Introduction
Yoshimitsu is a character who is jack of all trades but master of none. He has a punish, setup, or a panic tool for every situation possible, making him one of the best characters in the game at everything but playing solid neutral. Yoshimitu's strengths are skewed towards keepout tools and panic tools. He forces the opponent to play their neutral in a different way by dictating their offense because of the way that he uniquely defends. Spin, flash, and keep-out tools make it very hard to catch this character, and he avoids playing neutral normally to pull you into his own style of Tekken.
Yoshimitsu's general game plan revolves around keepout, this is his element. When he's playing keepout, there's no character that compares because he can set up his keepout offense by scaring the opponent with his panic tools. Mostly all of Yoshi's tools are meant to be reads because of how much damage they do, and the oki that follows up afterwards. He can choose to use a lot of launchers to get high damage or use a lot of gimmicks to highly confuse his opponents, and that sets him up to do either even MORE gimmicks or not making it obvious he wants to switch to a more keepout/passive style of play.
Yoshi's not an easy character to understand or play at a higher level, or if someone has general knowledge about Yoshi. This is because if he plays gimmicky and the opponent knows that he can get punished pretty hard for it, or if he doesn't want to play gimmicky, he can get beaten out by turtling players. He has no 50/50's without stances, and even then, his 50/50's are mediocre, so he has to work to try to open an opponent up. This is why his neutral is hard to master or understand, because he can't open up opponents, he sometimes relies on gimmicks to confuse them instead.
Top 10 Moves
i10 punisher. In NSS or heat, the second hit is a CH launcher.
If it normal hits, you can do b+1+2 to go into NSS again while they're on the ground.h, m, i10, -9 oB, +4c oH, +6d oCH
I13 and -4 on block.
The longest reaching df1 in the game.
It sets up nicely for moves like f,n,d,df+2 (CD 2) because it goes under all highs at -4m, i13, -4 oB, +5 oH
I17 and long reaching keepout tool.
It sets up for DGF stance (enter by holding up), and if they don't instantly jab, DGF is an extremely good option for what it has to offerm,m, i17~18 i28~29, -6 oB, +3 oH
Pretty fast sidestep move with good range, and it's a CH launcher.
This move is also pretty evasive against highs and some midsm, i17~18, -9 oB, +2 oH, +27a (+17) oCH
Flash.
Panic tool.
Doesn't have much range.
i6 or i8 in heat or NSS stance.
The fastest move in the entire game.
Requires skill, or a really bad opponent.
Makes people think twice about pressing while also getting tons of damage.m, i6~9, -20 oB, +14c oH
db+3,3,4
This move has an infinite amount of variations to make it confusing for the opponent.
db+3,3 by itself is also good.
db+3,3,4,b goes into NSS to make it -6 and lets Yoshi move a lot better for whiffs.This low hits grounded and is only -1 on hit.
Faster than db+3,3, and it sets up for f,n,d,df+2 (CD 2)L, i17, -12 oB, -1 oH
One of the longest reaching CH launchers in the game.
Launch punishable on block.
On hit it's also plus.L, i18~19, -26 oB, +4c oH, +31a oCH
i15 startup so it's fast.
Recovers extremely fast on whiff making it one of his keepout tools.m, i15~16, -7 oB, +34a (+24) oH
i14 whiff punisher.
Heat engager.
In heat it becomes a full launcherm, h, i14~15, -9 oB, +2a oH
Combos
df+2 | uf+3Forward Dash → 1+4 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry
(You need to enter NSS with D2,2,b to land the last hit of 3,2,1+2)
SS1Df2 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry
H.2+3 | NSS 1+4SS1 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry
FC df+4Ws4 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry
f,f+4BT 2,1 → B1+2 → F3+4 → jab → F3+4 → D2,2
FC df+1 | low parryD2,2b → Jab → F3+4 → D2,2,2
Notable Moves
i12 so it's the fastest mid poke in the game.
Somewhat long reaching.
Good on whiff or on block to keep opponents away or stuff their buttons.m, i12, -7 oB, +4 oH
Hopknee.
This move evades highs sometimes and even mids rarely.
Panic tool.m, i15, -13 oB, +32a (+22) oH
Manji Spin.
Panic tool to get out of pressure.
Takes his own hp to spin.
Evades mostly every move in the game and sometimes homing moves because it moves backwards. i20 low crushing move.
Homing move.
Low range.
Has a guaranteed hit after with f,n,d,df+1 (CD 1) if you're good enough.
It's safe, so it's good when someone delays a button or sidestepsm, i20~22, -9 oB, +22a oH
i20 and should only be used in heat or NSS.
In NSS, this move is -7 on block.
In heat, you can make this move +5 on block.
It's a launcher if used in heat.
Also extremely long range while having great tracking.M, i20, -12 oB, +8a (-1) oH
Stance into Bad Breath.
Great keepout tool.
This move cannot get whiff punished.h!, i21~40, +32a oH
Launching approach tool.
Leaves him backturnedm, i15~16, -6 oB, +37a (+23) oH
i16 homing move.
Stuffs people out if you're +7 after 3,1, or f,f,f+3.h,h,h, i16~17 i11~12 i11~12, -2 oB, +18a (+9) oH
Good mixup grab for passive players. Floor breaksh!,t, i20~21, +0 oH
This is a good mix for Yoshi's f+1+2 or 3+4 grab.
Heat engager.
Launcher if heat is used.m, i18~20, -4 oB, +14g oH
Plus 3 on hit.
Long reaching and a mixup for KIN 2 or KIN f+1+2L, i23~24, -13 oB, +3 oH, +38a oCH
In heat KIN 2,1+2 is -3 on block.
Also, in heat ub+1+2 is guaranteed if the second part of KIN 2,1+2 hits them.m, i21~22, -14 oB, +26a (+16a) oH
New move.
On block this is +14 and frametraps into FLE 1+2.
You can mix people with this into Flea stance.m, i24~25, +14c oB, +14c oH, +49a oCH
Unblockable low.
Mostly used as a way to punish techrolling.
Full combo.l!, i26, +70a (+54) oH
Running 3 is an amazing move that they added to T8, it has a good hitbox and gives Yoshi easy plus framesM, i22~23, +5g oB, +13a (+3) oH
Defensive Move Handling
If he goes into DGF stance, a one jab will always punish it.
If he doesn't, he's -6, so a df1 is a good option, or just playing patientm,m, i17~18 i28~29, -6 oB, +3 oH
You can jab Yoshi out of any option that isn't frametrapping such as DGF f+1+2 or DGF 2,4. The last hit of 3,1 is duckableM, i22~23, +5g oB, +13a (+3) oH
This is Yoshi's hellsweep, and if he doesn't do it after his NSS uf+1+3 frog jump, it doesn't have a real mid mix. You can fuzzy 90% of any mids that he would try to mix for this low (since most mids are faster than this low)L, i20~21, -26 oB, +67a (+51) oH
The second hit gives a guaranteed wallsplat, so just wait for it to finish to punish, and if he doesn't, he cannot pressure you after blocking the lowl, L, i25~26, -14 oB, +14 oH
If you're on the ground you can wait on the ground and punish him with a getup kick or even a launcher depending on how good you are at punishing itl!, i26, +70a (+54) oH
db+4 | df+1 into CD 2
You can either interrupt this setup with a mid or block it and punish with a 13-frame or faster moveL, i17, -12 oB, -1 oH
db+3,3,4
The lows jail so you can mash a quick punish like WS4 to stop the mid kick at the endf,f+3 into KIN
An i10 downjab beats every option he does except an unblockable, which is easily punishable by getting out of the way.
On block, you can SSR duck as an option select. This makes the high whiff and the mids from his KIN 1+2 will hit in a weird way, where you can punish him with a launcher once the move finishes