There's a
whole thread on bomb jumping already so I'll just leave it at that. There's also an
old thread in a similar vein to this one but the formatting is all broken. You could look through it and update the formatting in here if you have the time. The most important techs I learned from that thread that aren't already listed were as follows.
1.) JC Bomb Throw. Allows you to throw or smash throw a bomb in any direction (possibly not downwards, I never use it to throw down) out of a run. I find it most useful right after my opponent's respawn invincibility dies out, because they tend to be in chasedown mode during their invincibility. Run away > JC smash throw behind you can catch a lot of Fox, Falcon, and Sheik players who are trying to grab you with their invincibility.
How-to: (With bomb in hand) Jump>cancel jumpsquat animation with a normal or smash throw. Note that you can throw bombs with Z, so it's almost as easy as JC grabbing. You just have to input the control stick direction of the throw.
2.) Bomb Dashing. I'm not sure where I read about this initially but I didn't see it in that old thread. I might have missed it in the formatting mess, Bomb Dashing is the simple act of wavelanding after you throw a bomb. I get the most use out of this as an edgehogging tool. It's well known that you can use the c-stick in midair to throw an item backwards, thus turning around your character. Many Links and Peaches (maybe YLs do too) use this technique to run at the ledge and grab it out of a short hop. It is less known that you can grab edge from even further away by jumping earlier, turning in midair with the item throw, and then immediately wavelanding offstage before you fall to the ground. The best use of this technique I've witnessed is on the neutral PS stage. Link can Run> FJ> edge cancel on the side platform Bomb Pull> midair backwards bomb throw> waveland> grab ledge. I don't remember what set it was in. I was thinking it was the Kzhu set but it wasn't.
3.) ??? - This technique didn't have a name but SAUS mentioned it in the old thread. As far as I know he discovered it. If you hookshot close enough to a wall, Link's hookshot will "break" or "fizzle" and won't attach to the wall, leaving Link in a helpless falling state. If you perform this sort of hookshot close enough to the edge of the stage, Link's hookshot will fizzle and he will go into that helpless fall, but he will immediately grab ledge out of that helpless fall if he is in range to grab the ledge, much like how Luigi grabs ledge out of an airdodge, only Link doesn't have to airdodge above the ledge and fall to it, and he can grab ledge faster with this technique because he grabs as soon as his hookshot hits the wall, which is an input we can press before the airdodge ends.