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The 1-2 Jab Combo (A,A)
Range: Mid
Priority: High
Knockback: Low-Mid
Damage: = 3,6 (9 total)
Yoshi's Jab is great for what it was made for, a move to give him breathing space. It's also Yoshi's fastest move and is often his best option OOS. Thanks to it's little post lag it can also be used efficiently for shield pressure and smart jabbing stops a lot of defensive game, but watch out because certain characters can shield grab between the first and second hit. Often times F Tilt is better for it's range, but the Jab works great as a 'panic button'.
Yoshi's jab isn't as versatile as some as you can't go from the first jab into a grab, because of Yoshi's laggy grab, but for an extra 3% you can Jab to F Tilt. At lower percentages, you can go straight from jab into a D Tilt, but most use B Air to transition from defence to offence smoothly.
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Tail Swipe (F Tilt)
Range: Mid-High
Priority: High-Mid
Knockback: Low
Damage: Pointable in 3 directions, Upward (10dmg), Downward (8dmg) and Straight (9dmg)
This move is arguably Yoshi's best ground move. Very fast, with decent range (second only to D Tilt), good priority and a great comboing move. The upward tilted F Tilt should most always be used as the primary direction, as it does the best damage and it also works great as an aerial deterrent. This move should be your primary ground move, fast and versatile, it's the move that 'rarely fails you.'
At lower percentages this move can chain into itself thanks to its relatively low knockback and the fact it sends people straight up. At higher damages, this move also sets up for an U Air combo/kill. You can also link the first hit of Jab into F Tilt. This move can also follow up virtually any aerial except D Air (landing lag).
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Tail Whip (D Tilt)
Range: Very High
Priority: Mid
Knockback: Mid (no longer fixed)
Damage: 10dmg
Just as F Tilt is your aerial deterrent, D Tilt should be your ground deterrent. Hitting with the mid section of the tail also helps it works as an effective gimper. It is also safe on block, unlike it's more used counterpart, the D Smash. The key aspect of this move over others is it's range, which whilst the hitbox is slightly smaller then the actual tail, is still Yoshi's largest ranged move.
At lower percentages, you can go straight from the two jabs into a D Tilt. B Air follows from this well, quickly swapping from offence to defence. Note that this move can be teched, declining from its usefulness. None the less, it's still a decent and underused move.
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Tail Uppercut (U Tilt)
Range: Low
Priority: Low-Mid
Knockback: Low
Damage: 10dmg
This is a hard move to fit in, because whilst good, there are often better alternatives. U Smash often fits where it could and does the job better. It is however great at low percent combo’s and this is what it should be used for. Use U Smash over this in intercepting aerial foes, as the tail’s quite slow in getting to it’s full height. Don’t use this outside of a combo either as if shielded it has fairly punishable lag. It also has another use in beating out predicted spotdodges, people expecting an U Air can get a surprise if you U Tilt from an empty SH.
This follows up well from low knockback moves which put people off the ground, prime examples being F Tilt, B Air and U Tilt (at low percentages they can be chained, similar to F Tilt). At higher percentages, you can also go straight from this into an U Air.
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Headbutt (F Smash)
Range: Low
Priority: High-Mid
Knockback: Very High
Damage: 14dmg (uncharged)
This is Yoshi’s highest knockback move and it should be used as nothing other then a KO move because of this. It’s rare that you get a chance to use it because of the move’s poor range but this works out quite well as it’s then fresh and at best KO potential. This kills at around 115% from the center of FD on Mario with DI. The pull back on the F Smash can be used riskily to dodge an attack and counter attack, Stutter stepping helps with this, but the main time you will use this is to punish lag, most likely landing lag.
You should always be looking for an opportunity to use an F Smash when your opponent is at high percentage, but unfortunately this opportunity does not rise very often, so when you get chance to, use it!
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Tail Slam Dance (D Smash)
Range: Mid
Priority: High-Mid
Knockback: Mid-High
Damage: 14dmg (uncharged)
Whilst we can all agree that D Smash has been nerfed from its great Melee counterpart, it still has its uses. Like many D Smashes, this is great for punishing rolls and that should be its primary use. This move shouldn't really be used for killing, it doesn't have much KO potential but it does come out very quickly, so for someone gimpable it can be good to just knock them off stage, setting up for edgeguard.
It's a decent panic move, but jab and F Tilt normally do the job quicker and better. Overall, a decent move with a few utilitys, but it's rarely the best move for the situation.
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Pullback Slam (U Smash)
Range: Mid
Priority: Very High (the head is invincible)
Knockback: High-High
Damage: 14dmg (uncharged)
A very versatile move, effective in alot of situations. It kills decently, ranging from 120 to 150 % and can be used as an approach thanks to sliding U Smash. The invincibility frames on the head means its great on intercepting aerial approaches and just in general stopping your opponent. This move has deceptive range, whilst nothing miraculous it's easy to underestimate so don't think it's Yoshi's Rest or anything.
You make a choice with this move, you save it for the kills or you use it in the everyday battle, both are useful in there own right. Don't forget that this move follows after a release grab.
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Big Boot! (N Air)
Range: High - MId
Priority: Low-High (rumoured invincibility or armour)
Knockback: High-Mid
Damage: 10dmg
Yoshi´s N Air is a great move. All of it's stats are good and is Yoshi's premier edge guard move thanks to it's knockback. Offstage you'll be getting kills as low as 100% with this, which combined with DJ heavy armour make it a force to be reckoned with. Note that you shouldn't use this as an approach as it's got some punishable after lag when SH'd (but hey, thats what B Air is for).
This move also has some great range essentially a bubble of hitbox around Yoshi and thanks to it's quick startup it's a good C-C-C-Combo Breaker.This thing should usually be your go to move when you´re near the edge along with eggs, for edgeguards, recovering and ledgehopping.
Overall, we can all agree that N Airing while DJing is not only AAA, it also looks like Yoshi can levitate himself Mewtwo style.
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Aerial Crazy Dinosaur Flick "ACDF" (B Air)
Range: Mid - High
Priority: Low-High
Knockback: Mid - Low
Damage: 13dmg
This move is IMO Yoshi's best move. It shield stabs, it multi hits, it auto cancels from a SH, meaning it can lead into great combos, I recommend following from this with any of Yoshi's Tilts and occasionaly the D or U Smash. This is pretty much Yoshi's best approach, well it's certainly his best from the air. To top all this off, it's also got big range from that tail. It's priority is also good so it's going to go through a fair few attacks. With alot of characters, B Air fences are basically uncounterable, because even with good shielding, properly spaced you can always react to what the other person counters with. Obviously, if you want to approach people infront RARing it is very useful.
Other misc uses are it working well as an anti edgeguard and also for cancelling out alot of projectiles (making it's approach even better).
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From the moveset discussion I made when I used to play Yoshi, it's not like the metagame has advanced enough for the information to not still be valid. Sup Yoshi's, dunno if any of you'll remember me lol.