Yes! Yoshimitsu's AWESOME!
I've made some adjustments to Eaode's depiction of Yoshimitsu, made him more
Tekken-like, with more signature moves.
Yoshimitsu is a moderately heavy Samurai Brawler,
with moderatly high floaty jumps, but slow horizontal speed during them.
He is a slowfaller, with not much horizontal manouverability in the air.
He can walljump. Average-fast run speed, like Roy.
He runs with his sword out, like most samurai, though the sword isn't damaging while he runs.
Ok, I wanna make some changes to your moveset
A: Like Marths, only a more horizontal strike.
Loops after 2 hits from different directions.
Ftilt: Kick, (Which was "forward+circle" on Tekken) can be done 3 times before it loops.
Utilt: Same as C. Falcons, but lower damage, higher knockback.
Dtilt: Low stab with sword, like Marth's. Has the same stun but less knockback than Fox's shine.
Dash A: "Slap u silly" He spins around with his hand out, and slaps anyone he hits. Similar to Luigi's dash A,
But it will have a distinctive look like it did in Tekken.
Fsmash: Like Marth's, but from below (Instead of from above), it cuts up. 45 degree angle.
Knockback similar to Link's UpB on land. 16% Uncharged, raises to 25% when fully charged.
Usmash: Slashes above his head, in the opposite direction to marth's Utilt.
Knockback similar to Marth's Uptilt, 13% Uncharged, 22% fully.
Dsmash: My favourite kick: His roundhouse ("Neutral X" in Tekken) He holds his leg out,
and Spins around once! Simple as! I loved the clean FX and instant power of that move.
It had a brilliant sound. 14% Uncharged, 24% when fully charged. Backwards Knockback
like Peach's downsmash. The Kick is less 5% less powerful by the time is reaches behind him,
so some direction is necessary. Knockback only goes down slightly.
Nair: Generic Float kick yey.
Uair: Like link's Uair, But Sends people horizontally.
Fair: Single swipe forward. For some reason has backwards knockback. Weak.
(I want yoshimitsu to need to be mastered, like I mastered him in Tekken.
Needs lots of weird hitboxes) You can do 2 of these in a Yoshimitsu Fulljump.
Bair: Like Captain Falcon's Bair: A quick punch backwards.
Dair: Does a quick flip, with sword out. The sword is only out while he is facing downwards. He can do this twice in a fulljump, But has horrendous lag if you land during one. It barely
spikes, and has virtually nonexistant knockback. An easy 7% damage.
B: Sword Impale: When you begin to hold it, Yoshimitsu wind slowly pull his sword back, and the sword will glow. Charge up time is a little longer than Gannondorf's Utilt. When thecharge is done, Yoshimitsu will swiftly stab the blade forward, delivering 25-35% and alot of knockback. There are also several other options you have. If you release B and Press A quickly whille charging, Yoshimitu will spin the blade in front of him for two seconds, this will knock opponents away a little, and act as a defensive move. If you Release B and quickly press B again before the charge is done, Yoshimitsu will spin the blade once and whack the person in front of him with it. These moves however can only be done once the charge is halfway through. And if you release the B button before it is halfway though, you will still do the animation until it is halfway done. Then he will bring his sword back to normal postion. If you press side B after the anim is halfway done, he will break into a side B.
->B: Sword spin shield: Yoshi will spin his sword in front of him for a brief period of time, and it will reflect items and damage the enemy with quick trapper hits. 8% Max damage from this. Good as a surprise attack, with not much starting lag, but laughable ending lag. The last hit will have knockback equal to Falco's F-tilt.
^B: DeathCopter: Yoshimitsu will begin to spin his sword very quickly in a circle above his head, pulling himself upward at a mid-slow speed. This would hit all opponents above him with a disjointed hitbox (anti-edge guard, yay). vertical distance covered is a little less than Falco's ^B, and horizontal distance posible is a little less than DK. You are able to control his trajectory while flying. At the end of his flight, he will simply fall. But if you press vB while he is flying, he will fall quickly to the ground, sword extended slightly, and hit opponents in front of him (This would be a meteor smash). If you Press Back-B while he is flying, he will gain a small extra boost, turn around, and come down with the attack facing the other direction. When done on land, the sword will be spun above his head and he won't come off the ground, it will damage like Mewtwo's upSmash, but it does 19% maximum (if all hits hit) and has little knockback on any of the hits. Bad ending lag as well.
vB: Flea/Meditate: Upon pressing vB, Yoshimitsu will balance on his sword. If you double tap left or right on the control pad, he will dash three times in the specified direction, giving minimal damage and knockack. You can jump (but not as high as one fulljump) while in the Flea stance, and whoever you land on will be hit by the sword and the damage will be equal to the height you landed on the person from. Pressing down would cancel the flea stance. If you press vB again while in the Flea stance, you will sit in the meditation stance, where Yoshimitsu will meditate and heal about 1% damage every seconds. Pressing left or right during this will cause yoshimitsu to dive into an extended roll (Akin to the teleport from Tekken), pressing B or Side B would lead to a Kangaroo Kick (A kick upwards on his back (With upwards knockback, and 12% damage)). Being hit by any attack (other than fox's blaster (which would indeeed be a good counter for this move)) will cancel the meditation.
You can do the flea from the air, to take advantage of the distance = damage formula.
Edit: You have no Idea how long it took to make that post readable.