+ frames on block:
- 1 punch
- b+1,1,1... (all of them, very important!)
- ... that's it I guess
+ frames on hit:
- deathcopter, every version: u/f+1+2
- 3~4 (beautiful frames on it, yeah)
- d/b+2,2,2, and b+1,1,1,...
ehm... check them out here: http://www.avoidingthepuddle.com/yoshimitsu-tekken-6-frame-data
2. Microstep is doable, just do SS~b... but what for? Only to avoid fast moves in close distance? It's OK in this case, but other than that, it's not that worthwhile.
Rather focus on well-timed sidestep walk. And generally, pay close attention to your movement and never move in vain, just for the sake of moving. There always has to be a reason for movement: gain better positioning, enclose opponent between you and the wall, provoke whiffs... or evade opponent's strings that are sidestepable. There are loads of them. Like Jin's 1,2,3, Anna's u/f+1,3,3+4, Julia's u/f+4,3,1 ...
3. flash... you can flash inbetween some character strings, flash-punish e.g. Lee's u/f+4, Alisas running 3+4,3+4, you can flash where opponent has on-hit advantage and wants to keep a pressure (like after Bryan's QCB+3, Bruce's CD+3 (when he does things slower than punches), you can flash every spam of d/f+1s (opponent keeps on doing d/f+1, pretty usual when facing Feng Weis). If opponent is really, really, REALLY close to you and you know he doesn't have above +4 frames of advantage, you've got him here
It's all about prediciton and pure maths. You see that he's close: and you have to only predict whether he'll continue mashing an attack or not. Just like with any reversal/parry, but a bit different (flash applies to any range of hit)
Don't get me started on NSS flash, it's a completely different story.
Pure maths also apply to Yoshi's setups. He has awesome mind games. It's the topic for another post since I would have to write a lot about it.
He has many knowledge-based setups, just as... did you know that just after your blocked d/f+1, if opponents go for any punches, u/f+3 will crush them?
Generally, with Yoshi it's the battle of knowledge, spacing and timing. Also, remember that the beginning of fight, the first hit: is extremely important. You've got to be in control on what's going on on the screen. Don't rush, be patient and persistent. just like Yoshi now seems to be: look at his focused battle stance.
What is most important, you've got to know Yoshi in and out. From what I see, you've got to do your homework... learn by heart his frame data first: you cannot jump over it. It's like you'd like to be a maths teacher without the ability to count.
After frame data (and so the basic knowledge of which moves are faster and which slower, and the safety of them), you've got to know crushing properties. Which crushes what, and how well.
Then, you've got to know tracking. Which move tracks to which direction, and which one doesn't track at all. Extremely important or everybody will kill you on Sidestep-walk cheese.
Then: which move has good range, and which doesn't have. to whiff is Tekken's worst mistake: just don't whiff.
Of course I don't mention launchers and juggles, it's obvious that you have to know them all.
At this point, if you can APPLY this knowledge (between knowing and applying can be sometimes a long road to go...), you should already have about 70% of winning ratio.
Then, there is anti-character knowledge and setups, and experience, and good habits (as for movement, retaliation, etc). The more of it, the closer you're to 80~100% winning ratio.