Some thoughts about Yoshi’s Options and mix ups from my experience :
Overhead :
Use Yoshimitsu’s overhead very conservatively, it retains a regular hit box, despite looking like it does not. It loses to all lows, including cr.jabs, that have become so infamous in this game. It useful after a Jumping normal, or after a tag cancel, general guide to using the overhead is to make sure it is preceded by plenty of blockstun.
Riskier way to use it is to make use of the excellent amount of range it has. Inherit risk here is that it is way easier to react to. Being able to Cancel the OH into Slap U Silly is pretty handy, additionally OH->Slap U silly seems to be a true blockstring, which allows for a good tag cancel for your mix up character.
The third and fourth options from Yoshimitsu’s “tekken string” are both pretty useless from my experience. The roll is not invulnerable at all, quite slow, and punishable even after a successful OH -> Slap U Silly - string. The sword slash is another basically just another suicide move for Yoshimitsu, the speed and it’s crippled hit box turn you into a sitting duck.
Yoshi probably has the worst high-low mix up game of all the tekken cast. Most practical use for his string seems to be yet another way for Yoshi to provide a safe tag cancel into a mix up, which is his bread and butter in this game. Develop your game eye to see when your opponent wants to block your overhead string in fear of eating a 40% combo ( Hit confirm from the string…), and punish with throw.
**Flea Stance : **
So much potential, yet so risky to use. I try to apply this stance in my games as much as I can, some results are pretty rewarding, some are not.
Sometimes I can just jump against a jumping opponent with Flea and it beats them clean, some normals however blow me up badly. Jumping in flea stance is so weird.
Very useful against Dhalsims air pokes, but there is no real need to use it against him in this match up anyway because you can build meter pretty easily against Sim anyway and teleport under his air normals.
All the ground options are pretty worthless, the dash is horrid. The slide, while ambiguous, gets pretty predictable eventually, might go under projectiles, have not tested this though.
Jumping against grounded opponents in Flea has not really paid off for me. A good defensive tool, and neutralizing projectiles while crouching…Need to explore this stance more, It might end up being very useful.
**Handy block strings I have had some success with : **
Blockstrings in this game usually starts from Jumping. From here I go into S.Short, then maybe another S.Short and then Cr.Fierce. Close S.Strong is good, but since it is close only I usually dont include it when I’m going for a normal only blockstring. S.Jab is a move I have had mixed results with, hits from a different angle then s.short with pretty good range.
I have not made much use of Yoshimitsu’s sweep so far, I probably oughto though, seems to have good range.
S.Short is a good normal in general, good range and +3 on block ( ? ).
Cr.Fierce is usually quite safe, even from a chain blockstring because it slides Yoshimitsu away from the opponent. Some low pokes with good range might be able to punish this though, Ryu’s sweep for example, however so far it has been a safe blockstring ender for me.