Wasn’t sure exactly where to put this so I’ll put it here. Pretty obvious stuff but whatever.
Off of windmill confirms into switch cancels, if your incoming character has a combo that keeps the opponent standing, there are certain instances where you have the option of finishing the combo with that character, or bringing yoshi back in depending on the other characters move set (that is, besides just doing a boost combo from the windmill straight back into yoshi). You can obviously switch cancel back anytime, but I’m going for the least amount of meter possible, most damage possible. The main part of the combos I’m about to show is that I’m using a special move with Hei that leaves me with tons of advantage on hit , giving an opportunity to either go into a combo into launcher to bring back yoshi for free, or finish the combo.
For example with Heihachi, I can do:
(starting with Yoshi) Jump attack> close st mp xx windmill> switch cancel> f + lp, lp xx qcf lp
From here, because the opponent is still standing, and you can link after Hei’s light demons breath with a few attacks, I can either choose to finish the combo with Heihachi, or do a short boost combo back into yoshi. Examples:
Start Yoshi, finish Yoshi:
Jump attack> close st mp xx windmill> switch cancel> f + lp, lp xx qcf lp >lk, hp, launcher > cr mp xx Gehosen
Start Yoshi, finish Heihachi:
Jump attack> close st mp xx windmill> switch cancel> f + lp, lp xx qcf lp > lk xx qcf hp
~370-420 damage for one bar for the switch cancel, with the option to end with either character. It’s possible there’s more damaging stuff with Hei to end with, and probably similar setups with SUS and Stone Fists since they also keep the opponent on the ground. I’m sure there are other characters you can find these options with.
Edit: you can jump hk with Heihachi to start his combo off the switch cancel.
Start Yoshi, End Hei
j. Hp> close st mp xx windmill> switch cancel> j. Hk> f + lp, lp xx qcf lp > lk xx qcf hp for 451 damage
Start Yoshi, end Yoshi
j. Hp> close st mp xx windmill> switch cancel> j. Hk> f + lp, lp xx qcf lp > lk, hp, launcher> mp xx Gehosen 462 damage
j. Hp> close st mp xx windmill> switch cancel> j. Hk> f + lp, lp xx qcf lp > hp, launcher> mp xx Gehosen 472 damage
J.hp > close st mp xx windmill> switch cancel> hp xx qcf lp > hp, launcher> close st mp xx Gehosen 477 damage
I stress: one bar, option to end with either character. Here’s a combo using all three bars to compare.
Combo from Hei to yoshi super:
J hk> hp xx lp or mp srk> f+lp, mp > switch cancel> yoshi super 501 damage
Two meter using ex stone fists with the same option to end with either character:
Start Yoshi, end Yoshi
J hp> close st mp xx ex stone fists> switch cancel> jump over rh> hp xx qcf lp> hp, launcher> close st mp xx Gehosen 515 damage
Between using yoshi for punishment and zoning, and Hei doing like 430 damage by himself in meterless BnB’s the team works pretty well together.
I noticed that its harder to use medium specials and immediately switch cancel for whatever reason, so using a HP windmill or SUS and a HK stone fists are easier to use for switch cancels. For SUS and stone fists, they also do the max amount of normal, non-mash hits so they should be used for switch cancels anyways.
Also I posted an ultrachenTv episode in the main Yoshi thread, check it out and see if it gives you any ideas.