Yoshi vs Marth

Marth Matchup (Yoshi)

Yoshi vs Marth

Yoshi vs Marth hinges on not forcing early jumps into the sword tip, then using Egg Throw and air drift to displace Marth's spacing before breaking inside.

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Matchup Summary (Win Condition and Game Plan)

Marth is strongest here when Yoshi gives him the jump first. Fair, bair, forward tilt, and down tilt let Marth slice up Yoshi’s approach angles, so predictable early double jumps or direct airborne entries usually hand him the exact sword spacing he wants. Once that happens, up air juggles and ledge carry follow quickly, and the threat of Counter makes reckless offstage chasing expensive.
The matchup shifts when Yoshi makes Marth swing at the wrong place. Egg Throw and Yoshi’s air drift can force Marth to commit before the real entry happens, and once Yoshi gets inside the sword tip, Marth’s scramble defense and offstage endurance are much less reliable. Yoshi should focus on drifting around the first hitbox, then breaking in with nair, uair, or bair instead of trying to win a raw grounded race against the blade.
The frame table shows that Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, the smash attacks, Neutral B, and Side B are all clearly punishable by OOS Nair, OOS Uair, Grab, or Up Smash when Marth misses tipper spacing. By contrast, Fair, Bair, and Up Air are not moves you should challenge instantly from shield every time.
The cleanest stocks come after pushing Marth to the ledge. Keep stage control, use Egg Throw and bair to narrow Dolphin Slash angles, and finish the ledge sequence rather than overcommitting deep and getting reversed by Counter or a sudden recovery mix.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldYoshi OOS Candidate MovesBarely Missed Moves
Jab 15-16/-14
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (+2)
Jab 24-19/-18
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (+1)
  • OOS Fair (+1)
Forward Tilt8-16/-14
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (+2)
Up Tilt6-21/-18
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (+1)
  • OOS Fair (+1)
Down Tilt7-9/-6
  • OOS Nair (6f)
  • OOS Uair (+2)
Dash Attack13-22/-20
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Forward Smash10-32/-29
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Up Smash13-41/-36
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Down Smash6/21-43/-41/-26/-23
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Neutral Air6/15-5/-4/-4/-3
  • None
  • OOS Nair (+3)
Forward Air6-6/-5
  • None
  • OOS Nair (+1)
  • OOS Uair (+3)
Back Air7-6/-5
  • None
  • OOS Nair (+1)
  • OOS Uair (+3)
Up Air5-4/-3
  • None
  • OOS Nair (+3)
Down Air9/11-9/-9/-9
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (+1)
  • Up Smash (+2)
Neutral B19—79-23 to Shieldbreak
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Side B9-26/-16
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (+3)
  • OOS Fair (+3)
Up B5
Down B6 (Start of Counter)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not spend your double jump early just to reach Marth’s sword tip; make him swing first with Egg Throw and drift changes.
  • Punish Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, the smash attacks, Neutral B, and Side B with OOS Nair, OOS Uair, Grab, or Up Smash whenever Marth lands too close.
  • After blocking Fair, Bair, or Up Air, do not force a spot punish; take the drift path or landing zone with nair, uair, or bair instead.
  • Once Marth is offstage, stay close enough to threaten but keep your stage position, covering Up B angles and ledge timing with Egg Throw and bair.
  • Save double-jump armor for anti-air callouts, landing mix, or recovery protection instead of cashing it in at the very start of every approach.

Actions to Avoid

  • Jumping early and directly into Marth’s tipper spacing over and over.
  • Swinging out of shield after every Fair or Bair and getting clipped because the punish never really reaches.
  • Chasing too deep offstage and giving Marth a Counter or recovery reversal that throws away your ledge control.
  • Burning double-jump armor as the entry ticket on every approach and then having no real mix left once Marth starts juggling.

Reference Links

Related Pages