I only watched one match, JJ (Zelda) vs Danny (Fox) 2 on Smashville. Here are my play suggestions:
Danny: No offense, but you kinda earned the three stock via your limited approaches. All I saw you doing was dash attacks and random smashes to try to get damage. I think you tried dair a few times and were rewarded. Notably, you never used a single tilt the entire match, and the most important tilt Fox has is utilt. Zelda was being really smash happy; you could have run in, shielded a smash, and then popped her up with a utilt at several points. From this point, Fox is in a commanding position. He can maybe land another up tilt or two in close quarters, he can let them fall onto a usmash for kills, or he can jump up and have some fun. Uair can kill at higher percentages and gets up for more juggling with good damage, nair is your fastest option, fair can do some big damage at the cost of being hard to land, and bair can sometimes kill and oftentimes sets up for gimps. Do also note that in addition to landing utilt after shielding unsafe moves, Fox can also get in utilts in close quarters combat before the enemy hits him (Fox's utilt is very fast!) or as a follow-up to a landed dair (Fox's dair is another really good approach that you used some but not enough). You could also afford to jab some more and poke a bit with ftilt and dtilt, but the lack of utilt was the big thing. As per landing those smashes for a kill, against this Zelda player, all you really needed to do was read her rolls. Zelda was rolling like mad, and those should have been free fsmashes or dash usmashes for you. Don't just do those moves in a neutral position, use them to punish something (an unsafe attack or a roll!). However, you could have gotten some punishes with them. You also never grabbed; grabbing as a part of your approach would have been another good mix-up though neither of you were blocking very much at all (grab is mostly your option to counter him shielding your approaches). Lastly, two minor points. For one, you were using the laser weakly. You should be taking a little free damage as you maneuver to do other things and maybe fire it a bit more if you have something stale that you're looking to kill with. Just getting campy with it works in some matchups to a small extent, but it doesn't work well against someone with a reflector like Zelda and regardless it's never worth risking getting hit to use (it does minimal damage and doesn't inflict hitstun). You also shouldn't just forget it for long periods and then suddenly use it a lot; try to spread the use out over the match. The other point is that your recoveries too often were just an Illusion right into the other guy. In BBrawl you can use jump canceled Illusion (on the offense too but also to recover), and even that cancel aside, you can and should Illusion to the ledge most often since that's safe whereas you could get hit out of Illusion into the enemy. Illusion into the enemy while recovering is a "sometimes" move you use to be unpredictable but have to know is unsafe and therefore to be used to the bare minimum.
JJ: I can't criticize you too much since you won convincingly, but a stronger opponent would have had a field day wit those rolls. You just plain rolled too much and could have eaten a lot of smashes from Fox. You also used Din's Fire too much, especially early in the match. That is a "sometimes" move you mostly should use to complicate recoveries or for a long range punish (usually requires prediction). Of course, you also didn't make use of Sheik, but given the way the match went, you didn't seem to need that kind of change. Congrats on a convincing win.