Yoshi spins and tags people in front of him with his tail. Insanely fast. Does just enough damage (when not angled down) to clank with 17%-damage moves (or even 18% ones that aren't completely fresh), which covers quite a lot of tilts, smashes, air attacks, and projectiles. Can be used to juggle many characters across the stage at certain percentages. Ideal against characters like Sonic.
Low tail whip. Its forward range is actually greater than Yoshi's down smash, although hitting with the tip does half damage. It does, however, have a 40% chance of tripping (the main attack has a 30% chance).
Running headbutt. Quick and powerful, with horizontal knockback useful at the edge, where Yoshi can start edge guarding. Yoshi's head cannot be injured during the clean hit and a decent amount of time beforehand.
Yoshi strikes on both sides with his tail. Very quick, but surprisingly low knockback for a smash attack. Assuming the move is fresh and uncharged, it cannot KO until at least 150%. Mostly used for edge-guarding. Useful against opponents recovering from a ledge.
Sex kick. Yoshi's foot grows large while kicking. Can be performed immediately after the ending of a down aerial to try and break through shields. Good knockback if it connects with an opponent as it's executed, and can be used for off-stage KOs. A useful aerial approach option.
Yoshi winds up and slams his head downwards. The head meteor smashes, while the body does not and does a bit more damage, while sending opponents horizontally instead. A useful way to finish a combo, or it can just be used as a basic edgeguarder. Can also be used as a grab release followup on characters such as Meta Knight.