Samurai Cutter aka Sword Sweep. Low, slight tracking, juggle starter. Can be used as off guard catch or crouch punish. It’s a low unblockable juggle starter in open ground. It is a fairly slow move but it is infamous for frustrating opponents who are used to blocking slow lows. It is a tech trap against well timed rolls of the opponent. The effectiveness of this low depends on the mix-up strength of the player and varies against different opponents.
Sword Stab. Mid, linear. Can be used as an off guard catch or post knockdown oki. Sword Stab is an unblockable known to catch opponents "like a deer in headlights". It is very linear and steppable against mobile and wary opponents. The damage is relatively low but it is a viable move in neutral play.
Sword Poke Windmill. Mid, slight tracking, short range, knockdown. Can be used as off guard catch or wall oki. Guaranteed against tech rollers after a knockdown and has great use at the wall. It is also usable as a quick unblockable against standing opponents under offensive pressure in short range. Shorten the spins by holding back during the spin animation. The shortened version of the windmill can hit twice when it hits opponent at the right timing and a juggle is possible with the right awareness for the the follow-up.
Face Splitter. High, linear, counter hit juggle starter. Can be used as a quick off guard catch. Fish for counter hits against players trying to interrupt sword stab. It also has small plus frames on normal hit that can be taken advantage of depending on the opponents reaction to the hit. It is high and duckable so it can work in conjunction with sword stab when they refrain from stepping.
Quick Slash. Mid, hits grounded, slightly tracks after charge step. Can be used as post knockdown oki. Regular d+1 is blockable but charged d+1 gives unblockable properties. The charge can be canceled by holding back. Fully charged deals massive damage but is quite unlikely to hit in normal play.
Thunder Blade. Mid, slightly tracks counterclockwise, knockdown. Can be used as an off guard catch or post knockdown oki. This move is slow and can be walked more so than Sword Stab but it deals more damage. It is another move that works better against frozen opponents who just stand there and take the unblockable.
Death Copter Slash. Mid, slight tracking, plus frames on hit. Can be used as post knockdown oki. Normally used in range as doing the move too close to the opponet will make Yoshi fly a little farther and make the hit miss. As a move that makes Yoshi fly in the air, it has the property of being able to evade various moves including certain Rage Arts and Rage Drives.
Death Copter Trick. Mid, cross-up, juggle starter. Can be used as post knockdown oki. Similar to Death Copter Slash, Yoshi flies stays in the air a little longer and flies over to the other side for a juggle starter. This move is effective against unsuspecting players not aware of side switching. The position you land can be unpredictable at times depending on the actions or the movement of the opponent.
Moonsault Slayer. Mid, hits grounded, slightly tracks clockwise, plus frames on hit. Can be used as knockdown oki. Normally used in range as doing the move too close to the opponent will make Yoshi flip over the opponent. It is similar to Sword Stab but it deals a little more damage and more linear.
Suicide. Mid, linear, short range. Can be used as round ender against off guard opponents. Extremely risky as Yoshi takes significant damage but he takes none if damage dealt is enough to kill. It is the flashy option to end rounds but it can be effective against unexpecting opponents.
Double Suicide. Mid, linear, short range. Second stab will kill Yoshi but can instant kill opponent if it hits. Very situational use.
Mumyo Juji Ken. Mid, slightly tracks after KIN dash, knockdown. Can be used as a backswing blow against smaller moves or a quick off guard catch.Yoshi takes a quick step back when the move comes out so it gives slight evasive properties. KIN is a frequently entered stance from various combo and poke sequences and KIN b+1+2 is an added option for offense.
Flea Jump. Mid, linear. Can be used from FLE transitions as quick off guard catch or as wall oki. There are more opportunities to go into FLE with the new back step and as an automatic transition from his Power Crush. Flea Jump can catch advancing opponents who believe you're vulnerable or vulnerable opponents cornered at the wall . It is also a juggle starter at the right range and presence of mind for the follow-up.
Dragonfly Blade. Mid, hits grounded, linear. Can be used from quick DGF transitions as a quick off guard catch. With the right momentum, transitions to DGF with mental advantage is common. DGF 1 offers a quick unblockable from stance against opponents who are off their guard and aren't as wary of their movement.
Indian Stance Storm. Mid, hits grounded, linear. Can be used from quick IND transitions as quick off guard catch. It has similar uses to DGF 1 but IND is seen as a riskier stance to transition to so it's not as used. It can be effective in range or against opponents who do not expect the IND transition.
Poison Breath. High, linear, juggle starter. Can be used against approaching opponents or as wall oki. Bad Stomach is an overlooked stance because it only has two options from it. It is usually used from range or, for gutsier players, in close range taking advantage of its weird animation and high crush properties. Do note that Poison Breath has a time frame that leaves you standing resulting in the move being interruptible by highs. The hit effect of the breath is short but the breath animation lingers longers than the active hit of the move.