Roboninja asked me about spins and harakiri.
1. The spins are a pain for players that have just started playing Yoshi. "Was it 3 spins or 5?" This is not that difficult as it may seem to be. The general rule is: "It's better to do less spins than too much" in a juggle. For beginners, you should be able to perform the following JG:
d/f+2, f,f+1, b+1,1, f+3
Be sure you can do this. If you can't .... go back to practice mode and train it until you're sure you can do this even with your eyes closed. This is one of most basic spinning juggles.
Doing two spins shouldn't be a problem here because both of them hit. But what about juggles where some spins miss? You must either see what Yoshi does (it's better) or train a pattern (for people learning Yoshi).
u/f+3, f+1, b+1,1,(1),1, f+3
In the JG above one spin misses (it's in the bracket) so you can't hear it hitting the opponent. At first I would recommend you to learn the "timing". It's easy. Just at first time, hit b+1,1,1,1... continuously and try to hear/see when the spins hit your opponent. Then, remember the length of the b+1,1,(1),1 sequence. Then, as you do this JG again, hit u/f+3, f+1 and hit b+1,1,1,1... UNTIL the moment marked with a bracket (that is: stop pressing b+1,1,1... just before the end of a sequence). and at the end, do a juggle finisher of your choice (the easiest one: f+3)
If you have it done, then you can switch to more difficult juggles listed in the "Skill project" section, the "standard juggles" part. "Standard", yeah... Yoshi has even more difficult ones.
2. As for hara-kiri d+1+4, it has some uses, but in my opinion it should be even more powerful than f,f+1+4 because it's quite difficult to have it connected (unless in Juggles, but even there you risk very much).
- You can use hara-kiri in combos, e.g. 3+4,3+4, d+1+4 or 4~3, d+1+4. Be sure opponent has such an amount of lifebar that it will kill him.
- You can use hara-kiri while in meditation 3+4, 1+4~B+1 - if your opponent wants to hit you, he will get nailed for a massive damage. Be sure that both Yoshi and him have at least a half of a lifebar.
f,f+1+4 is a "Confusion" move. It really confuses, and is used by highly trained Yoshimitsu players... just to confuse. Very dangerous because players that are familiar with Yoshi often launch quick attacks just as they see the Suicide/Confusion movement. But can be useful at times.
f,F+1+4 is a Suicide that will eat a massive 100 points of health if connected. Good way to finish your opponent since if both Yoshi and opponent die, Yoshi is the one who wins.
Any other questions?