
Mmac has something similar to the right idea.
If the jump is designed remotely (we know the design isn't similar anymore) to the same skeleton as the previous jumps, we can infer that attacks which have more physical force behind them break the jump earlier, which is why Snake's attacks make the jump seem so weak (even though it's still really weak). Meta Knight's attacks look really bad for the jump, too. Stale moves will have a noted effect on the jump, as the knockback trends I've seen decrease at a non-constant rate. It's important to note that it doesn't matter how much damage a move does, as much as the knockback it does, but the percent at which you get hit determines whether or not you'll get broken, so remember your damage percent matters; the move's damage, as a percent, does not, but its knockback does. As the list grows, I wouldn't be surprised to see many characters breaking around 50%, even though Melee Marth forward smash tip broke at 60% (one of the more forceful attacks in terms of physics). This is a clear effort made by developers to stop Yoshi from living to 300%+ (somewhat paralleled with Melee's survival rates, but adjusted for percentage). Unfortunately, I think they put too much emphasis on "not living to x" instead of "living to at least y" and the result is the unfortunate jump formula we have for this game.
You would think in a game designed for everyone to live forever that our means of survivability would increase at a rate similar to most other characters.
Anyway, discovering these percents is pretty good work for everyone contributing and these numbers will add lots of depth to recovery and tanking gameplay, even though I've all but given up on tanking with Yoshi anymore.
Also, Mmac, static hits are not
always resisted by the jump. It's just that most hits with static knockback are weak enough where they won't break the jump in the first place. You probably meant that all static knockback hits that are weak enough will never break the jump, but I know what you mean. We have to be very careful about our wording, though.
If anybody can find any correlation between Yoshi's jump and another physical statistic, we can really get rolling with how to determine...not a formula, but rather, a more readily estimatable range for survivability. In Melee, we could test the jump by crouch canceling since they ran off of the same breaking points (which is very interesting if you think about it). If we can find something like that, it would be pretty amazing.