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SSBM/Yoshi

From SuperCombo Wiki


Introduction

Everyone's favorite egg-laying dinosaur, Yoshi is one of, if not the most unique and difficult characters in all of Melee. Yoshi's uniqueness stems from boasting a vast amount of mechanics only held by the green dino itself. Additionally, Yoshi is known for having fast & flashy platform movement, which when combined with a very strong punish game, makes for a character bound to get a crowd on their feet. While it may seem like Yoshi would be an explosive, rush-down character, a lack of ground speed and safe ranged attacks makes reaching the opponent difficult. Yoshi must instead rely on tricky movement with his unique mobility as well as assuming a "bait & punish" style of play. Additionally, Yoshi's high skill floor makes for an unforgiving character; one where even the slightest of mistakes can result in a lost stock.

By principle, Yoshi is a "reversal-based" character, meaning that the toolkit is mostly designed not to create your own openings, but rather punish your opponent for theirs. Yoshi's trademark parry allows for reversals on the ground, while double jump armor allows for reversals in the air. Additionally, Yoshi's unique shield cannot be shield poked and lacks shield stun, which allows for quick and easy reversals out of shield on platforms. These unique mechanics, however, are also the sources of Yoshi's weaknesses. For one, Yoshi cannot jump out of shield, causing for poor options out of shield if not on a platform, making shielding on the ground risky. Furthermore, Yoshi's double jump armor is more likely to break at higher percentages, which means that a highly valuable reversal option is worsened as you take damage. Yoshi also lacks recovery outside of double jump, which can lead to early stock losses if the double jump is lost.

While the weaknesses may seem daunting, Yoshi is a character with a rich history in beating expectations. It's no wonder this character has had the greatest rise on the tier list amongst the entire cast.

Strengths Weaknesses
  • Scrap Master: Yoshi's parry, double jump armor, heavy weight, and lack of shield stun give Yoshi some of the best tools in the game to punish his opponents for daring to hit him. Yoshi excels at setting up baits and punishing his opponents for overcommitting. In some cases, these tools can even be inserted into his shield and corner pressure for offensive use.
  • Dino Tank: Having double jump armor on top of being one of the heavier characters in the game, Yoshi is able to live to higher percents than most of the cast and take trades favorably. Unlike other characters where low % gimps can happen frequently, Yoshi can often force his way back on stage with double jump armor. Edgeguarding Yoshi almost always takes multiple attempts and reads on where he’s landing.
  • Combo Fiend: With Yoshi’s double jump canceled aerials and tech trap setups, Yoshi can quickly rack up percent and setup into a kill or edgeguard. Fast fallers especially have to be careful of getting 0-to-deathed off of a counter-hit.
  • Movement Mixups: Yoshi has unique movement options in double jump canceling and an easier-than-usual perfect waveland. These combined with Yoshi’s fast fall speed gives Yoshi access to burst movement from nearby platforms, the ability to change momentum mid-air, as well as the ability to mixup the timing on when he comes down. Utilizing these options well is a key component in getting openings.
  • Egg coverage: Yoshi’s Egg Toss is a versatile move with a multitude of uses due to its range and ability to grab ledge. On-stage, it can cover opponents trying to get down from the air or moving to a platform and confirm into aerials. Off-stage, you can grab ledge while intercepting recoveries and setup for a continued edgeguard or even a kill. And for recovering, Yoshi can stay somewhat safe while he throws eggs from ledge, letting him get back on-stage despite his lack of a good ledge dash.
  • No Jump out of Shield: While Yoshi’s unique shield properties give him some of the most powerful tools in the game, it also has the major drawback of not being able to jump out of shield. Using shield like any other character would is a quick way of losing most of your defensive options. Instead of having it as a fallback defensive option, Yoshi players have to be much more proactive about using their movement and other defensive tools in its stead.
  • Exploitable Recovery: Despite being able to armor through most moves to mid-high percent, Yoshi’s double jump is the only recovery he has, and it’s fairly linear. Once Yoshi’s armor can be broken, he has to be really careful about how he uses it in neutral and recovery. Against certain characters like Captain Falcon and Falco, Yoshi has to be especially careful since they can break his double jump armor at very low %s. In addition to this, Yoshi’s ledge game isn’t foolproof. Yoshi has a very slow ledge dash like Peach, and while Egg Toss helps in getting back on-stage, it has counterplay that can result in lost stocks.
  • High Execution Barrier: Yoshi is one of the most technical characters in the game. Techniques like Parrying and Edge Cancelled Eggs require a lot of practice and precise timing, where messing up can mean death or eating a knee to the face. Add on that most of his movement and tech makes frequent use of his double jump (his only real form of recovery), a single mistake or bad decision can lead you to being off-stage and dead.
  • Lack of grounded speed + approach options: Despite having a nice variety of movement mixups through DJC and platform movement, Yoshi is actually pretty slow when it comes to pure horizontal speed. His horizontal burst movement is limited to the areas around platforms, and outside of that he lacks solid moves for getting in. If he can get in, he has great options for starting combos or shield pressure. But reaching that point can be difficult if the opponent doesn’t want to approach.
  • Kills take work: Compared to the characters above him in the tier list that often have straight up kill confirms, Yoshi frequently has to close out an edgeguard or build up more % to kill his opponents.
SSBM Yoshi Portrait.png
Physics
Weight 108 (5th)
Fall Speed 1.93/Fast 2.93 (11th/20th)
Gravity 0.093 (17th)
Ground Movement
Walk Speed 1.15 (11th)
Initial Dash Speed 1.33 (7th)
Initial Dash Length 13f (13rd)
Run Speed 1.6 (17th)
Traction 0.06 (23rd)
Jumping
Jumpsquat 5f (22nd)
Jump Height Full 34.857/Short 18.33/Air 52.5(8th/4th/?th)
Air Speed 1.2 (2nd)
Air Acceleration 0.048 (20th)


Ground Moves


Jab

Jab
(5AAA)
Left Kick First Active Active Recovery IASA Landing Lag Autocancel
3 3-5 13 18 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3% 8 50 361 Normal -10
Right Kick First Active Active Recovery IASA Landing Lag Autocancel
3 3-5 15 20 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
5% 8 120 361 Normal -11

Dash Attack

Noggin Knock
head is invulnerable frames 10-13
Dash > A (d.A)
First Active Active Recovery IASA Landing Lag Autocancel
14 10-13 (clean) / 14-23 (late) 19 42 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 9%/ Late: 8% 15 100 361 Normal -14

Side Tilt

Dino Kick
fTilt (t.6A)
up angle ftilt First Active Active Recovery IASA Landing Lag Autocancel
6 6-8 22 30 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
13% 40 80 80 Normal -15
side angle ftilt First Active Active Recovery IASA Landing Lag Autocancel
6 6-8 22 30 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12% 40 80 80 Normal -15
down angle ftilt First Active Active Recovery IASA Landing Lag Autocancel
6 6-8 22 30 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
11% 40 80 80 Normal -16

Up Tilt

Tail Snap
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
8 8-12 18 30 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10% 40 72 100 Normal -12

Down Tilt

Tail Sweep
set knockback of 100
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
8 8-10 20 28 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10% 0 100 361 Normal -14

Side Smash

Noggin Floggin
head is invulnerable frames 14-16
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
14 14-16 28 44 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
16% 32 94 361 Normal -19

Up Smash

Jumping Headbutt
head is invulnerable frames 11-15
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
11 11-15 25 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 14% 26 108 75 Normal -17

Down Smash

Double Tail Whip
has a strong clean hit and a weaker late hit
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
6 Clean: 6-8 / Late: 21-22 28 50 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 14 / Late: 12 75 50 30 Normal Clean: -34 / Late: -21

Aerial Moves


Neutral Air

Yoshi Kick
active 1 frame longer than the animation would suggest
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
3 Clean: 3-6 / Late: 7-33 12 45 15/7 <3, 36>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 14% / Late: 10% Clean: 15 / Late: 0 100 361 Normal 1

Forward Air

Noggin Dunk
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
19 19-21 23 44 21/10 <4, 36>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 17 30 100 270 Normal -1

Back Air

Tail Wag
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
10 10-12, 16-18, 23-25, 28-30 8 38 15/7 <10, 33>
Damage Base Knockback Knockback Growth Angle Effect On Shield
7, 6, 5, 4 Hits 1-3: 10 / Hit 4: 40 100 60 Normal -2 / -3 / -3 / -4

Up Air

Tail Spin
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-6 33 39 19/9 <5, 33>
Damage Base Knockback Knockback Growth Angle Effect On Shield
13% 25 100 90 Normal -2

Down Air

Flutter Kick
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
18 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44 9 50 26/13 <16, 50>
Damage Base Knockback Knockback Growth Angle Effect On Shield
4 5 90 270 Normal -10

Special Moves


Egg Lay

Egg Lay
neutral+B (5B)
First Active Active Recovery IASA Landing Lag Autocancel
17 17 - 21 Whiff: 19, Hit: 49 41 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
7 0 100 361 Grab -

A command grab where Yoshi shoots out his tongue. If it connects with another player, Yoshi swallows them and turns them into an egg. PLayers inside the egg are inactionable, but can mash to escape the egg faster. players inside the egg take 1/2 damage. once players escape the egg, they are given 14 frames of intangibility.

Egg Roll

Egg Roll
side+B (4/6B)
First Active Active Recovery IASA Landing Lag Autocancel
21 21 - 50/21 - 360 40 91 - 401 30 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
4% - 13% 43 70 80 Normal -

Yoshi turns into an egg and rolls around at high speed. The damage done changes based on how fast Yoshi is moving. If the move is started in the air, it won't do any damage until Yoshi hits the ground. If the egg hits a ledge or wall, the egg breaks and the move ends, putting Yoshi into a helpless state. The move can be manually ended after a minimum of 50 frames, and a maximum of 360 frames. Hitting a player reduces the move maximum duration by 40 frames.

Egg Throw

Egg Throw
up+B (8B)
First Active Active Recovery IASA Landing Lag Autocancel
Egg Projectile: 18 Egg Projectile: 18 - 72 37 56 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Egg: 12 / Explosion: 10 45 40 70 Normal -

Throw an egg in an upward arc. The strength of the throw and angle that the egg is thrown can be controlled by holding the B button and tilting the control stick respectively. The move can sweetspot to a ledge after frame 18, whether Yoshi is facing toward or away from one.

Yoshi Bomb

Yoshi Bomb
down+B (2B)
Yoshi Bomb First Active Active Recovery IASA Landing Lag Autocancel
Grounded: 27 / Aerial: 19 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Grounded: 16 / Aerial: 14 Grounded: 50 / Aerial: 46 Grounded: 98 / Aerial: 96 80 Normal 0

Yoshi jumps up high and plummets downwards, producing star projectiles when he lands. If used in the air, Yoshi will plummet straight down, without jumping before hand. Can sweetspot the ledge, after frame 14, if Yoshi is facing towards one.

Stars First Active Active Recovery IASA Landing Lag Autocancel
1 (landing) 1 - 17 - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
1% 50 50 361 Normal -

Upon landing from down b, Star projectiles spawn either side of Yoshi. These stars move away from Yoshi over their duration. Although the graphic of the stars reduces in size over time, the stars' hitboxes do not reduce in size at any point.

Grabs & Throws


Grab

Grab
Z
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Dash Grab

Dash Grab
Dash > Z
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Pummel

Chew
Grab > A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Forward Throw

Spit Out
Grab > 6
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Back Throw

Spin 'n' Spit
Grab > 4
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Up Throw

Spit Up
Grab > 8
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Down Throw

Jump 'n' Spit
Grab > 2
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Universal Mechanics

Advanced Frame Data

This table shows the frame data for all of Yoshi's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
ftilt_mh 6 8 N\A N\A N\A N\A 29 13 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_mh 6 8 N\A N\A N\A N\A 29 13 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_mh 6 8 N\A N\A N\A N\A 29 13 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
dtilt 8 10 N\A N\A N\A N\A 23 10 6 -7 N\A N\A N\A N\A N\A N\A -9 -7
dtilt 8 10 N\A N\A N\A N\A 23 10 6 -7 N\A N\A N\A N\A N\A N\A -9 -7
dtilt 8 10 N\A N\A N\A N\A 23 10 6 -7 N\A N\A N\A N\A N\A N\A -9 -7
uair 5 6 9 32 39 19 39 13 7 -2 -2 -12 -24 -23 -26 -25 -27 -26
uair 5 6 9 32 39 19 39 13 7 -2 -2 -12 -24 -23 -26 -25 -27 -26
fsmash_h 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
fsmash_h 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
fsmash_h 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
fsmash_l 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
fsmash_l 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
fsmash_l 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
ftilt_l 6 8 N\A N\A N\A N\A 29 11 6 -15 N\A N\A N\A N\A N\A N\A -17 -15
ftilt_l 6 8 N\A N\A N\A N\A 29 11 6 -15 N\A N\A N\A N\A N\A N\A -17 -15
ftilt_l 6 8 N\A N\A N\A N\A 29 11 6 -15 N\A N\A N\A N\A N\A N\A -17 -15
ftilt_h 6 8 N\A N\A N\A N\A 29 13 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_h 6 8 N\A N\A N\A N\A 29 13 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_h 6 8 N\A N\A N\A N\A 29 13 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
dashattack 10 13 N\A N\A 42 N\A 43 9 6 -22 N\A N\A N\A N\A -25 -22 -27 -24
dashattack 10 13 N\A N\A 42 N\A 43 9 6 -22 N\A N\A N\A N\A -25 -22 -27 -24
dashattack 14 23 N\A N\A 42 N\A 43 8 5 -13 N\A N\A N\A N\A -22 -13 -24 -15
dashattack 14 23 N\A N\A 42 N\A 43 8 5 -13 N\A N\A N\A N\A -22 -13 -24 -15
dair 18 18 13 59 N\A 26 59 4 3 -10 -10 -23 -42 -42 N\A N\A -38 -38
dair 18 18 13 59 N\A 26 59 4 3 -10 -10 -23 -42 -42 N\A N\A -38 -38
dair 20 20 13 59 N\A 26 59 4 3 -10 -10 -23 -40 -40 N\A N\A -36 -36
dair 20 20 13 59 N\A 26 59 4 3 -10 -10 -23 -40 -40 N\A N\A -36 -36
dair 22 22 13 59 N\A 26 59 4 3 -10 -10 -23 -38 -38 N\A N\A -34 -34
dair 22 22 13 59 N\A 26 59 4 3 -10 -10 -23 -38 -38 N\A N\A -34 -34
dair 24 24 13 59 N\A 26 59 4 3 -10 -10 -23 -36 -36 N\A N\A -32 -32
dair 24 24 13 59 N\A 26 59 4 3 -10 -10 -23 -36 -36 N\A N\A -32 -32
dair 26 26 13 59 N\A 26 59 4 3 -10 -10 -23 -34 -34 N\A N\A -30 -30
dair 26 26 13 59 N\A 26 59 4 3 -10 -10 -23 -34 -34 N\A N\A -30 -30
dair 28 28 13 59 N\A 26 59 4 3 -10 -10 -23 -32 -32 N\A N\A -28 -28
dair 28 28 13 59 N\A 26 59 4 3 -10 -10 -23 -32 -32 N\A N\A -28 -28
dair 30 30 13 59 N\A 26 59 4 3 -10 -10 -23 -30 -30 N\A N\A -26 -26
dair 30 30 13 59 N\A 26 59 4 3 -10 -10 -23 -30 -30 N\A N\A -26 -26
dair 32 32 13 59 N\A 26 59 4 3 -10 -10 -23 -28 -28 N\A N\A -24 -24
dair 32 32 13 59 N\A 26 59 4 3 -10 -10 -23 -28 -28 N\A N\A -24 -24
dair 34 34 13 59 N\A 26 59 4 3 -10 -10 -23 -26 -26 N\A N\A -22 -22
dair 34 34 13 59 N\A 26 59 4 3 -10 -10 -23 -26 -26 N\A N\A -22 -22
dair 36 36 13 59 N\A 26 59 4 3 -10 -10 -23 -24 -24 N\A N\A -20 -20
dair 36 36 13 59 N\A 26 59 4 3 -10 -10 -23 -24 -24 N\A N\A -20 -20
dair 38 38 13 59 N\A 26 59 4 3 -10 -10 -23 -22 -22 N\A N\A -18 -18
dair 38 38 13 59 N\A 26 59 4 3 -10 -10 -23 -22 -22 N\A N\A -18 -18
dair 40 40 13 59 N\A 26 59 4 3 -10 -10 -23 -20 -20 N\A N\A -16 -16
dair 40 40 13 59 N\A 26 59 4 3 -10 -10 -23 -20 -20 N\A N\A -16 -16
dair 42 42 13 59 N\A 26 59 4 3 -10 -10 -23 -18 -18 N\A N\A -14 -14
dair 42 42 13 59 N\A 26 59 4 3 -10 -10 -23 -18 -18 N\A N\A -14 -14
dair 44 44 13 59 N\A 26 59 4 3 -10 -10 -23 -16 -16 N\A N\A -12 -12
dair 44 44 13 59 N\A 26 59 4 3 -10 -10 -23 -16 -16 N\A N\A -12 -12
dair 46 46 13 59 N\A 26 59 4 3 -10 -10 -23 -14 -14 N\A N\A -10 -10
dair 46 46 13 59 N\A 26 59 4 3 -10 -10 -23 -14 -14 N\A N\A -10 -10
bair 10 12 7 32 38 15 39 7 5 -2 -2 -10 -21 -19 -22 -20 -24 -22
bair 10 12 7 32 38 15 39 7 5 -2 -2 -10 -21 -19 -22 -20 -24 -22
bair 10 12 7 32 38 15 39 7 5 -2 -2 -10 -21 -19 -22 -20 -24 -22
bair 16 18 7 32 38 15 39 6 4 -3 -3 -11 -16 -14 -17 -15 -19 -17
bair 16 18 7 32 38 15 39 6 4 -3 -3 -11 -16 -14 -17 -15 -19 -17
bair 16 18 7 32 38 15 39 6 4 -3 -3 -11 -16 -14 -17 -15 -19 -17
bair 23 25 7 32 38 15 39 5 4 -3 -3 -11 -9 -7 -10 -8 -12 -10
bair 23 25 7 32 38 15 39 5 4 -3 -3 -11 -9 -7 -10 -8 -12 -10
bair 23 25 7 32 38 15 39 5 4 -3 -3 -11 -9 -7 -10 -8 -12 -10
bair 28 30 7 32 38 15 39 4 3 -3 -4 -12 -5 -3 -6 -4 -8 -6
bair 28 30 7 32 38 15 39 4 3 -3 -4 -12 -5 -3 -6 -4 -8 -6
bair 28 30 7 32 38 15 39 4 3 -3 -4 -12 -5 -3 -6 -4 -8 -6
usmash 11 15 N\A N\A 40 N\A 43 14 8 -16 N\A N\A N\A N\A -20 -16 -24 -20
usmash 11 15 N\A N\A 40 N\A 43 14 8 -16 N\A N\A N\A N\A -20 -16 -24 -20
jab2 3 5 N\A N\A N\A N\A 19 5 4 -10 N\A N\A N\A N\A N\A N\A -12 -10
jab2 3 5 N\A N\A N\A N\A 19 5 4 -10 N\A N\A N\A N\A N\A N\A -12 -10
jab1 3 5 N\A N\A N\A N\A 17 3 3 -9 N\A N\A N\A N\A N\A N\A -11 -9
jab1 3 5 N\A N\A N\A N\A 17 3 3 -9 N\A N\A N\A N\A N\A N\A -11 -9
ftilt_m 6 8 N\A N\A N\A N\A 29 12 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_m 6 8 N\A N\A N\A N\A 29 12 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_m 6 8 N\A N\A N\A N\A 29 12 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
nair 3 6 7 35 45 15 47 14 8 1 1 -7 -28 -25 -33 -30 -36 -33
nair 3 6 7 35 45 15 47 14 8 1 1 -7 -28 -25 -33 -30 -36 -33
nair 3 6 7 35 45 15 47 14 8 1 1 -7 -28 -25 -33 -30 -36 -33
nair 7 33 7 35 45 15 47 10 6 0 -1 -9 -26 0 -31 -5 -34 -8
nair 7 33 7 35 45 15 47 10 6 0 -1 -9 -26 0 -31 -5 -34 -8
nair 7 33 7 35 45 15 47 10 6 0 -1 -9 -26 0 -31 -5 -34 -8
dsmash 6 8 N\A N\A N\A N\A 49 14 8 -33 N\A N\A N\A N\A N\A N\A -35 -33
dsmash 6 8 N\A N\A N\A N\A 49 14 8 -33 N\A N\A N\A N\A N\A N\A -35 -33
dsmash 6 8 N\A N\A N\A N\A 49 14 8 -33 N\A N\A N\A N\A N\A N\A -35 -33
dsmash 21 22 N\A N\A N\A N\A 49 12 7 -20 N\A N\A N\A N\A N\A N\A -21 -20
dsmash 21 22 N\A N\A N\A N\A 49 12 7 -20 N\A N\A N\A N\A N\A N\A -21 -20
dsmash 21 22 N\A N\A N\A N\A 49 12 7 -20 N\A N\A N\A N\A N\A N\A -21 -20
ftilt_ml 6 8 N\A N\A N\A N\A 29 12 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_ml 6 8 N\A N\A N\A N\A 29 12 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
ftilt_ml 6 8 N\A N\A N\A N\A 29 12 7 -14 N\A N\A N\A N\A N\A N\A -16 -14
fair 19 21 10 35 44 21 49 17 9 -1 -1 -12 -11 -9 -15 -13 -21 -19
utilt 8 12 N\A N\A N\A N\A 29 10 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
utilt 8 12 N\A N\A N\A N\A 29 10 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
utilt 8 12 N\A N\A N\A N\A 29 10 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
fsmash_m 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
fsmash_m 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22
fsmash_m 14 16 N\A N\A 44 N\A 47 16 9 -18 N\A N\A N\A N\A -20 -18 -24 -22

Game Navigation

General
Controls & Notation
HUD
Game Mechanics
FAQ
Universal Strategy
Netplay
Glossary
Links
Metagame
Stages
Tiers
Controller Meta
Archived Information
Gecko Codes
Disc Files
Characters
Dr. Mario
Mario
Luigi
Bowser
Peach
Yoshi
Donkey Kong
Captain Falcon
Ganondorf
Falco
Fox
Ness
Ice Climbers
Kirby
Samus
Zelda
Sheik
Link
Young Link
Pichu
Pikachu
Jigglypuff
Mewtwo
Mr. Game and Watch
Marth
Roy
Non-Playable Characters
Male Wireframe
Female Wireframe
Master Hand
Crazy Hand
Giga Bowser
Sandbag