Sonic vs Yoshi

Yoshi Matchup (Sonic)

Sonic vs Yoshi

Sonic vs Yoshi is won by forcing the first airborne commitment, respecting nair and double-jump armor, and turning repeated landing and ledge traps into the kill.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets messy if Sonic keeps trying to hit Yoshi head-on through nair, bair, and double-jump armor, because the speed advantage disappears once Sonic starts brawling in Yoshi’s strongest air space.
The win condition is to use spin charge feints and retreating movement to make Yoshi jump first, then sit on the landing with Up Tilt, uair, and Up Smash instead of rushing the first hit.
The table shows that jab, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Down Air, Side B, Up B, and Down B can be punished on shield by Up B, uair, fair, nair, or grab. Nair and uair are mostly safe, and Fair only really loses to Up B, so those spots should be treated as landing traps rather than forced shield punishes.
For kills, do not chase too deep into armor and Egg Throw mixups. Trap jump from the ledge with Up Smash or uair, push Yoshi back out when he tries to return to center, and finish the stock through repeated stage control.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Use spin charge feints and pullback movement to make Yoshi jump or swing first before you fully commit.
  • When you block jab, Forward Tilt, Up Tilt, Dash Attack, the smash attacks, Down Air, Side B, Up B, or Down B, punish with the OOS routes from the table.
  • After blocking nair or uair, do not mash. Follow the drift and cover the landing with Up Tilt, uair, or Up Smash.
  • Respect double-jump armor and keep the lead by waiting for the landing or ledge option instead of forcing a direct challenge.
  • At the ledge, cover jump with Up Smash or uair and use grab or Down Tilt to send Yoshi back offstage if he tries a grounded escape.

Actions to Avoid

  • Jumping straight into Yoshi’s nair or bair and letting his air-to-air strength erase your speed edge.
  • Trying to brute-force through double-jump armor and losing to the delayed landing or Dair afterward.
  • Swinging after every blocked nair, uair, or Fair even when the spacing does not let the punish reach.
  • Chasing too deep offstage and letting Egg Throw plus the extra jump flip the positioning.
  • Throwing spin directly into a waiting shield and nair wall without first making Yoshi commit.

Reference Links

Related Pages