I know a guy really good w/yoshi. he's on youtube. just type in Fumi. He's about as good as me. so if you want to know how good i am then watch him. I have his fighting style only I throw an egg every other move i do and it almost everytime hits my target...oh and don't make that "Smash n00b" title fool u... If u want to attempt to pwn me here in NE, well...
Jarellr@gmail.com. I have been given the title the best Yoshi player in NE 2 years ago, of course there aren't many Yoshi players here, but There are a lot of players.
That's all fine and good, but it does nothing to help 3GOD. Hell, you could be better than anyone who ever played smash. Ever.
That doesn't change the fact that you double posted and went way off topic, if you were ever on topic. </pretending to be a mod>
Smashes:
N-air: A great move, should be used as a combo breaker, starter, and finisher.
U-air: I don't use this as much as I should, but whenever I land one I'm always happy I did.
B-air: My experience with this move has been inconsistent. It makes for a good fade-away (jump away and b-air forward) sometimes, but it's outprioritized a lot, so don't count on it beating out someone's approach if they know you're b-airing. It's probably a better approach, since when you full jump into a b-air you can do another aerial before you land fairly easily. You can also DJC/RDJC after it as well, if you need a little height before you land that n-air or u-air.
F-air: I see other people use this a lot, and if you're playing smart or defensively, it's probably one of your better moves. The timing is tricky, but it's a great combo starter, and the hitbox and priority are huge when compared to Yoshi's other aerials. Oh, and one other thing about this move, don't ever use it when trying to get back onto the ledge. >_>;; Just focus on getting back on, not starting a combo (With any aerial, not just f-air).
D-air: It may be slow to come out, but it's not an altogether bad move if you can predict where your opponent is going to be. Don't fast fall it unless you miss or have them in it and are dragging them off the edge, though. Give it another shot, especially for edgeguarding. The only time I would say it's not a good time to edge guard with it is if the person is smart and realizes they can't get back onto the ledge. They can drag you down with them with a u-air (Ganondorf comes to mind). No one I have played has realized this, but you probably fight better smashers than I do.
Smashes:
D-smash: Definitely a great finisher/combo breaker/combo starter, but it has its weaknesses as well. Despite its being his fastest smash, SHFFL'ers will often be too high to get hit by it, so it's best to be smart about when you use it. Either bait someone into it or finish a combo (L-canceled d-air FTW) with it. Oh, and a great edgeguarder, but the d-title sometimes is a better option (like if they're fast falling to grab the edge, but are too far away to n-air or f-air) since its hitbox is a little higher and lasts a little longer. It can shield-poke, but only when you have their shield at about half power. That's one of the reasons you see Fumi using the jabs so much; well, one of them at any rate.
U-smash: I actually spam this move a lot. If you know where the hitbox starts and ends then you can even approach with it. The hitbox is more prominent behind Yoshi, but in front of Yoshi it can almost hit them out of shield since it stops so high. If it hits their shield they get pushed back far enough to where they can't grab you, and by the time they dash back to you. Just don't miss! More traditionally, I use this move a lot anyone trying to come above with any kind of aerial (except Ganon's b-air, I would just jump out then RDJC back in with a f-air). Between the great range, awesome priority, and fast/strong hitbox, I severely limited my bro's approach game while advancing my own.
F-smash: The big winner over d-smash here is the range and the awkward, backwards position Yoshi goes into while charging. The hitbox is much higher than the d-smash, and even goes out further (I think). One of my favorite uses for this guy is to murder SHFFL'ers. Props to Bringer for telling me about it, but you can wavedash back to f-smash in many situations, since you the attack will spread out to where you were prior to wavedashing. Also, I find it to be a more reliable edgeguard than the d-smash, since the range is so much better. It's like trying to play baseball with a tennis racket, you almost can't miss.
Tilts:
D-tilt: Good combo breaker, decent combo starter, and beautiful gimper. This has a farther knockback than Fox's shine. Also sets up for a more foolproof edgeguard, like the n-air, d-air, f-air, or just RDJC'd instant edge hog.
F-tilt: Good in that it can be angled, has decent range, and is very quick. All this and sets up for good juggling when angled right.
U-tilt: I should use this more, it's one of those that sets up a DJC'd U-air perfectly. You can also juggle with it, but I wouldn't do it more than once or twice since it's easy to DI from.
Specials:
Up-B: There's an entire topic on why eggs are awesome, I think it's still on the Yoshi boards' front page. I wouldn't recommend ECE'ing, it looks awesome until you mess up, then you look like an idiot for trying something too technical. I would only recommend using this when you're probably going to die anyway. Check out some of Bringer's vids to see some combos they set up for (i.e. ECE into d-air, ECE into n-air, etc.). Oh, and if you're skilled and are coming in from the right angle, it's not a bad idea to occasionally go for an ECE when recovering to the edge, since it's pretty unexpected and lets you sweetspot.
Side-B: The two times to use this both deal with recovery. When you expect a u-air to hit you, side-b out of there to the other side of the stage. IMO it works better than air-dodging, since it takes you far away very quickly. Air-dodging may save you from a u-air, but that b-air is just as menacing without a second jump. Also, when hanging onto an edge you can drop off (we'll say by pressing right) the ledge, press right-B, then immediately press left, you'll end up on the stage as if you had pressed left-B. See Bringer's guide for better info on that.
Down-B: It's good for an unexpected edge grab/edge guard (though not so much for the edge guard). And yes, it is a kill move. It can kill at the regular percents (90% or so), and it's quick/unexpected. The lag's pretty killer if you miss, but most of the time the stars keep you safe.
Neutral-B: Not a bad move, not a good one. It's possible to chain them, but very, very difficult. I've only seen 3 chained in a row. In fact, some people just taunt after they pull it off since they can't think of anything better do do (b-air works well IMO). Generally if you can pull off a neutral-B, you could have pulled off something else. Oh well, percent's percent, right?
Other moves:
Jab/Jab Combo: It's your average jab, except as a one-two, not a one-two-three. Use it like any other jab in the game.
Ledge Attack: Below 100% it's quick, has good knockback, and not bad lag. Above 100% it can surprise people since it's much slower, and they may not anticipate that. Both are decent options, especially if you don't think ledge dropping to a DJ n-air/RDJ b-air would work.
Grabs/Throws: Running grab > Standing grab, unless they use a laggy move on your shield, in which case it's better to do a shield grab. Just be wary of it, since it's pretty laggy, both of them. D-throw is what I usually do since it's fast and usually more combo'able than the other throws. B-throw to b-air, maybe? I dunno. It's not really that pressing since there's not much of a grab game for Yoshi.
Dash Attack: Not a bad move when they're at mid/higher %'s and especially good for edgeguarding. The hitbox extends way further than you would think, but it's still easy to shieldgrab Yoshi from a failed attempt at a dash attack.
And that's how it goes down for me. Also, don't do any of them unless you know they will serve some purpose, since Yoshi's one of the few characters that requires some kind of plan of action. Hoping an attack connects will get you killed.