That's an interesting technique. I can imagine that it could be useful to cover the horizontal space to reach the platform again with an Up-B. This reduces the disadvantage of Up-B, as you can't cover much horizontal space with it. Nice idea, I'll need to give this a shot, but I imagine that the timing could be too hard to get right, especially in the heat of battle.
I've also got a few more tips for you Samus players out there, that I learned from watching various YouTube channels (I don't recall their names, sorry about that...)
Low Jumps
Samus can make extrordinary use of the low-jump technique. Basically you just press the jump button very briefly for a jump that barely covers any vertical distance. The reason for that is the combo potential you gain from being in the air. It takes a bit of practice to reliably pull this move off, but it does work for all characters, so it's worth your time.
Mid-Air-Grapple
The mid-air grapple has more potential than I thought. Do a low jump, then go for the mid-air grapple. The grapple beam will shoot towards your opponent, and stagger them if they are hit. Well, we all knew that before. However, since you did a low jump, landing on the ground will cancel the ending lag of your grapple beam, allowing you to act almost immediately. A very nice follow-up is to simply use the grapple beam on the ground again to grab your opponent. With the right timing, this combos very well and produces "free" grab maneuvers. The best part of this is that you are hardly ever open to attacks. So the overall combo is: Face your opponent -> Low Jump -> Mid-Air Grapple -> Land -> Grapple -> Pummel -> Pummel -> throw.
Low Jump + Down Air
Performing a low jump only to produce a down-air might seem counter-intuitive, but it really isn't. Just as with the grapple, you are hardly ever left open for attacks. The hitbox of the down-smash (which has decent attack priority by the way) will protect you from attacks most of the time. If you manage to hit your opponent, your attack will be cancelled by landing on the ground. The situation now is that you are standing and facing your opponent, while they bounce off the ground and are "floating" in front of you for a split second, unable to do anything (including air-dodge!). This allows you to get in a charge beam hit, or a forward smash, or anything else that strikes you fancy. Plus, if you use this for edge-guarding, you might even score a meteor smash once in a while.