Just what makes Yoshi a "Great Team Player?"

Yoshi/Law is my main team. Both of the characters build meter very good. And can do some interesting tag combos.
Starting with Yoshi: Windmill, tag, (Law) hp, shaolin spin kicks, tag, (Yoshi) (mk) windmill, tag, (Law) hp, shaolin spin kicks, tag, (yoshi) hp+hk (raw launcher), (Law) finishes the juggle combo.
As both Yoshi and Law build alot of meter you should already have built up a new bar during the combo, leaving you with one meter after the combo.

You don’t need to tag that many times during the combo tho :stuck_out_tongue: just felt like writing it.you can also skip going into raw launcher and go right into a standing combo, the possibilities is many.
You can also do it starting with Law. Law also have the most damaging combos of the 2 so I normaly end them with him.

I thought of Yoshi/Law too to find a possible Tag cancel infinite but never got around to using Law

My current/main team is Yoshi /King, decent synergy, very versatile

Windmill >Tag Cancel > 4 XKnee lifts > Powerbomb
Easy to confirm,builds almost 1 bar (on hit) also does nice damage while letting Yoshi recover life.