05-
Yoshi

Last Updated:
February 2nd, 2021

Notes on the Young Link vs Yoshi MU

Attributes

Air Acceleration: 0.098 (#14)

Air Speed: 1.344 (#1)

Fall Speed: 1.29/2.064 (#82)

Dash Speed: 1.98 (#30)

Run Speed: 2.046 (#19)

Walk Speed: 1.208 (#27)

Weight: 104 (#22)

Wall Jump: No

Wall Cling: No

Crawl: Yes

Jumps: 2

Win Conditions

Yoshi's Win Conditions:
Gain stage control to maneuver Young Link neutral properly, and then get up close to get hefty juggles or an edgeguard kill. Abuse openings in stage control, and burst into the dead zone. One of the best ways to accomplish this is to approach while Young Link throws Boomerang and either clank with it or move around it.

Young Link’s Win Conditions:
Hold stage control and keep Yoshi confined. Capitalize on Yoshi’s slow fall speed for juggling. Use shield moderately, as it’s strong vs Yoshi, but don't forget that Yoshi can break shields. Use low-committal pressure in advantage state.

Out of Shield

*Note: Yoshi's air speed is the best in the game. As a result, his aerials can be used to cross up and drift away without repercussion. All punishable aerials are assuming he landed within range of being punished.

Jab1 (-10):
NAir (Frame 7)

Jab2 (-12):
NAir (Frame 7)

FTilt (-17):
GSA (Frame 9)
Grab (Frame 16)

UTilt (-17):
GSA (Frame 9)
Grab (Frame 16)

DTilt (-10):
NAir (Frame 7)

Dash Attack (-20):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
(This move can cross up)

FSmash (-28):
FSmash (Frame 26)

USmash (-24):
GSA (Frame 9)
USmash (Frame 10)


DSmash (-19):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

NAir (-3):
Unpunishable
(Safe on shield)

FAir (-7):
NAir (Frame 7)

BAir (-8):
NAir (Frame 7)
GSA (Frame 9)

UAir (-3):
Unpunishable
(Safe on shield)

DAir (-14):
GSA (Frame 9)
Grab (Frame 16)

Egg Lay:
Command Grab

Egg Roll (-29/-27):
NAir (Frame 7)
GSA (Frame 9)

Egg Throw (-30, Point-Blank):
FSmash (Frame 26)

Yoshi Bomb (-32):
Shield Breaker

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials, Tilts, Jab, Egg Throw.


  • Kill Moves: FAir, UAir, BAir, Smash Attacks, FTilt.


  • Kill Confirms: Jab 1 > Down B, UTilt > BAir/UAir, FAir Ground Spike > UAir/BAir/USmash/FSmash, Rising and Landing Egg Throw Confirms.


  • Yoshi will look to approach in the air in this MU, making use of his airspeed.


  • Yoshi’s Grab game is overall poor, so even though he can break shields, it’s still a strong option when used moderately.


  • Be wary of double jump armor (don’t overextend). Details on Yoshi’s armor are in the Miscellaneous Section.


  • Although at first glance it would be appealing to run away for breathing room vs Yoshi, giving him space can be fatal. His high air mobility means he can assume stage control quickly. This quickly leads to disadvantage.


  • Use shield carefully, since he could heavily damage it with DAir and Down B.


  • Egg Throw is a projectile Yoshi has that can be angled. He can combo off of it. It functions similar to Mario’s Fireball as a projectile approach.


  • It’s possible to run under an Egg Throw if he does an Egg Throw in the air to gain advantage. If not, he can’t gain anything off of Egg Throw so shielding is fine.


  • Egg Throw has high endlag (55 frames).


  • Egg Throw has a blindspot directly in front of Yoshi when shielding/crouching.


Boomerang is important for contesting Yoshi’s air game in neutral, though high-risk due to his speed and ability to clank with it. Use it with care and precision.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • Try to maintain some stage control, at least. The more room given to Yoshi, the easier of a time he’ll have getting around projectiles.


  • Be mindful and moderate with shield usage.


  • Minimize positional pressure if possible. Aim for having less reason to jump/be airborne.


Platform Pressure

(What tools do they have? How can we escape this pressure?):


  • Yoshi can use NAir, BAir, UAir for platform pressure.


  • Yoshi can use DAir as a tech chase/platform pressure option. It does a lot of damage and heavy shield damage.


  • Jumping away isn’t much of a solution.


  • Avoid being on platforms near him or don’t stay on there for long.


  • Use shield and other passive options to escape.


Landing

(How do they cover it? What are my best options):


  • Yoshi has great tools for anti-airing. UTilt, UAir, BAir. Winning exchanges isn’t much of an option outside of DAir in some cases.


  • Make use of Bomb and air dodge to escape.


  • Hold on to double jump.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • Yoshi’s main edgeguarding tools include FAir, NAir, Egg Throw, and BAir.


  • Yoshi’s high air speed allows him to hit aerials while retreating to the ledge. He can reach any position offstage with his speed.


  • DI Up when being sent offstage vs Yoshi. More airtime is preferable since his attacks send at horizontal angles mostly (outside of FAir) when edgeguarding. Being sent low makes it easier for Yoshi to edgeguard.


Ledge:


  • Shielding is safe but he can then reset the ledge trap with a Grab.


  • Be wary of Yoshi using his double jump armor to shield attacks while getting off ledge.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Yoshi lacks strong landing tools. None of his aerials sufficiently protect him. Additionally, he has one of the lowest fall speeds in the game. More airtime means more opportunities for positional pressure.


  • Don’t commit to a juggling option too early. Yoshi is really fast, and can mix-up his landing movement with B-Reverse Neutral B.


  • Get a feeling for when they burn their resources/use B-Reverse Egg Lay, and punish accordingly.


  • Yoshi could also use his double jump armor to potentially escape.


  • Yoshi will want to use his air options to escape disadvantage. Fire Arrows and ZAir are great for keeping Yoshi in hitstun while trying to jump.


  • Prioritize using low-committal normals over projectiles to stay mobile. Yoshi can burst out of the corner, so keep applying pressure safely.


  • NAir is really good and quick for boxing Yoshi, stuffing out the buttons he presses.


  • Combine air and ground pressure.


  • Yoshi’s roll is subpar. This option is not strong and will be used less.


  • Being in the air before Yoshi isn’t the greatest idea. Box Yoshi on the ground first, and then expect him to go to the air.


Offstage:


  • If Yoshi has to air dodge to ledge, use Bomb in an attempt to 2-frame.


  • Yoshi has several tools to get back to the stage. His air speed is great and allows him to weave around attacks. His double jump armor lets him get around hits.


  • Each Egg Throw after the first gives him a reduced vertical boost. After the second, the boost is negligible.


  • Eggs can be negated with 7.5% damage or more. Punish Yoshi for doing a predictable egg throw by NAiring right through.


  • Yoshi can’t really win hitbox exchanges offstage, so if he buffers an attack, Young Link’s own FAir will beat it cleanly.


  • So in short, watch for where they use double jump and Egg Throw, NAir through Egg Throws, use Young Link's disjoints to hit Yoshi, and keep a Bomb to 2-frame Yoshi if he has to air dodge to the ledge.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hit

Most Reliable Move: All

Animation Info: Aim for his nose

Note: FTilt reaches farthest.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • Kill Throws: FThrow/BThrow


  • FD DTilt > ASA %s: 118, 102


  • FD FThrow at Ledge %s: 179 (tether distance), 166 (dash Grab)


  • FD Milkshake %s: 110-151, 98-127


  • When escaping Yoshi’s Egg, buffer something safe like NAir, ZAir, or air dodge. Upon escape, 7 frames of invincibility are given. At higher percents, mix up options when mashing.


  • Yoshi’s Down B can be spot dodged, which makes for an extremely easy punish from high up, but Yoshi could short hop and do this for a shield break, so don’t let him condition shield.


  • Yoshi’s Double Jump Armor is subtractive armor. He will take knockback in effectiveness of the attack - the amount needed to break the armor. He can use it to avoid dying from moves like UAir, FAir, USmash etc.


  • Remember that if he does this, though, he doesn't have any jumps left.


  • His double jump armor breaks if he uses an aerial.

Stages

  • Battlefield:
    Terrible. Yoshi gets around these platforms easily, and it’s hard to land. He can extend his combos and threaten UAir much easier.


  • Final Destination:
    Indifferent. Heavy emphasis on not giving up stage control here. However, this stage also makes it hard for Yoshi to land.


  • Smashville:
    Indifferent. Opting for the small stage means more aggressive play, which works fine in this MU. Being on the platform while Yoshi is below is a struggle, though the vice versa applies.


  • Town & City:
    Bad. This is a prime stage for Yoshi’s strengths. The center platform layout works more towards Yoshi’s favor, and being trapped in the air here is awful.


  • Lylat Cruise:
    Great. The platform bed layout helps in dealing with Yoshi overall. He can’t extend his juggles as far either.


  • Pokémon Stadium 2:
    Indifferent. Overall fine stage for both players, I would still go here for the ample space and platforms.


  • Kalos Pokémon League:
    Good. Even if camping isn’t the best option, the large space and platform layout is quite helpful. Chase Yoshi down in the air and limit his options there.


  • Yoshi’s Story:
    Terrible. Same reasons as BF.