He's fast - Not especially. His ground speed is low, his falling speed is low, his jumping speed is low, and most of his attacks are fairly slow.
What are you talking about? Slow Movement Speed? He matches of even those of Diddy and Marth! His Falling Speed is average, His Jumping speed on his First Jump is also average, not low, and his Double Jump has tons of momentum, And his Attacks are anything but slow. In fact the majority of his moves are 6 Frames or less.
He's powerful - Again, not so much. None of his moves bar Uair can really even be remotely considered kill moves. This ranks pretty low on the power scale to me.
You forgot Usmash, Fsmash, and Rising Hit DownB. But yeah, he ranks pretty low in the power department. Still he gathers up damage very well, and has a good edgeguarding game so it doesn't really bother me that much
He has a decent approach - Not arguing with you here, the Bair is fairly good. But "decent" is not the same as "amazing". I mean, Mario has "decent" just about everything, and he's one of the most definitively bottom-tier characters there is.
There's more than just Bair you know.
An Amazing Projectile - It's alright. It lacks the ability to KO, it's fairly easy to avoid (like Din's Fire), it's damage-racking capabilities are limited. Amazing projectiles are ones like Snake's grenades that are incredibly versatile and can KO or like Falco's Laser which is insanely spammable for damage and hard to avoid.
I wouldn't consider Yoshi's projectile "Amazing", but it's still very versatile, and works great at anti-air and counter spam. It also works well as a standard projectile, and can screw over some people's recoveries.
A Good recovery - Lack of a third jump really hurts him. If the opponent is good at predicting air-dodges and has a decent off-stage game, Yoshi is one of the most-easily gimped characters in the game.
Oh god, not again. Why can't anyone get the concept of Yoshi's Recovery? If it WERE that simple to intercept, then it would be as clear as day and we won't be praising it so much.
It's not that simple at all. You are looking at the DJAD like every other Airdodge in the game, but it's NOTHING like any other airdodge in the game. During his Double Jump, not only does he get the best horizontal movement in the game, he also gains the best vertical movement in the game! That means he is virtually uncatchable by ANY Character! Also it doesn't matter if you are MetaKnight, ROB, Dedede, or whoever else with an excellent edgeguarding game, because they all remain the same. They all only have ONE CHANCE to edgeguard him. Because Yoshi has the freedom to airdodge at any given time, that one chance probably only has a 1% chance of actually hitting. This is why his recovery is so good, because he can bypass any edgeguarding game with ease regardless of the character.
His Recovery is far from the worst. Infact, He's probably one of the BEST Recoveries in the game.
Chaingrab on a nice chunk of the cast - Can't argue with you here really. But a chain-grab alone does not make a character good, especially given the quality of his grab.
If you consider 7 Zero Death's on those including Falco and Snake (Too bad Snake is a ***** to chaingrab) and multiple Heavy damaging attacks and combos release, as well as the CG that puts him in a very awkward position of "Low Quality", than so be it
Uair rivalling Snake's Utilt for Brokenness - I really, really disagree. Yes, it has decent KO power, but not on par with Snake's Utilt goodness. Additionally, part of what makes Snake's Utilt so broken is its godly range. Yoshi's Uair has a quite small hitbox, meaning that it just does not measure up in this department.
It's good, but I wouldn't say it's as broken as Snake's Utilt. Hell, I wouldn't say it's broken period.
A Nice Grab Game - Having the slowest shield-release means he lacks the ability to shieldgrab effectively. He also has one of the shortest-ranged ranged grabs in the game, giving him all of the speed disadvantages of a ranged grab without really the benefits of a huge range.
If you can ignore the fact that his Shield Grab is complete garbage, then yes, his Grab Game is indeed one of the best out there (You don't even have too anyways). His Dash Grab is actually THE Longest Grab in the game, no joke. It also comes out very quickly, although the afterlag is pretty bad if missed, but you shouldn't miss anyways.
Better Yet, His Pivot Grab is one of the best Grabs in the game, PERIOD. It has the properties of a Melee Based Grab, but is ranged, and is practically unpunishable. It also has more range than his Shield Grab, and completely covers his crappy shield game
Okay matchups against most of the top tier including metaknight - The character matchup chart lists yoshi as having an unfavorable matchup against most of the top tier including metaknight. But let's assume that having the chaingrab turns it into a slightly above even matchup for Yoshi (60-40) or so, for argument's sake. This gives him Falco and Meta, which is only 2 out of the 6 top tier, which is not "most". If we expand it to top and high tiers, he gets Diddy and Wario, making it 4/16.
You are looking at the outdated one aren't you. Besides, even if he doesn't excel by having tons of advantage matchups, he only has Six, SIX Disadvantaged Matchups, where only one is major. Even some of them like Falco and ROB are Questionable, so he could wind up with even LESS Disadvantaged Matchups. Plus you are completely ignoring the neutral matchups. Do you know how many characters would pray for Neutral Matchups against MetaKnight, Snake, AND Dedede?!?
Nice priority - I'd think more of this if he had the range to go with it.
Except he DOES have the range to back it up
Good on the ground - I disagree. Movement speed is not great, Smashes are pretty much too slow for use, grab has problems, shield has problems, Tilts are OK.
See the Movement part above. If you count a 4, 8, and 11 Framed Smashes too slow, than I guess he's too slow. Grab is anything but problemed, Shield does, but Pivots completely cover it.
Good in the Air - Less of a disagreement here. Air game is pretty much limited to Bair, Uair, and Nair, however, and the Uair really needs to be saved for kills. Lack of multiple jumps and a non-jump mode of recovery means he also doesn't have a good edgeguard game, meaning his air game is less worthwhile.
1. He doesn't need Multi Jumps because he can chase so well. You also forgot Dair.
2. Still don't understand his concept of his recovery eh?
Summon Superarmor - Sort of. His "armor" doesn't stop all flinching/knockback, and if you're hit by something hard enough to flinch you through your armor, you probably just lost a stock.
You completely missed the concept of his armour. His Armour is not suppose to support his Recovery anymore (Thats his Airdodge's Job), but rather used in an offencive to counter his aerial attacks, depending of the character of course
Lack of KO move - This is big. When Sheik can get KOs easier than you can you know there's something wrong.
I highly doubt Sheik has an easier time killing than us
Shield - Also big. In a game so defensive, have a bad defensive option like this is a major impediment
Except his Grab Game, once again, Completely covers his Shield game, with Invincibility framed Smashes to back it up. Yoshi is unique that way. Just because his Shield Game is completely garbage, doesn't mean his overall Defencive Game is completely garbage, or even bad in general