Sun Salutation should always be fully charged to apply pressure to the opponent. Go for the charge when the fight starts, and always go for a charge when possible, such as when away from the ledge or after taking someone's stock. It's also reversible, and it has some slight push-away like Palutena's Reflect Barrier.
Deep Breathing is amazing in that it cancels all our horizontal momentum when we use it. While the damage boost makes our moves more viable, we tend to use it to mix up our approaches/recoveries. Header also helps with ledge recovery as it has decent knockback and can hold us in place in midair.
Nair is useful for racking up early damage if we can get to the opponent. Don't forget WFT's Fair has meteor properties in the kick and that Header also has a meteor hitbox. Bair works similar to Snake's in how it has great knockback, but we love using it to stage spike low recoveries like Villager.
WFT also benefits from a Roll Cancelled Grab, which increases Grab range. WFT's throws of choice are Bthrow for knockback and Dthrow for air combo potential.
As for Jab, try to learn where the grounding hitbox is. Delaying parts of the jab is key to consistent grounding, which leads to amazing set ups late game for Dsmash/Dtilt or, if you're feeling ballsy, Header/Dair spikes