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That won't work cause you're not close enough to the ground. If you see the DJ rings, then you haven't done it (sometimes it's an exception). The aerial gets you close enough to do it easily. The superjump should be no problem to do with an aerial. Timing is the only thing that messing them up.Here is a easy way to do it straight from the ground:
Push up to start Yoshi's jump and IMMEDIATELY push (X or Y) to double jump. If done correctly Yoshi will do his double jump straight from the ground. Now just add a airdodge when you push X or Y. You have to airdodge so you never see any part of Yoshi's jump animation. If you do it right Yoshi will do an extremely high airdodge which you can then double jump out of.
Yes, it does work. Or else I wouldn't have posted it. I just think you are not doing it right / not fast enough. Try again.That won't work cause you're not close enough to the ground. If you see the DJ rings, then you haven't done it (sometimes it's an exception). The aerial gets you close enough to do it easily. The superjump should be no problem to do with an aerial. Timing is the only thing that messing them up.
If quickly used, you could get a super jump in to get the Uair more quickly. Possibly.The infinite seems useful for baiting, mostly.
I can see Yoshi creating a wall of back aerials, forcing opponents to use either obvious moves to overcome back air's range and priority, or forcing opponents to use predictable motions to get around the wall (rolling, air dodging, dash shielding, etc.). From there, Yoshi can react (assuming one isn't just mindlessly jumping and wagging one's tail) and capitalize on any openings left by the opponent.
Maybe something like that. I'm sure someone could come up with something better to use it for.