Super Mario World (1990 - SNES)
Yoshi is a mobile character and particularly aggressive, able to kill really early thanks to his aerial attacks. However, he also has many interesting defensive options at his disposal, which therefore makes him able to adapt to his opponent. So, Yoshi is never an easy opponent to face.
- Great mobility
- Strong shield
- Pretty safe jump
- Against a defensive player
- Lacks range
- Complicated recovery
- Platforms useful to combo
- Can be hard to play on against zoners
- Too small and platforms way too large
Yoshi is a character who has two unique defensive options. The first is his shield that differs from other characters. Normally, when a shield is held, it shrinks and therefore it is possible to touch someone with its shield activated if you aim well at an exposed area of the body. Yoshi, meanwhile, is not concerned by this problem, and his shield, even weakened, will always cover his entire body. Finally, the second unique asset that Yoshi can count on is his double jump and more precisely the armor that is present on his double jump, which allows him to avoid any knockback if the enemy’s attack is not very powerful.
This egg toss is used by Yoshi to recover but also as a projectile, which makes it possible to maintain the opponent at distance or to attack him while approaching by the air ! It can even initiate a combo, if it is followed by a Forward Air or an Up Air.
Yoshi doesn't have a very good grab, and to compensate for this, he has his Neutral B which helps Yoshi to punish opponents who tend to overprotect themselves. This also allows him to inflict a few % by attacking the opponent stuck in the egg and possibly to trap his enemy with an attack when he gets out from the egg !
This is Yoshi's best aerial attack. This attack comes out quickly, ends just as quickly and matches the character’s gameplay since this move is very versatile. This attack allows you to attack the opponent's shield while staying out of range. It also allows you to initiate a combo with other moves or itself, and it allows you to juggle your opponent or to even kill him at a high percentage !
This attack does everything. This a excellent out of shield option, who can start any types of combos at low, mid or high percentage. And in the air, the move starts frame 3, which makes of it an excellent combo breaker. To finish, this option is very interesting to ledgetrap or to edgeguard since it will remain active during ten frames.
It's one of the few Forward Airs that allows you to spike your opponent and that's its main interest. However, it also allows to approach your opponent while maintaining a certain distance and it can be followed by an Up Air if your opponent bounces on the ground !