Normals and Unique AttacksLet's take a look at Yoshi's normals.
Standing Normals-

- This attack has slightly more range than the average jab due to his arm being fully outstretched with the added length of his hilt. It's a decent attack at close range. You can link it into itself but not into anything else.
Cancellable.
Damage: 30.
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(far) - It has a slow startup and a relatively large recovery. It's not a very good move to use outside of maximum range where it can be used as a poke, and even then Crouching Medium Punch is a better option. It can be used somewhat as an anti-air but it's not very good. Avoid this attack.
Not Cancellable.
Damage: 60.
This move now has a faster startup, a better hitbox, and does more damage. It can be used as an excellent poke, and it is somewhat effective as an anti-air but still not very good.
Damage: 80-

(close) - Just slightly slower than a jab (by 1 frame in fact), decent recovery, and safe on block this move is excellent. Great for using in blockstrings. You can link this move into Light Punch or Light Kick. It is also cancellable on hit or block (but don't cancel on block, unless you are going for a chip damage victory, since you'll just make yourself less safe). Sadly it is his only good option for blockstrings and frametraps (kind of). It also requires that Yoshimitsu is in point blank range. Also the pushback on hit means you can't link it back into itself.
Cancellable.
Damage: 60.
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- This move is quite slow, and it's quite unsafe to quick reversals. Nonetheless it has a great range which makes it a good poke, and it'll be hard to punish at max range. The move is horrible against aerial opponents though, so if they jump over the poke you will be very open to punishment.
Not Cancellable.
Damage: 90.
This move now does a lot more damage (more than Gehosen in fact) making this a very dangerous poke. Landing the move as a Counter Hit also knocks back your opponent, negating any forward progress he may have made, while doing even more damage. It's still terrible against aerial opponents so be careful. This is the only sword normal that didn't get an improved hitbox.
Damage: 120-

- It looks pathetic but it's actually pretty good for poking since it has a decent range. It looks like it hits low but it doesn't have to be blocked low.
Cancellable.
Damage: 30.
-

- This move has quite a good range and again, it's good for pokes. Not safe on block from up close, but at max range your opponent would need a fast, long ranged attack to punish. Use outside Light Kick range.
Cancellable.
Damage: 60.
-

- This move has quite a bit of range but it has a slow startup and large recovery. However if hit at far enough distances it becomes a very good poke due to the pushback it creates. On hit or block, you'll end up even more than Yoshimitsu's Hard Punch range away (you'll be around half screen away) which makes it hard to punish. It can also be used an anti-air if timed correctly and if your opponent isn't directly over your head, but rather at a slight distance.
Not Cancellable.
Damage: 90.
This move now causes a float effect on hit. The opponent however doesn't float high enough to juggle them outside of the corner. It's good for tag cancelling however. This move is now also throw invincible.Crouching Normals-

- Not a lot of range, but it comes out fast. Use up close to poke at your opponent. Can link into itself and Standing Light Punch.
Cancellable.
Damage: 30.
-

- Quite a good amount of range, just less than Crouching Hard Punch. Again used as a poke. Also used as a hit confirm from long range. While it looks like it hits low it doesn't need to be blocked low.
Cancellable.
Damage: 60.
This move now has an improved hitbox, and it hits low making this a great poke. If you land it even at maximum range you can cancel it right into Heavy Gehosen or Sword Poke Windmill to get a combo going. -

- It has average speed and is actually somewhat safe on block for a hard attack (not just because of it's frame advantage on block but also because of it's range). Good move for poking, range being slightly larger than Crouching Medium Punch. It's still better to use Crouching Medium Punch since this move can't be cancelled and it's less safe. It's Yoshimitsu's best anti-air, it's much more reliable than Standing Hard Punch (which isn't saying much, it's still terrible). It can hit airborne opponents just on the tip of the slice-arc. It's also best used at a distance as a poke.
Not Cancellable.
Damage: 90.
This move now has an improved hitbox and does considerably more damage, making it an even more dangerous poke. It still seems to have a bit of a gimpy range however, so standing hard punch is a better poke at times. On Counter Hit it causes a float, after which you can do a Light Gehosen (from close range) or tag cancel for your partner to finish up the combo.
Damage: 120.-

- Not much range, but it's one of only two normals that Yoshimitsu has that hits low. Useful for when you're right in your opponent's face and you wanna throw in a low mixup while poking. It just might work if your opponent disrespects your low game (highly unlikely though). If you don't want to play a mixup game then it's better to use crouching jab instead.
Cancellable.
Damage: 30.
-

- For a crouching medium kick, it's surprising that it doesn't hit low. This means Yoshimitsu has no long range low pokes. But as a poke on it's own it's still good. It has good range and is safe on block. You can also use it as a hit confirm.
Cancellable.
Damage: 60.
-

- Yoshimitsu does a standard sweep. Naturally this scores you a knockdown. It has decent range and is the only other normal that hits low. Not a good poke. Slow startup and quite unsafe on block. At maximum range you can still be punished if blocked. If you're sure your opponent isn't blocking low then throw this out there from an optimal range.
Not Cancellable.
Damage: 90.
This move is now cancellable. This increases the moves effictiveness as a poke since you can cancel into a safe special or even teleport.Air Normals-

- It comes out fast and it stays out quite long. Probably it's only use is to cover yourself with an attack while jumping. Don't use this move too much.
Damage: 40.
-

- Yoshimitsu performs a horizontal slice. For an air normal this has a lot of range. It's a pretty good attack if you're jumping while your opponent jumps forward; you'll slice them right out of the air. It can hit your opponent anywhere from right in the head to right in the shins, however because of it being a horizontal attack it's not a good jump in. If you're at an optimal range then you can jump vertically up and use this move as a safe poke. A good opponent may be able to react to your jump though. Use it mainly for air to airs.
Damage: 70.
-

- This is a pretty good move since it stays out quite long and does a fair bit of damage (more than most Jumping Hard Punches). It hits 3 times so anyone trying to use armor as an anti-air (looking at you, Hugo and Zangief) is gonna eat blade. It's a very good jump in attack, landing it will allow you to follow into a combo that will net you big damage (see combos section). It also juggles opponent in the air regardless of counter hit or not, meaning you can follow up if they are high enough when you land (more about this in the combos section).
Damage: 35+35+35=105.
-

- Stays out quite long, but not as long as Jumping Light Punch. This move is just a watered down version of Jumping Medium Kick, although it has the same range, if not a little more. It also cannot be linked into Crouching Medium Punch.
Damage: 40.
-

- This move is a little slower than Jumping Light Kick, but it does more damage, it crosses up the opponent, and you can link into Crouching Medium Punch. It also stays out as long. Good for air-to-airs but not the best jump in in the world.
Damage: 60.
-

- This move has a lot of startup, and doesn't stay out long. It's hard to hit grounded opponents with. It's also pretty bad in the air. Landing it will put your opponent into a groundbounce state. However the opponent can quick recover from this state meaning you can't follow up.
This move now causes unrecoverable groundbounce on aerial opponents. More in the combo sections on how to follow up when you land this. It still has a pretty crappy hit box though, and Yoshi can actually do better combos after landing a jumping hard punch both as an air to air or as a jump in.Unique Attacks-

,

,

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Triple Roundhouse Combo - Yoshimitsu performs three roundhouse kicks in a row. You don't have to do all three kicks, you can do two or even just one. This move hits high and will actually miss most crouching opponents (not the large ones, characters like Zangief and Kuma can be hit). All three kicks will combo (this is range dependent, if you're at some distance, the second hit won't connect). The first two hits will juggle airborne opponents regardless of counterhit. The last kick will float the opponent in front of you, grounded or airborne, allowing you to combo after (more in the combos section). The first kick is just about safe on block, and each kick thereafter gets progressively unsafer. If the opponent is standing it can be used as a decent poke, but only the first kick if you're not in range for the second. If the first is blocked then don't do the second. This move is mostly useful in combos, especially juggle combos since after a launcher it can be Yoshimitsu's most damaging set up outside of Super/Cross Arts.
Damage: 50+50+50 (due to damage scaling, when all three hits connect the final damage would be 140)
The hitbox of the first kick has now been enlarged meaning it will hit crouching opponents. The first hit also forces the opponent to stand if it conencts allowing the other two hits to connect.- (During Forward jump)

- This move doesn't have an official name in the movelist. This move is identical to jumping Light Kick, however performing it moves Yoshi forward slightly and it also slightly alters his jump arc. It will always juggle an opponent in air to airs, and it can be chained into jumpin Medium Kick. If you land both moves on a jumping opponent, once you land you can finish the combo by performing a Gehosen or a crouching Hard Punch.
Damage: 40.
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- This move also doesn't have an official name in the movelist, so I'm just calling it the Front Flip Stomp (FFS for short). Yoshimitsu does a front flip and stomps on the opponent's head with his feet. It has quite a bit of startup, and is punishable on block (but not by much), but it's an overhead which makes it a valuable tool in Yoshi's arsenal. It's quite hard to hit opponents out of the air with this move, so don't bother trying. This move has one follow up, listed next.
Overhead.
Damage: 40.

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- Yoshimitsu performs the medium version of Slap U Silly. Not much to say here besides doing this after a blocked FFS is not a good idea (unless you go for chip damage, but you only get 15 chip) because it makes you less safe. You can perform its evasive followups on block to make you somewhat safer. The followups can also be performed on hit but they cannot be comboed into. If you connect with this move you can tag cancel it and do a big combo with your opponent.
Damage: 20+20+20.

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Poison Wind Steel Fist - Yoshimitsu performs another FFS. It's a lot less safe than the first FFS and it's also less safe than the follow up

after the first FFS. However, it hits overhead so you can use it to catch out a crouching opponent after they block the first two attacks.
Overhead.
Damage: 40.

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Poison Wind Bronze Fist - Yoshimitsu performs a backdash. It's very unsafe if your opponent can react fast enough.
This is an evasive move and does no damage.

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Poison Wind Silver Fist - It's completely unsafe, not being invincible or anything and having quite a bit of recovery, but the distance it takes you, and the fact that your opponent will be in block or hit stun when you perform this move, should make it easy for you to reposition yourself safely. However, on block, a quick opponent can punish you if they dash, special step, or any other fast moving attack. This move also has a followup.

This is an evasive move and does no damage.
This move now moves Yoshi back faster, but at a decreased range. It's also completely invincible until Yoshi lands on his feet, but once he does he's still slightly open to attack.

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Poison Wind Gold Fist - It's main use is to counter-punish opponents who attempt to punish your handspring. If an opponent jumps it can be used to anti-air but it's difficult to connect. If the move hits it launches your opponent into the air, however you can't combo from it nor can you tag cancel it. Don't use this move too much. After the handspring, it's better to focus on repositioning yourself.
Damage: 70.
This move is now totally invincible to aerial attacks making it a slightly better anti air than before. You can also land a Heavy Gehosen after it anywhere on screen and then another Gehosen or Crouching Hard Punch after the first one to tack on some more damage. This move can also be tag cancelled. -

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Flea - This move is a Stance change. This stance gives you access to more normals, and one special move (Flea to Poison Breath, see Special Moves section). You can also dash or crouch while in this stance. Pressing

will cause Yoshimitsu to dig the sword's blade entirely in the ground and sit Indian style. Doing this will avoid most projectiles in the game (this is not able to avoid Chun-Li's Kikoken and Sagat's Low Tiger Shot). Pressing

will cause Yoshimitsu to dash forward while still in Flea stance.
While Yoshimitsu is neutral in this state, opponents who come into contact with the sword will be hurt by it. However it only hits once, until you perform a dash, a crouch, Jumping Flea, or if your opponent jumps over you to the other side, which will reactivate the sword's hitbox. There is no way for you to hurt your opponent yourself with the sword during Flea. They have to hit the sword with a limb of their own. If Yoshimitsu is during Flea he will revert to his regular stance.
Damage: 75.

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, or

, or

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Jumping Flea - You can either jump straight up, forward, or backward. You can also perform a High Jumping Flea by inputting

right before jumping, which lets you jump significantly higher. During the entire jump the sword is hitbox is active, meaning you can hit an opponent on the way up, or on the way down. Hitting an opponent on the way up is unsafe as they can recover (on both hit and block), while hitting them on the way down is safe on block. This is not recommended to use against airborne opponents sicne the sword hitbox is under Yoshimitsu and you can easily be hit out of the air. Being hit during Jumping Flea will revert Yoshimitsu to his regular stance when he lands. You can continuously jump as long as you are in Flea stance, and the sword will always be active throughout the entire jump.
Safe on block (+2 frames, but only on the way down)
Damage: 60.

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Flea to Sliding Headbutt - This move hits low, and has a great range, making it a good poke. You can easily catch out standing opponents if you catch them unawares. While it's unsafe on block, Yoshimitsu is considered airborne making it slightly difficult to punish him properly since if he gets hit with a normal move he won't be juggled and will recover. However with good timing, or with special moves, Yoshimitsu can be punished. But for the most part it's not a bad idea to do this move often, but don't get reckless with it. During the slide you can also go under projectiles, however not during the startup ie it goes under projectiles during the middle of the move, meaning you can't do it on reaction from a range where you can hit the opponent. You have to anticipate the fireball; if you anticipate a fireball and perform the slide, you will go right under it and also hit the opponent, allowing you to combo afterwards (see Basic Combos section).
Damage: 60.

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Flea Release - Yoshimitsu reverts to his regular stance. Not much to say about this except that it takes a short while and Yoshimitsu is unsafe during the whole thing, however for the first few frames the sword remains active.