I'm going to list the move list but before that let me explain his souls mechanic and the way I think it works. When Yoshimitsu takes souls from the opponent, most of time all it does is give him meter. Meter is central to SC6 Yoshi. MED stance automatically does "heals" but they don't heal you, it instead gives you meter (more when you don't have much meter). Some moves, like CH bA, decrease the opponent's meter. CE doesn't give you meter, it heals you. Yoshi can use his meter for Brave Edges, unique to him and Geralt so far. During Soul Charge, however, he gets unlimited BE usage, which is crazy.
Okay, here's the move list I have so far.
DGF A - looks like SDGF A from SCV, the reverse of 8A. There is no SGDF. High damaging string of tracking mids, not sure on the safety.
DGF B - the old DGF B. Haven't landed this much
SC DGF BBBBB... - UB, does the trailer combo. Just mash B.
DGF K - the old DGF K, but doesn't knock down on NH and is + on hit and hits grounded and steps. Counterpoint to SCUB DGF B, which is beaten by staying on the ground or stepping.
DGF A+B - Foot clap, might be useful as an attack this time around. Mostly used for the attack throw in launch combos.
SC DGF 2_8 - You move faster in the air when you are SC'd.
FLE B - the usual.
FLE A - also the usual.
FLE K - hmm don't think I know this one...
FLE 66 - now a special low and knocks down on hit and absorbs souls. Combos off of NH 6A+B (old input was 2(A+B)), which is probably hit confirmable.
7_8_9 - hops. No super hop as far as I know.
FLE ducking and sidestep are in but I forget how to do them.
MED - auto meter gain motions in intervals, easily interruptable by a MED move
MED A - teleport in place and do the usual low.
MED B - teleport in place and do an attack that looks like the stab from 44B+K
MED K - fast, long range tracking mid mid string that does good damage and leaves you in DGF. Cancelling DGF immediately leaves you either -13 or -14 idk. Just ridiculous. As seen in the trailer.
MED 2B+KB+K - penguin slide low
MED A+K - Suicide, didn't check if you could do the A followups from SCV.
MED teleports - There are ways to teleport the side, in front of the opponent, and behind the opponent with good recovery, not sure if I have this right even as I edit this 9/26/2018:
MED 2 - teleport behind
MED 6 - teleport toward
MED 4 - teleport in place
MED 8 - teleport to the side
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AAA - SC6 style triple button string. First two As are fantastic, the third A is SCIV 44A but really, it's just another high that you can use as a threat that will hit them if they try to backstep or attack, or your AA got RE'd and you want a chance to hit them out of the attack part.
AA BE - CH confirmable NCC HHMM string with the last hit as a guard break, making this a counter to RE. The third hit may be GIable, idk. It should be because otherwise you'd have free +on block AAs during SC, which is basically how I'm using it. If you delay the BE activation, GIing the third hit on reaction to the yellow flash (or whatever the final BE effect will be) will be difficult. It pushes back a lot on hit and guard. Leixia practice CH confirming AA BE is paying off, somehow.
6AA/6ABB - New string, there might be some stance transition options here somewhere, idk. 6AA is a high-high duckable string that is advantage on block. 6ABB is a damaging high mid mid string. The first 6A is around i17. 6AA is a CH combo, not easily confirmable. It's pretty nice to have for ringout and wall splats. 6ABB is for deterring duckers, not sure how safe it is. This move will ring out as well. Looks GIable. Engage with this mixup at your own risk. It's probably worth doing by edge, though.
3AA/3AB - 3A is very fast and usable on its own, unlike 6A. It looks like Mitsu's. 3AA is a mid high string, 3AB is a mid mid string, both are NCC. 3AA looks like earslicer, 3AB looks like 1BB. If only the second hit of 3A CHs, a damaging attack throw ensues. Intended usage is likely mostly just using 3A, then adding in the 3AA sparsely for the AT, and then adding in 3AB to the mix to stop ducking and then back to just 3A in that cycle. Not sure on the safety of 3AB. No Sophie players, so not enough interest in sitting down and testing punishes on Yoshimitsu.
2A - It's a 2A, worth noting because nothing can be taken for granted in SC6.
1A - This is the old 11A low that's pretty easy to see.
4AAAAA - never finish this series, not even sure if the whole thing is NCC anymore, and there is no JF version. No spin JFs at all. But, this is still good for gap closing and putting out hitboxes. I want to say it's just like SCV 4A, where it's quite useful.
4A BE - 4A into helicopter attack that looks like SCV DGF A. It's a combo ender as well as fast tracking chance at big damage. And it guard breaks. High attack starter into a bunch of mids. The first mid might be GIable, idk.
8A - SCIV 8A, a jumping low. It was safe and +on hit in IV, and it might be this time around. But, I haven't used it much.
FC A - FC A
FC 1AAAA - The old 1A series. Tweeted about it here:
It's just okay. Not garbage like in SCIV-V and not godlike like in SCII.
WR A - a linear mid punch with nothing special going for it.
WR A BE - A mid-mid NC launcher from crouching that transitions into DGF. Followup with either A+B foot clap AT or DGF A (downward helicopter attack) for good damage. Ideal for throw punishing. Unsafe.
2aB (MCF) - No "i" here, there is no JF version. Longer range, easier to do, less damaging, more pushback on hit and block than the old iMCF. Except by walls and edges, where they are not pushed back (Yoshi is never pushed backward) There are a variety of combo possibilities by the wall, it hasn't been tested fully.
44_11_77A - flag attack, quite good.
22A - attack that looks like 214A but is a tracking ringout/wallsplat high. For wall/edge pressure.
214A - the usual, but DNK doesn't pick them up afterward. Not even sure if 66A+B combos.
66_33_99A - The usual 66A, slightly unsafe but now does the SCV 66A BE followup for okay damage and soul absorbtion, but only on hit (or was it CH only?)
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BBB - This does indeed combo on CH, absolutely essential tool now. Not sure on the safety, haven't seen it punished. CH confirmable. Pushes back far and absorbs souls. Lethal hits on CH sometimes, unsure of the condition.
6BBBB - This is DNK now. The third hit knocks down and the fourth hits grounded. Not amazing for ringout anymore, still high damaging. Safe on block. Seems harder to duck and punish, I think it's a MHMM now. It doesn't really pick people up off the ground.
6BB BE, 6BBB BE - CH confirmable launcher into 6K or 4A BE. If you're slow on the confirm, 6BBB BE occurs and you won't launch. Unsafe.
3B, 3BB, 3(B) - This is the spinny launcher from the trailer. Big buff. 3B looks to be i18-19, but it has a followup that can be used to deter punishment. 3(B) is the max damage option, transitioning to DGF for A+B or A followup, not sure which is more damaging. Both 3B and 3BB are unsafe, but the opponent must guess to punish them. Hits all rolls for good damage.
2B - old 1B, the old 2B is gone. Has a lot more range, but it's still crap.
1BA/1BB/1(B) - 1B is a linear low with decent range, looks kinda like 11B from SCV. 1BA is NC and does a nice chunk of damage, is + on hit but pushes back, leaves them backturned? 1BB has Yoshi teleport into the air and fall with a mid that feels like + on block. 1(B) is a quick transition to MED.
4B - Fast, low damage linear high that absorbs souls. Not amazing on block. Range is decent for Yoshi, is sort of a replacement poke for 2B in my mind, except it's high.
7_8_9B - the usual.
FC B - bootleg 2B. iFC B might be necessary in some situations.
WR B - CH launcher, has the animation of old 33B without the shark attack followups.
66_33_99B - looks like SCV 3B+K. No launch on CH but is decent damage, speed and safety. Lacking in range, though, requires more running before doing than the old 66B/33B.
22B - old 3B but with range cut in half and it doesn't hit grounded. I'd complain, but the new 3B is better. Hardly any reason to do this move. Still unsafe.
44B - UB with the usual A and B cancels. 44bB lethal hits on CH for big damage with meter.
11B - ???
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K - same range but now it does like 20 damage, more than 4B. Useful?
6K - same 6K but no string followups.
3K - same old amazing 3K but with slightly more range.
2K - same 2K but more damage.
1K - 0 on hit standing low poke, more range than 2K. >20 damage, so it's a great round ender.
4KB - the usual, but more difficult to GI. Doesn't knock down and pushback on hit. Better damage.
FC 1KKKKK - still annoying low but no JF version : ((((((((
66_33_99K - same 66K
22K -high jumping double kick that can go over highs at a some timings, + on block
44K - old 1K animation but faster and more range. Safe, in the mid i20s. Lanunches high, still need to experiment with optimal followups.
7_8_9K - Avoiding the puddle hop kick.
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4A+B - old 4B but with a small backstep and no knockdown
6A+B - old 2A+B that KNDs on NH
4B+K - self-damaging teleport sidestep, much faster recovery this time around.
A+K - Flash, still need to experiment with its usage.
66(A+K) - suicide UB, not used much, but it will be.
??? - Iron fist possession - I got the drunk walk somehow.
CE - Steppable after the flash, slow, but has infinite range and does good damage and a bit of healing. If the opponent is stuck in stance or REing (the CE is a guard break attack) then you can CE them from anywhere.
That's all I remember at the moment. I couldn't find much in the way of Soul Charge moves, but free BEs is enough.