Yoshi Buffed

A Mod for Super Smash Bros. for Wii U

Updates

Version 2
  • Adjustment Extended hitboxes for certain attacks have been split into separate hitboxes.
  • Addition Added a single frame hitbox for the up smash.
Mario and Sonic Guy avatar
Mario and Sonic Guy Joined 2y ago
See ya later!
4,638 points Ranked 1093rd
15 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
  • Reached 1,000 Points Medal icon
  • Received thanks 5 times Medal icon
Mario and Sonic Guy
1mo
Many months have passed since I've submitted a new hack, but I finally have something new to share.

Yoshi has been known to suffer from various flaws that hinder his overall potential. This includes start-up lag problems, improper hitbox placements, a very poor grab game, and even the KO power for some of his attacks aren't good enough. This moveset hack basically helps to improve Yoshi's overall viability in a match. Changes include the following...
  1. Neutral Attack (hit 1): The first kick now hits on frame 2, receives larger hitboxes, and deals fixed knockback. Deals 3% damage.
  2. Neutral Attack (hit 2): The second kick now deals 5% damage, and receives a significant improvement to its knockback. Hitboxes are also larger than before. KOs Mario on Omega form stage centers at 254% damage.
  3. F-tilt: The attack now deals consistent damage and knockback, no matter how it's angled. The hitboxes have also been fixed up so that the entire tail is covered. Deals 8% damage, has a 45 degree knockback angle, and better knockback growth (KBG) than before. KOs Mario on Omega form stage centers at 190% damage.
  4. U-tilt: Start-up lag is reduced, and the hitbox timing has been fixed as well. Attack now hits on frame 5, deals 7% damage, uses an 85 degree knockback angle, and receives better base knockback (BKB) and KBG. KOs Mario at 200% damage.
  5. D-tilt: Start-up lag is reduced, now hitting on frame 4. The whole tail now deals 6% damage, and its knockback has been altered so that its BKB is lower, and its KBG is higher. The Sakurai Angle is also utilized for the tail, along with a 50% trip rate. Hitboxes have been adjusted so that they cover the whole tail. KOs Mario on Omega form stage centers at 251% damage.
  6. Dash Attack: The attack now hits on frame 6, and the placement of the hitboxes has been adjusted. The clean hit deals 10% damage, while the late hit deals 7% damage. BKB is also stronger, while the KBG is slightly lower. The knockback angle is set to 70. The clean hit KOs Mario at 196% damage, while the late hit makes the KO at 268% damage.
  7. F-smash: The entire head deals 16% damage when uncharged. Hitboxes also receive size adjustments, and last up to 2 frames. KBG is also slightly higher than before. An uncharged hit KOs Mario on Omega form stage centers at 101% damage, while a full charge makes the KO at 64% damage.
  8. U-smash: The attack now hits on frame 8, and an extra leg hurtbox will enter an intangible state during the animation. While an uncharged hit still deals 14% damage, knockback has been adjusted so that the BKB is stronger, while the KBG is toned down. Knockback angle is now set to 85 degrees toward Yoshi. Lastly, a late hit no longer exists, and an extra hitbox has been added, which covers more of Yoshi's attacking leg. An uncharged hit KOs Mario at 119% damage, while a full charge makes the KO at 79% damage.
  9. D-smash: Yoshi can now begin to charge this attack on frame 3. Some major hitbox adjustments have been made as well, with the whole tail now being covered. The two tail hits each deal 13% damage when uncharged, and share the same knockback angle (25), BKB (40), and KBG (84). The first hit begins on frame 5, while the second hit begins on frame 20, and their hitboxes last up to 5 frames. Both uncharged hits can KO Mario on Omega form stage centers at 129% damage, while the full charge hits can both make the KO at 87% damage.
  10. N-air: Hitbox placement adjustments have been made for the clean, middle, and late hits. The clean hit still deals 10% damage, but the middle and late hits now deal 8% damage and 6% damage respectively. Also, the clean, middle, and late hits now share the exact same BKB and KBG values. The clean hit KOs Mario on Omega form stage centers at 165% damage; the middle hit makes the KO at 202% damage; the late hit makes the KO at 256% damage.
  11. F-air: The head will now enter an intangible state before the hitboxes activate. The attack itself is now a guaranteed meteor smash, dealing 15% damage, and sending targets plummeting downwards at an 85 degree angle. BKB and KBG are also stronger, but the attack overall, is still less powerful than Donkey Kong's meteor smash hit with his f-air. When Mario is on the ground, this attack can KO him at 150% damage.
  12. B-air: The first hit now occurs on frame 6, and the frame speed has been altered at times to ensure that it's possible for Yoshi to land all three tail hits. Each hitbox lasts for 3 frames, with the first two hits dealing 3% damage, having weight independent fixed knockback, and autolinking aerial targets. The final hit deals 6% damage, and uses the Sakurai Angle, but the KBG has been reduced as a drawback. The final hit KOs Mario on Omega form stage centers at 135% damage if he stays on the ground.
  13. U-air: The two hitboxes have been merged into a single extended hitbox. The attack still deals 12% damage, but it now offers better BKB. However, the KBG has been reduced as a drawback. KOs Mario at 154% damage, but it can KO Mario at 132% damage if he's on Battlefield's center platform.
  14. D-air: The attack now hits on frame 14. Deals up to 13 hits, with the first 11 hits dealing 3% damage, while hit 12 deals 2% damage, and hit 13 deals 1% damage; the whole attack deals up to 36% damage. The first 12 hits deal weight independent fixed knockback, and as such, are unable to make KOs on their own. As for the final hit, despite only dealing 1% damage, it's a powerful meteor smash (possessing 60 BKB and 300 KBG) that can really mess up fighters who try to recover low, and are unable to hit Yoshi's hurtboxes with their up special recoveries. However, because the damage output for each hit is so low under normal circumstances, this attack won't be able to get past damage-based heavy armor with a damage threshold of 4 or higher, and it can't bypass super armor. As a result, certain recovery moves, such as Super Dedede Jump (which has a super armor period), can be more difficult to counter with this attack. Also, teleportation recoveries can potentially avoid Yoshi's d-air altogether. The meteor smash hit can KO Mario at 191% damage if he's on the ground.
  15. D-air (landing): The d-air's landing hitbox has been modified so that it sends fighters flying at an 80 degree angle. Deals only 1% damage, but can KO Mario at 219% damage, thanks to the 60 BKB and 200 KBG. Lastly, this hitbox has transcendent priority, and only affects fighters on the ground; aerial targets are unaffected.
  16. Grab: All the grab hitboxes can now affect fighters on the ground, and in the air. The standing grab hitboxes now activate on frame 8, while the dash grab and turn grab both become active on frame 10.
  17. Pummel: Adjustments to the fixed knockback and knockback angle have been made. Other than that, no real changes.
  18. F-throw: The throw now deals 8% damage, and offers better BKB. KBG is weaker, however. KOs Mario at stage edges at some point after 150% damage.
  19. B-throw: The throw now deals 8% damage, and offers better BKB. KBG is weaker, however. KOs Mario at stage edges at some point after 140% damage.
  20. U-throw: The throw now deals 8% damage, and offers better BKB. KBG is weaker, however. KOs Mario at 195% damage.
  21. D-throw: The throw now deals 6% damage, has better KBG, and uses an 85 degree knockback angle. BKB has been toned down as well, which now makes it possible for Yoshi to perform follow-up attacks against low-damaged targets. Ending lag is also shorter, which helps Yoshi even further. This throw KOs the latest of all of Yoshi's throw options, not being able to KO Mario on its own until his current damage hits 558%.
  22. Egg Lay: Start-up lag has been reduced, and a larger grab hitbox is utilized for the tongue. Grab hitboxes activate on frame 8, and if Yoshi grabs someone, he'll deal 8% damage to the grabbed target before turning him/her into an egg.
  23. Egg Roll: The attack now has a larger hitbox, along with better KO potential, thanks to a buff to the BKB and KBG values. KOs Mario at 281% damage if it deals 4% damage, while a 9% damage hit makes the KO at 147% damage. Rehits every 30 frames.
  24. Egg Throw: Knockback adjustments have been made for the egg's hitbox, which helps to reduce the chances of the explosion missing its target. As for the explosion itself, it now has a larger hitbox that lasts for 3 frames, and receives a stronger KBG value, improving its KO potential. KOs Mario at 232% damage if he's hit by the egg and explosion; the KO is made at 235% damage if Mario is only hit by the explosion.
  25. Yoshi Bomb (ground): The first hit's hitbox has been extended to cover Yoshi, and is now weight independent. Also, the first hit has transcendent priority, and can affect aerial targets. As for the ground pound, it now deals 16% damage, and the hitbox size is larger. KOs Mario at 100% damage if he's hit by both hitboxes; 111% if only the ground pound hits.
  26. Yoshi Bomb (air): The ground pound hitbox now has the exact same attributes as the grounded Yoshi Bomb's ground pound hitbox. KOs Mario at 111% damage.
  27. Yoshi Bomb (stars): The stars still deal 4% damage, but they now have a better BKB value, a slightly higher KBG value, and sends fighters flying at a 40 degree angle. Additionally, the shield damage bonus has been increased, which results in Yoshi Bomb being able to severely weaken an opponent's shield to the point of breaking if he/she blocks the ground pound and stars; only a perfect shield, or a full shield, are able to avoid being broken by the two hits. The stars can KO Mario on Omega form stage centers at 718% damage; 506% on the stage edge.
  28. Lick: Start-up lag has been reduced, and the tongue hitbox now activates on frame 16. The tongue deals 12% damage, sends fighters flying at a 25 degree angle, and receives stronger BKB. KBG is slightly weaker, however. Also, the tongue has a shield damage bonus that can make the overall attack deal decent damage to shields. KOs Mario on Omega form stage centers at 110% damage.
  29. Heavy Egg Roll: The attack now has a larger hitbox, and has gained highly potent knockback statistics to compensate for its slower mobility. KOs Mario at 195% damage if it deals 4% damage. If the attack deals 15% damage, however, it'll be able to KO Mario at 55% damage, making it the most powerful attack in Yoshi's moveset, despite not being the most damaging. Additionally, the attack deals high shield damage, being able to shatter shields in just two hits if it only deals 4% damage; if the attack deals 15% damage, it'll damage shields to the point of breaking, and will likely break any damaged shield. Rehits every 30 frames, and still has super armor properties.
  30. Star Bomb (ground): The first hit's hitbox deals 4% damage, has been extended to cover Yoshi, and is now weight independent. Also, the first hit has transcendent priority, and can affect aerial targets. As for the ground pound, it still deals 4% damage, but the hitbox is now larger, and has gained a significant improvement to its KBG to compensate for the low damage output. KOs Mario at 170% damage if he's hit by both hitboxes; 185% if only the ground pound hits.
  31. Star Bomb (air): The ground pound hitbox now has the exact same attributes as the grounded Star Bomb's ground pound hitbox. KOs Mario at 185% damage.
  32. Star Bomb (stars): The stars that Star Bomb creates are now much more potent than before. BKB and KBG are both stronger, the clean hit deals 12% damage, the middle hit deals 10% damage, and the late hit deals 8% damage. The shield damage bonus is also stronger, enabling Star Bomb to severely damage shields to the point of breaking if the opponent blocks the ground pound and stars. Unlike with Yoshi Bomb, however, it's the stars that deal the greatest amount of damage to shields. The clean hit KOs Mario on Omega form stage centers at 134% damage; middle hit KOs at 160% damage; late hit KOs at 196% damage.
  33. Egg Launch: Start-up lag is shorter, but is still longer than that of Egg Lay. A larger grab hitbox is utilized for the tongue. Grab hitboxes activate on frame 16, and if Yoshi grabs someone, he'll deal 12% damage to the grabbed target before turning him/her into an egg.
  34. Light Egg Roll: The attack now has a larger hitbox, along with better KO potential, thanks to a buff to the BKB and KBG values. KOs Mario at 259% damage if it deals 4% damage, while a 12% damage hit makes the KO at 101% damage. Rehits every 30 frames.
  35. Timed Egg Throw: The egg's windbox now rehits every frame, and deals flinchless fixed knockback. As for the explosion, it's now more powerful than before, dealing 15% damage, sending fighters flying at an 80 degree angle, and has better KBG as well. A shield damage bonus also exists, enabling the explosion to deal a good amount of damage to shields if blocked. KOs Mario at 112% damage.
  36. Crushing Bomb (ground): Yoshi now gains a super armor period before jumping. The first hit's hitbox has been extended to cover Yoshi, and is now weight independent. Also, the first hit has transcendent priority, and can affect aerial targets. As for the ground pound, the hitbox size is larger, deals 20% damage, and gains a stronger shield damage bonus, enabling it to severely damage shields to the point of breaking. BKB is slightly lower however, and the KBG increase is tiny. KOs Mario at 60% damage if he's hit by both hitboxes; 75% if only the ground pound hits.
  37. Crushing Bomb (air): The ground pound hitbox now has the exact same attributes as the grounded Crushing Bomb's ground pound hitbox. KOs Mario at 75% damage.
  38. Super Dragon (body hitbox): The body hitbox that covers Yoshi during the Final Smash has been improved, dealing 10% damage, along with offering stronger BKB and KBG. As an additional bonus, the hitbox rehits every 20 frames, and is unblockable. KOs Mario at 159% damage.
  39. Super Dragon (fire breath): The size of the fireball hitbox now remains consistent for the whole duration. Deals 6% damage at close range, but as the fireball travels farther from Yoshi, the damage will decrease to 5%, followed by 4%. BKB and KBG are also better, the knockback angle is set to 45, and the fireball has gained unblockable properties. Clean hit KOs Mario on Omega form stage centers at 506% damage; middle hit KOs at 580% damage; late hit KOs at 678% damage.
  40. Super Dragon (fireball cannon): The giant fireball that Yoshi spits out now keeps its hitbox size consistent for the whole duration. Deals 20% damage at close range, but as the fireball travels farther from Yoshi, the damage will decrease to 18%, followed by 16%. KBG is increased a bit, the knockback angle is set to 80, and the fireball has gained unblockable properties. Clean hit KOs Mario at 68% damage; middle hit KOs at 79% damage; late hit KOs at 92% damage.
I also did a small edit to Yoshi's parameter data, which is for Super Dragon. I apparently spotted what looked like Super Dragon's duration when I was studying the parameter data; the setup looked identical to that of Brawl's data for Super Dragon, but the values weren't entirely alike. If I found the right entry, Super Dragon should last up to 20 seconds.

On an aesthetic note, I did modify Yoshi's sound script data, which fixes up the frame timing for some sound clips. Additionally, thanks to some tutorials that I've read, I've been able to get Yoshi to properly utilize his Yoshi Bomb voice clip; while I am aware that there's a sound hack that already fixes up that dilemma, the script does have some notable flaws, and does not support the Star Bomb and Crushing Bomb custom special moves.

In regards to the sound scripts that are used for Yoshi Bomb and its custom variants...

SpecialLw & SpecialLw_C2
Asynchronous_Timer(Frames=7)
Sound_Effect(SFX=0x9003F)
unk_687F9320(unknown=0x9003F, unknown=0x1E)
Sound_Effect(SFX=0x3E0000)
Asynchronous_Timer(Frames=28)
Bit_Variable_Set(Variable=0x200000AD)
Script_End()


SpecialLw_C3
Asynchronous_Timer(Frames=7)
Sound_Effect(SFX=0x9003F)
unk_687F9320(unknown=0x9003F, unknown=0x3C)
Sound_Effect(SFX=0x3E0000)
Asynchronous_Timer(Frames=28)
Bit_Variable_Set(Variable=0x200000AD)
Script_End()


SpecialAirLw, SpecialAirLw_C2, & SpecialAirLw_C3
Asynchronous_Timer(Frames=0)
Stop_Sound_Effect(SFX=0x3E0024)
Synchronous_Timer(Frames=1)
If_Bit_is_Set(Variable=0x200000AD)
TRUE(Unknown=0x6){
    Bit_Variable_Clear(Variable=0x200000AD)
    FALSE(Unknown=0x6){
        Sound_Effect(SFX=0x9003F)
        Sound_Effect(SFX=0x3E0000)
    }
}
Script_End()


This project took me more than a week to complete, but hopefully, it'll help Yoshi excel better than he did in the past.

Version 2 Update

After learning about the downsides that extended hitboxes have, I decided to adjust some of Yoshi's attacks further by splitting certain extended hitboxes into separate hitboxes. Attacks modified include the f-tilt, d-tilt, u-smash, d-smash, f-air, and u-air.

I also added a new single frame hitbox for the u-smash, which covers a spot where the attack would end up missing if the opponent is small enough.

Damage and knockback values have not been changed, so all the updated attacks still KO at the same damage percentages.

Files

Alternate File Sources

Posts

  • Lakifume avatar
    Lakifume Joined 4mo ago
    Offline
    134 points Ranked 25710th
    2mo
    Huh... I have a problem, ever since a few days ago I can no longer download any of your content because it is blocked by Chrome saying that it is a dangerous file, and this seems to only happen with you so what can I do ?
    Bananite

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Credits

Key Author
Mario and Sonic Guy
Mario and Sonic Guy Joined 2y ago
Offline
4,638 points Ranked 1093rd
15 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
  • Reached 1,000 Points Medal icon
  • Received thanks 5 times Medal icon
Data editor
Original Authors
Nintendo
Publisher
BANDAI NAMCO Games Inc.
Developer
Sora Ltd.
Developer
Special Thanks
Sammi Husky
Sammi Husky Joined 2y ago
Offline
107 points Ranked 29403rd
FITX Creator & Developer

Submitter

Mario and Sonic Guy avatar
Mario and Sonic Guy Joined 2y ago
See ya later!
4,638 points Ranked 1093rd
15 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
  • Reached 1,000 Points Medal icon
  • Received thanks 5 times Medal icon

Mario and Sonic Guy
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!
  • Paypal Donate

Game

Sign up to access this!

Category

Sub-category
Yoshi icon
Yoshi
Super-category
Moveset Edit

License

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+

Stats

  • 81 Downloads
  • 1,507 Views
  • 3 Posts
  • 3mo Submitted
  • 1mo Modified
  • 1mo Updated

Scores

  • Not yet rated
Sign up to access this!

More from Submitter

bcp.crwdcntrl.net tracking pixel