Defiance-K
[09] Warrior
I'm by no means a Yoshimitsu expert (just kidding I'm the best) but I've found 7_8_9K to be a very good "panic button" for Yoshi. Safe on block, tech jump (which sort of eliminates all mixup because obviously it avoids lows, and combos tend to get ruined by the jumping state). On hit (even NH) it's a knockdown, and gives you perfect distance for 8A+B2 > 66A+B.
All in all it'd seem that there's very little risk in using it even at -, and the reward for landing it could potentially be quite huge. (around 1/3 health or more I believe - and after the techtrap the enemy still has to deal with Yoshimitsu's kinda scary okizeme.)
E: Just realized I didn't even get to the point of what I was trying to say. What I'm saying is JUMP KICK = GOOD
I use 7_8_9K often. It's -12 which means certain characters can punish it. Even against characters who can't punish it, being at -12 is something I don't like being in.
I wasn't aware of the deathcopter followup after 7_8_9K. I don't know too much about it but I can imagine it being easy to JG. I'll keep this in mind.
Thanks for the input.