Don't really like the ruleset change at all, we should have that as a seperate project.
I am also well aware of Yoshi's changes in NTSC. He should definitely be higher in PAL, but except for the Sheik matchup the matchups aren't heavily affected (I have a ntsc copy that I frequently play btw)
I hope that the people who don't know anything about Yoshi (read: almost everything tbh) will just leave him out of the tier list. The people with actual Yoshi experience can put him wherever (reasoning would be great in this case) but I don't like to see so many people who don't even understand Yoshi.
random stuff, that people may not know about yoshi:
- All of his attacks do MASSIVE damage.
His ftilt does 13% (and sets up for great combos ofc... it also has great priority, it beats fox/falcos nair for example), dtilt/utilt 10% (both are semi fixed and immune to CC).
Nair does 14%, Bair does 20% (great priority, beats sheiks fair, fox/falcos nair, jiggs fair etc and combos into everything, even with DI) and Fair 17% (immune to CC, sets up for everything, beats fox/falcos nair etc).
Most notably, his eggs do 12%. With proper edge canceling you often hit 2-3 -> Ledgejump fair/bair or ledgejump double jump land->dsmash/ftilt/grab.
His ledge game is easily the best in the game, since you cannot just stand in the middle of the stage like against Sheik/Puff. On smaller stages like YS/FoD, they literally cannot hide from the eggs.
Even shields are bad against his eggs. They do lots of shield damage/stun, and when aimed properly you can shield poke shield better than any other move in the game.
As for the rest of his ledge game, he is equipped with THREE different 100% invincible ledge stalls.
He can first off do a simple DJ->down B (this has been known before) but I've found out that you can actually do DJ->ledgedash slipoff->grab the ledge ->repeat. Even better, you can do DJ->Double jump landing->runoff->Djsweetspot (yoshi only AT).
His DJ->Egg->Regrab has one frame of vulnerability. Luckily, it sweetspots extremely low and its fast enough that you cannot react to the animation (you have to guess if you wanna hit him in that one frame). The yoshi can also just not do the Up B when he sees the opponent attack, eat it with his super armor and punish accordingly. This makes tactics like runoff shine with fox or DJ dair with falco almost useless.
What makes these techniques better than any other ledge stalling tactic in the game is that you cannot punish it. At all. If you somehow get close to Yoshi through his egg spam (which some characters, like Jigglypuff, are simply unable to do) Yoshi can just start stalling.
Steal the ledge for a free punish like against Sheik? No sir. Since yoshi has no lag after his waveland/dj landing, he can simply run away and take middle stage/the other ledge.
-Yoshi is the best platform camper a fair bit. His waveland and DJC movement doesn't really need further explaining, right? Parry->Shield drop, normal shield drop->(djc) punish, or just lightshield->pushed off->djc punish. Slipoffing is also extremely good and easy with Yoshi because of how his DJ works. Together with his Fair (that has a hitbox through the platform, just like CF's stomp) you can make lagless walls against anyone who tries to approach.
-Yoshis nair has awful priority from the front, because his foot has no hitbox while still being a hurtbox. Luckily, you can simply turn around and now you're equipped with a nair with as good as (or more priority )than fox/falcos.
-His Uair hitbox
Beats everything. Beats many main approaches horizontally too (just like falcos Dair does, except this one has more priority).
I honestly don't know why I'm writing this. Everyone is just gonna ignore this, and not evaluate where they place Yoshi at all, but whatever. Already wrote it up, might as well post it.