Alright, so I have some MK GR update on what I posted in the Wario MU thread. So I posted that we may be able to GR MK and still hit him on the platform of BF and the 2nd transformation of Halberd. In hindsight, it was a bit of a foolish, vain guess, but I'm still hyped. Why? Because we still have a set up on MK on BF out of grab release using the platform. (Warning wall of text for one tech, although I do have my own analysis of the setups utility at the end as well, which makes it long)
So MK has enough time to shield, but he won't perfect shield if he puts his shield up ASAP (which is critical for this to work). In order to do this, GR and then DACUS asap, what makes this work is that since he doesn't get a perfect shield, he gets insane shield knockback, and I mean insane. Depending on where he lands on the platform from the GR, he will immediately fall off the platform and tumble onto ground level. This puts him into the jab lock animation, and you can immediately follow up with a turnaround needle to get him into another jab lock animation. Then since he is forced to auto stand... Guess what? You can do almost anything, including another grab>GR>u-smash, now that you can position your grab so no platforms get in the way. Walk>ftilt combo, charge a smash attack, etc you get the point.
Now there are a couple key issues about this setup. First off, it will probably only work once in a match as a gimmick as opponents will not expect it. Thankfully, the setup does not lose it's usefulness because in order for the opponent to properly escape, they need to tech on the ground. And Sheik is more than fast enough to cover all the options, although now there is more room for error since you need to predict. Also if the MK landed in the exact center or close to the center of the platform and got the shield knockback, he has enough time, i would guess, to spot dodge and stop his shield momentum.
Also I would speculate that MK has enough time to spot dodge the DACUS, although if you know he is conditioned to spot dodge then you have other options. And I don't know if Shuttle Loop will shut down this tech at all. I would guess that you hit MK within a 5 frame window of when he lands but I can't say for sure. IF SL shuts this down, then it's unfortunate but you have other options, too.
Lastly, if the MK's shield is low, it will auto shield poke them, and if the MK lands at the very edge of the platform, the second hit is guaranteed to hit.
In conclusion this is a trick that will work in tourney when the opponent doesn't know what to do or it has never happened to them before. Once they figure it out though, you still have options that can easily punish that the opponent is forced to do if they want to avoid the setup, and you can still punish them if they choose to take the hit and tech on the ground instead. Regardless, the first time you do this, you will most likely get a jab lock animation and get a lot of damage depending on whether you choose to GR again or ftilt lock. Save it for GF, if you get there
Also the same setup works for PS1, and I haven't tested any other stages, yet. I think this also helps with neutral stages, because you should no longer shy away from BF, because you feel that platforms will shut down her grab release game. My stage priority list has changed to FD, BF, YI, SV and Lylat, now. I guess it all comes down to how comfortable you are with platforms.