I still Fthrow at 80% and higher, then ledge guard.
Things you should familiarize yourself with: (Ill try to list stuff that hasnt been mension, but if it has, sorry in advance)
1) Your Float Hight.
If you are going to float, remember that how high you float depends on the character. Remember that Falcos SHLs are lower than Samus' missles.
2) Turnips and their combos
As you are starting out, know how to use turnips well. They are your best friend. Always C-stick throw, it throws the turnip faster. Some combos that turnips set up: Jump->throw turnip->float->Fair, is a starter combo. Another that works better with special turnips: Jump->Throw->Jump->Catch & throw->Jump->Catch & throw. Catch and throw the turnip while in the air. Works REALLY well against someone who shields a stitchface. Also, it preserves the life of the turnip better. Another thing to note when catching turnips: Everytime you catch a turnip, its catchbox doubles in size.
3)Mindgames
Combine 1 and 2 to create awesome mindgames. For example, if you successfully approach on a SHL falco, be prepared to be shine combo'd. Its exactly what he wants. So cancel the float and airdodge to the ground (Triangle jump style) and downsmash. Same goes for a missle spamming Samus. Incorperate mindgames into your turnip play too. The combo I told you earler: Jump->throw->float->Fair, can become predictable. Eventually, some smart *** is goin to try and catch or shine that turnip. To mindgame them, Jump->Throw turnip backwards (Turning you around in the air)->Float->Bair->followup/techchase. In the event that they shine it, throw it backwards, and waveland a downsmash. If you are lucky, the space animal is holding down on the shine, setting up a huge dammage downsmash.
NOTE: All Float->Arials mensioned are ment to be float canceled. I guess #4 would be float canceling, but theres enough guides to that. Heres the best one:
http://www.youtube.com/watch?v=uCi5sLn0Bcg
Wow, I didnt expect this to be so long, but I hope it helps you.