SSBU/Yoshi

From Dragdown


Overview

Yoshi
Weight:104
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (Neutral)
3~21F intangible (Directional)
Fastest OOS:N-Air (6F)
Overview
Yoshi is a mobile heavyweight with incredible offensive ability between his damaging combos, potent edgeguarding, and all-around power. He has an array of quick and versatile moves and a flexible gameplan thanks to his variety of tools and lack of a major weakness. His unique double jump can make it difficult to edgeguard him as well as extend his stocks thanks to its string-breaking and hit-absorbing ability, and his best-in-class airspeed makes him a constant threat. He can struggle due to mild linearity in neutral, low overall range, poor landing ability, and other small flaws, but his strengths more than outweigh them.
Summary
Yoshi is a fast in-fighter with a strong balance of speed, defensive options, offensive tools, and a few unique traits that alter many character's gameplans against him.
Pros Cons
  • Mobile: Yoshi is incredibly fast horizontally, with strong ground speed and the single best air speed in the game to go with good acceleration.
  • Nuclear Offense: Yoshi is capable of incredible damage output and has great power in both clean confirms and stray hits to go with strong edgeguarding and ledgetrapping.
  • Immortal: Yoshi is quite heavy for his size and speed, and with good defensive options out of shield and in disadvantage as well as a potentially troublesome recovery, some characters can struggle immensely to seal stocks.
  • Double Jump: Yoshi's infamous subtractive armor double jump can be both very difficult to edgeguard thanks to its flexibility and can save him from extra damage or KOs against untrue strings thanks to the armor activating frame 1.
  • Egg Shield: Yoshi's unique shield retains its size regardless of damage, preventing him from being shieldpoked.
  • Close Range: Despite his reputation for being an aerial threat, Yoshi's hitboxes are generally not suited for winning horizontal contests as he can get easily outranged or beaten by disjointed moves. He generally will need to make his way into close quarters to be effective.
  • Rough Landing: Yoshi is great in the air until it's time to land. He is one of the floatiest characters in the game with poor hitbox coverage below him - he can struggle to land safely moreso than the average character, and this is ironically exacerbated by his giant double jump.
  • Fine Line: While he has ways to maneuver and defend himself, Yoshi is often on thin ice when using his jump. He has his single double jump in place of a recovery special, and footstooling or getting his armor broken or cancelled even moderately far from the stage means potentially losing his stock at any percent.
Yoshi Egg Shield
Yoshi's shield does not function like a normal character's. Instead of angle-able bubble that shrinks over time and when damaged, Yoshi has a special egg shield that never decreases in size and can't be angled. Its health is represented by its shade darkening as he gets closer to being shield broken. This is generally a positive for Yoshi as he doesn't need to account for stray shield pokes but it also represents a consistent target that is susceptible to certain pressure setups.
Subtractive Armor Double Jump
Yoshi's double jump is uniquely large in verticality and has a special knockback based armor which activates frame 1 of his jump and lasts until frame 44, slightly after the peak. He can absorb up to 120 units of knockback from any one attack - once the threshold is surpassed, he'll take a minimum of 60 frames of knockback. The armor is deactivated instantly when he does a move or airdodges. As it is otherwise just a normal double jump, Yoshi is still vulnerable to getting reversed, pushed by windboxes, grabbed, and footstooled.


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 3.0 3 17 361/180 -10 N/A
Jab 2 4.0 3-4 19 361 -11 to -10 N/A

Among the fastest jabs in the game at frame 3 and not too unsafe either - while it can technically be spaced outside of some shorter OOS options like Mario's grab, it shouldn't be relied upon as a shield pressure option. Great in scramble situations or for when you need quick coverage, such as after hitting a shield with an aerial to punish an aggressive option or after whiffing an attack at close range.

At low to mid percents, jab sets up very reactable tech chases, although especially floaty characters may DI up to potentially avoid hitting the ground.

  • The hitboxes changes to jab in Ultimate mean that Yoshi needs to be mindful of his spacing from the opponent on hit. Characters with low profiles on the ground (Bayonetta and Palutena being the worst offenders) can be difficult to jab lock outside of their bounce animation. There are three hitboxes to Jab 1: the outer hit, which allows opponents to shield in between it and Jab 2; the middle hit, which just confirms into Jab 2: the inner hit, which has hitstun that scales with percent - starting around the 50% range, opponents can get hit with a timed FTilt follow-up, and by high percents he can time DSmash, USmash, or Yoshi Bomb.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 40/35/10 30/28/20 N/A N/A 4
Jab 2 56 70 N/A N/A 5

Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 5-7 29 88/85 -16 to -14 N/A

A potent and fast move, this is a core part of Yoshi's combo game. It is mostly reliant on Yoshi landing the close hit, although the far hitbox can still be strung into a nair. From early to mid percents, it can easily string into multiple uairs and, with the presence of platforms, can lead into deadly combos. Thanks to the damage the move itself does, it's also a decent option after egg lay.

  • Sliding ftilt becomes a brutal option against opponents forced into quick tech situations - after a dtilt, Yoshi can cover missed tech, tech in place, and tech away with it, essentially forcing a 50/50 on roll in vs those options. Additionally, landing sliding ftilt generally allows him to get the close hit.
  • This is a potent parry punish thanks to its incredibly fast startup.
  • It can be angled to hit ledge hangs as a surprise, although better options exist.
  • Despite its speed and reward, it is not a recommended poke on shield thanks to its lack of safety. It's possible to space it, but it's not particularly rewarding.
  • Can be angled up or down


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 75 N/A N/A 8

Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 8-15 31 100 -16 to -9 N/A

A solid anti-air for Yoshi that can be used to scoop rising opponents, reset juggles on landing opponents, and beat out aerials with poor coverage below them. While the front hit has a reduced hitbox coverage that will see him whiff on all but the tallest of opponents point-blank, the reverse hit can nearly reach the ground behind him and has incredible combo and confirm potential by comparison.

  • The front hit is quite unsafe and, while the meaty hit of the reverse hit is much safer, it still isn't recommended for use as direct shield pressure. That being said, it is a good option to punish opponents that swing aggressively behind them out of shield (such as Kirby and his bair).
  • The reverse hit is important for landing one of his most reliable confirms in utilt > uair. It can also hit most opponents that have been jab locked with good timing. It has surprising hitstun, allowing Yoshi to get off IDJ dair depending on the opponent's percent and weight.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
72 45 N/A N/A 7

Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0/4.5/4.0Close/Middle/Far 7-9 22 28/361 -9 to -7/-10 to -8Close+Middle/Far low profile 7-10

Yoshi's best choice of a traditional "poke". It has just enough range to bother characters that are constantly dashing in and out of his space and is notorious for sending characters with fast falling speeds into near unreactable tech chases. It isn't suitable for point blank pressure but is easily spaced and has a great low profile.

Thanks to its low profile, Yoshi can make good of use of it in combination with crawl for microspacing against certain predictable aerial approaches. Notably, he can low profile a landing fair from a character like Lucina and potentially tag an extended limb - the move sends opponents at such a low angle that it will still send opponents into tech chases if they're somewhat airborne.

  • It is generally best to land the middle or outer hit both on shield and on hit.
  • Capable of hitting ledge with the correct spacing. This is one of Yoshi's best non-committal ways of pressuring an opponent to pick an option.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
67 30 N/A N/A 6/5

Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 11.0 10-12 40 65 -20 to -18 N/A
Late 8.0 13-20 40 65 -19 to -12 N/A

A middling dash attack that still has its uses for Yoshi. It is quite unsafe on shield and difficult to consistently cross up with, but otherwise serves its purpose with its decent startup, advancing motion, and decent active frames. It also sends the opponent at an angle that can let Yoshi easily hard punish a mistake.

Dash Attack gets good use in neutral as less of a burst option and more of a tool to punish characters that like to throw their hitboxes around and then move freely afterward - it is particularly good at invading the spaces of longer ranged characters that get too comfortable. It is also solid at punishing opponents that try to land too close to Yoshi in a juggle situation.

  • Crossing up large characters can be difficult due to body blocking. On an average shield, Yoshi needs to be somewhat close, but not too close, to try and cross up.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 90 45 N/A N/A 10
Late 90 44 N/A N/A 8


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
15.5/14.023.25/21 charged 14-16 51 361 -28 to -26-23 to -21/-24 to -22 charged head intangible 12-16

A devastating FSmash that is among Yoshi's strongest attacks. Yoshi takes a step back and pulls his massive head away before releasing it, potentially forcing incredibly obnoxious whiffs from both grounded and aerial moves. Almost his entire head is covered in intangibility during the attack, which allows him to potentially nuke unaware opponents who jump in with even moderate disjoints.

  • Very unsafe on whiff and shield.
  • Particularly brutal near ledges as it can hit jab locked opponents, 2 frame certain characters like Mr. Game & Watch, and be comboed into by BAir and FAir.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 102/97 N/A N/A 105 charged


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 14.021 charged 11-13 46 75 -25 to -23-21 to -19 charged toel intangible 11-13
Late 12.018 charged 14-16 46 75 -24 to -22-20 to -18 charged toel intangible 11-13

A solid anti-air with a good balance of speed, power, and range. Its main advantage is the intangibility that is on Yoshi's foot for most of the move, allowing it to beat some attacks outright or at least trade.

  • This move can jump over certain grounded options due to Yoshi backflipping.
  • Usmash can hit taller grounded opponents directly behind him with the last few active frames.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 38 99 N/A N/A 105 charged
Late 38 99 N/A N/A 84 charged

Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit 12.0/10.018/15 charged 7-8 49 26 -34 to -33/-35 to -34-30 to -29/-32 to -31 charged N/A
Second Hit 12.0/10.018/15 charged 22-23 49 26 -19 to -18/-20 to -19-15 to -14/-17 to -16 charged N/A

Surprisingly powerful option for Yoshi. It is very laggy but is also very fast and strong. It is ideal to hit with the close strong hit of the move, as it sends opponents at such a brutal angle that some characters like Dr. Mario or the Belmonts may fail to outright recover at all thanks to the high knockback that forces them to burn all their resources and still lose their stock due to not having enough time to drift in to ledge.

  • Can be timed to cover different tech options but also hits grounded opponents easily. Can hit some ledge hangs and 2 frame.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit 51/46 75/63 N/A N/A 8/74/4 charged
Second Hit 51/44 83/75 N/A N/A 8/74/4 charged

Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 10.0 3-4 44 361 -3 N/A
Late 7.0 5-11 44 361 -4 N/A
Latest 5.0 12-25 44 361 -4 N/A

Perhaps Yoshi's most notorious move - it fills an important role for many parts of Yoshi's gameplay, including his defense, shield pressure, combos, ledgetrapping, and edgeguarding. Its incredibly fast startup guarantees that Yoshi will have a quick option in many scenarios.

Compared to other NAirs of its type, Yoshi's is somewhat frontloaded; it is faster than most of them, generally has much higher knockback on its strong hit, and its hitbox is largest at the start. While it lasts about as long as the rest on average in terms of active frames, its hitbox and power notably shrink quickly, leaving the move negatively disjointed for many frames. This makes it less ideal for air-to-airs and occupying space (outside of ledgetrapping) and more of a potent speed option. Despite its short range, Yoshi will want to either cross opponents up with the middle hit or land very close to the ground and try to get the strong hit. The latter can be somewhat difficult against active opponents since Yoshi is quite floaty, but it is very safe if landed properly.

When it comes to offense, NAir makes for easy combo starting and tech chasing. Landing the strong hit at early percents lets him Jab or FTilt, and as percents rise the weak hit becomes preferable until high percents where it can even lead into dsmash. As a tech chase option, it can start them and also continue them as long as your reaction speed matches.NAir also sends at a favorable angle for setting up jab locks and techchases. Techchasing with consecutive NAirs is good and can rack up quite a bit of damage, as well as setting up opportunities for tilt combo starters off a techchase. It is also fantastic for edgeguarding due to its speed and lingering hitbox. Like other NAirs of its type, you can use it to cover ledge jump and neutral getup with the right timing.

Defense-wise, N-Air OoS is an excellent OoS option as it’s frame 6 OoS combined with Yoshi’s airspeed and his big shoes. However, it’s still prone to getting outspaced due to its relatively small hitbox. You can also use this move when being hit by loose strings or lazy combos instead of your jump to try and stuff them out. Be careful about doing this, though - many players develop their advantage state to be mostly true or account for frame 3 options, which includes most airdodges, and if they're using disjointed moves to juggle you, you'll outright lose.

  • It is unsafe on hit while rising at early percents. Keep this in mind when picking an out of shield option so that you can drift away.

NAir is a fantastic aerial that works as a combo breaker, OoS option, combo starter, get off me, pressure tool, edgeguard option and finisher. Some say it even helps Yoshi get away with tax fraud, though Yoshi mains debate the effectiveness of such usage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 40 86 7 ? 4
Late 30 100 7 ? 3
Latest 30 100 7 ? 3


Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
15.0/14.0Close/Meteor 16-20 43 361/270 -7 N/A

A somewhat move that is one of Yoshi's rangier horizontal options. While its hitboxes are tame, it is a highly damaging aerial on its own and can start combos past the mid 20 percent range. At higher percents, the meteor hitbox near his eyes will bounce opponents onstage to set up an uair, usmash, or other strong finisher. The normal hit is strong in its own right, serving as a solid horizontal KO move. It is also a solid shield pressure tool, and can be used on crossup, although it is generally better to space in front of a shield or pick a better crossup option. It also does just enough shield damage that short hop hip drop becomes a threatening option. Overall, it is an important part of Yoshi's kit and can counter-intuitively be used to shut down or belligerently interrupt characters that rely on walling him out at medium range - Cloud and Lucina, for example, can be hard punished with this move by using it to pre-emptively disrupt their air space if they aren't swinging expecting an air-to-air situation.

  • The hitbox coverage of the move exposes the tip of his nose often - this can make the move prone to losing or trading in air to air situations.
  • The meteor hitbox covers in a wide arc above, in front of, and directly below Yoshi. It can also 2 frame and hit ledge to dunk unsuspecting opponents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
0 90 12 ? 5


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihit 3.5 11-14 55 367 -9 N/A
Final Hit 5.5 18-19 55 54 -8 N/A
  • PlaceHolder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihit 20 100 11 ? 2
Final Hit 30 184 11 ? 3

Up Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0 5-6 36 90 -3 N/A

A powerful and quick tool for Yoshi. It deals high damage, starts combos, combos into itself, KOs, is quite safe on shield, and has an incredible vertical hitbox. This can be used liberally as a crossup tool or point blank on shield if landed low enough, and provides enough pressure that short hop hip drop may potentially work if an immediate defensive option isn't chosen.

  • Try to avoid committing to a double jump rising uair during strings if it can be escaped or airdodged through - you can potentially put yourself in a bad position.
  • Quadruple uair is possible in the 30 percent range, while deadlier combos are available around 40 to 50 percent with the presence of a platform.
  • In a pinch, rising uair can serve as a quick OOS option against a very poorly spaced opponent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
25 100 8 ? 5


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hits 1-6 2.3/1.8Middle/Sides 16/18/20/22/24/16/18/20/22/24 56 367 -15 N/A
Hits 7-12 1.9/1.4Middle/Sides 28/30/32/34/36/28/30/32/34/36 56 367 -15 N/A
Hit 13 2.8 41 56 80/40 -15 N/A
Landing 1.0 1 17 361 -14 N/A
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hits 1-6 5 80 17 ? 2
Hits 7-12 5 100 17 ? 2
Hit 13 55 179 17 ? 2
Landing 65 100 N/A N/A 2


Special Moves

Egg Lay

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A 19-22 41 Whiff N/A N/A N/A
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A N/A

Egg Roll

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 32+ Active + 39 80 -29 to -27 N/A
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 50 N/A N/A 10

Egg Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Egg Projectile 6.0 16+ 55 70 NaN N/A
Burst 6.0 - 2 70 NaN N/A
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Egg Projectile 60 50 N/A N/A 3
Burst 60 50 N/A N/A 3

Yoshi Bomb

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground, Rising 4.0 7 77 80 -15 N/A
Ground, Falling 15.0/4.0Hit/Star 27 77 80 -32 N/A
Aerial,Falling 12.0/4.0Body/Star N/A - 80 -32 N/A
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground, Rising 80 FKB 100 N/A N/A 5
Ground, Falling 60 72 N/A N/A 14/0Body/Star
Aerial,Falling 70 68 N/A N/A 11/0Body/Star


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 14-21 48 N/A N/A N/A
Dash N/A 16-23 56 N/A N/A N/A
Pivot N/A 17-24 51 N/A N/A N/A
Pummel 1.3 1 6 361 -2 N/A

Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3


Forward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 15 39 45 N/A all invincible 1-15
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
55 66 N/A N/A N/A

Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 20 43 45 N/A all invincible 1-20
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
55 66 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 13 43 90 N/A all invincible 1-13
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
65 90 N/A N/A N/A

Down Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 18 43 80 N/A all invincible 1-18
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
100 25 N/A N/A N/A

Misc. Attacks

Ledge Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 20-22 55 45 -26 to -24 all intangible 1-22
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 14-21 45 48 -24 to -17 all intangible 1-21
Down 7.0 14-25 45 48 -24 to -13 all intangible 1-25
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7

Trip Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-27 49 361 -24 to -16 all intangible 1-7
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Yoshi/Data.
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