yoshimitsu

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.