Airborne
Smash Lord
Fsmash is just as good as it was in previous iterations. His head still moves back on frame 1 to punish anyone that tries to thump Yoshi on the nose, it's still a fantastic move for punishing landing lag, and I believe it has the shortest ending lag of the 3 smash attacks on whiff (which I've occasionally thrown out at a distance to bait anyone trying to score a whiff punish).
The only issue with Fsmash is that it's just undermined by Yoshi's other kill options in terms of speed and versatility. Usmash, Nair, and Dair are the best OoS options; DownB is still the best at shield poking, shield breaking, and what not; and then Dsmash is great for horizontal range, covering multiple options, and just getting the opponent offstage.
Also, to elaborate on Scatz's definition of an anti-air, it's generally just whatever moves that:
-Extend the character's hitboxes in directions that can punish common and primarily dominant aerials
-Reduce the character's hurtboxes in ways that can make specific aerials whiff
-Are reliable enough to react with
Common anti-airs Capcom fighters would be:
-Morrigan's Shadow Blade
-Wolverine's c.M in MvC3
-Spider-man's c.M, st.M, st.H, st.L, Spider Sting
-Any invincible move that leads with a hitbox in a(n) forward/upward direction
There are more uncommon (and thus, less versatile) anti-airs, such as:
-Ryu's c.MK in SF4
-Wolverine's c.L in MvC3
The common examples are used to display the first characteristic of an anti-air, while the uncommon examples are used for the second characteristic. Any move that doesn't have the last characteristic is not considered a strong anti-air since a character without a reliable anti-air would have to deal with characters approaching with jump-ins more frequently in order to condition the player to throw out moves in anticipation.
Oh, lord, why am I making massive posts again? This isn't SRK.
The only issue with Fsmash is that it's just undermined by Yoshi's other kill options in terms of speed and versatility. Usmash, Nair, and Dair are the best OoS options; DownB is still the best at shield poking, shield breaking, and what not; and then Dsmash is great for horizontal range, covering multiple options, and just getting the opponent offstage.
Also, to elaborate on Scatz's definition of an anti-air, it's generally just whatever moves that:
-Extend the character's hitboxes in directions that can punish common and primarily dominant aerials
-Reduce the character's hurtboxes in ways that can make specific aerials whiff
-Are reliable enough to react with
Common anti-airs Capcom fighters would be:
-Morrigan's Shadow Blade
-Wolverine's c.M in MvC3
-Spider-man's c.M, st.M, st.H, st.L, Spider Sting
-Any invincible move that leads with a hitbox in a(n) forward/upward direction
There are more uncommon (and thus, less versatile) anti-airs, such as:
-Ryu's c.MK in SF4
-Wolverine's c.L in MvC3
The common examples are used to display the first characteristic of an anti-air, while the uncommon examples are used for the second characteristic. Any move that doesn't have the last characteristic is not considered a strong anti-air since a character without a reliable anti-air would have to deal with characters approaching with jump-ins more frequently in order to condition the player to throw out moves in anticipation.
Oh, lord, why am I making massive posts again? This isn't SRK.