Jab:
-very high percents (~100 on floaties, ~130 on fast fallers) sets up for upsmash ( you may have to walk forward or turnaround depending on how far they are sent from the jab.
Nair combos into intself or sets up a tech chase situation at most moderate percents. At low percents it can combo directly into a shine or grab.
Weak bair comboes into everything fox has, you just need to get creative with when and where.
Dash attack sets up a tech chase against fast fallers and is a launcher against floaties at mid-high percent. The down side is it is crouch cancellable until relatively high percents.
Dair sets up for shine as we all know, but against characters where shine follow ups are difficult (puff, luigi, ics, etc.) it can be preferable to just dair grab instead. Dair upsmash is also a true combo if done quickly enough but is countered by sdi on the drill.
The chain grab on spacies is essential.
Up throw under a platform often sets up a tech chase on the platform, which you can follow up with waveland>grab or just reacting to their get up with an upair/bair/nair.
Uptilt is really good in matchups where you want to be facing away alot of the time (spacies mu mostly, but some others too.) because it works as an anti air. It comboes into intself/upair/bair/upsmash/nair/platform tech chase all depending on percent/weight class
Down tilt is for situations where you are trying to stuff them when they run in at you to grab/dash attack/shine/etc. its has good range, and combos into itself sometimes on DI away. It combos into aerials on DI in.