nyuuzyou/wikis huggingface dataset:
Yiga Clan

The Yiga Clan (, Yiga Team) is a Sheikah clan of assassins in .
==Origin==
Led by , the Yiga Clan is a group of assassins who steal information and resources from the tribe. Unlike other Sheikah, they sided with Calamity Ganon and try to hunt down the hero. It mainly consists of and . Some members even disguise themselves as travelers, who try to get the attention of Link; they usually walk around the roads of Hyrule and wave to get his attention, while other members try to fake cry to get his attention or appear out of thin air to ambush him. A particularly notable example is in the game , where a Yiga clan member will disguise as Princess Zelda herself and will get confused when the player starts messing with them and desperately try to resist breaking character. They will even get aggressive if Link dons the Yiga clan outfit, thinking he is a fellow member trying to ruin the illusion. If Link talks to one of them, they try to start up a conversation or sell food based items to him. If he refuses to talk or buy, or when Link actually buys what the person is selling, they will reveal themselves and confront him with their weaponry. The clan's crest is an upside-down Sheikah crest. The clan is obsessed with and if any member sees any, they will get distracted by them and stop fighting; they will also drop Mighty Bananas, along with Rupees, when defeated.
==In Super Smash Bros. Ultimate==
===As a costume===
The s serve as the inspiration for a costume in Super Smash Bros. Ultimate. The design of their sword is based of off the , a weapon in Breath of the Wild that the Yiga Footsoldiers often use. 
===Spirit===
The leader of the Yiga, Master Kohga, appears as a spirit.
No. 	Image	Name	Type	Class	Slots	Base	Max 	Base	Max	Base	Max 	Ability 	Series
1,455	 	 	★★ 	1 	1902 	7638	1140	4576	655	2630	Weight ↑	The Legend of Zelda Series	
==Trivia==
*Ultimate is the first game where there is a visible distinction between male and female Yiga clanspeople, as Breath of the Wild uses the same model for both, even though they can disguise themselves as travelers of either gender.
Yo-yo stack glitch

The yo-yo stack glitch is a glitch in Super Smash Bros. Melee that results in having several of his down smash yo-yos visible at once. By using a down smash on the earliest interruptible frame of a previous down smash (frame 59), the old yo-yo is retained instead of disappearing, following one frame behind the new yo-yo. The process can be repeated indefinitely to stack further yo-yos, resulting in a kaleidoscoping effect due to the intersecting polygons. Interrupting the down smash on a slightly later frame, or interrupting with an up smash instead, will keep the current number of duplicated yo-yos but not add another. The glitch ends naturally once the chain of interrupted up or down smashes does, and it has no effect on the move's hitboxes.
The glitch was discovered by during the DDoS attack on Smashboards in 2013.
==Gallery==
File:yoyostack1.jpg
File:yoyostack2.jpg
==See also==
*Yoyo glitch
==External links==
*SmashBoards thread
Category:Glitches (SSBM)
Category:Techniques (SSBM)
Category:Character-specific terminology
Category:Ness
Category:Ness (SSBM)
York Region Power Rankings

The York Region Power Rankings are power rankings for York Region, Ontario.
==Super Smash Bros. Ultimate Rankings==
===Season 2===
|}
Honourable mentions:
*
*
*
===Season 1===
|}
==Super Smash Bros. for Wii U Rankings==
===Season 2===
|}
===Season 1===
|}
Honourable mentions:
*
*
==External links==
* York Region Smash Twitter
Category:Canadian Power Rankings
Yoshi's Egg (item)

Yoshi's Egg is a special item that only appears in Event 13: Yoshi's Egg in Super Smash Bros. Melee. The egg has a hurtbox and will break when it takes enough damage. The egg can be spawned as an item using Action Replay.
Yoshi's Egg can be picked up and tossed around, however, the egg is not meant to be used as a weapon - the objective is to protect it as . The egg will break after it drops or is thrown constantly. If the egg breaks, the event match results in a failure. Nevertheless, it still functions as a throwing weapon, doing 17% damage. The damage is not increased by smashing.
==See also==
*Egg
*Yoshi
Category:Items (SSBM)
Category:Thrown items
Category:Items
Category:Series symbols
Yoshi's Island (disambiguation)

Yoshi's Island may refer to:
* Three different stages with the same name:
** Super Happy Tree, a stage originally called Yoshi's Island, which appears in Super Smash Bros., Super Smash Bros. Melee, and Super Smash Bros. Ultimate
** , a stage which appears in Melee, Super Smash Bros. Brawl, , and Ultimate
** , a stage which appears in Brawl, , and Ultimate
* Super Mario World 2: Yoshi's Island, a game for the Super Nintendo Entertainment System.
* The universe, referred to as the Yoshi's Island series in .
Yoshi (SSB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Clean hit 	10-13
Late hit 	14-19
Ending autocancel 	20-
Animation length 	41
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Yoshi (SSB)
Category:Back aerials (SSB)
Category:Aerial attacks (SSB)
Yoshi (SSB)/Back throw

==Overview==
Yoshi grabs his opponent, puts them in his mouth, turns around and spits them out. It is a fairly standard back throw, dealing 16%, having high knockback and being a reliable KO move. It can KO Mario at 124% at the center of and at 91% when used at the ledge. The throw has somewhat high ending lag and it is overall not as useful as most other back throws (mainly due to Yoshi's slow grab).
==Throw Data==
|}
==Timing==
Invincibility 	4-18
Throw Release 	19
Animation length	48
|-
Category:Yoshi (SSB)
Category:Back throws (SSB)
Yoshi (SSB)/Down aerial

==Overview==
Yoshi's down aerial (officially known as the Flutter Kick) involves him swinging his feet back and forth repeatedly. All parts of the attack can meteor smash, but very weakly; the attack is most useful for racking up damage due to its very large damage potential. It can rack up a maximum of 56% damage if all hits connect, making it the most damaging aerial in the series by a significant margin. The move is very useful for shield break combos because of its damage output – it is situational otherwise, however, as it does not have much followup ability, and is easy to SDI out of. While it can cover tech options from opponents (especially on platforms above Yoshi), Yoshi's other aerials are better for this due to their superior followup ability.
==Hitboxes==
|}
==Timing==
Initial auto-cancel	1-3
Hits 1-14 	4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30
Ending auto-cancel 	32-
Animation length 	49
|-
===Landing lag===
Animation length 	14
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Yoshi (SSB)
Category:Aerial attacks (SSB)
Category:Down aerials (SSB)
Category:Normal attacks (SSB)
Category:Meteor smashes (SSB)
Yoshi (SSB)/Down smash

==Overview==
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
**
==Timing==
Hit 1 	6-7
Hit 2 	21-22
Animation length	59
Category:Yoshi (SSB)
Category:Down smashes (SSB)
Yoshi (SSB)/Down special

==Overview== 
==Hitboxes==
|}
==Timing==
Hitbox duration assumes that Yoshi lands on a flat surface at the same elevation as when he initiated the move.
===Grounded===
Hitbox 	30-38
Animation length	30
===Aerial===
The hitboxes are active until Yoshi either lands or gets hit/KOed.
Hitbox 	25-
Animation length	25
===Landing lag===
Stars 	4-18
Animation length	44
|-
Category:Yoshi (SSB)
Category:Special moves (SSB)
Category:Down special moves (SSB)
Yoshi (SSB)/Forward aerial

==Overview==
Yoshi swings his head forward. This move is a meteor smash. It comes out on frame 11; making it one of the slowest meteor smashes in the game however, it has little ending lag, as well as good power to compensate and it still has noticeably less startup lag than in later entries. It is a very useful combo starter and finisher, being able to setup moves such as an on grounded opponents at low percentages, as well as being usable to finish off aerial strings or followup moves such as a . When double jump cancelled repeatedly, the move can also put on a lot of pressure on shielding opponents if used in conjunction with s and s, even being able to lead into situational shield break combos. Because of the speed, power, and the move being generally easy to land and utilize, it is considered one of the best meteor smashes in the game, and among Yoshi's best moves.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-10
Clean hit 	11-12
Late hit 	13-15
Ending autocancel 	31-
Animation length 	39
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Gallery==
File:SSB64 Yoshi F-tilt to Fair.gif|Yoshi's forward tilt to forward aerial combo.
Category:Yoshi (SSB)
Category:Aerial attacks (SSB)
Category:Forward aerials (SSB)
Category:Meteor smashes (SSB)
Category:Normal attacks (SSB)
Yoshi (SSB)/Forward throw

==Overview==
Yoshi grabs the opponent, puts them in his mouth and then spits them out forward. It is a fairly standard forward throw, having decent knockback and being a reliable KO move. It can KO Mario at 153% at the center of and at 110% when used at the ledge. The throw is not too slow, although Yoshi is usually better off using his back throw for KOes (unless he is facing forwards near the edge). 
==Throw Data==
|}
==Timing==
Invincibility 	4-18
Throw Release 	19
Animation length	38
|-
Category:Yoshi (SSB)
Category:Forward throws (SSB)
Yoshi (SSB)/Forward tilt

==Overview==
Yoshi does a quick kick forward that can be angled. It does below average vertical diagonal knockback with rather high hitstun, being able to easily set up a meteor smash at low-mid percentages to mid-high percentages. At low percentages, Yoshi can use a string of forward tilts across the stage and end with a short hop→forward aerial. On fastfallers, a can also be used after, useful for getting the opponent offstage in general. At around 100%, the move can be angled up and followed with a full hop→fair. The latter can also followup into a instead - hitting with its late hitbox can lead into another f-tilt→nair, which can be done repeatedly until the f-tilt→fair is used at the edge of the stage. It can also combo into an , though this cannot be done at the percentages where the up smash will KO. A weakness of the move is that it has subpar range, meaning that it cannot be used effectively for spacing (although Yoshi does have some better options for this such as his ). Also, during a string of forward tilts, if one does the next f-tilt too late, the opponent will be able to tech roll to escape the combo.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-10
Animation length	29
==Gallery==
File:SSB64 Yoshi F-tilt to Fair.gif|Yoshi's forward tilt to forward aerial combo.
Category:Yoshi (SSB)
Category:Forward tilts (SSB)
Category:Normal attacks (SSB)
Yoshi (SSB)/Grab

==Overview==
Yoshi sticks his tongue out and grabs opponents in his mouth. The grab is the third slowest in the game, behind Link's grab and Samus' grab. It grabs on frame 15, stays for 6 frames, and cools down for 49 frames. His back throw is considered to be his best throw option after a grab, but it is considered to be a poor throw compared to other characters' back throws.
==Grabbox==
|}
==Timing==
Grab 	15-20
Animation length	69
Category:Yoshi (SSB)
Category:Grabs (SSB)
Yoshi (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt up 	 	
Forward tilt down 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	Noggin Dunk 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	Flutter Kick	
Neutral special 	Egg Lay 	
Up special 	Egg Throw 	
Down special 	Hip Drop 	
Grab 	 	
Forward throw 	 	
Back throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast)	 	
Ledge attack (slow)	 	
Category:Yoshi (SSB)
Category:Hitboxes (SSB)
Yoshi (SSB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial auto-cancel	1-4
Clean hit 	5-8
Late hit 	9-38
Ending auto-cancel 	39-
Animation length 	49
|-
===Landing lag===
Animation length 	14
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Yoshi (SSB)
Category:Aerial attacks (SSB)
Category:Neutral aerials (SSB)
Yoshi (SSB)/Neutral special

==Overview==
==Grabbox and Throw Data==
===Grab===
|}
===Throw===
|}
==Timing==
===Grab===
Grab 	18-23
Animation length	37
===Throw===
The timing is only for when Yoshi has already swallowed his opponent.
Invincibility 	1-29
Throw Release 	15
Animation length	29
|-
Category:Yoshi (SSB)
Category:Neutral special moves (SSB)
Yoshi (SSB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-8
Hitbox 	9-10
Ending autocancel 	11-
Animation length 	41
|-
===Landing lag===
Animation length 	14
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Yoshi (SSB)
Category:Aerial attacks (SSB)
Category:Up aerials (SSB)
Yoshi (SSB)/Up tilt

==Overview==
Yoshi does an upwards headbutt, dealing 12% damage, with moderate set knockback. It is very useful for setting up combos, and at any percentage, it can lead into an aerial such as a or ), which can both KO at high percentages. It is also very useful for juggling combos, and it can lead into a late-hitting to followup with another up tilt. Against characters with moderate falling speeds, it can even lead into a Yoshi Bomb from the ground as a flashy way to KO. Additionally, a Z-cancelled can combo straight into the move, which can be done in a variety of situations, either for the sake of landing an up tilt, or via techniques such as the DJC counter. Overall, a useful move that can be very powerful if used correctly. However, it is much less effective against the floatiest characters due to knocking them up too high to followup reliably, even at base percentages, with the only "true" followup options available being up aerial after a double jump or a well-timed Egg Throw.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary==== 
*
==Timing==
Hitboxes 	7-10
Head intangible 	7-10
Animation length	25
|Hitboxes 
|-
|Head 
==Gallery==
File:SSB64 Yoshi Combo.gif|A Yoshi combo involving juggling with the up tilt and using other aerials to combo into a meteor smash.
Category:Yoshi (SSB)
Category:Up tilts (SSB)
Category:Normal attacks (SSB)
Yoshi (SSB4)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hits 1-2 	11, 17
Hit 3 	25-26
Ending autocancel 	44
Interruptible 	56
Animation length 	62
|-
===Landing lag===
Animation length	19
Category:Yoshi (SSB4)
Category:Back aerials (SSB4)
Yoshi (SSB4)/Back throw

==Overview==
Yoshi turns behind then spits the opponent. This throw has exactly the same properties as forward throw, including damage, angle and knockback, thus giving it basically the same utility as forward throw, lacking damage output or KO potential and no possible followups, only being good for spacing or setting up an edgeguard. The only difference is that back throw is slower than forward throw (although it does have slightly less ending lag), and it naturally sends opponents behind Yoshi.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Yoshi (SSB4)
Category:Back throws (SSB4)
Yoshi (SSB4)/Dash attack

==Overview==
==Update History==
 1.0.4/ 1.0.0
*
==Hitboxes==
|}
==Timing==
Clean hit 	10-12
Late hit 	13-20
Interruptible 	50
Animation length	64
Category:Yoshi (SSB4)
Category:Dash attacks (SSB4)
Yoshi (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-13
Hits 1-6 	16, 18, 20, 22, 24, 26
Hits 7-12 	28, 30, 32, 34, 36, 38
Hit 13 	41
Ending autocancel 	50-
Interruptible 	57
Animation length 	65
|-
===Landing lag===
Hitbox 	1
Animation length	24
Category:Yoshi (SSB4)
Category:Down aerials (SSB4)
Yoshi (SSB4)/Down throw

==Overview==
Yoshi spits the opponent onto the ground with such force that it launches them up. The throw launches opponents vertically and it possesses high base knockback but very low knockback scaling. This puts the opponent in a bad position, allowing for a potential followup. However, the throw has too much ending lag to have any true combos, and being able to land a followup attack can be very difficult with the throw's base knockback being rather high. The throw also deals the least amount of damage out of all of Yoshi's throws; only dealing 4%.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Yoshi (SSB4)
Category:Down throws (SSB4)
Yoshi (SSB4)/Forward aerial

==Overview==
Yoshi's forward aerial is a downward headbutt. It is a slow but powerful attack that meteor smashes opponents at the nose. Upon striking opponents on the ground at low percentages, it has a chance to trip them. This attack can often be used as a combo finisher, either from a forward throw or back throw, an Egg Throw or a double-grounded neutral attack. At higher percentages, striking a grounded opponent can provide the setup for a quick up smash or up aerial. None of these are true combos though, as it is possible for the opponent to air dodge or DI away. An exception applies if the opponent is struck with a grounded meteor and sent reeling as a result, resulting in the opponent unable to react in the time it takes to follow up with an up aerial. However, because reeling is a chance-based mechanic that doesn't occur until above 100%, this is not a completely reliable strategy.
At the head, it deals impressive damage with high knockback growth, letting it KO middleweights at 108% while near the left/right blast zones of Final Destination in the 3DS version, and at 97% in the Wii U version. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. While in the air, the attack can also combo into neutral air, to hit opponents again at lower percentages, or the more common use of quickly delivering another attack if the forward aerial misses.
However, the attack is slow, coming out on frame 16, tying it with down aerial for the highest amount of start-up lag out of Yoshi's aerials. This extreme start-up lag demands precise timing to correctly land the attack, while taking into account Yoshi's aerial speed. If being used as a combo finisher, the timing requirement is less strict, but still requires the player to take into account Yoshi's aerial speed. Furthermore, if the attack is used offstage, Yoshi is potentially vulnerable to a counterattack due to the long ending lag of 24 frames, and in some cases may be left unable to get back on stage. In addition, while landing lag is slightly more forgiving having only 17 frames, it is still long enough to make the attack punishable if it misses.
Despite this attack's weaknesses, it has many uses and is considered a staple of Yoshi's moveset.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	16-20
Ending autocancel 	40-
Interruptible 	44
Animation length 	67
|-
===Landing lag===
Animation length	17
Category:Yoshi (SSB4)
Category:Forward aerials (SSB4)
Yoshi (SSB4)/Forward smash

Yoshi forward smash hitbox visualization	Yoshi forward smash hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Hitboxes 	14
Head intangibility	12-14
Interruptible 	53
Animation length 	55
|Hitboxes 
|-
|Head 
Category:Yoshi (SSB4)
Category:Forward smashes (SSB4)
Yoshi (SSB4)/Forward throw

==Overview==
Yoshi spits the opponent out forwards. Deals weak damage and low horizotnal knockback, giving it no KO potential at reasonable percents, and it has no followup potential, thus making the throw only good for spacing or setting up an edgeguard.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Yoshi (SSB4)
Category:Forward throws (SSB4)
Yoshi (SSB4)/Forward tilt

Yoshi forward tilt hitbox visualization	Yoshi forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
===Angled up===
|}
===Angled forward===
|}
===Angled down===
|}
==Timing==
Hitboxes 	5-7
Interruptible 	39
Animation length	54
Category:Yoshi (SSB4)
Category:Forward tilts (SSB4)
Yoshi (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
The mouth grabbox is only active for the first 2 frames.
===Standing grab===
Grab 	14-24
Interruptible 	56
Animation length	61
===Dash grab===
Grab 	11-21
Interruptible 	68
Animation length	68
===Pivot grab===
Grab 	10-19
Interruptible 	65
Animation length	72
Category:Yoshi (SSB4)
Category:Grabs (SSB4)
Yoshi (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down)	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial landing 	 	(unavailable)
Neutral special 	Egg Lay 	(unavailable)
Side special 	Egg Roll 	
Up special 	Egg Throw 	(unavailable)
Down special (grounded) 	Yoshi Bomb	
Down special (fall) 	Yoshi Bomb	
Down special (stars) 	Yoshi Bomb	(unavailable)
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Yoshi (SSB4)
Category:Hitboxes (SSB4)
Yoshi (SSB4)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	3-4
Clean hit 	5-11
Late hit 	12-25
Ending autocancel 	38
Interruptible 	45
Animation length 	47
|-
===Landing lag===
Animation length	11
Category:Yoshi (SSB4)
Category:Neutral aerials (SSB4)
Yoshi (SSB4)/Neutral special/Default

==Overview==
==Grabbox and Throw data==
===Grab===
|}
|}
===Throw===
|}
==Timing==
===Grab===
Clean Grab 	21
Late Grab 	22-24
Interruptible 	44
Animation length (aerial)	43
Animation length (ground)	53
|Ground 
|-
|Aerial 
===Throw===
Intangibility 	7-29
Throw Release 	21
Interruptible 	30
Animation length	37
|-
Category:Yoshi (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Yoshi (SSB4)/Up aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	5-6
Ending autocancel 	33-
Interruptible 	39
Animation length 	44
|-
===Landing lag===
Animation length	14
Category:Yoshi (SSB4)
Category:Up aerials (SSB4)
Yoshi (SSB4)/Up smash

==Overview==
A bicycle kick, similar to 's up smash. Its clean hitbox is strong enough to KO middleweights at 134%, and renders his legs intangible. Although situational, it can also hit opponents behind him, such as immediately after using Egg Lay. However, it has punishable ending lag, and its late hitbox lacks intangibility. 
==Hitboxes==
|}
The late hit (active on frames 14-16) decreases the base damage to 12% for all hitboxes.
==Timing==
Foot intangibility	11-13
Charges between 	7-8
Clean hit 	11-13
Late hit 	14-16
Interruptible 	47
Animation length 	63
|Hitboxes 
|-
|Foot 
Category:Yoshi (SSB4)
Category:Up smashes (SSB4)