Matchup Summary (Win Condition and Game Plan)
Yoshi can use elite air drift, nair, bair, uair, Egg Throw, and double-jump armor to displace Ken’s anti-air timing, and the more Ken jumps up from far away to chase, the more often Yoshi gets to reverse the exchange into a landing trap or ledge sequence.
At the same time, Yoshi’s grounded reach and shield breaking are not overwhelming, and his grounded buttons plus heavier specials leave real punish windows. Ken gets more out of walk shield, small pullbacks, and short Hadoken checks that disturb low aerial timing and Egg Throw arcs, then cashing in on blocked jab 1, jab 2, ftilt, utilt, dash attack, all smash attacks, dair, side B, up B, and down B with Up B (5f) or OOS Uair (8f) so one defensive stop becomes close-range damage immediately.
By contrast, nair and uair are basically safe, and fair or bair mostly reduce to Up B as the practical answer. Yoshi’s egg shield also makes shield-poke ideas unreliable, so instead of forcing a huge second swing in place, it is better to wait for the jump-out, drift-back landing, or panic down B and start the next touch from jab or down tilt.
For kills, it is more repeatable to hold center stage, trap the landing, and cash out through jab or down tilt into Shoryuken, or uair and Up Smash on ledge jump, than to chase Yoshi’s double jump offstage. Once the double jump is gone, the landing and post-Up B position become the real finish line.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Ken OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 3 | -11 |
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| Forward Tilt | 5 | -16 |
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| Up Tilt | 8 | -16 |
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| Down Tilt | 8 | -9/-9/-10 |
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| Dash Attack | 10 | -19 |
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| Forward Smash | 14 | -27 |
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| Up Smash | 11 | -24 |
| |
| Down Smash | 7/22 | -33/-18 |
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| Neutral Air | 3 | -3/-4/-4 |
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| Forward Air | 16 | -6/-7 |
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| Back Air | 11/14/18 | -9/-8 |
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| Up Air | 5 | -3 |
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| Down Air | 16/18/20/22/24/26/28/30/32/34/36/38/41 | -14 |
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| Neutral B | 19 | — | ||
| Side B | 32 | -29 to -27 |
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| Up B | 16 | -30 |
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| Down B | 7/27, 19 | -32, -32 |
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| Grab | 14 | — | ||
| Dash Grab | 16 | — | ||
| Pivot Grab | 17 | — |
Win Condition Checklist
- Use walk shield, small pullbacks, and short Hadoken checks to disturb Egg Throw arcs and low aerial timings instead of repeatedly jumping up to meet Yoshi in the air.
- After blocking jab 1, jab 2, ftilt, utilt, dash attack, any smash attack, dair, side B, up B, or down B, default to Up B (5f), and use OOS Uair (8f), OOS Nair (9f), or Up Smash (9f) when spacing lets you turn the stop into damage.
- Do not force an in-place punish on nair, uair, or shallow fair. Cover the drift-back landing, re-jump, or panic down B first, then turn the second touch into jab, down tilt, or up tilt pressure.
- Do not try to beat double-jump armor with desperate air-to-air swings. Prioritize the landing, ledge grab, and post-Up B position after Yoshi has already spent it.
- Finish stocks through jab or down tilt into Shoryuken, uair or Up Smash on ledge jump, and the huge punish windows after down B, side B, or up B.
Actions to Avoid
- Jumping too high and too early into Yoshi’s air drift and double jump, then getting clipped first by bair or uair.
- Throwing out Shoryuken or another big answer every time nair or uair touches shield and whiffing into Yoshi’s drifted landing.
- Treating Yoshi’s egg shield like a normal pokable shield and overextending into jump-out or panic down B.
- Chasing too deep offstage and letting double-jump armor or Egg Throw stalling turn Ken’s own recovery into the real risk.