DNK in general seems kinda inconsistent to me though, so my go-to wallcombo lately has been 3B w!, 2A+BB, 3B w!, bA for 100~
If you don't like the DNK or earslicer followups you could do W! 2A+BB, 3B w!, 3B+K 6K. I don't recommend bA since it causes a position change. You want to keep them by the wall afterward.
There's a few more about wall combos that should be known... like what to do on side wallsplats. Unless aligned properly, 2A+BB will push them too far away to connect anything (though DNK might reach further than you think). In this case, 66A+B is guaranteed but it's also a good place to opt for 8A+BG setups, similar to the situation after launch-a:B+K.
But if you recognize when 2A+BB will push them away, you can do better by realigning with some other wallsplatting move first. If the wall is to yoshi's left, you can 6K them straight into the wall. Otherwise, you can step into position and iMCF RCC 3B. After realigning, 2A+BB DNK won't wallsplat, since you've already done two, but it leads to a deathcopter setup or another DNK into 2K. It can be hard to step into iMCF so a third option would be w! 3B w! 3B+K 6K/a:B+K.
Another thing is low wallsplats. In these situations you can't 2A+BB or sometimes even 3B. This occurs after close-to-wall 66K, 4K, and 44B+K hits. Here you can iMCF and 3B into the normal combos. If unaligned, you should still be able to step-iMCF if you're quick enough.
Another option is resets. After the final wallsplat you can iMCF into some mid that leaves them standing. This gives up 25ish damage but puts them in a mixup. Do a wallsplatting mid or throw for a chance at more damage.
They should die in a little more than two wall combos, so how do you land them? Yoshi can push people around, literally, even on block with 33B B+K, 33B B+K A+B, 66K, and the 4A series. Once they're by the wall, you can attempt iMCF setups on small disadvantage and evade at larger disadvantage. Step-left 6K will splat them for using linear attacks or stepping for too long, iMCF RCC 3B will splat them for using highs or slow moves, and 8K will splat them for using lows, throws, or 2As.
GI is also very strong by the wall. With 66K as a followup, you risk little for getting re-GI'd. To beat re-GI you can wait to see a whiffed re-GI and 3B. 66K as your fast post-GI attack and 44B+K as your slow post-GI attack, you can splat them from further distances than if you do the standard 3B/delayed 3B.
With the damage and options to land wallsplats, Yoshi has the best wall game. Take advantage of it!
Bonus: on the cage stage, a wallsplat on the openable walls can be converted to a ringout with a very specific alignment of 3A BE into a:B+K DNK. You have to be just left of being perpendicular to the wall before hitting 3A BE. So, on a perpendicular wallsplat, it's possible to step left slightly and 3A BE them out. iMCF 3A BE works too if you have to step further into position where 3A won't come out in time but iMCF will.