I just spent like, 30-60 minutes getting bodied by a Yoshi and I just don't know what to do.
- How do I play the neutral? I feel super constrained and that Yoshi controls more space, but I'm pretty bad.
- What are my punishes off of D-throw? I know I can get tipper Usmash, chain grabs, and tilts off of bad DI. Off of DI away at high percent I can get dash attack. DI away at low percent do I only get a tech chase?
- How do I edgeguard the *******? His double jump eats any aerials I throw out, and when Yoshi's really far away there's egg/airdodge mixups that I don't know how to cover
- How do I ****ing DI against his throws?
Thank you for any help
No problem. There are three Yoshi players that I've played recently (Ninkendo64 [GA], Shadowphoenix [OH], eyeheartlovetap [MI]) and I had beaten all three of them. Granted, it was 3.5 so things have changed in terms of the punish game, but I'll address each of your points.
1. You should play this matchup pretty conservatively. Sheik by nature is not a very aggressive character, though she can be played as one. Defensive tilts, wavedash back grab/tilt/dsmash, jump back AC fair and needles are your friend. If you find yourself confused at what to do, you should charge needles, recheck your space or do both. Yoshi outranges Sheik with his dtilt/dsmash/ftilt and his jab is one of the faster ones and is pretty meaty.
2. Your punishes off of dthrow are mostly what you have covered. However at low percent DI away, you can still get boost regrabs (easy way to do this is dash -> cstick down -> z, almost like you are doing a DACUS with the same method) and Sheik will shoot farther forward with her grab. Aside from that you can tech chase or throw them off stage for positioning.
3. Which leads to this: Fair is rather strong vs DJC or DJ aerials. You can no longer footstool Yoshi's who dumbly come up from below unfortunately, but you can grab ledge and ledge jump nair or fair and break the knockback armor. You may be able to stop them that way. Aside from that, a full needle or maybe even a 75% charged needle will help break as well.
4. Now, down and away should allow you to hit the floor against dthrow and that's really the main throw that I think you should worry about. If you DI up, I believe that you'll eat an upsmash/upair and they'll have to chase your trajectory with eggs or whatever... and Yoshi has good air mobility while Sheik does not so... good luck there. The other throws are generally just positioning throws so use your best judgement.
Hopefully this helps!