Signia
[13] Hero
Yoshi has to rely on poking with 3K and 4K so he can move in and start an offence, which can both be stepped to the left. Apart from having poor long range tools, Yoshi is also missing a good mixup game. Yoshi's stances can all get beat out by simply jumping backwards or BBing. Most of Yoshi's setups are slow enough that you can react to them and evade accordingly.
Both those are remedied by iFC3K. It has slightly longer range than 4K and is border-line unseeable, and if they are moving it won't matter. 40 damage.
Meter is another area where Yoshi is out shined by most of the cast. He has terrible BEs and an easy mode iMCF which in almost all cases is worse than regular iMCF. Most Yoshi players agree that the best way to use meter is to GI into CE.
66A BE can be a big risk for a big reward, but yeah, not the best BE. BE iMCF is a bit underrated, as its range is as long as his A. 3A BE is solid, though. CH confirmable launcher from a tracking mid that threatens players from stepping by the edge or get rung out (66A BE can do the same thing but with more range and more risk).
The BEs can be situational, though. Good thing his CE is amazing. at 110-120 damage, it's the highest damaging CE behind Algol and Viola. It breaks in 7 blocks, almost always guaranteeing a guard break they're in the red, but only after pushing them a good distance. It it ends up hitting, 66A+B must be GI'd or they very likely will be broken then. He has the best GI into CE (behind Viola?).
I thought that was pretty good, I get over 100 if they tech and mess up the JG, 83 total for iFC3K all techs trap, mid-70s if they stay grounded for 66A+B, 90-something if they front or back tech. To beat re-GI he has 1K for 90 damage, which is safe on block but steppable.Which leads me to his post GI game; Bad. Unless your opponent is in front of a wall, you're looking at 3B a:B+K deathcopter mixups.