Ah, I didn't see that post somehow.
I didn't get a whole lot of time with the game at AX, they only gave one ticket for a 15 minute session per day, I went for two days. Two people get to play per ticket, so I got to play using one other person's tickets as well. Also, I got to play sometimes when there were no-shows (the tickets were reservation vouchers for particular times). There were two setups total. So, I only got about an hour and thirty minutes with the game. And to top it off, the monitors lagged and they didn't have a stick to use.
Yoshimitsu stuff I learned:
-3BB grounded hit can be teched out of after the first part of the move hits. 3(B) ~DGF results in a good setup against techers, though.
-CH MCF doesn't combo into CE, in fact they have time to step the CE after the flash. That means CE is at least 8 frames too slow to work. MCF is at least +17 stun since WS B works by edge/wall. That means CE is at least i25. That doesn't seem quite right, though, since I could punish someone else's CE on block with my own CE, I forget which one that was.
-I couldn't execute CH MCF into b:A due to monitor lag, but it looks only possible on deep hits, as in, you hit the CH MCF at close range. If you use dash MCF in neutral properly, usually you get more tip range hits. It's going to be difficult to confirm both the CH and the close hit not to mention the tight timing it must have if it is possible at all.
-SDGF B and A are the usual attacks. SDGF K doesn't heal or give meter I don't think, but it also never makes Yoshi fall down. Forgot to test if he had 8B+K. Idk, doesn't seem any more useful than the old SDGF. Maybe I'll use it to force my way in after Soul Charge, but that uses up a lot SC time and plenty of characters still have their anti-air attacks.
-1BB, 4A+B (old 4B) are not advantage on block. FC 1AAA is not advantage on hit, feels like -4. 4AAA is advantage on hit.
-Old 9B+K is still definitely in the game, but I still can't figure out how I did it. It had something to do with crouching, I think.