lol, I just spent like an hour experimenting with that and other stuff trying to figure out what you were talking about
I found two irrelevant things, anyway:
1. When you're on the ground and want to do an immediate SDR.. if you release it at its earliest, it does 8%, but it's hard to get the timing down; you'll almost certainly get the 7% version unless you practice. You can easily tell the different charge amounts by doing an immediate SDR-turnaround. Hit the C-stick backwards during the down-B start-up lag for an easy way to do an 8% turnaround; it takes a larger distance to do the turnaround than the 7% version. In fact, the smash forward (or backward) seems to help get the 8% version, although I think that's just me being silly and not concentrating on the timing window.
2. ASC follow-ups are nifty. I mean like, I find myself often enough missing an aerial follow-up, or just getting the first hit from an Uair or w/e. So instead I've been experimenting.... ASC > spring is fun (the timing is a bit funny to actually spring immediately out of the jump-cancel of the ASC; but this seems like a useful thing to be able to do as a "yikes my ASC's gonna be punished" option).. but this is funner: ASC (hit their head) > shield-cancel > hop + side-B into them as a follow-up. (The ASC knocks them up and a little away.) You don't want to just ASC > jump-cancel > side-B because then you're stuck, but if you shield-cancel the ASC and hop, the side-B's invincy frames can prolly get you through an attack and lead to an easy aerial follow-up. Actually at high percents you can sometimes follow-up the ASC hits (good knockback) with spring > aerial chase. I guess it's all very DI dependent but idk, it's not a sequence I normally pull off... I guess cuz I never actually hit anyone with ASC
ok so that's all useless but w/e.