Yoshi vs Samus

Samus Matchup (Yoshi)

Yoshi vs Samus

In Yoshi vs Samus, the win condition is to shift the projectile lines with Egg Throw and air drift, then deny projectile resets through shield punishes and landing traps.

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Matchup Summary (Win Condition and Game Plan)

If Yoshi keeps contesting Charge Shot and Missiles from the ground, Samus can still push him into high-launch situations where forward air, up air, and up throw start closing stocks.
The steadier plan is to vary Egg Throw between low and high arcs, shift the zoning line, and use Yoshi’s strong air drift and double jump to land neutral air, back air, and up air first before converting into landing traps.
The frame table shows that forward tilt, up tilt, down tilt, dash attack, all smash attacks, forward air, up air, and both hits of side B are punishable on shield by OOS nair (6f), uair (8f), grab (10f), or up smash (11f), while neutral air, down air, and Zair are poor places to force an immediate punish.
For stocks, deep edgeguards are less reliable than pinning Samus’s tether recovery height with Egg Throw and back air, then catching ledge jump or ledge roll with up air or up smash.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldYoshi OOS Candidate MovesBarely Missed Moves
Jab 13-10
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (+1)
Jab 26-15
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (+1)
Forward Tilt8-17/-16/-15
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (+1)
Up Tilt15-12
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (+2)
Down Tilt6-26
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Dash Attack8-23
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Forward Smash10-29/-28
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Up Smash11/15/19/23/27-24
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Down Smash9/17-27/-18
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (+1)
  • OOS Fair (+1)
Neutral Air8/14-5/-5/-6
  • None
  • OOS Nair (+1)
  • OOS Uair (+3)
Forward Air6/12/18/24/30-12/-12/-11
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (+3)
Back Air9-9/-9/-10
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (+1)
  • Up Smash (+2)
Up Air5…-16/-16/-15
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (+1)
Down Air17-8/-7
  • OOS Nair (6f)
  • OOS Uair (+1)
  • Grab (+3)
Z Air8/16-4/-3
  • None
  • OOS Nair (+3)
Neutral B3(+13)-17 to +4
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (+2)
  • OOS Fair (+2)
Side B (1)18-26
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Side B (2)21-24
  • OOS Nair (6f)
  • OOS Uair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (14f)
  • Up B (16f)
  • OOS Dair (19f)
  • OOS Fair (19f)
Up B (1)4…
Up B (2)5…
Down B33
Grab15
Dash Grab17
Pivot Grab18

Win Condition Checklist

  • Vary Egg Throw between low and high arcs to shift the lines of Charge Shot and Missiles, then touch first with neutral air, back air, or up air.
  • After blocking forward tilt, up tilt, down tilt, dash attack, any smash attack, forward air, up air, or side B (1)(2), take the listed OOS punish and extend into another juggle.
  • Do not force an immediate punish after blocking neutral air, down air, or Zair; keep center instead and track Samus’s drift and landing.
  • At the ledge, use Egg Throw to disrupt tether timing and height, then cover ledge jump with up air and ledge roll with up smash or grab.
  • Keep double jump available as a counter-hit and landing insurance instead of spending it early just to bypass projectiles.

Actions to Avoid

  • Running straight through the middle lane and giving Charge Shot, Missiles, and forward air a clean angle.
  • Repeatedly landing shallow neutral air or forward air on shield and feeding Samus’s up B.
  • Swinging an automatic OOS punish even after neutral air, down air, or Zair, then giving up center when the punish whiffs.
  • Spending double jump too early and removing your own protection against up air and forward air landing traps.
  • Chasing too deep offstage and letting tether recovery or Bomb reverse the position so that Yoshi ends up stuck at the ledge instead.

Reference Links

Related Pages