Introduction
Nerfed from XvSF but assists can work well with him.
Normal Moves
Air drills are nerfed with much longer startup compared to XvSF
Launcher: Close s.MP
Assist: Yoga Fire
Counter: Yoga Flame
LP+LK Bug: Shortens c.HK slide recovery
Special Moves
Yoga Fire: QCF+P (air/ground)
Staple projectile. Punch strength determines speed.
Yoga Flame: HCB+P (ground only)
Slower startup than a Yoga Fire, longer recovery. Covers a lot of area but you are vulnerable for awhile if the opponent gets around it. Strength determines number of hits.
Yoga Breath: HCB+K (ground only)
Upward-angled Yoga Flame. Strength determines number of hits.
Yoga Teleport DP+3P or 3K, RDP+3P or 3K (air/ground)
Invincible startup teleport with very vulnerable recovery.
Yoga Flight: QCB+3K (air/ground)
Fly around. During flight, you have a stronger 1-2-3 chain. Drills cancel flight, although they cannot be done at the lower points in flight.
Super Moves
Yoga Inferno startup is much longer compared to XvSF
Yoga Slam is actually better since it can no longer be tech escaped!
The Basics
Control space and use a good assist to cover you.
Advanced Strategy
A decent gimmick is to launch someone with close s.MP, dash under, launch again. If you've hit them with close s.MP (wait), Yoga Strike, they'll likely be mashing on the way down to hit you out of the strike.