/------------------------------\
|Super Smash Bros. Brawl       |
|Character Guide: Yoshi        |
|                              |
|Version: 3.0                  |
|Author: J. Honaker (jehonaker)|
|Date completed: 07-22-2008    |
|Current as of:  03-08-2010    |
\------------------------------/


(And still the only SSBB Yoshi guide on GameFAQs for almost two years.)


**Weasel Words**
-This guide is only for GameFAQs and its affiliates. Copying this guide will
 result in disemobwelment from toe to tonsil or legal action, whichever I deem
 to be the most painful.

-If you see this guide on another site, TELL ME. I will credit you, and I will
 punish the offending party.

-And you may not host this guide on your site. Do not ask for permission.

-I will not play you online. I am not your "friend". Do not ask me for my
 Friend Code.

Got it? Good.


This is a guide to Yoshi and what he can do competitively. I won't add things
 on SSE or on single-player modes in absence of demand. What works against
 humans should handle the CPU nicely, I feel.


For navigation convenience, you can use [Ctrl]+F, then enter the three-
 letter code after each section.




-Table of Contents-
0. Version History [vhs]
1. Origins of the Yoshi [int]
2. Yoshi in Brawl: Intro to how he fights [ybr]
3. Yoshi versus world: How he stacks up [chr]
4. Terms and Techniques [trm]
5. Arts of the Yoshi: Ground attacks [grd]
6. Arts of the Yoshi: Smashes [sma]
7. Arts of the Yoshi: Aerials [air]
8. Arts of the Yoshi: Specials [spc]
9. Arts of the Yoshi: Grabbing [thr]
10.Arts of the Yoshi: Super Dragon [fsm]
11.Come back, Yoshi! [rcv]
12.Advanced Techs [atc]
  -Dragonic Reverse [drv]
  -Double-Jump Cancel [djc]
13.Super Armor: A Primer [sam]
14.General Mauling [str]
15.Mano A Dino [mtc]
  -Mario [mar]
  -Luigi [lui]
  -Peach [pea]
  -Bowser [bow]
  -Donkey Kong [don]
  -Diddy Kong [ddy]
  -Yoshi [ysh]
  -Wario [war]
  -Link [lin]
  -Zelda [zel]
  -Sheik [shk]
  -Ganondorf [gan]
  -Toon Link [tli]
  -Samus [sms]
  -Zero Suit Samus [zss]
  -Pit [pit]
  -Ice Climbers [icc]
  -R.O.B. [rob]
  -Kirby [kir]
  -Meta Knight [mtk]
  -King Dedede [ddd]
  -Olimar [oli]
  -Fox [fox]
  -Falco [flc]
  -Wolf [wlf]
  -Captain Falcon [cfl]
  -Pikachu [pka]
  -Pokémon Trainer [pok]
   +Squirtle [sqr]
   +Ivysaur [ivy]
   +Charizard [chz]
  -Lucario [luk]
  -Jigglypuff [jgl]
  -Marth [mrt]
  -Ike [ike]
  -Ness [nss]
  -Lucas [lcs]
  -Mr. Game & Watch [gaw]
  -Snake [snk]
  -Sonic [snc]
16.To Kill A Yoshi [kll]
17.The Zen of Stage Selection [stg]
18.Tag-Team: Partners and Perils [ptn]
19.Contact Twaddle [ctw]
20.Acknowledgements [ack]



-Version History- [vhs]
Version 1.0: Started 07-20-2008
             Completed 07-22-2008.
Version 1.3: Completed 07-31-2008.
             Added ledge/trip attacks, terms and techniques, recovery section,
             and fixed typos. Slightly revised match-ups.
Version 1.5: Completed 08-23-2008.
             Added General Mauling, fixed more typos and elaborated on some
             areas.
Version 1.7: Completed 09-03-2008.
             General additions; revised match-ups slightly. Added info on the
             "Dragonic Reverse".
Version 1.8: Completed 09-13-2008.
             Slight revision of match-ups; added advanced techs and made
             corrections to slightly erroneous info.
Version 1.9: Completed 09-24-2008.
             Added more terms; revised match-ups; added pros and cons.
Version 2.0: Completed 10-13-2008.
             MASSIVE update: completely re-worked match-ups, and added some
             additional info here and there.
Version 2.1: Completed 10-20-2008.
             General revisions across the board. Match-ups revised to reflect
             changes to Yoshi's metagame.
Version 2.2: Completed 10-25-2008.
             Worked in material from contributors and fixed typos.
Version 2.3: Completed 11-13-2008.
             Added in Stages and an Advanced Techs section. More new material,
             more contributions, and all that stuff.
Version 2.4: Completed 12-07-2008.
             Adjusted match-ups, along with minor changes.
Version 2.5: Completed 01-17-2009.
             Usual update stuff; added "To Kill A Yoshi" section.
Version 2.7: Completed 07-04-2009.
             Much-needed update, with usual update stuff.
Version 2.8: Completed 12-30-2009.
             Ho ho ho. Usual update stuff, keeping this guide fairly up-to-date.
Version 3.0: Completed 03-08-2010.
             Usual update stuff. Also added a bit more in-depth stuff on his
             various moves and the like. Because I care.


-Origins of the Yoshi- [int]
 Yoshi hails from the Mario series of games. His first playable appearance was 
in 1990's "Super Mario World", and he has had many appearances over time, with
his first "starring" role in 1995's "Super Mario World 2: Yoshi's Island".
His appearance has gone from a quadrupedal dinosaur in the SNES era to a
bipedal, cartoonish dinosaur as of late. The dinosaurs are a common feature in
many Mario games (and Yoshi games).
 This is his third appearance in the Smash Bros. Series. His unique features
are largely unchanged, but with one major shift: his up-special is now of use
in recovery. Besides that, he's the same dinosaur he was.

 If you care, his current tier rank is #30 of 37. 



-Yoshi in Brawl: Intro to how he fights [ybr]
  Most people will begin their guides by going over why their character is the
best in the game and how they maul the rest of the competition. They'll fawn
over all but the really bad match-ups, and conclude that they are amazing in
the right hands. 
 I won't.
 Let me make this clear: Yoshi is not the best character. He isn't even above
average...maybe average at best. He has a lot of fun properties, but a lot of
not-so-fun problems to work around. He has problems killing, an awful shield,
and several other issues.
 He's not garbage, though. Yoshi is very misunderstood because of how different
he is. He's small but VERY heavy, fast but not very laggy, and not cursed with
a terminal flaw. If Yoshi has never given you a challenge...find a different
Yoshi, or take him up yourself. You may be surprised by how..."not bad" he is.
 Why do I play as Yoshi? He's fun. Nobody in Brawl plays even remotely like he
does, which throws opponents off. Opponents used to the major tournament-goers
can have problems with a well-played Yoshi, an advantage in every case.

(Yoshi is available from the start of Brawl. Do NOT ask me how to unlock him.)



-Yoshi versus World: How he stacks up- [chr]
 To put it bluntly, Yoshi plays unlike any other character in the series. He
combines a strange set of moves pulled from his titles with an unusual set of
statistics. He's better than he was, a plus to the Yoshi stalwarts.
+Land Speed: 3.5/5
 In terms of speed, he is above average. The big powerhouses are left in the
dinosaur's wake, but the nimblest of characters outpace him, in both walking
and running speed.
+Aerial Mobility: 4.5/5
 Yoshi flies through the air with grace and agility. His aerial mobility beats
every other character...though Jigglypuff and Wario do give him a run for
his money.
+Jumping: 4.5/5
 His first jump is average, but Yoshi is still defined by his signature second
jump, a massive leap that affords him incredible flinch resistance during its
ascent. And, yes, he has a third jump now.
+Recovery: 4/5
 Combine a massive second jump with Yoshi's up-special, and he will likely
come back from anywhere in the battle. His recovery is focused in the massive
second jump, though, so he can be hit out of it. It gets better with practice.
+Weight: 4/5
 Yoshi is strangely weighted (8 of 39). As such, Yoshi tends to have more
staying power than other characters, but not by much.
+Shielding: 2/5
 His shield doesn't shrink in size and can't be "poked", but Yoshi has a 
sluggish dodge roll and can't jump/grab out of it. This does not bode well for
Yoshi in many cases, especially against the nastiest of foes.
+Grabbing: 3/5
 Yoshi has a slow tether grab and can't do much with it. It shouldn't be ruled
out, but don't rely on it unless you're facing Meta Knight or Wario. Then you 
should chaingrab him to hell!
+Power: 2/5
 Yoshi has enough power to kill in many instances. He can net a kill around
the 130% range at the latest and around 90% at the earliest, but it's not that
good at all.
+Range: 3/5
 Tail-based attacks have decent range, and many of his attacks use his tail.
It's not as if he had a sword, but it does nicely.
+Priority: 3/5
 It's not the "sneeze and you block an attack" priority, but it does leave
a bit to be desired. His attacks are no better (or worse) in that regard.

So, let's summarize his pros and cons...

Pros:
+Decently heavy (tied for 8th of 39). This is good.
+Reasonably agile on the ground.
+Super armor on his midair jump is tough to punish.
+Can Dragonic Reverse (pseudo-wavedash).
+Has a grab/release on many characters and a grab/release spike on more,
 INCLUDING Meta Knight.
+Has very few atrocious match-ups.
+Has reliable killing power.
+Can spike opponents.
+Shield cannot be poked, and it cannot shrink.
+Has a solid projectile.
+Best lateral air movement in the game.

Cons:
-Recovery is sometimes poor, due to the nature of his second jump. He can be
 Footstool Jumped out of it, and Egg Toss can't remedy vertical height.
-Slow grabbing, with a poor standing grab.
-Slow shielding and dodge rolling.
-Predictable killers. His forward smash, upwards smash, and upwards aerial are
 the main, non-spike killers. All of these are obvious.
-Below-average killing power, especially compared to other heavyweights.
-Needs the grab/release spike to have a chance against Meta Knight.
-Cannot jump out of shield.
-Has trouble approaching characters, with few options that can aid in this
 endeavor.
-Also has very few good match-ups.
-Really doesn't excel in any one area.

 Strange, yes. If you're willing to cope with Yoshi's faults, he actually
ends up as a most unusual, effective character. He likely won't compete for
the "Best Character" title anytime soon, but never underestimate him. Your
opponents will.



-Terms and Techniques- [trm]
These may help you as Yoshi...or any character.
-Frame
 A still image used in animation. NTSC has 60 frames/second, PAL has 50. Some
 actions are talked about in terms of the frames it takes to come out.
-Stale Move Negation
 Decreased knockback and damage on repeated usage of a move.
-Tilt
 Shorthand for the forward-A, up-A, or down-A attacks.
-Shield
 Hold L or R to use your shield. Tap left or right to roll, or tap up or down
 to spot-dodge.
 You can use attacks out of shield, like an up-tilt or an up-B. Most can
 jump out of shield...but Yoshi cannot.
-Air Dodge
 Tap L or R in mid-air to become temporarily immune to attacks.
-Tech/Ukemi
 Tap L or R to convert falling momentum into a standing position or to cancel
 momentum as you impact a wall.
-Chaingrab
 Mercilessly grabbing and throwing so that your foe is unable to escape. Yoshi
 has a chaingrab of sorts, called a grab-release chaingrab.
-Grab-Release
 Grabbing, pummeling, and releasing a foe, then grabbing them once more before
 they regain control following a grab. Sometimes referred to as a "deathgrab".
-Foxtrot
 Repeatedly tap the control stick so that you dash while being able to go into
 a smash.
-Footstool Jump
 Springboarding off of an opponent to gain height. This is a spike that can
 be pulled off by anyone of a mid-air opponent, especially if they try to
 Meteor Smash you...
-Dragonic Reverse
 A pseudo-wavedash Yoshi can execute. More information on it is later in the
 guide.
-Dragonic Trot
 Combining the Foxtrot with the Dragonic Reverse. It makes Yoshi VERY fast.
-Directional Influence
 Also known as DI, altering one's trajectory after an attack by holding the
 control stick perpendicular to the flight path. This is important.
-Smash Directional Influence
 Also known as Smash DI, inputting DI while the "hitlag" of a move is in play
 to alter your final trajectory.
-Meteor Smash/Spike
 A Meteor Smash is an attack that launches downwards, hopefully into a void.
 A spike is a stronger version that cannot be cancelled. I will use them
 interchangeably, as there aren't outright spikes in Brawl.
-Wavedash
 An infamous "advanced tech" from Super Smash Bros. Melee, which entailed air
 dodging into the ground to slide along in a standing animation. This is 
 NOT IN BRAWL.
-L-canceling
 Another infamous "advanced tech" from Melee that involved pressing L or R
 before landing to halve the recovery time from an aerial. This is NOT IN
 BRAWL.
-Double Jump Cancel
 Just what it says, interrupting the second jump with an attack.
 This IS IN BRAWL, just different than before.
-Short Hop
 Just what it says, a shorter jump. Tap the jump button to jump half the
 height of a normal jump. Different characters have different timings.
-Fast Fall
 Hold down while falling to increase your falling rate.
-C-sticking
 Using the C-stick on a GameCube controller for smashes and aerials. This is
 the default configuration.
-B-sticking
 Assigning the C-stick to specials.
-T-sticking
 Assigning the C-stick to tilt attacks.
-Tap Jump
 Setting it so that tapping up on the control stick causes Yoshi to jump. Some
 players will turn it off...personal preference, really.



-Arts of the Yoshi: Ground Attacks- [gat]
Here's the general format I will be using for his attacks:

=Button combination w/GCN controller (You're using one, right?)
Description: what Yoshi does.
Damage: what you can expect the attack to hit for without stale-move negation.
Knockback: qualitative knockback comparison.
KO Potential: if the move can kill at reasonable percentages (100-130%).
Rating: how effective the move is overall.
Analysis: anything else to note about the attack, including commentary.

=Neutral A
Description: Yoshi uses a double-kick.
Damage: 4% on first hit, 5% on second hit (9% total).
Knockback: poor.
KO Potential: no luck.
Rating: 7/10
Analysis: Yoshi's jab combo isn't great. Use it as a sucker punch if you
need it, but try not to overuse it. It has fair range and workable priority, 
and it's not bad to mix it in.

=Forward+A
Description: Yoshi sweeps forward with his tail.
Damage: 9%.
Knockback: fair.
KO Potential: no dice.
Rating: 8/10
Analysis: This attack is a good damage builder, blessed with range and a
small bit of power. It's true value, though, is as an interruptor: it also has
great priority and can cancel a LOT of threatening attacks. This should be a
staple attack for you.

=Down+A
Description: Yoshi whips his tail at ground level.
Damage: 5-10%, depending on where he hits. Closer is better.
Knockback: fair.
KO Potential: nyet.
Rating: 6/10
Analysis: This attack is really a lesser version of his down-smash. It
is good to mix in if you need to avoid stale-move negation, with good range.

=Up+A
Description: Yoshi flips his tail skywards.
Damage: 11%.
Knockback: fair.
KO Potential: sorry, no hope.
Rating: 7/10
Analysis: Good range on this attack makes it preferable to Yoshi's up-smash
if you want to launch and juggle a hapless opponent. Not bad, really.

=Dash Attack (Dash+A)
Description: Yoshi lunges forward with a headbutt.
Damage: 9%.
Knockback: fair.
KO Potential: not here.
Rating: 5/10
Analysis: try to avoid this attack: the range isn't too good, and it is
laggy at the end. The payoff isn't very tantalizing, either.
 It does come out quickly, though, with fair vertical knockback. Good set-up,
but relying on it will kill you.

=Ledge Attack
Description: Yoshi climbs up and sweeps his tail out. At 100%, it slows
down.
Damage: 5-6%.
Knockback: poor.
KO Potential: none.
Rating: 4/10
Analysis: It serves its purpose as a safety attack, and nothing else.

=Getting-up Attack
Description: Yoshi clambers to his feet, sweeping his tail around.
Damage: 5-6%.
Knockback: poor.
KO Potential: no chance.
Rating: 4/10
Analysis: another safety attack...it's a safe move.



-Arts of the Yoshi: Smashes- [sma]
=Forward Smash
Description: Yoshi rears back, then delivers a powerful head smash.
Damage: 16% uncharged, 22% charged.
Knockback: excellent.
KO Potential: da.
Rating: 7/10
Analysis: Good news: this attack is a strong, decently ranged attack that
can usually land a KO at around 110%.
 Bad news: it lags horribly, and it lacks the range of Yoshi's tail-based
attacks. It's predictable, too.
 Use it sparingly, but this attack is a good way to land a needed KO.

=Down Smash
Description: Yoshi spins around, delivering two tail swipes.
Damage: 13-14% uncharged, 18-19% charged.
Knockback: good.
KO Potential: possible, but unlikely.
Rating: 8/10
Analysis: This smash is a fast attack that sweeps around Yoshi. It works to
clear opponents out of his way, and it does a nice bit of damage. Use it
as a follow-up when opponents try to roll around you, or as a general "keep
away" move. Pretty good, all in all.

=Up Smash
Description: Yoshi attempts to pull off a soccer-style headbutt.
Damage: 16% uncharged, 22% charged.
Knockback: good.
KO Potential: da.
Rating: 8/10
Analysis: Yoshi's main launcher, this attack suffers from the same problems
the forward-smash does: it's slow, and it is predictable. The range is
actually better, but the wind-up is too slow except for sparing usage.
 Still, it's a strong attack. It can set-up for Yoshi's up-aerial, his main
killing move. That, and it can finish the grab/release trick with an upwards
smash.
 Pro-tip: you can use the upwards smash out of a dash. Have fun with it.



-Arts of the Yoshi: Aerials- [air]
=Neutral Aerial
Description: Yoshi juts a foot out to kick foes.
Damage: 12%.
Knockback: meh.
KO Potential: slim to none.
Rating: 6/10
Analysis: This attack should only be used as a safety attack. It's
lagless, but with practically no range. It is a "sex kick", meaning that it
is held for a while with weakening potency.
 It has fair knockback, but it is not particularly good.

=Forward Aerial
Description: Yoshi rears back, then swings his head in an arc. Can spike!
Damage: 15-16%.
Knockback: good.
KO Potential: da, both as a spike and otherwise.
Rating: 8/10
Analysis: One of Yoshi's two spiking attacks. It comes out slowly, and
the spiking angle is awkward. It's definitely serviceable, but it lags and
has little range.
 The value of this is as the finisher of his grab/release spike trick. If
you can nail this, you have it made, so it's worth getting down.

=Backwards Aerial
Description: Yoshi whips his opponent with his tail.
Damage: 4%, up to four hits for around 14%.
Knockback: poor.
KO Potential: not gonna happen.
Rating: 8/10
Analysis: This is mostly to build damage. It has good range, and four hits is
nothing to sneeze at. It's one of his better tools to approach with, so use it
to close the gap and build damage.

=Upwards Aerial
Description: Yoshi swings his tail upwards in mid-air.
Damage: 13%.
Knockback: excellent.
KO Potential: da.
Rating: 10/10
Analysis: Meet Yoshi's best killer. The attack is not as powerful as his
smashes, but it hits hard enough to kill and benefits from the aerial game
in general Yoshi packs. It also has little lag, good range, and high priority.
Do use this move.

=Downwards Aerial: Flutter Kick
Description: Yoshi flutters his legs to kick opponents silly.
Damage: 25%-33% on a clean hit; multiple hits.
Knockback: poor.
KO Potential: it could spike, but don't try your luck.
Rating: 9/10
Analysis: This attack is the best damage builder in the game. On a clean hit,
it can build up damage like no tomorrow. Short-hop and use this to utterly
brutalize your foe before killing him (or her; show no mercy to females). It
has little stun time, so opponents can get out, but it's good while it lasts.
 My tesing shows that even a glancing blow can spike. It's a weak spike,
though, so don't count your opponent out.



-Arts of the Yoshi: Specials- [spc]
=Neutral B: Egg Lay
Description: Yoshi sticks his tongue out to eat the opponent and lay an egg.
Damage: 6-9%.
Knockback: what knockback?
KO Potential: hope your opponent ends up off a ledge...
Rating: 4/10
Analysis: Egg Lay, the iconic attack of Yoshi. It used to be a cheap way of
dumping your foes in a pit. Now, it's worsened: opponents fly more upwards,
lessening their chances of falling in a pit.
 It does provide some set-up for other attacks, and it may still work to drop
your foes to their demise. Only try to drop them off a ledge if they are
at lower damages, though, because the "knockback" is less vertical then, and
try it only against high-gravity foes.

=Forward B: Egg Roll
Description: Yoshi curls up in his egg and goes careening down the stage.
Damage: 9-12%, can hit up to 6 times.
Knockback: fair.
KO Potential: poor.
Rating: 6/10
Analysis: Egg Roll has benefits and disadvantages. On one hand, it has poor
priority and is easily cancelled, and it leaves Yoshi helpless afterwards.
It lags entering and coming out.
 Ignoring that, it can easily build up damage once it hits initially. The
impact of the attack is usually enough to trap them in at low percentages,
all but ascertaining an easy 40% damage. It can be tough to use, but it does
the job nicely.
 If Yoshi is in Sudden Death, USE THIS. It's fast enough to kill before your
opponent knows what they were hit by.

=Downwards B: Yoshi Bomb/Ground Pound
Description: Yoshi rockets down with concussive force.
Damage: 14%-17% on a clean hit, 2-4% if it glances.
Knockback: decent.
KO Potential: as a suicide spike and normally.
Rating: 6/10
Analysis: Yoshi Bomb is an attack that lags horribly at the end and at the
beginning. It can spike foes, and it can hit them fairly hard. It can end
attempts to juggle in a hurry, but it does not kill as early as you'd like.
 Joshua (no last name) reminded me that, much like Bowser Bomb, it can hit the
opponent during the ascent and guarantee a hit during the descent if used
while grounded. This is helpful for the "suicide spike" kill.
 It's the fastest way to the ground, but you're open to an attack afterwards.
The stars released on impact are energy projectiles.
 Also, Logan Finch e-mailed me with the info that you can "edge-cancel" Yoshi
Bomb by having Yoshi grab an edge afterwards. It works well to do a strong,
lagless bomb, but caveat emptor.

=Upwards B: Egg Throw
Description: Yoshi rears back and tosses an egg. Depress B for more distance.
Damage: 7-9%.
Knockback: poor.
KO Potential: poor.
Rating: 9/10
Analysis: Ah, the joy of Egg Throw. This attack is Yoshi's best special,
in spite of the lack of power. It is incredibly versatile, allowing Yoshi
to pelt opponents from afar and build up damage. Good Yoshi players can use
eggs to snipe at foes and leave them 30%-40% worse.
 I can't underline how useful Egg Throw is once you get it down. You need
to have a good grasp of it to be an excellent Yoshi player.
 As a note, you can use Egg Throw to aid in recovery. Yoshi gains a small
boost with each throw, but the boost lessens each time. It's helpful,
but not impeccable.
 Fnally, you can use it to star-KO someone. The timing is very strict, and it
may not work all the time. It does play with your opponent and will help to
piss them off, so do it if you can. (Thanks to Chris Rice for this.)



-Arts of the Yoshi: Grabbing- [thr]
Use the Z to grab foes with Yoshi's tongue. His grab isn't that good: it's
slow, and it has merely adequate range.
Once in his mouth, you can:
+Pummel: chew up and digest opponents. 2-3%, fairly slow.
+Forward throw: spit out at 45 degrees. 7%.
+Back throw: spin around and forcibly expulse a foe. 8%.
+Up throw: spit them out vertically. 5%.
+Down throw: leap up and spit them onto the ground. 4%, can chaingrab.

The kinds of grabs he can pull of are standing, pivot, and dashing grabs. The
latter two are superior (the dashing grab Yoshi has might be the best one of
its kind) and should be used more often than the standing grab.

My advice: usually, don't bother. He probably won't kill with these, and it is
much too risky to try and grab them. There are exceptions, though...
 Research tells me that Yoshi CAN chaingrab. This is done by having the green
terror grab, chew, and release. Then, you grab them while they are caught in
the helpless animation. There are some foes that this works very well on, like
Wario and Meta Knight.
 And Yoshi has the ability to perform a grab/release spike, which is just what
it says (a spike once the opponent is ready to be spiked). This is the main
reason for his relative success against Meta Knight. You can also upwards
smash out of a grab. That works very well.
 So, amend it to "practice before you use it".
 It is funny, though, to watch Yoshi eat a foe magnitudes larger than he is.

Final note...Yoshi CAN chaingrab these eighteen characters:
+Meta Knight (115%)
+Falco [usually zero-death if ended with forward aerial]
+Ganondorf (145%)
+Squirtle (110%)
+Pikachu
+Diddy Kong
+Captain Falcon
+Bowser
+Sonic
+Lucas (125%)
=Wario (infinite; 130%)
=Ike
=Donkey Kong (145%)
=Charizard
=Pit (look out for up-B out of the chaingrab)
=Link
-Zero Suit Samus
-King Dedede
-Snake
If there's a percentage, you can upwards smash at that percent for a nearly-
guaranteed kill.


-Arts of the Yoshi: Super Dragon- [fsm]
Super Dragon is Yoshi's Final Smash, so it deserves special attention.

=Final Smash: Super Dragon
Description: Yoshi sprouts wings and can fly for 20 seconds. Collisions,
fire breath, and fireballs are available to him.
Damage: 8% on collision
        18-25% on fireball
        up to 60% on fire breath
Knockback: poor on collision and fire breath, excellent on fireball.
KO Potential: absolutely.
Analysis: Super Dragon is one of the better Final Smashes. Yoshi moves
quickly, and his many attacks leave a mark on foes. 20 seconds is enough
for Yoshi to turn the tides with a KO or ten.
 Problem is, Yoshi moves very clumsily, like a greased eel. He can't
take damage, but ending over a ledge may end poorly for Yoshi. Turning
is poor, but he moves very quickly.
 In all, Super Dragon is good. Definitely use it in item-enabled matches.



-Come back, Yoshi!- [rcv]
Yoshi's recovery is a bit unusual by Brawl standards, and here's why.

+Yoshi has only two jumps. The first jump is standard fare, but his trademark
second jump gives him the bulk of his recovery.

+During his second jump, Yoshi becomes flinch resistant. While this is 
awkward to exploit, it does make recovery easier. This keeps him from being 
hit out of it easily.

+The flinch resistance is a bit wonky. It blocks the knockback on attacks
like the Space Animals' Blaster shots and most aerials, but it will not stop
Thunder from working.

+After the second jump, Yoshi can use Egg Throw to add extra distance. You
can use it four times, but the gain is lessened after each throw.
 You can also Egg Throw before the second jump. That might suit you better,
and it saves your ace for when you need it.

+Tip from Ceej: Follow the double jump with a forwards aerial to mask the
telltale sound of Yoshi's ascent. It can also smash an opponent downwards if
you use it perfectly, always a plus.

+Yoshi's recovery is better than people give it credit for being. You'll be
at fault, not your opponent, most of the time if you botch it.



-Advanced Techs- [atc]
+Dragonic Reverse [drv]
The Yoshi community has come upon an unusual trick called the "Dragonic
Reverse". First, I should warn you that I've not learned to use it yet. This
is merely what I've read on GameFAQs and other sources.

If you heard of Melee, you likely heard of "Wavedashing", a trick that allowed
one to slide across the stage, attacking on the way. The new physics of Brawl
took that out, but a substitute was found for Yoshi.

To pull it off, you need to jump, double jump, and attack VERY quickly in
succession. Yoshi will cancel all three and slide a short distance, letting
you pull off any of his non-special, non-grab attacks.

Again, I've  not pulled it off. It's on YouTube if you want a better tutorial.
Mastering this will surely help you in the end.

The point of this is to segue into the "Dragonic Trot", which combines the
Foxtrot technique with the Dragonic Reverse. It speeds Yoshi up drastically,
and it can really help you with edgeguarding and attacking.

Learn it: it will serve you well.


+Double Jump Cancel [djc]
First, a preface: in Melee, characters with a unique second jump could cancel
the animation with an attack and go at odd trajectories as a result. Peach,
Ness, Mewtwo, and Yoshi were the four: Peach had a spinning jump, Ness and 
Mewtwo used a psychic "flip" jump, and Yoshi had his signature flutter jump.

The ability to "double jump cancel" was largely removed, but using a special
will do the same thing: cancel the double jump. I don't know how it works for
Ness and Lucas because of their specials, and Peach has literally no second 
jump to cancel.
Yoshi does, though, and his Egg Lay is perfect for this. Learn all the tricks
and fun things with this...the move can really stymie your foe.



-Super Armor: A Primer- [sam]
You've doubtless heard the term "super armor" thrown around, especially in
reference to Yoshi and his second jump. Here's a basic rundown of what it is,
what it entails, and why it matters.

="Super armor" refers to the frames of motion where the character is not able
 to be knocked out of their current action. Some characters have these, and I
 will note some of the ones that matter not named Yoshi:
+Ike is notorious for this, during parts of Aether (up special) and Eruption
 (neutral special).
+Wario has this during the lunge of his forward smash.
+Yoshi, King Dedede, and Kirby all have this whilst they digest an opponent
 with their neutral specials.
+Snake's Cypher (up special) has some super armor, but only from attacks that
 do 7% or less. Any more, and it'll give.

=Yoshi has frames of super armor during the fluttering part of his midair
 jump. But it operates in a weird fashion:
+Brawl measures launch speeds in an arbitrary unit they term "mph".
+Yoshi cannot be sent flying during his second jump if the attack would send
 him off at a speed under 3860 "mph".
+In English, this means that Yoshi takes the knockback he would if he had
 150% LESS damage.
+So, weaker attacks wouldn't launch him at all, while stronger attacks will
 eventually knock him out. This applies to spikes, too: while Ganondorf and
 Ness can take you out with their spikes easily, some like Mario and Capt.
 Falcon will need to build damage a bit before they kill you.



-General Mauling- [str]
Basic tips and tricks to using Yoshi in battle:

+Eggs are your friend. Use Egg Throw as a way to build damage up on unaware
victims.

+Avoid Egg Roll and Yoshi Bomb, unless you are certain that they'll hit. The
lag and the poor priority tend not to lend themselves well to overuse.

+By the same argument, smashes are not a wise idea. Down smash is good, but
the other two must be limited to killing attempts.

+Stay in the air. Approach from the air. Yoshi has a workable air game, so
rely on that more.

+Use pivot and dash grabs. Yoshi's standing grab is bad.

+Don't shield unless you have to. His shield is largely flawed, and you can't
do a whole lot in or out of shield. Rely on airdodging and spot-dodging if
you have to.

+Never concede. Yoshi can win any match...though some are tougher to win than
others.



-Mano a Dino- [mtc]
*Due to the ambiguous nature of the former system and some general errors I
made, I'm going to rework the match-ups for Yoshi. 
 Here's the format I will use for this, using a hypothetical character and 
explanations:


+Mewtwo [mtw] (Character name and search code)
Match-up: 40|60 DISADVANTAGE (Odds for the match-up, and severity)
Its advantage: It has lethal throws, a good ranged game, & phenomenal recovery
 mobility. (What they have that helps them.)
Yoshi's advantage: He can capitalize on its poor approach game, and easy KOs
 due to poor weight are possible. (What Yoshi has in his favor.)
Strategy: Mewtwo can be tough. Its primary weapon is its throwing game: throws
will kill you very early in the match. Coupled with phenomenal grab range and
ways to set that up, this could be a problem.
 It does have problems approaching, though, and its poor weight does it no
favors. It'll come from the air, so use your aerials and Egg Throw to punish
that, but it has the Shadow Claw forward aerial and the "spark shield" to make
you think twice. If it goes off the stage, Mewtwo WILL recover, so go for the
outright kill. 
 On the ground, smash away. His smashes are slow, and his tilts are not too
threatening. But beware of his grabs: he can chaingrab and kill you.
 (What to do, and what to avoid.)
Look out for: Shadow Ball, his neutral special. It may be erratic, but it is
an absurdly powerful attack. (The most dangerous attack in their arsenal for
Yoshi, or the most devastating.)


Got that? Good. Here are the numbers for the match-ups:
70|30 or better: SEVERE ADVANTAGE
60|40 to 65|35: ADVANTAGE
45|55 to 55|45: NEUTRAL
35|65 to 40|60: DISADVANTAGE
30|70 or worse: SEVERE DISASVANTAGE

I used Smash World Forums' match-ups under the Yoshi thread, and I revised a
few here and there. Credit goes to them for what they do.
All of the explanations are mine. Period. All 39 of them.

A final note...Yoshi tends to have a lot of neutral matches, and very few of
his disadvantages are very severe...definitely no Fox vs. Pikachu or Ganondorf
vs. Sheik-level disasters. I'd say that the match-ups average out to just better
than average among the cast.

And, here we go.

+Mario [mar]
Match-up: 50|50 NEUTRAL
His advantage: He has two ways to gimp you, and he has no major weaknesses due
 to his well-rounded game.
Yoshi's advantage: Yoshi has superior killing power and range.
Strategy: Mario doesn't seem that special, but he does have two aces in the
hole for Yoshi: FLUDD, and his cape. Mario has poor killing power, so he'll
get you off the stage and try to take you out with FLUDD and the Cape. With
how Yoshi recovers, this can hurt.
 Thankfully, that's all he really has. Yoshi barely outclasses him in the air
and the ground. Pound away as best you can, and leave no opening. Eggs can
really help out, as can Flutter Kick and the backwards aerial. Try to get him
in the air; he has less efficacy in the air.
Look out for: his Cape, his side special. it can flip you around and really
stymie your efforts to nail him with smashes.

+Luigi [lui]
Match-up: 50|50 NEUTRAL
His advantage: He has superb aerials and recovery, and extremely effective 
 finishers. He's better up-close.
Yoshi's advantage: Yoshi's more mobile, durable, and has better range.
Strategy: Rule #1: Luigi is not Mario. Play Luigi like Mario and you'll lose.
Play Mario like Luigi, and you might not lose.
 Luigi is a vertically-oriented character. He will try to knock you skywards 
and go for the star KO, and his movement is much better in the vertical
directions. His killers and attacks aren't that well-ranged, but they hurt.
 This is a trade-off for Luigi, though, as Yoshi has the range advantage.
Luigi is potentially deadly, so be very cautious with whatever you try to pull
off on him. Pelt him from afar with eggs (his Fireballs are bad), use your
best and fastest moves, and you will triumph in the end. Luigi's range is very
poor, so spacing is critical against him.
 His recovery is good, but you can spike him if you're careful. Luigi is a
strange fighter...learn what he can do, and you'll survive.
Look out for: Super Jump Punch, his upwards special. If he sweet-spots it, you
haven't got a prayer if you're at about 70% or higher.

+Peach [pea]
Match-up: 50|50 NEUTRAL
Her advantage: She floats, has a ranged game, and has no lack of killing power
 in her aerial game.
Yoshi's advantage: Better recovery and a better ground game.
Strategy: Peach is a character that loves floating around and is best tagged
as a horizontally-oriented character. She can float, and her aerials hurt.
 The main goal here is to try and get Peach below the stage. She can come 
back from almost anywhere...if she's not below the stage. Spike, throw, and
generally go wild. Peach can be nasty, though: she chains attacks well, and
there's little problem getting in the big finisher.
 Another problem Peach has is that she doesn't have many killers. She has her
upwards smash and her forwards aerial...but nothing else. You can tell when
she goes for the latter...so dodge/shield as best you can.
 She is light, though, so you can try for the star-KO. An upwards aerial does
wonders to this effect.
Look out for: her upwards smash. It's her best killer, and it hurts badly if
she gets you at the tip of the attack.

+Bowser [bow]
Match-up: 60|40 ADVANTAGE
His advantage: He's the heaviest character in the game, and he is not devoid
 of killing power. He also has the suicide trick.
Yoshi's advantage: Better recovery and damage-building tricks than Bowser has.
 Yoshi also has a chaingrab.
Strategy: The biggest, heaviest fighter in the game is a veritable fortress,
relying on you to foolishly go offensive. His attacks are slow, but very
powerful, and he can survive to downright obscene percentages. He'll keep a
shield up for most of the battle, and his options out of shield are very
nasty.
 His defenses are high, so grabs will help you get past his shielding tricks.
Eggs outrange him, and your damage builders are very effective (Flutter Kick,
for one). Take this battle slowly, and don't rush in: he has some grab-release
tricks, and his Whirling Fortress (up special) is very nasty.
 His recovery is below-average, but Whirling Fortress makes it tough to spike
him out of a grab-release spike. If you don't let Bowser take control of the
fight's pace and force you to go offensive, you should triumph.
Look out for: Flying Slam, his side special, for the reasons listed above.
18% is nothing to sneeze at, either.

+Donkey Kong [don]
Match-up: 45|55 NEUTRAL
His advantage: He's the second-heaviest character and mixes excellent range
 and power.
Yoshi's advantage: Yoshi has a chaingrab and is slightly more nimble than
 the big ape in getting hits in.
Strategy: DK can be tough. He has a long reach, strong attacks across the
board, and the brutal Giant Punch. He can approach easily with backwards
aerials, and he is fast for a heavywweight.
 For all his range and speed, he has lag and no projectile game, two things
that must be capitalized on to win. Flutter Kick and the backwards aerial are
exemplary in this regard. He can be chaingrabbed, so do note that.
 His recovery is actually very solid for a heavyweight character...don't try
anything except for Egg Throw. And do mind his three Meteor Smashes. They do
hurt, especially with Yoshi's crazy recovery. Be cautious, and try to move in
and out as much as possible. Being close to Donkey Kong is not good.
 This is a match-up of momentum. If he's on fire, that's bad. But if you can
get a chaingrab going, he's screwed.
Look out for: Giant Punch, his neutral special. He will use it either at a
near-full charge (more knockback) or a full charge (super armor), and it will
easily clean your clock. It does have ood range, so beware.

+Diddy Kong [ddy]
Match-up: 40|60 DISADVANTAGE
His advantage: He has the bananas and can use them well.
Yoshi's advantage: Yoshi has a chaingrab, more power, and has better aerial
 mobility than the chimpanzee.
Strategy: Diddy Kong is a largely one-dimensional character, but he has other
painful options. The key to his game is the ability to swamp the field with
banana peels: if he can trip you on those, he can dash in and go wild. His
moves are otherwise light-hitting, but they add up.
 Keep to the air in this fight. Obviously, banana peels are useless on jumping
characters. Backwards aerial approaches work well. Using his bananas against
him might work out well for you. Diddy is pretty lightweight, so he is prone
to an early exit. Beware of him using Monkey Flip to spike you as you recover:
it's a grabbing attack, and a competent Diddy can flip, attack, and recover as
you go down.
 The match is tolerable so long as you don't let yourself get overwhelmed by his
strange tricks. If you stop the bananas, you'll get ahead against Diddy.
Look out for: obviously, Banana Flip, his downwards special. He has other ways
to make things tough, but this is your biggest worry.

+Yoshi [ysh]
Match-up: 50|50 NEUTRAL
Strategy: Would this be anything but neutral?
 You know what Yoshi can do, as does your opponent. May the best character
win.

+Wario [war]
Match-up: 50|50 NEUTRAL
His advantage: He's as heavy as Yoshi and has deceptive attacks and movements
 with unique lag patterns.
Yoshi's advantage: Yoshi has an infinite chaingrab and can fight Wario in the
 air as well as nearly anyone.
Strategy: First, a disclaimer...this match-up is a largely momentum-based
match-up. Whoever gets going first has the clear advantage.
 With that being said, Wario is a very weird breed of opponent. His aerial
mobility is third-best, and his aerials are good enough to let him stay in the
air for most of the fight. His lag patterns are unique: EITHER windup OR
cooldown lag, NOT BOTH.
 With that said, you need to grab Wario as soon as possible. For all of his
aerial movement, one jump means that Wario will have to come down soon. If he
comes from the air, Egg Throw works, as do your upwards and backwards aerials.
Avoid a ground fight, if possible: Wario is better in the air, but far more
disorienting on the ground. Wario has an excellent recovery, and you've not
much hope to punish it.
 This match depends on how it gets going: if you grab Wario, it's all but over
for him. But Wario is persistent, and letting him come back is a poor idea.
Practice the chaingrab, and you will dominate this match-up.
Look out for: Wario Waft, his downwards special. It's gross, you'll forget he
has it until he uses it, and it kills. Wario will either use it at about the
55-second mark (more knockback) or the full, 100-second charge mark (more
damage). It's nasty.

+Link [lin]
Match-up: 60|40 ADVANTAGE
His advantage: He has projectiles out of the yin-yang and the power to back
 them up in close combat.
Yoshi's advantage: Yoshi is far better in the air than Link is, and can force
 Link off the stage fairly well.
Strategy: Link is a character that is worse than he appears. He does well in
projectile-based combat, and his projectiles are all decent. His moves are
fairly strong, and setting-up for smashes is usually no problem for Link.
 Link has three projectiles that he will use liberally: his boomerang, his
bow, and his bombs. The boomerang may be weakened from Melee, but the suction
as it returns can pull you in for a smash or worse. And Link has power...his
attacks do hit hard. Oh, and his shield can block eggs thrown at him. He can
easily approach with his Clawshot aerial and his ground options.
 But Link also has a critical flaw: his recovery is arguably the game's worst.
Simply put, Link probably won't be back if he falls off. Thus, Yoshi needs to
focus on getting Link off the stage at all costs. Throws and Egg Lay are very
helpful in this showdown. Usual approaches work wonders, and lag on Link's
many attacks should (and can) be punished. Link can be chaingrabbed, so go for
that and drop him off the stage.
 If Link goes off the stage, he is probably gone. That's how bad his recovery
is. Focus on simply getting him off and edgeguarding, and Link will fall.
Look out for: his forward smash. He'll use the Gale Boomerang to set-up and
nail you with it. It hurts, believe me.

+Zelda [zel]
Match-up: 45|55 NEUTRAL
Her advantage: She has power. And range. And more power. And more range.
Yoshi's advantage: Yoshi hits hard enough to off Zelda early and has a
 better overall mobility than Zelda does.
Strategy: Zelda is a wicked sorceress. As I mentioned in the intro, she hits
very, very hard with phenomenal range. She avoids some of the lag issues of
other heavyweights, and she has the spectacular Din's Fire to make your life
hell.
 With that on the table, let's point out her main flaw: she's slow and light.
And while she has the range to get you, her attacks do lag. She also has a
problem in landing the big finishing blow without going to her aerials...and
her aerial mobility isn't exactly fantastic. Approach as you usually do, but
DO NOT GET ABOVE ZELDA! Her best killer is arguably her upwards aerial, and
it only works on characters above her.
 Go for the kill at 100%. Upwards aerial if you can, or just throw her off and
let her sub-par recovery take over.
Look out for: Her forward, backward, and downwards aerials, all called
"Lightning Kick". If sweetspotted, they can easily kill you at 70%. They are a
bit twitchy, so learn the spacing on it. Zelda certainly will.

+Sheik [shk]
Match-up: 50|50 NEUTRAL
Her advantage: She's fast, and she hits very quickly.
Yoshi's advantage: Yoshi has the clear power edge.
Strategy: Sheik is the polar opposite of Zelda, a lightning-fast hitter that
can tack on the damage like crazy. Sheik, though, has NO killing power, and
her two killers (Vanish and her upwards smash) are pretty obvious.
 This doesn't mean Sheik is easy. She has a "tilt-lock" to pile the damage on
like mad, and her fast fall rate allows her to move quickly in all areas.
But when it comes time to kill, Sheik usually comes up short.
 Approach with your backwards aerial, use your aerials as best you can, and
go for the kill at 100%. A ground game is slightly better, because you can't
be hit by her upwards smash's sweet spot.
 Sheik is like a bee, buzzing around and inflicting damage until it comes time
for the kill. Her lack of power helps you in this match-up.
Look out for: Her upwards smash. It is probably her most reliable killer...and
it kills at 110%, easily.

+Ganondorf [gan]
Match-up: 75|25 SEVERE ADVANTAGE
His advantage: He's powerful...very powerful. Nearly every attack in his
 arsenal can be used to kill you.
Yoshi's advantage: Yoshi hits faster, has better range, has a chaingrab, and
 can capitalize on the severe lag of Ganondorf's attacks.
Strategy: In terms of sheer power, Ganondorf is unmatched and unparalleled.
Practically every move of his has killing power on it, and Yoshi can easily be
killed at 70% or less with a solid blow. Warlock Punch and Volcano Kick
(neutral special and upwards tilt) are especially heinous, killing you at
as low as 30%. Flame Choke is a brutal special, and he has one of the best
spike attacks (Thunder Drop) in the game.
 Sounds bad, da, but Ganondorf isn't nearly as good as that last paragraph
made him out to be. His attacks are among the slowest in the game, and he is
the second-slowest on the ground (and not much faster in the air).
 The key to victory is to keep away until Ganondorf whiffs an attack and
leaves an opening to capitalize on. Egg Throw is your friend. Backwards
aerials and Flutter Kick help. If you need to get in, hit and get out. He may
be easy, but Ganondorf's power is nothing to take lightly. And he'll live to
higher percents so he'll have ample time to show you.
Look out for: his downwards aerial, Thunder Drop. It's dangerous enough to kill
you on the ground, and it's one of the best spikes in the game. It also is one
of the Evil King's faster attacks.

+Toon Link [tli]
Match-up: 55|45 NEUTRAL
His advantage: Think Link's advantages, but framed by better speed, recovery,
 and all-around prowess.
Yoshi's advantage: Think Yoshi's advantages against Link, with the issue of
 Toon Link's poor weight added in.
Strategy: Toon Link is simply described as a better version of Link. He has
less range, but his attack speed makes up for it. He can be very effective
with his projectiles, and his advantages tend to be well pronounced.
 Treat Toon Link like you would Link, with two exceptions: stay away from
attacks from underneath (his downwards aerial is brutal), and don't rely on
recovery ineptitude. His recovery is better, and Yoshi can die fairly early
(at 100%) if he gets caught in Spin Attack. (Thanks to Joshua Chang for that.)
 Toon Link is far more competent than Link is. That's all I really can say.
At the same time, he dies a lot easier. This is good, especially if he whiffs
a big attack (downwards aerial, anyone?).
Look out for: his downwards aerial. It acts like a pogo stick and can do 21%
in two hits. It also spikes.

+Samus [sms]
Match-up: 50|50 NEUTRAL
Her advantage: She has projectiles out the yin-yang, and she's floaty.
Yoshi's advantage: Yoshi has better killing power and a better set of tricks
 to work with.
Strategy: Samus is strange. She's heavy, but she has the second-slowest fall
rate in the game. She has a lot of projectiles, but she lacks the power to
kill Yoshi easily.
 Samus will love to spam her four projectiles: Charge Beam, homing Missiles,
Super Missiles, and her Morph Ball Bombs. The homing missiles are slow, and
the bombs have a long-enough delay and small-enough impact not to hurt too
badly. Super Missiles have a linear, predictable path, but the Charge Beam is
a high-percent killer (think 130%). The rest of her moves are mostly damage-
builders, and she turns to her tilts for the kill. Her Grapple Beam is a good
spacer, so be wary of that one.
 She has an excellent recovery, but her slow fall rate leaves her open to
being juggled. The upwards aerial is, oddly enough, your best friend: use it
to knock Samus skywards and keep her there. Be patient: she needs to get you
to 130+% to kill you outside of a spike.
Look out for: her downwards aerial, a slow spike with a huge range. Don't let
yourself get nailed by it...airdodge if you need to.

+Zero Suit Samus [zss]
Match-up: 50|50 NEUTRAL
Her advantage: She has the Paralyzer, which lets her set-up amazingly well.
Yoshi's advantage: Yoshi has a chaingrab, a slightly better ranged game, and
 slightly more power.
Strategy: Losing the suit seems to be the best thing Samus did for her Smash
Bros. career, and not for the visual treat we receive. Zero Suit Samus is a
more agile and nimble fighter with, arguably, more power and prowess.
 She does have a lot of range on most of her smashes and specials. The many
things she can do with the Paralyzer (neutral special and downwards smash) are
not fun: Paralyzer to Flip Jump hurts. Plasma Whip is a stronger option than
anything Samus has, because it kills much earlier (maybe 110%).
 Ironically, some of the advantages Samus had (heavy and good with the ranged
weaponry) are not present with Zero Suit Samus. Yoshi hits hard enough to kill
at the 100% mark and, while Flip Jump and Plasma Whip/Wire help her recover,
they aren't exactly infallible. Use eggs, approach with backwards aerials, and
even use Egg Roll (rarely) to get past the scantily-clad woman.
 Bottom line: avoid Paralyzer, and you'll be fine. Get hit by it, and you'll
take possibly 50%, easy.
Look out for: Plasma Whip, her side special. It sweetspots very easily, and
it kills in the 110+% range. The range isn't too shabby, either.

+Pit [pit]
Match-up: 50|50 NEUTRAL
His advantage: He has the arrow of the apocalypse and ways to tack on the
 damage. He also has a Cape-like reflector.
Yoshi's advantage: Yoshi has more power and a superior recovery. That, and
 Yoshi can take more abuse than Pit can.
Strategy: Pit is annoying...annoying voice, annoying arrow spam, and a general
presence that you want to end as soon as possible. Let's be honest: he's a
pain to deal with, but definitely manageable.
 Pit specializes in damage-racking. His attacks are fairly fast, and he has
Palentua's Arrow to force approaches. Once you're close, all he needs is Angel
Ring to tack on the damage. Tilts and smashes help him hurt you, and his air
game isn't horrible.
 Pit, though, definitely dislikes close combat, a place where Yoshi can acquit
himself in this match. Pit has one main killer, his backwards aerial. Almost
all of his other moves serve to set-up for this. Airdodge in, rely on the
flinch resistance of your midair jump to stop arrows, and use your own tilts
and aerials. Pit isn't heavy, and you can get him by 100%.
 Do note that, in spite of Wings of Icarus, Pit's recovery is lacklustre. Hit
him once, and the wings are gone. Remember that and force him into the wings.
Look out for: his downwards special, Mirror Shield. Its opening frames act as
Mario's Cape does, which is bad for Yoshi's recovery. It stops eggs, but you
can use the lag to advance in.

+Ice Climbers [icc]
Match-up: 55|45 NEUTRAL
Their advantage: They have a nasty chaingrab, and two characters opens up
 more possibilities than just one.
Yoshi's advantage: Yoshi easily outdoes them in the air, and he can separate
 and kill one rather easily.
Strategy: The Ice Climbers are an opponent that, if you aren't familiar with
what they can do, will screw you over. They have a zero-death chaingrab on
the ENTIRE CAST, save for maybe Jigglypuff and a couple of lighter characters
(read: Yoshi is not safe). Let me get that out of the way right now (in caps,
for emphasis:
 DO NOT LET THE ICE CLIMBERS GRAB YOU IF THEY ARE TOGETHER OR EVEN REMOTELY
CLOSE TOGETHER. YOU WILL NOT LIVE. Got that? Good.
 The only way to really handle them is to come from the air (they can't grab
in mid-air). Thing is, the Ice Climbers are distinctly lacklustre in aerial
combat. All five of Yoshi's aerials beat the counterparts.
 Also, the Ice Climbers have an awful grab range. It's tough for them to get
the grab going, but it's not fun if and when they do.
 Stay in the air as much as possible. If they are far away, use eggs to
separate them. Flutter Kick helps, as does the backwards aerial. You must get
the Ice Climbers away from each other and stop the chaingrab. Grabs for you
are largely useless.
 And I haven't even mentioned that they actually have decent smashes and
specials if they opt not to chaingrab you. Blizzard, Ice Shot, and all three
smashes are very effective at what they do.
 I'll say this once more: stay in the air. This match is easier if there's but
one Ice Climber left, so stay airborne as much as possible until one dies. If
you separate one, though, they'll go quickly (especially the CPU member): they
are light, and they have poor individual recovery.
Look out for: aside for their grabs, their downwards special, Blizzard. It'll
freeze you easily, and short-hopping Blizzard is an effective approach.

+R.O.B. [rob]
Match-up: 45|55 NEUTRAL
Its advantage: R.O.B. has a superior ranged game and fast damage-builders to
 go with adequate killers.
Yoshi's advantage: R.O.B. is large and doesn't change size, so Yoshi's
 Flutter Kick and other damage-builders hit hard.
Strategy: R.O.B. can be very, very brutal. It has just the right mix of power,
weight, and damage-building capabilities. It has nasty ranged tricks, but
they do require charging (Robo-Beam and Gyro). It's good in the air, on the
ground, and all-around.
 R.O.B. has really only one flaw: it is a large target and is rather floaty.
Its aerials are all good, excepting the mediocre downwards aerial. Do your
best to juggle R.O.B. with eggs and upwards aerials from below, and approach
from the air as usual. It is not that heavy, either...it'll die rather easily
if you aim perfectly.
 R.O.B. is well-rounded, but he does have slight lag problems. Also, it can
have trouble killing (its killers are hideously affected by stale-move
negation). It is manageable, but can throw you for a loop.
Look out for: its downwards smash, because it comes out quickly and helps
the robot to build the damage very well.

+Kirby [kir]
Match-up: 50|50 NEUTRAL
His advantage: He can suicide, and he has solid overall options.
Yoshi's advantage: Yoshi can deal with Kirby's poor weight easily.
Strategy: Screw the theory of Mario being average, Kirby is easily the
"average" character of Brawl. He has enough options in every case: power,
damage-building, and punishment of mistakes.
 A dangerous aspect of Kirby is his suicide trick with Inhale. He'll suck you
up and jump off. The move itself doesn't have great range, so that's a relief.
He really doesn't have a "bad" move...his smashes, aerials, and tilts are
all gifted with advantages in certain situations.
 But while Kirby is average, Yoshi's above-average areas are, well, better.
Yoshi arguably has a better aerial game with his upwards aerial as the main
jewel. Since Kirby usually gets a lot of airtime, that can really harm the
fluffy one's chances. As an aside, Egg Lay can counter Stone. Use your usual
approaches and tactics.
 Kirby is average, but not a cakewalk. If you've a grasp of what he can do,
you can easily take Kirby.
Look out for: his side special, Hammer. It's slightly stronger than his
smashes, and it works well as a killing move.


+Meta Knight [mtk]
Match-up: 45|55 NEUTRAL
His advantage: His attack speed is amazing, his range is solid, and he
 literally has no "flaws" in his game.
Yoshi's advantage: Yoshi shuts all of that down with a grab/release, and Egg
 Throw and Egg Lay knock Meta Knight out of Mach Tornado.
Strategy: Let's be blunt: head-to-head, Meta Knight will win. He has so few
flaws in his game, one has to grasp for where Yoshi beats the wee warrior.
The only advantage is Yoshi's projectile: Meta Knight crushes him everywhere
else.
 There is, though, one saving grace, one that turns this from a 20|80 disaster
to a near-neutral match: the grab/release. The principle is simple: Yoshi
grabs Meta Knight, pummels until he escapes, and dash-grabs again before Meta
Knight can fully recover. While others can do this, Yoshi has the longest grab
of those that can do it. Once Meta Knight's at a suitable percentage, spike
him or upwards smash him (at 110% for the smash) and wave bye-bye.
 This isn't easy, though, because of Meta Knight's ridiculous advantages in
every other area. You can knock him out of Mach Tornado with an egg, and dash
grabs compensate for the range issue. Egg Lay, while usually situational,
takes him out of Mach Tornado, another thing to try.
 As another warning, Meta Knight is a rare character that can get Yoshi while
he's recovering, but remember that he has poor lateral movement in the air.
Air-dodge, Egg Lay, or whatever it takes to avoid his aerials.
 You need to get Meta Knight in your mouth at all costs. If/when you do, Yoshi
becomes an excellent character to use against Meta Knight.
Look out for: Shuttle Loop, his upwards special. It kills, comes out quickly,
and leads into a glide and his gliding aerial. What joy.


+King Dedede [ddd]
Match-up: 45|55 NEUTRAL
His advantage: He has power, range, a chaingrab, and is pretty floaty for one
 as large and heavy as he is.
Yoshi's advantage: Yoshi trumps Triple-D in the air and in mobility, and he
 has a chaingrab.
Strategy: Dedede is a tough character to handle, largely due to his chaingrab
antics and how his grabs work. While not as critical as the Ice Climbers, you
really don't want to get grabbed by Dedede: you may have a grab/release chain,
but it is outranged and outsped by his. So, you need to keep airborne for
the bulk of the battle.
 This is a wise move: Dedede, though strong, has barely any aerial mobility
except in the upwards direction. He has two good aerials (neutral and
backwards), but he's large enough to get mangled by Flutter Kick. Approach as
usual (backwards aerial and eggs).
 A ground fight is unwise: he can suicide you, and his Waddle Dee Toss is more
effective on terra firma. He can outrange you, so stay away and come from the
air. And do beware his forward smash...it's the single-strongest attack in
the game. Do try to set up for the chaingrab: like Meta Knight, Dedede can go
all too quickly if he gets grabbed.
Look out for: his side special, Waddle Dee Toss. Obviously, he throws a minion
at you which can act as a Mr. Saturn-like shield. He may throw a Gordo (about
a 10% chance), which will hurt badly if it connects.


+Olimar [oli]
Match-up: 50|50 NEUTRAL
His advantage: Pikmin all day and all night will easily confound anyone not
 cognisant of what they afford Olimar.
Yoshi's advantage: Egg Roll crushes Pikmin, and Yoshi has a better recovery
 and a slightly better ground game.
Strategy: Olimar relies on Pikmin for all but his neutral aerial, his jab,
and his tilts. Let's get that out of the way, because you won't see those more
than thrice a match.
 Every other move, though, can take you for a loop. His smashes are among the
fastest and best-ranged the game has to offer, his aerials hurt, and he has a
great grabbing game. Most Olimars know how to use the Pikmin and when to, and
he can reorder them with his down-special, Pikmin Order (and he will).
 This wouldn't seem too good at first, but Yoshi has a way to nearly shut down
Olimar: Egg Roll. Yes, Egg Roll is usually useless in most cases, but it does
really shine here. Pikmin are counted as "hurtboxes" (they have their own HP
counters), and Egg Roll can take out three types in one go. It plows by all
but the grabs, and the passing by can get 40% on Olimar if you're careful.
 The air can be risky: Olimar has nasty aerials through using his Pikmin, but
you do beat him with your backwards aerial. And while his aerials are quick,
they don't stay out for long and have slight amounts of lag.
 There is a simple formula to beat Olimar: kill his Pikmin, then get him off
of the stage. His horrid recovery is fixed by his aerial movement, but it can
still be edgeguarded and it is pretty bad with less than four Pikmin.
 Know what his Pikmin do, and you'll do fine.
Look out for: his grabs and throws. They are fast and well-ranged, and the
throws do run a number on Yoshi.

+Fox [fox]
Match-up: 50|50 NEUTRAL
His advantage: Fox is FAST. He moves quickly, hits quickly, and can hit hard
 in some places. And he has the Reflector.
Yoshi's advantage: Yoshi outdoes Fox in the air...Fox can't really fight there
 as a result of his high gravity. Yoshi also has better priority.
Strategy: Fox, the vulpine god of Melee, is off his game slightly in Brawl. At
any rate, though, he'll give you an interesting match: he is very fast and
has quick attacks that actually have something semblant of power. His ranged
game isn't good (though Blaster spam can be very effective), but close combat
is where he can do a number.
 Fox's priority on most attacks, though, isn't too good. Backwards aerials can
cut through everything he has, and your moves have more priority on the land
(his speed, though may cover that part up). Egg Roll is a smart approach if he
uses his blaster...6% to you is a good trade-off for possibly 20+% on him. Do
not bother with eggs unless he's trying to recover...the Reflector will make
them useless.
 Another aspect of Fox is worth noting: his falling speed is the game's
fastest by a landslide. This can hurt his aerial game and his recovery, but it
also keeps him where his attacks are best: on the ground. Try to force him
into the air because, while all his aerials are good, he has trouble getting
the nimble Yoshi with them.
 Keep away from his upwards and downwards smashes (his main killers), and you
can live to huge percentages. Fox's speed is pretty shocking, but you have
enough to keep this neutral.
 Finally, Fox is VERY lightweight. Go for the kill early.
Look out for: his upwards smash, his main killing move. It is fast and has
great power, and he can use a sliding upwards smash to do a number.


+Falco [flc]
Match-up: 40|60 DISADVANTAGE
His advantage: He has a chaingrab to spike combo and a brutal projectile, 
 and he has power aplenty.
Yoshi's advantage: Yoshi has a chaingrab and a better aerial game.
Strategy: Falco may prefer the air, but he is a better ground fighter than
aerialist. He does have a nasty chaingrab to get you up to about 54% that can
end in a spike, and his moves are rather strong. Think Fox, but with a bit
less speed and a bit more knockback. His Blaster shot is better than Fox's
(slower and causes flinching), and his Reflector's boomerang option makes life
interesting.
 That all being said, Falco is really a bird without many tricks. He has a
huge jump, but his recovery stinks and his aerials (except for the downwards
aerial spike) are lacklustre at best. His favorite approach is to short-hop
fire his Blaster, which causes flinching. Your usual approach may fall into
trouble with the Reflector, but go for it. Punish all of the lag Falco has:
his killers (smashes) and his specials almost invariably have lag. Your second
jump resists the Blaster spam, so don't forget.
 You have a chaingrab that can help you out. The key is to get Falco below the
stage: after his second jump, vertical distance must be made up by the poor
Fire Bird.
 Avoid the chaingrab through your aerial game, and go for your own. His hurts,
but yours is zero-death.
Look out for: his forward smash. It's slower than Fox's, but it hits hard. The
blue bird has the best killing power of the Space Animals.


+Wolf [wlf]
Match-up: 35|65 DISADVANTAGE
His advantage: His lunging moves and amazing damage builders are very good,
 and his Reflector is the best of the three.
Yoshi's advantage: Yoshi, again, wins in the air (barely) and has a better
 distance game. He also can screw Wolf's recovery over.
Strategy: "We're gonna have fun with this thing!"
 Fox and Falco are similar enough to be fraternal twins. If that's the case,
Wolf is their far-distant cousin. Wolf fights with claws more than kicks, and
his damage-building is nearly unparalleled. His forward smash has a huge range
on it, his tilts are fast and have unusual traits, his specials are vicious,
and Wolf is actually very heavy and nimble.
 Wolf will love to get close with a mix of Blaster spam (it's  slower, but it
does more damage per shot), his forward smash, and Fire Wolf (not fiery, but
it's a sliding tackle that can catch you by surprise). He has a spike, a fair
aerial game, and a way to dissuade eggs and to "counter" attacks (his version
of the Reflector).
 For all of that, Wolf is actually pretty weak in the killing department. He
has his downwards smash (like Meta Knight's) for kills at 100%, but he has
nothing else until the 130% mark (save for Wolf Flash and his downwards 
aerial). Play carefully: use normal approaches, throw eggs while he comes 
through the air, and use your upwards aerial to hurt him if you're below
the canine.
 Wolf is solid all-around, but his recovery is crap. He has Wolf Flash for
the horizontal, but the unduly twitchy Fire Wolf must compensate for his high
gravity and poor jumping. Edgeguard as best you can, and aim for below the
stage more than the sides.
Look out for: Wolf Flash, his side special. It can hit for either 3% (flinch,
caused by a glancing hit), 10% (good knockback, hit at end), or 15% (spike,
when Wolf ends in the middle of the foe). The 30-degree angle is unique, and
it can screw you over if you don't know what to look for.

+Captain Falcon [cfl]
Match-up: 60|40 ADVANTAGE
His advantage: He has a decent aerial game and decent power.
Yoshi's advantage: Everything Yoshi does outprioritizes the captain, and he
 has a chaingrab.
Strategy: Brawl was not kind to Captain Falcon. Having failed to update his
bag of tricks for Brawl, he plays like Melee's physics were in effect. This
leaves him among the worst characters in the game, and Yoshi capitalizes on
that level of abysmality.
 Captain Falcon is very fast on the ground (second-fastest running speed), and
his aerial speed isn't shabby. His attacks usually hit hard...but landing them
is a perennial problem. Falcon has only one "safe" move, Falcon Kick, and even
that move has huge amounts of lag at the end (common theme: his attacks come
out slowly).
 He can't deal with eggs, so use those. Egg Roll isn't an unsafe option, owing
to the lag and priority of his moves. Do be careful of if he tries to come
from the air. He'll do one of two things: try a Falcon Punch, or attempt to
land Knee Smash. Try to keep him grounded, for his aerials are half-decent.
Your backwards aerial approach, though, is a bit riskier with Falcon Dive as
a possible trick.
 Falcon sucks, but don't assume he can't do anything. He can do things, just
not very well at all.
Look out for: ...FALCON PUNCH!
 Not even. His upwards aerial is probably his best move, thanks to it being one
of his fastest moves that has some power to it.

+Pikachu [pka]
Match-up: 45|55 NEUTRAL
His advantage: He has Thunder, damage building powers from hell, and a way to
 drive you nuts in minutes.
Yoshi's advantage: Yoshi can survive abuse pretty well, and he can ace the
 rodent out quickly. He also has a chaingrab.
Strategy: Pika? Pi pika! Pika...CHU!
 Pikachu may be small and cute, but he is an opponent that is not as deadly
as he seems at first glance. Being small, Pikachu's range comes in electrical
disjoints, and he has quite a few to use. His three smashes, most of his air
game, and his specials all tend to have great range, but usually at the cost
of cooldown lag. Let me issue this warning, though: Thunder will knock you out
of your double jump. Don't trust it.
 Yoshi turns the tables, though, with his chaingrab, operating like all the
others. In absentia of that, you should try to force Pikachu to come to YOU.
Eggs work, as does general chaos. Your upwards aerial is a star, as is the
backwards aerial. Smashes do a number on the wee rodent, too.
 He'll usually come back to the stage with the amazing Quick Attack, but you
can punish a "misfire" of the attack. Punish his mistakes and chip away until
he makes one, or just chain him to hell. Either one works.
Look out for: Thunder, his downwards special. Let's just say that it hurts and
can make aerial assaults a problem and leave it at that.

+Pokémon Trainer [pok]
Overall match-up: 55|45 NEUTRAL
Because you don't actually fight the Trainer, I'll just jump into the three
Pokémon he controls.

+Squirtle [sqr]
Match-up: 70|30 ADVANTAGE
His advantage: He is a nimble aerialist and can botch your recovery. 
Yoshi's advantage: Yoshi has a chaingrab and can handle Squirtle's aerials
 and ground moves with his own.
Strategy: Squirtle is designed to be an aerial brawler, with great movement
and solid moves. He's not a light-hitter, though, falling about in the middle
of the power brackets. His upwards smash is a brutal killer, and he has more
fun tricks (Water Gun, Withdraw, and his forward smash) to round them off.
 Again, though, Yoshi has a chain, and he can handle Squirtle pretty well if
you opt not to. Squirtle is light (third-lightest) and, though small, can take
a beating from Yoshi's "power aerials". His smashes are slow, and your aerials
largely maul his.
 This is easy, but do beware of him using Water Gun to screw you over.
Look out for: his upwards smash. It is a nasty, nasty killer with solid range
on all axes.

+Ivysaur [ivy]
Match-up: 55|45 NEUTRAL
His advantage: He will shut down your aerial game. He also has the game's
 strongest upwards smash.
Yoshi's advantage: Yoshi is strong enough to plow through Ivysaur and force
him into using his horrible recovery.
Strategy: Ivysaur is cute and deadly, using his myriad of antics to cause
carnage and harrass you. He has the brutal Bullet Seed, and his game is well-
rounded on the ground and in the air. His grabs are well-ranged and set up for
the deadly Bullet Seed or, worse, an upwards smash. In general, he has more
range than seems apparent at first...
 ...all of which, though, is doomed by his utter lack of recovery. Yoshi needs
to get Ivysaur off the stage and either edgeguard or spike because the spotted
one has crap for lateral movement and has to use the tether, Vine Whip. Egg
Lay, Egg Throw, and the backwards aerial all help. Mix in tilts and smashes in
close quarters, or even throw him...just get Ivysaur off of the stage.
 Do not get above him, though...Bullet Seed and Vine Whip are bad, bad, bad.
Look out for: his upwards smash. It's the strongest in the game and can really
put a dent in Yoshi. It can kill at about 60%.

+Charizard [chz]
Match-up: 45|55 NEUTRAL
His advantage: He has range and power in spades, and the lizard actually has a
 solid recovery.
Yoshi's advantage: Charizard is big, and Yoshi has special toys for slow and
 lumbering powerhouses.
Strategy: I do love Charizard. He's cute, big, and deadly. That, and I love
Fire-types.
 That aside, Charizard is a pretty brutal lizard, thanks to his great reach
and his obscene power. You hear most about Rock Smash, but all of his smashes
and a lot of his aerials will induce pain in spades. His tail and his wings
afford to him impressive reach.
 Naturally, though, one as large as he is is usually slow. And Charizard is:
his walking speed is the slowest in the game, and his fast dash usually leads
to nothing that productive. The lag he has lets Yoshi hop in and use such fun
tricks as Flutter Kick and all of his antics. Your eggs beat Flamethrower, and
your flinch resistance can fix some of his aerials.
 But Charizard IS strong. He can kill Yoshi at 90% with the right move, and he
has great throws. Be cautious, and you should be able to win.
Look out for: Rock Smash, his forward special. It can hit for about 40%! But
it will either kill or tack on damage. This is not good either way.

+Lucario [luk]
Match-up: 35|65 DISADVANTAGE
His advantage: Lucario gains the upper paw as the match goes on (Aura boosts),
 and he has a ton of range to boot.
Yoshi's advantage: Yoshi has a spike to kill, and Yoshi can kill with relative
 ease.
Strategy: As Lucario is one of my favorites, I know what the jackal can pull
off. Of course, he has the "rising damage increases damage output" feature,
but his range is amazing. He has Aura Sphere, a chaingrab with Force Palm,
and a very nasty aerial game. His smashes are slow, but they hurt once Luke
nears peak evil.
 A quick warning before I get in-depth: Yoshi is not gifted with the power of
a heavyweight, and he kills upwards of 100% on Lucario. At that stage, Luke is
at LEAST 1.5 times as powerful as at 0%. Just a warning.
 Of course, it means crap if he dies early. Yoshi can try to force Lucario off
of the stage with his decently-powered moves and go for the spike: Luke is a
floaty character with good (though slow) aerial movement, and his ExtremeSpeed
special has enough delay for Yoshi to spike and return.
 Without a spike, this gets tougher. Use your normal strategy until 100%, at
which time you must try to kill him with smashes and your upwards aerial.
 Make every blow count. Once Lucario "falls behind", he can mount a return. He
also gets deadly at a stock disadvantage, so beware.
Look out for: His downwards aerial, two stomps with Aura augment. They hurt,
and they make for a good interrupter and a solid finisher.

+Jigglypuff [jgl]
Match-up: 60|40 ADVANTAGE
Her advantage: Jigglypuff will destroy you if you try an aerial brawl, and she
 has two solid, low-percent finishers, including one that comes out instantly.
Yoshi's advantage: Yoshi can cream Jiggles if she stays grounded, and she dies
 all too easily. Yoshi also has a projectile.
Strategy: Jigglypuff is a peculiar character that may seem as a joke gone
wrong in all three Smash Bros. game. The truth, though, is that the pink demon
can be a formidable opponent for almost anyone, and the scarcity of Jigglypuff
users makes it tougher to prepare.
 The differentiating line between a good and a bad Jigglypuff is how often she
stays airbone. She is slow as hell on the ground, but the air is a different
story. If she's grounded, she will probably lose.
 With phenomenal aerial control (second only to Yoshi, with Pound and her five
midair jumps for an extra boost), she will stay airborne for about 90% of the
match, where her forward and backward aerials can maul you. They do hurt, and
she can force you off the stage easily to where you're screwed. Her only moves
of note grounded are her smashes and her specials: Rollout can really hurt at
75%, Pound has ludicrous priority, and Rest may SEEM harmless until you die
at obscenely low percents (maybe 50%, at the earliest) or you take 30+% from
it. Sing is really useless, and you probably will never see it.
 There is a good thing, though: she is THE LIGHTEST character in the game.
She can die easily at 80%, and your upwards aerial works well for this. Pelt
her with eggs and upwards tilts/smashes, as she has no ranged game. Do NOT try
any other aerials, for you will lose.
 Stay away from her finishers, and do try to ground her. If you don't, she can
easily make Yoshi one screwed dinosaur. But her lack of weight makes her take
an early exit all too often.
 Pro-tip: Jiggles dies if her shield breaks. As in, she dies instantly. >:)
Look out for: Rest, her downwards special. She will use her downwards aerial
drill to set up for this tactical nuke. It only does 13% base, but that can go
to 43% after flower damage. Oh, and it can kill at anywhere from 50+% on a bad
day for you.

+Marth [mrt]
Match-up: 35|65 DISADVANTAGE
His advantage: Not only does Marth outrange you, his attacks are very lethal
 in his range.
Yoshi's advantage: Yoshi has the eggs to pelt Marth and can handle his lower
 weight easily.
Strategy: The first rule of facing Marth is to learn the sweet-spot of his
Falchion, which is at the very tip of the blade. You get more power this way,
and Marth will know how to space so that he can line up successive Falchion
blows at the sweet-spot. He relies on Dancing Blade (side-special) and his
forward aerial to advance and build up for his finishers, and he hits very
quickly. He can also Counter...what joy. This adds up to a very tough match,
tied for one of Yoshi's worst.
 Keep far away from Marth, though, and his range means squat...he has no kind
of projectile. He can close the gap easily, so play the rousing game of "hit
and run". Hit him and get away...he can shred you up-close.
 He is light, so go for the jugular quickly. This isn't easy, so be patient.
Look out for: his forward aerial, which sets up for his downwards aerial very
well. Beware of him pulling it...he loves to use it as a spacing tool, and it's
not a weak shot.

+Ike [ike]
Match-up: 50|50 NEUTRAL
His advantage: Ike has massive range, and his attacks have a lot of force
 behind them.
Yoshi's advantage: Yoshi has the eggs and a better attack speed to take
 advantage of Ike's mistakes.
Strategy: Ike is not unlike Ganondorf in that he hits very hard. His moves are
all very powerful, and they can do a number in conjunction with Ragnell and
its massive range. Trust me...just about everything from Ike has solid reach
and will bruise you if it hits.
 IF, though, is the operative word. While Ike has more range than other heavy
brutes, he also hits slower, taking longer to wind-up and longer to come out
of an attack. These openings are frequent (only a couple of his moves are fast
enough to avoid lag: his jab combo, and his backwards aerial), which is a plus
for anyone and not just Yoshi.
 Get into the air...his aerials, except for his backwards aerial, are not very
fast, and Yoshi is good in the air. Play keep-away until he whiffs an attack,
then pound him. Be patient...Ike hits hard, but you can overcome.
 One thing I advise against (thanks to Ceej for this info) is intercepting him
if he uses his upwards special for recovery...Aether has flinch resistance
during it, and it can be tough to nail Ike. Take Quick Draw, though, and watch
Ike plunge to his doom.
 If you play smart, Ike has no chance. Don't let him get you.
Look out for: his backwards aerial, because it's a fast move that can kill. It
is arguably Ike's best move.

+Ness [nss]
Match-up: 45|55 NEUTRAL
His advantage: Ness uses PK augments and attacks to hit hard, and he is a
 nimble aerial combatant.
Yoshi's advantage: Yoshi is a bit more agile and durable, and can take the
 edge over Ness' laggier attacks.
Strategy: Ness can be best described as a technician. He can string together
seemingly graceful combination attacks with his PK Fire as the starter, and
his moves tend to be multiple-hit blasts with more strategic deployment. His
yo-yo smashes are pretty unusual, and his baseball bat forward smash hurts.
PK Flash and PK Thunder also lay a beatdown, and his throws are good. He also
takes the air like few do...his aerials all hurt, especially his backwards and
downwards aerials.
 Yoshi is at a slight disadvantage in this match, mostly from Ness being able
to take command of the air. Never use Yoshi Bomb...PSI Magnet can be used to
recover damage if you miss. The safest approach is from above or from his
front: his aerials are a bit brutal from other places. Try to get him off and
intercept PK Thunder...Ness needs to guide it into himself to recover, and it
breaks on contach with an egg or Yoshi. (Don't hit Ness while aiming for the
lightning ball.)
 It's tough to nail down areas of caution for Ness. Just play carefully and
cautiously...you aren't screwed, so don't deep-six yourself.
Look out for: PK Flash, his neutral special and his strongest attack. He'll
deploy it to hit you as you recover, and it hurts...it'll kill at 50%. Keep
away from the green pulse, period, and get him if you can while he uses it.

+Lucas [lcs]
Match-up: 60|40 ADVANTAGE
His advantage: Lucas has hard-hitting PK attacks that can bring you down.
Yoshi's advantage: Yoshi has a chaingrab and can deal with Lucas' slightly
 inferior aerial game and laggy attacks.
Strategy: If Ness is a technician, Lucas is more of a brute. The little kid
from hell has stronger attacks that hit for one big shot, not many smaller
blows. His upwards smash is brutal, and his smashes and tilts do hurt a lot
otherwise. His specials are slightly worse: PK Freeze is usually a non-factor,
PK Fire is a single shot that does hurt, PK Thunder is better as a projectile,
and PSI Magnet does damage and can punish you.
 Lucas, though is laggy and vulnerable to chaingrabs. Your usual approaches
and tricks will work for you to get in and start the chaingrab. His fast moves
are weaker, and his slow moves are stronger by a landslide...so, move in when
the slow moves come out (smashes, mostly, as well as PK Freeze and PK Thunder)
and shame him.
 The little kid has some tricks, like PK Thunder2 (the electric tackle), that
can throw you for a loop. But this is another "grab and go" match: go for the
mouth, and kill the light kid.
Look out for: his upward smash. It starts slow, but the hitbox lingers for a
very long while and it hurts badly (second-strongest upward smash). Try not to
get above Lucas for that reason.

+Mr. Game & Watch [gaw]
Match-up: 40|60 DISADVANTAGE
Its advantage: Mr. Game & Watch has brutal attacks that have unusual lag
 patterns and can cut through Yoshi's moves, and he has an amazing recovery.
Yoshi's advantage: Yoshi has a projectile that trumps his opponent's, and it
 dies far easier than Yoshi does.
Strategy: Mr. Game & Watch was vastly improved for his outing in Brawl, going
from one of the worst to one of the best characters. It has moves with crazy
lag patterns (intro lag OR cooldown lag, or none of the two), and it hits with
the power of a heavyweight. Mobility is amazing, and it has a phenomenal air
game, ground game, and  recovery. Its backwards aerial, Turtle, is possibly 
the best move in the game, and it has vicious smashes to boot.
 This is a very ugly match-up, so you need to tread carefully. Mr. Game &
Watch loves to approach with Turtle, which plows through shields and can't be
outprioritized. You will probably rely on eggs more than anywhere else. Try to
play "keep away" as much as possible: Yoshi needs to build up, so hit and get
out of the way! It will try to set up for Vermin, its downwards smash, which
hits as hard as just about anything does. Approaches from above are slightly
safer, but the upwards aerial may counter that.
 The only weakness in Mr. Game & Watch's game is its weight. As the second-
lightest character in Brawl, a good hit will send it flying. Try to play
hit and run until 90%, then go for the kill.
Look out for: its backwards aerial, Turtle. You will grow to hate it: it will
break any attack Yoshi has, deal 15%, and will kill your shield. What fun.

+Snake [snk]
Match-up: 40|60 DISADVANTAGE
His advantage: Snake has brutal tilt attacks with phantom hitboxes, and he can
 use his C4 and mines to control the battle.
Yoshi's advantage: Yoshi can chaingrab Snake, and he has superior mobility
 and a slightly better aerial game. Plus, Yoshi can get Snake during Cypher.
Strategy: Snake can be a truly unnerving match-up in the right hands, thanks
to his ability to control the stage and his "phantom hitboxes" (ability to hit
far beyond what should be possible). He has tils that are as strong as his
smashes, four good specials, an adequate recovery, and a decent (though
inferior) aerial game. In effect, he's very dangerous.
 He does have two glaring weaknesses, though...Cypher is merely passable, and
Yoshi has a chaingrab. Snake won't make it easy, though, because of his truly
nasty attacks in his arsenal, so come from the air. Pressure Snake into making
a mistake...he's strong when he has time to set-up for his many tricks. Get
in close...you can try a grab from there and force his hand. Watch out for his
grenades as a shielding tool, as the damage builds up over time.
 Cypher is his other weakness...if grabbed out of it, Snake can't use it again
until he touches down. Use your grab to get him there. He does have flinch
resistance, but flinch resistance doesn't block grabs.
 Snake can be tough, but he hates pressure. Get in and don't let up.
Look out for: C4, his downwards special. He'll lay the sticky explosive and
attempt to blast you to kingdom come. That's part of his mind game: brutalize
him in close quarters to stop him.

+Sonic [snc]
Match-up: 60|40 ADVANTAGE
His advantage: Sonic is fast...very, very fast.
Yoshi's advantage: Yoshi outprioritizes and overpowers Sonic by a mile.
Strategy: "You're too slow!" Expect to hear that a lot.
 While Captain Falcon just ran fast and had slow attacks, Sonic moves even
faster with attacks as quick as he moves. This comes at the cost of his
priority and his killing power. Still, his moves are quick...his dash attack
and his Spin Dash/Spin Charge specials can pile on the pain, and his aerials
do the same.
 It's a sad day for Sonic, though, when the low-priority Egg Roll blasts much
of what he has. Yoshi has the priority edge: backwards aerials cut through all
of Sonic's big tricks, he can't answer eggs, and his killing blows are very
obvious (his forward smash is the big one). Play as normal: build up damage
from afar, go for the kill, and stop whatever Sonic does. Aerials are your
friend...he's not nearly as nimble or agile in the air. He does have a good
recovery, which helps him in the end. You can also grab him and start a
chaingrab as he approaches, which will help in the long run.
 Sonic is a one-trick pony...he's fast, and that's all. If you stop his speed,
you stop Sonic. 
Look out for: his forward smash, his best killer. It does leave a mark, and it
can kill at about 130%. Look out for Sonic trying to pull it off.


*These match-ups are subject to change as new intel comes out about them. I 
 will continue to revise them in the next version!




-To Kill A Yoshi- [kll]
Let's assume that you're really looking at this guide to figure out how to beat
Yoshi. Because it's helpful to know what to do, here are some pointers to win
against Brawl's resident dinosaur.

About Yoshi:
+Yoshi is a strange mix of speed and weight: top ten in both weight and speed,
 and has the fastest air speed in the game.
+His moves are largely light-hitting: he won't kill until 120% or higher.
 When it comes time to kill, he'll approach you from below (upwards smash or
 aerial) more often than not.
+He has a LOT of grab-release antics on cast members, so look for his tongue.
 His grab, though, is slow and telegraphed, so it's not too tough to punish
 it. Be wary of his pivot grab and dash grab, though, as they don't do too
 badly.
+His second jump has flinch resistance, so attacks have to do a good amount of
 damage to take him out (around 10-15%% in one blow).

How to kill him:
-Unless your name is Meta Knight or R.O.B., Yoshi's recovery is very tough to
 gimp if done correctly. Footstooling might help, but it's tougher to do than
 it would seem.
-Range is good, and better ranges will smash him if you have the power to back
 it up.
-Remember that his shield is sub-par, so he'll spot dodge. Fast attacks, like
 Zelda's and Samus' down smashes, will hit him rather easily.
-High ceilings are better, as are uneven surfaces. Uneven terrain screws over
 his grab-releases, and high ceilings reduce his killing power.
-Bait his smashes, as they're slower than the rest of his moveset and will
 leave him open for vengeance.

The best mode of operation is patience. Yoshi can't kill until he reaches the
120+% range, outside of spikes or if you're using a very light character.
Play carefully and don't screw up, and you'll do fine.



-The Zen of Stage Selection- [stg]
Not all stages are equal. The lay of the terrain gives different characters
different advantages. If you get to pick a stage, you can pick from any stage
not banned.
So, what stages should you pay careful attention to? Listed are levels that
are of significance to every Yoshi player.

*If you have info on stages that are good/bad that are TOURNAMENT LEGAL, do
contact me! I have an idea of what works, but not an excellent grasp.

+Final Destination
The "classic" stage and one of the least-fair stages. Projectile spammers and
camping masters will have a field day on this stage.
It is somewhat important to Yoshi, though, because it allows his chaingrab to
work at full power on stage.
If you're facing Meta Knight, you can take him to this stage. Meta Knight can
not camp, but Yoshi can camp AND chaingrab.
Don't try facing the notorious campers, like Falco and the two Links, on this
stage...it won't go well.

+Smashville
Final Destination with a moving platform above the main platform, which adds
a dimension to the level. Again, Meta Knight doesn't like it here that much.
This stage is considered fairer than most stages, so you can expect to see it
a lot.

+Norfair
Nicknamed "No Fair" by some people, Norfair is an odd stage. Against all but
Meta Knight, Yoshi excels. This is a counterpick stage in many cases.
Yoshi does well because the platforms are easy to get your opponent through
and his aerial game is especially good.

+Green Greens
The star blocks let Yoshi do grab-releases against the wall, and the ceilings
are absurdly low to let Yoshi vertical kill well. Good stage, all in all.

+Corneria
Another low-ceiling stage that Yoshi does fairly well on. He can really get
Meta Knight and many others rather well on this stage.
The Arwing fire can be aggravating, though, so be prepared for fly-bys and the
shots of the planes.

+Port Town Aero Dive
Fairly low ceiling and a good chaingrab surface. The bottom platform can be an
aid in landing kills...upwards aerial as you come through it.

-Battlefield
At first glance, this stage isn't too bad for Yoshi. But it can be hell: his
chaingrab loses efficacy, and his worst match-ups (Marth, Mr. Game & Watch)
have brutal tricks with the layout of the stage.

-Castle Siege
One area (the third) isn't half bad...but the rest will really hurt your game.
The second area has horrible walk-off edges, and the first area is too crazy
to really get going on.



-Tag-Team: Partners and Perils- [ptn]
I'm not too great with doubles, mainly because I'm more of the "kill 'em all"
mentality. At any rate, I figured that I could give some advice on who 
complements Yoshi in two-vs.-two match-ups.

So, here's what you want to look for:
+Power
 This is a big one. Yoshi can't kill easily, but he can build damage for someone
 else to take advantage of.
+Projectiles
 Yoshi's ranged game is sub-par, so you want to try and look at someone that has
 a good ranged game.
+Complementary Match-ups
 Yoshi tends to have a horrible time against Marth, Lucario, Wolf, and maybe
 Samus, while he does pretty well against Ice Climbers and acquits himself
 against almost all of the better characters.

Here are some thoughts as to who might work well:
*Falco
 Falco is actually a very good character, thanks to his having almost every
 attribute Yoshi lacks and great match-ups. The big problem is Mr. Game & Watch
 for both, but the dinosaur does help shore up problems with Pikachu, Kirby, and
 ROB that the bird has.
*King Dedede
 He's another good complement, thanks to solid range and great power. Again, Mr.
 Game & Watch is a slight issue, but they have each others' backs covered in all
 other cases.
*Lucario
 A bit of a weird one, but Yoshi can easily hold off opponents until Lucario has
 enough power to get rolling. Generally good, complementary match-ups.
*Marth
 Effeminate swordsman would pair well with just about anyone, so Yoshi's also a
 decent partner. It also doesn't hurt that Yoshi does slightly better versus
 Meta Knight and King Dedede, who normally squish Marth handily. Range isn't the
 best, but it's workable.
*ROB
 An odd-couple pairing, but a quirky one that can work. Both ROB and Yoshi play
 much the same (light-hitting with some kill potential), and they can work off
 of the same strategy.
*Meta Knight
 Who DOESN'T like this pairing?

E-mail me with any other suggestions and reasons why they should work.



-Contact Twaddle- [ctw]
You can contact me with pertinent guide-related twaddle at jehonaker@msn.com.
Please, for my sanity, note the following:
1. Put something in the title that relates to the guide, so I know what you
   are contacting me for.
2. I understand French, English, and leet. Do not e-mail me in leet or a
   language not listed here.
3. Have a purpose for writing. Minimize flaming, and please have helpful
   suggestions.
4. Try to keep your spelling and grammar as close to standard English as you
   can. Plans for cold fusion mean naught if nobody can grok them.



-Acknowledgements- [ack]
Thanks to those that made my motivation for writing this possible.
Special thanks to:
+GameFAQs and Smash World Forums, for info on strategies and match-ups.
+Specific thanks to the Yoshi Thread of SWF and all of the people there.
+The countless people that I used Yoshi against successfully.
+Logan Finch, for e-mailing me about the Yoshi Bomb edge trick.
+Sir 0rion, for mentioning that Egg Lay stops Mach Tornado.
+Joshua Chang, for mentioning about Toon Link.
+Ceej (Chris Sextro) for his info on recovery, shielding, and Ike/Snake.
+Joshua (Allen), for his contributions on Yoshi Bomb and the grabs.
+The Smash Bros. Wiki, for damage percentages that I checked and used as
 reference points.
+Chris Rice, for the star-KO details with Egg Throw.
+Anyone else who has helped me out that I've forgotten about.
+You, obviously, for reading this.



And with that, get outta here.
And don't think about absconding with my work.