Snake vs Yoshi

Yoshi Matchup (Snake)

Snake vs Yoshi

Snake vs Yoshi is about not overtrusting grenades, then using C4 and anti-airs to trap the landing after double jump armor and cash out at the ledge.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets dangerous for Snake when he assumes grenades alone will keep Yoshi honest. Yoshi’s air drift, Nair, Bair, Uair, Egg Toss, and double jump armor let him cut through or around a lot of standard explosive pacing, and once he gets above Snake the landing sequence can become very uncomfortable very quickly. Snake cannot treat this like a matchup where one grenade automatically freezes neutral.
Yoshi still gives punish windows when he commits into shield, though. The table shows that Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, all smash attacks, Fair, Bair, Dair, Side B, Up B, and Down B can all be punished by Snake’s OOS Dair, grab, OOS Bair, or Up Smash. Nair and Uair are the big exceptions, so trying to force an immediate answer there usually does more harm than good.
That shifts the matchup toward landing control rather than pure front-facing denial. Snake wants grenades and C4 placed where Yoshi is likely to descend after double jump armor, then he wants to cover that end point with Up Tilt, Up Smash, or Bair instead of chasing the first airborne movement. If Yoshi is allowed to keep changing height freely, Snake’s defensive structure breaks down. If Snake keeps the ground under Yoshi dirty, the scramble becomes much more favorable.
For stocks, ledge pressure is more reliable than deep offstage pursuit. Yoshi’s recovery distance is strong, but his ledge decisions are far more readable when grenades and C4 are already active. Snake should keep the match about repeated ledge and landing traps, then close with Up Tilt, Up Smash, or explosive coverage rather than overextending into Yoshi’s aerial reversals.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSnake OOS Candidate MovesBarely Missed Moves
Jab 13-10
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (+1)
  • OOS Nair (+3)
  • OOS Uair (+3)
Jab 23-11
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (+2)
  • OOS Uair (+2)
Forward Tilt5-16
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Up Tilt8-16
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Down Tilt8-9/-9/-10
  • OOS Dair (6f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up Smash (+2)
Dash Attack10-19
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Forward Smash14-27
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (26f)
Up Smash11-24
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (+2)
Down Smash7/22-33/-18
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Neutral Air3-3/-4/-4
  • None
  • OOS Dair (+3)
Forward Air16-6/-7
  • OOS Dair (6f)
Back Air11/14/18-9/-8
  • OOS Dair (6f)
  • Grab (+2)
  • OOS Bair (+2)
  • Up Smash (+3)
Up Air5-3
  • None
  • OOS Dair (+3)
Down Air16/18/20/22/24/26/28/30/32/34/36/38/41-14
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Neutral B19
Side B32-29 to -27
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (26f)
Up B16-30
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (26f)
Down B7/27, 19-32, -32
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (26f)
Grab14
Dash Grab16
Pivot Grab17

Win Condition Checklist

  • Use grenades together with C4 so Yoshi’s landing point after double jump armor is already occupied before he comes down.
  • Do not force immediate shield punishes after blocked Nair or Uair; hold ground and punish the next landing or ledge choice instead.
  • Punish Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, all smash attacks, Fair, Bair, Dair, Side B, Up B, and Down B on shield with OOS Dair (6f), Grab (10f), OOS Bair (10f), or Up Smash (11f).
  • When Egg Toss sends Yoshi high, stay grounded and let C4, Up Tilt, and anti-air coverage wait for the descent instead of jumping first.
  • At the ledge, leave grenades and C4 active so jump, roll, and low recovery routes all feed into Up Tilt or Up Smash coverage.

Actions to Avoid

  • Assuming grenades by themselves will stop Yoshi and leaving the post-armor landing space completely open.
  • Swinging out of shield after every blocked Nair or Uair and whiffing into Yoshi’s next drift or landing mix.
  • Jumping up after Egg Toss too eagerly and exposing Snake’s own weak aerial repositioning to Yoshi’s pressure.
  • Chasing too deep offstage and giving up the more stable ledge trap that actually limits Yoshi’s strongest escape routes.

Reference Links

Related Pages