Down Throw to PK Thunder. Works exceptionally well at low percentages, does more damage than Dthrow to Utilt or Dthrow to Uair does and if you use it correctly won't leave you open for punishment.
As an extension to this, Dthrow followed by PK Thunder, loop the thunder down and behind you so that the point where the head and tail meet hits the opponent. If you place it correctly the opponent will be sent in front of you. You can follow this up with a PKT2 directly into the opponent causing up to 50 some odd percent depending on how you place it. Works most reliably with the heavies. Does not work at higher percentages. Make sure you don't kill yourself by PKT2 off a ledge. You can also catch heavies in the tail of PKT1 trapping them and hitting them with the first knockback hit of PKT2 but it's harder to do. Depending on how they DI you will have to adjust your trajectory or leave out the PKT2 if they DI in in the direction you're facing. It doesn't work very well for lighter characters so I'd suggest just PKT1 them.
While I'm on the subject of PKT I'd like mention the most effective ways to use it as an edgeguarding technique. I mention in my thread on PK Thunder properties that hitting with the head of PKT1 sends the opponent parallel to the direction of PK Thunder while hitting with the point where the tail meets the head sends them perpindicular to the direction of the PK Thunder. It's also good to note that hitting with JUST the tail, stops all horizontal momentum but has no effect on vertical momentum. PKT1 also has 3 different priorities at different points. The tail has the highest priority (I have yet to find an attack with anything that beats it), the point where the tail meets the head has the next highest and the head itself has the lowest.
What this adds up to is that when edgeguarding it is without a doubt better to loop PK Thunder to hit with the side of the head where it meets the tail rather than sending it straight through. When an opponent is a good bit above you it is generally better to send it up and loop downward because most Up B moves attack upward first and can cancel the thunder if they hit the head. The sending it downward as it approaches the opponent reduces the risk most and sends them in a diagonally upward trajectory which is best for killing. Using an upward loop works too if you don't have time to get above first though.
When edgeguarding a character at your level or below it is generally better to loop upward as you approach the opponent for similar reasons. There is less likelyhood of it being canceled and sends the opponent in a diagonally down trajectory most effectively. If the opponent is close to the stage it may be better to loop downward though in an effort at getting a possible stage spike if they dodge.
Using the tail to gimp recoveries is near impossible. Although it does stop their horizontal momentum, characters fall too slowly for it to cause them to die. However, for characters with predictable recoveries such as Ness, Lucas, Fox, Falco etc. you can use the tail to stop their Up B (which would not be possible with the head due to the lesser priority) and then proceed to hit them. This can be useful if you don't have enough time to hit them before they can use their Up B. It takes some practice to be able to place it right but once you get it it can be amazing for edgeguarding.
Please post any questions and I'll answer them when I have a chance.
As an extension to this, Dthrow followed by PK Thunder, loop the thunder down and behind you so that the point where the head and tail meet hits the opponent. If you place it correctly the opponent will be sent in front of you. You can follow this up with a PKT2 directly into the opponent causing up to 50 some odd percent depending on how you place it. Works most reliably with the heavies. Does not work at higher percentages. Make sure you don't kill yourself by PKT2 off a ledge. You can also catch heavies in the tail of PKT1 trapping them and hitting them with the first knockback hit of PKT2 but it's harder to do. Depending on how they DI you will have to adjust your trajectory or leave out the PKT2 if they DI in in the direction you're facing. It doesn't work very well for lighter characters so I'd suggest just PKT1 them.
While I'm on the subject of PKT I'd like mention the most effective ways to use it as an edgeguarding technique. I mention in my thread on PK Thunder properties that hitting with the head of PKT1 sends the opponent parallel to the direction of PK Thunder while hitting with the point where the tail meets the head sends them perpindicular to the direction of the PK Thunder. It's also good to note that hitting with JUST the tail, stops all horizontal momentum but has no effect on vertical momentum. PKT1 also has 3 different priorities at different points. The tail has the highest priority (I have yet to find an attack with anything that beats it), the point where the tail meets the head has the next highest and the head itself has the lowest.
What this adds up to is that when edgeguarding it is without a doubt better to loop PK Thunder to hit with the side of the head where it meets the tail rather than sending it straight through. When an opponent is a good bit above you it is generally better to send it up and loop downward because most Up B moves attack upward first and can cancel the thunder if they hit the head. The sending it downward as it approaches the opponent reduces the risk most and sends them in a diagonally upward trajectory which is best for killing. Using an upward loop works too if you don't have time to get above first though.
When edgeguarding a character at your level or below it is generally better to loop upward as you approach the opponent for similar reasons. There is less likelyhood of it being canceled and sends the opponent in a diagonally down trajectory most effectively. If the opponent is close to the stage it may be better to loop downward though in an effort at getting a possible stage spike if they dodge.
Using the tail to gimp recoveries is near impossible. Although it does stop their horizontal momentum, characters fall too slowly for it to cause them to die. However, for characters with predictable recoveries such as Ness, Lucas, Fox, Falco etc. you can use the tail to stop their Up B (which would not be possible with the head due to the lesser priority) and then proceed to hit them. This can be useful if you don't have enough time to hit them before they can use their Up B. It takes some practice to be able to place it right but once you get it it can be amazing for edgeguarding.
Please post any questions and I'll answer them when I have a chance.