing a Jab 1 -> Perfect Pivot Utilt or just microspacing. Not much more to say about it, but it is definitely worth learning because more than likely there will be uses found for it.

Step Dash:

This is kinda like a wavedash from Melee. I don’t really know how to perform it right now, but I know that Yoshi has one of the longest Step Dash distances out of the cast, so it is worth pursuing at some point. This will be updated in the future.

Yoshi Specific Techniques:

Ledge Grab Cancelled Yoshi Bomb:

If Yoshi performs a Yoshi Bomb while facing the ledge, Yoshi will grab the ledge as long as you don’t land on the platform and if you’re in the range to grab the ledge. Just make sure you aren’t holding down on the joystick because then you will not grab the ledge. Yoshi can also do this from under the stage as long as it is in the distance that Yoshi can snap to ledge from (which is a surprising distance). Practice around with it because it differs a bit from stage to stage.

Applications:

If you’re in the air and need to get back to stage, then Egg Tossing to the side of the stage and then doing this will get you to the ledge relatively safely because of the hitbox you have sent out. You can also snap to ledge from under the stage if you want to avoid getting two frame punished with this method, or to avoid something like a Charizard/Bowser Flamethrower. Aside from this, there isn’t anything special to it.

Egg Roll Momentum Cancel?:

If you get sent to the blast zone and you’re in the magnifying glass and about to die, hold your joystick TOWARD the blast zone and spam Side Special. As soon as you see that you start the Egg Roll, hold your Joystick AWAY from the blast zone and spam Special to get out of the Egg. Apparently this makes you survive for up to 30% longer than normal, but I gotta test it a lot to make sure.

Applications:

This is fairly obvious, surviving longer is a good thing. Do this to survive longer in certain cases. I just need to test this and make sure it actually works.

Optimal Shield Break Punish:

If you shield break your opponent and they’re around 60% and you know a fully charged Fsmash or Usmash won’t kill them, you could get a Fair Spike from an Egg Toss. First push your opponent to the edge of the stage. Then stand about a third of a stage away from the edge. Then Full Hop and use Egg Toss holding Special as little as possible and input the Egg Toss directly towards the edge. After the egg is thrown you will probably have to weave backwards a little bit to get the spike hitbox, but Fair as soon as you can. This works until 200+% if done correctly, so if you want to style with a spike, this is the best option.

This isn’t really an Advanced Tech, it’s just a way to style and get a slightly earlier kill on certain opponents.

Part 10: Stage Selection!
So for those of you who don’t know there are generally five starter stages being the following:

1). Battlefield

2). Final Destination

3). Town and City

4). Smashville

5). Lylat Cruise

Then we have Duck Hunt and Dream Land for counter pick stages. To start the players play Rock, Paper, Scissors to figure out who strikes the stages first. The winner bans one stage, loser then bans two of the remaining four, and lastly the winner chooses of the two remaining stages.

The winner of the game then bans a stage and then the loser picks of the remaining stages. A player may not select a stage that they have already won on in the set. This process continues until the set is over.

Keep in mind that each region is different, for example, in Maine we had Dream Land as the 5th starter instead of Lylat Cruise and Texas has Delfino Plaza still, etc. But generally this is what you will see at tournaments.

I’m going to organize the stages by the best stages for Yoshi descending to the worst and describe why each one is in its place as well as different aspects of the stage Yoshi can take advantage of.

***Lastly, this is mainly my opinion. The 2nd, 3rd, and 4th spots are really close to each other, so I'm not 100% sure on the accuracy of what I'm choosing for the stages. Each stage is better depending on both your and your opponents strengths and weaknesses.***

Battlefield is in my opinion the best stage for Yoshi in the game. Here is why:

· Yoshi is a heavyweight, so he only lives longer from this stage and he can make it back from really far away, so the added blast zones do make a difference horizontally for him.

· Yoshi is really good at juggling with his Up Air, Egg Toss, and heavy armor on his Double Jump, and the platforms only add to it.

· Yoshi’s Up Smash covers the entire bottom platform, so you can almost guarantee a hit from a tech on the platforms.

· Yoshi can Full Hop Dair onto a shielding opponent the platform to almost break shield, then list off with an Up Air to poke through the shield.

· Yoshi can get a lot of kills from edgeguarding, so the increased blast zones don’t hurt Yoshi as much as one would think.

· Yoshi has strong kill power, so when he does land a hit at high percent, the opponent will usually end up losing a stock anyways.

For all these reasons, battlefield is the best for Yoshi. The only negative about the stage is that it can be a bit harder to aim your eggs because of the platforms.

You should try to take characters that have a hard time landing here, or characters that kill off the top easier here. Honestly, there isn’t any character I wouldn’t take to this stage at some point in the selection process.

Dream Land is basically Battlefield with smaller blast zones. Everything that Yoshi has going for him in Battlefield he has going for him in here as well. The only thing that makes this the second best stage is that the blast zones are smaller, so Yoshi dies a bit earlier. He kills earlier as well, but I feel like that isn’t as important for Yoshi.

I might not take characters like Zero Suit to this map because of the mileage they get off comboing with the platforms as well for a Sky KO. Aside from that, I’d take most characters to this stage.

It was a huge tossup between this stage and Lylat for position 3 on the stage list. Yoshi kills a lot earlier on this stage not only because of the low ceiling, but because of the increased combo potential from the platforms. This stage didn’t rank higher because Usmash doesn’t reach the platforms, Dair doesn’t line up as well from a full hop onto the platforms, and Yoshi also dies earlier on this stage.

One thing that this stage has going for it is that it can be a little easier to camp with eggs than on Battlefield/Dream Land. However, that is still not enough to be ranked higher.

I would choose this stage if my opponent didn’t have a character that liked killing off the top. I would stay away from this stage against a Fox, Ryu, R.O.B., Little Mac, and so on.

Lylat is one of those stages that almost no one likes. It’s actually a really good stage for Yoshi, however, because again Yoshi’s Usmash covers the platforms, Full Hop Dair is good on the platforms, and he doesn’t tend to get Lylat’d (killed cause of jank tilting). His Egg Toss is great for camping on this map because of the constant tilting, especially against most projectile opponents whose projectiles don’t work well with the tilting.

I would bring other projectile opponents to this stage and Corrin, because her (female Corrin, best Corrin) side special can get messed up because of the tilt. There isn’t many characters I wouldn’t take to this stage aside from maybe Pit (arguably his best stage because Usmash and arrow weaving) and Pikachu (because Quick Attack Cancels everywhere).

Smashville is the last of Yoshi’s “good” stages. There isn’t much that this stage brings to the match aside from the moving platform. Since it’s a moving platform though, it has limited uses and can be really situational. The one thing that it does do that other stages don’t, is give Yoshi a great spot to camp with Eggs, on the platform. Aside from that though, it’s harder to do the Full Hop Dair into an aerial because the platform moves, Usmash is a bit more iffy to use against an opponent on the platform, it this map doesn’t make it easier to juggle most of the time. Basically, there isn’t much this stage has to offer aside from the bonus to camping.

Against characters like Diddy/R.O.B. that have major item game, you can take their item, then just camp with eggs without much punishment. This is arguably the best stage for Yoshi to camp with eggs, so if you are against a character that camping works well against, I’d take them here.

Final Destination isn’t necessarily bad for Yoshi, it’s just that he doesn’t get much out of it. Yoshi doesn’t get juggled too hard because he can just Egg Toss to the ledge, so this map can be decent against characters that get juggled rather easily. This map is decent against characters that get a lot out of platforms, like Pikachu, and possibly Mario/Cloud, but I’d probably pick a different stage against them anyways. Not much more to say than that.

Duck Hunt is Yoshi’s worst map. He doesn’t get much out of the tree, he can’t wall jump the sides of the stage, and he only gets a little bit out of shenanigans with the bush. The ducks can get in the way of your Egg Toss and can make your aerials last longer because of hitstun if you hit them, so you’re able to be punished a little easier. There isn’t much going for Yoshi on this stage, while there’s a decent amount going against Yoshi on this stage. I will almost always ban this stage and honestly don’t find much use for it in any matchup.

Basically every stage is good for Yoshi aside from Duck Hunt. If you can go to Battlefield, I’d generally suggest it, but if you can’t you should just pick based on who your opponent is playing. Smashville is good for camping, Dream Land is good against characters that don’t get much off platforms, Town and City is amazing against characters that don’t kill off the top, Lylat is good against projectile characters, Final Destination is good against characters that get a lot off platforms, and lastly, Duck Hunt is bad.

I think Yoshi is better played choosing a stage that benefits the opponent least, unless it’s Duck Hunt. But generally, don’t take all this necessarily to heart. I listed why I like certain stages over others, maybe you find out something that you like about a stage that I don’t know about that makes Yoshi really good on that stage. Or maybe you just have a personal preference to a certain stage as Yoshi. If you like to play really campy with Egg Toss, Battlefield probably isn’t the best choice for your playstyle, Lylat or Smashville might be. Play wherever you feel comfortable, or try practicing certain aspects of each stage that Yoshi can take advantage of and see if you agree or disagree.

Part ?: Yoshi Topics in Process!
If you want to see what I'm gonna be working on next for this Yoshi Guide, feel free to check the spoiler below! Comment if you have any suggestions for the guide, or message me on Twitter @ZaneDuffany and I'll be happy to do more research/labbing to figure out even more about Yoshi!

-Egg Toss into Footstool Fair/Dair Lock?

-Utilt -> SH Nair soft hit Fair/Dair Lock?

-Fair/Dair Lock Platform Shenanigans

-Good Secondaries for Yoshi

-Yoshi and Doubles

-Yoshi's Character Specific Matchup Analysis

-Yoshi's Platform Mechanics/Combos

-Soft Nair -> Footstool in the air? Could happen if they airdodge the startup of Nair.

-Finish Yoshi Fair/Dair Locking Percents

-Yoshi's Custom Moves


-Learn Step Dash/Uses

-Master Perfect Pivoting and find uses for it

-Test Egg Roll Momentum Cancel

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Well. That's about it for my Yoshi Guide! I hope you enjoyed it and learned from it as well! If anyone has any suggestions, questions, concerns, or anything regarding Yoshi, feel free to message me on Twitter @ZaneDuffany. I'd be happy to discuss anything Yoshi related with you!

Author
Zaney72
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Latest reviews

This guide is great! I'm a newbie and I want to main Yoshi, so this is really helpful!
Awesome guide man!
Very informative! As someone who used to main Yoshi and is now thinking of using him as a pocket character, I look forward to the next guide. :)
Zaney72
Zaney72
Thanks budski! My secondary is Mario so that would be my second guide if I ever get around to making it. This one took a couple months and I'm not really close to finished with it yet. I just wanted to get a lot of the information out. Glad you liked it though!
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