But wait, there's more.
Samus' f-tilt is an incredibly potent move, and is one of the most annoying things to fight. I think I have a solution for beating it though, and it's a particularly vicious one at that.
Of course, it only works at low percents because what you're doing is CC'ing the f-tilt into a grab. If you do that successfully, you just might get a stock out of a CC'ed move. It works really well against Sheik's f-tilt as well. A lot better, actually, since Sheik's f-tilt wants to send you up while Samus' sends you out. CC'ing Samus' at later percents knocks you over or slides you too far.
Be careful about light shielding on platforms; when you're knocked off, you hit the ground in free fall, which can leave you open to tech chases and fast attacks.
Against characters that outrange IC's, I'm a big fan of using jumping blizzards to build percent and then force them to approach where you can use your advantageous shield game; this doesn't really work against Samus unless she's in the air--which she rarely is--because she can CC into d-smash and d-tilt. In fact, she can do that to almost all of your moves. F-air is the best option against this, but you have to watch out for up-tilt, since THAT outranges you as well.
Short hop f-air is a really good move, but only for defeating her d-smash. It will hop over the tip, and if you're DI'ing in afterwards you can fast fall it and shield; if you slam her into the ground, you can tech chase, and if you pop her up you can wavedash out and chase with up-airs.
You're at your strongest against Samus when she's above you. If she's on a platform, abuse your up-air because it's your safest move. Also note that with a full jumped up-air, you can hit through the platforms of Yoshi's Story, Dreamland, FoD, and Pokemon Stadium's Grass and Water formations. I don't know if it works on Battlefield though, and I don't have a memory card right now so I can't check
Anyhow, use that knowledge to your advantage if--for whatever reason--any character tries platform camping. On Dreamland especially, since only the very tip of your hammer peeks through. This means nobody can beat you in priority, since it spaces for you perfectly.
I recommend if you're going to full jump up-air that you use the c-stick; it lets you keep your horizontal momentum more (so you cover more range) and you don't risk double jumping into CC'ed moves or d-airs or whatever.
Another powerful trick is the platform chain grab, which works especially well against floaties. Down-throw beneath a platform, wait for them to tech on the platforms above you, and then waveland into another grab. Use this opportunity to charge up-smashes and then d-throw, and you can KO earlier than normal. MAKE SURE YOU CHARGE THE UP SMASH, or you might accidentally have Nana fall through the platform when you down-throw.
Uhh... Ice-blocks are your friend, watch out for up-tilt, and that's all I got.