Working on it right now, actually.

You could help if you want. I'm running through his DOAD movelist to see what needs to be changed/added right now. I'll update the list of his new moveset in this post as I come up with more ideas. I don't care if he ends up being OP as fuck. He's Tengu in DOA5. He deserves it. Also if I spelled his name wrong please let me know @_@. Keep in mind this is going off of his Dimensions moveset, not DOA4.
TENGU/BANKOTSUBO GOHYAKUMINE(?) vDOA5:
PPP: Change to i14. I mean come on I know he's slow but goddamn.
6P/PP6P: Change height to mid. It looks odd as a high.
6P6K/PP6P6K:
NEW MOVE. 6P transitions into 6K.
4PP/PP4PP:
NEW MOVE. 4P transitions into BT 4P.
4P6P/PP4P6P:
NEW MOVE. 4P transitions into the last hit of PPP.
8PPP: First two hits are a NC. No longer launches in stun. Floats slightly higher in juggles. Can not be teched when used in juggles.
2PP: NC. Gives trip stun on HC.
9PPP: Can loop indefinitely.
9PT: Return of his DOA4 laugh.
9P2T: New animation. He does the initial carry them into the air ala 4T, but then tosses them up in front of him before he rams into them in midair and he lands on the ground with a flip.
3P: Startup is i14.
1P: Bounce launch on NH to crouching opponents.
1PK Series: No changes.
1PP6P: NEW MOVE. 1PP transitions into last hit of H+KKP. Grants a bounce launch on NH.
KK: First hit no longer stuns on NH.
6K: Height changed to mid. Gives deep stun on NH.
4K: No changes.
4K8KP:
NEW MOVE. 4K transitions into 7KP.
8K: Launches on NH.
9K:
NEW MOVE. Second/third hit of 3KKK. Gives sit-down on NH or higher.
2KK: Second hit no longer launches on NH. Gives uppercut stun(Think 8K).
2K2K: No changes.
3K: Gives sit-down on crouching NH or higher.
3K4:
NEW MOVE. Cancels string into BT stance.
3KP:
NEW MOVE. 3K transitions into BT 4P.
3KK4:
NEW MOVE. Cancels string into BT stance.
3KKP:
NEW MOVE. 3KK transitions into BT 4P.
3KKK4:
NEW MOVE. Cancels string into BT stance.
7KP: Can no longer tech the move. OTG 8P+K is guaranteed again.
236K: GB(+5) on no charge. GB(+14) on full charge. Gives crumple stun on NH full charge. CB!
236K6K:
NEW MOVE. 236K transitions into H+K.
P+K: No changes.
6P+K: i20. CB!
4P+KP: Damage starts at 30 on NH, goes up by 10 for every animation loop while charging. Can loop indefinitely. Possible OHKO.(Troll move achieved!)
1P+KH:
NEW MOVE. Feints the move by stopping right after taking off.
H+KK: 2nd hit launches on NH.
8H+K:
NEW MOVE. 2nd hit of H+KK.
2H+K8KP:
NEW MOVE. 2H+K transitions into 7K.
2H+K2K8KP:
NEW MOVE. 2H+K2K transitions into 7K.
2H+K2K2K8KP:
NEW MOVE. 2H+K2K2K transitions into 7K.
2H+K Series: Can not be teched if it knocks the opponent down.
T: i5
6T:
NEW MOVE. i7. Tengu picks them up, holding them by their sides as he steadies himself and forces a gust of wind into them to knock them away. 50 damage.
4T: i7.
66T: i10. 60 damage. No longer an OH.
2T: i3. 55 damage.
3T: i4. 30 damage. No longer an OH.
1T~2T:
NEW MOVE. i4. Tengu picks them up and slams them behind him. 30 damage. If combo throw is activated, he stomps on them a la OTG 2K. 30 damage.
41236T: i12. 65 damage.
Air throw: 30 damage. Can grab from lower height(thinking of Bass' regular air throw height).
46H~FullCircleH:
NEW MOVE. Grabs their leg, swings them around his side and tosses them up in the air. 45 damage. Can be a ceiling hit. If combo hold is activated, jumps up and does his 2T. Damage increases to 65. With ceilings, he sends forth a gust of wind as they fall back down.
64H:
NEW MOVE. Giant swiiiiing~!. 65 damage.
3H:
NEW MOVE. Mid Punch/Kick parry. Blocks their attack with a gust of wind that knocks them off their balance. No damage. +23 advantage, but they're busy stumbling across the screen so you have to catch up to them. >_>
22H+P+K: Sound goes back to awkward noise in DOA4. Invincible for the duration of the taunt.(Troll move #2 achieved!)
POWER BLOW--3P+K:
NEW MOVE. While charging up he readies his fan like a baseball bat, but cooler-looking. He does his DOA2U yell for the move. If it hits, a giant windstorm is generated as he does his DOA4 9PT laugh. They're lifted higher and higher until they fall back down and the storm stops. As they fall, Bankotsubo steadies himself, and pushes forth a final gust of wind that sends them flying in the direction of your choice.
SidestepP: Last hit of 8PPP.
SidestepK: 4K.
SidesetpP+K: 9PPP~. Can use 9PT.
OTG 2K: 7 damage.
214H+P+K:
NEW MOVE?? They say Tengu have the power to control the weather and change the seasons. Maybe if you were in an open, outdoor area...
I didn't bother thinking of frames on block or any of that, since this will never happen
