So you're asking less how to mind game, and more what to use to cover options?
For large coverage, the best option is wizkick, since it can cover no tech, tech in place, tech forward. Close behind that is flame choke, which can cover those same options, sans missed tech.
For missed tech, shdair, dtilt, and dsmash are all decent for it. Shdair and dsmash (I think...) cover missed tech and tech in place.
Dtilt can cover tech in place, but the timing is different between that and missed tech.
One note on these: with afc, characters can di behind you, before the bounce, changing followups. They can also di the burst from gfc beind you, as well. If you call them on this, turn around utilt is particularly nasty, and is one of the few times I recommend using the.move as a follow-up.
For tech away, wizkick and flame choke, as said, but you can also run sh fair/uair for it.
Tech behind, you can do flame choke and wizkick (just turn them around), or jump back bair or run back, sh fair.
If they're on a smaller platform or you have them by the ledge (basically, if you can have their options limited) you can do a lot more. Utilt and stomp gain a lot more utility, as well as dsmash, due to less space to move with their rolls.
I don't typically use ftilt out of either fc, you can usually get something better. An exception might be if they roll to the ledge at higher damage and you can clip with one of the inner legboxes (they have a lower angle) it might work, but you might be better off with most other options, anyway.