Bumping because I main the Yosh
Basic techs I use
B-air combos - Great approach and great for comboing
Soft tossed Eggs - Lightly tossed eggs can give you some space AND you can combo out of it since it takes a while to actually hit if you time/space it right.
Grabs - The slow, laggy standing grab makes shield-grabbing tough, but his dash grab is easier to use and pivot grab rules. Usually, I just chew a grabbed opponent instead of throwing, then run forward when they get out and grab them again. It works on some characters (floaty ones like ZSS and Kirby) and only if your opponent doesn’t expect it. The grab release still acts as a decent setup for other moves, though.
Yoshi Bomb Counter - Perfect for punishing an approach when used on the ground. It also hits on the way up so it can combo into itself if the opponent is too close.
D-air > Footstool Jump (off-stage) - D-air them toward the bottom of the stage then jump off their head to spike them downward. Easy as pie.
Tilts - F-tilt is good for combos and has pretty good range. D-tilt loses CC applications but set knockback and ability to do while crawling makes it a decent (but not great) approach move. Also useful to throw enemy off the stage and set up an edgeguard. Can also gimp kill on stages with walk-off edges (). U-tilt combos into a lot of stuff and has great vertical range. Great anti-air.
Rising N-air/U-air - The N-air is good for edgeguarding out of a double jump as you steer yourself back to the ledge. Rising u-air can be used in a pretty neat combo (Jump > uair > DJ > u-air immediately > u-air again). Rising u-air can also chase an opponent to KO them off the top.
F-smash - KOs at 110%, making it his power move. Use it only for KOs. Yoshi rears back before launching, making his hitbox smaller, allowing him to dodge an attack and retaliate immediately.
U-smash - Combos pretty easily and can KO reliably. Yoshi rears back like f-smash.
D-smash - Range is amazing, knockback not so much. Still has a low trajectory but really can’t KO. Good for setting up edge-guard.
Egg Toss Recovery - Mix it up to avoid being predictable. Can be used four times to gain height, though only the first two are any useful since the height diminishes after each use in midair. It doesn’t reset until your fet touch the stage, meaning grabbing the ledge WILL NOT RESET IT. You can also use the Egg Hop to juke an opponent below you.
Egg Roll - I don’t use this…ever. Too easy to punish, you can still get grabbed out of it and egg suicides suck. Some powerful smashes can outprioritize it.
Egg Lay - I need to use this more. Easy to use an egg toss to hit opponent as they bust out. Can lead to gimp kills on rare occasion.
F-air - Great edgeguard if you can space it right. Spike is preferred but can kill off-stage even when not sweet-spotted.