I repeatedly tap opposing directions of the control stick while sliding my right thumb back and forth from X to C-stick and tapping R with my index. There's a better method that involves changing the D-pad commands, though.
The back part of utilt is much faster and has better range. The front part gives you more frame advantage. There are more chances to land the back part, but IMO the front is better the chances you get to land that.
I assume you're talking about landings. I just predict a drift and cover most of its options with walk block or preparing to dash attack (to prepare to dash attack a landing air-dodge or aerial, face the opponent and space just outside of the range of their aerials with walk), or predict an air-dodge in which case the direction doesn't matter because I can dsmash. Predicting an aerial can be very benefitial so you attempt a powerblock. If you want to kill right there it has to be kind of a hard read. Sometimes you can utilt preemptively from below the opponent since air-dodging will get them dsmashed.
If I predict a drift away from me, I'll walk and block to the predicted landing spot. If it seems like they'll air-dodge through me instead, I unblock to prepare to utilt if there's time.
*New day*
I usually play with both L and R buttons and just go crazy. No plans, no precision, just execution and improvising. But lately my L button broke, and I was forced to only using the R. This made me press the button CONSCIOUSLY and made me more conscious about my inputs in general. I'm becoming as precise as I was when I played a lot (which I have no vids to show for it, but you trust me I know

), and am reaching a skill level where I even feel I can beat MK as DDD (profound understanding of the game again).
My habit of using both buttons comes from Melee, in which I blocked with L and wavedashed with R. I don't know if switching to ONLY 1 BLOCK BUTTON would help other players, but it's definitely doing wonders for me, and I've noticed that even Otori does it.
*Spot-dodge usmash vs grabs*
I did some frame counting, and figured out that a spotdodge input 4 to 12 frames before an opponent's grab input, will result in a connected buffered usmash. That's a window of 9 frames. To be exact, if your command is 13 frames early or before (which is kind of irrelevant since your opponent probably saw the spot-dodge already by this time), it's so early that the spotdodge ends and the opposing grab will connect. If you spot-dodge 3 frames early or later, you took too much time and the usmash will be powerblocked.
This is one of those things that requires intuition (I already straight up usmash from block early to counter incoming grabs, or mk's roll which is vulnerable 4 frames instead of 1), but if you hard read a grab, a spot-dodge has a window of 9 frames to punish a grab with the usmash. That's a pretty big window, but it only counters 1 option so it's a truly hard read. Just make sure you input EARLY because it has to be 4 or more frames early.
MK's forward roll will, unfortunately, almost always counter Fox's spot-dodge (except if you spot-dodged pretty early and buffered a roll).
Fortunately, on the other hand, having spot-dodged MK's dashgrab will ALWAYS, 100% of the time, give you enough frame advantage for a buffered usmash to connect. Spot-dodging MK's dashgrab at KO %'s takes the stock (I hope you know which side to usmash towards).
6/4/2012
I won a local yesterday. Havok didn't attend. The toughest moment for me was probably my first round. I decided to go DDD for as long as I could and had quite a close set with an Olimar player. Then I got IceDX (Lucario) who I just countered and surprised and chaingrabbed and dthrew to usmashed and edgeguarded a lot. Did pretty well until winner final's, when AC went beat me with MK in a pretty close match. DDD vs MK is a lot of work, so I didn't want to do that again and counterpicked Fox for an easy win. Then I went Marth, he went Snake and ***** me. He proceeded to go Falco which I Pikachooed. Then finally I beat a Falco on FD as MK. I think Grand Finals was just me losing an MK ditto, winning the next 2, losing I have no idea what match-up and then winning a Fox vs Snake on Stadium.
Just a lot of fooling around today since there were no really serious sets. Doubles was random ranker + random non-ranked partner which Krad (Ike) and I won while staying in winner's bracket, too. It was a lot of fun! He'd follow up my stuff with his fsmash and I'd save him lots with uair or nado (I exclusively play MK in doubles, btw. Haven't tried Fox since double MK's banned. There's a chance that he's good now).
Upsets were pretty much IceDX getting 3rd, and Rival beating Tlako (who is considered our 4th best player).
Anyway, now the mechanical things.
Good counters vs common MK stuff:
I'll cover the long range things first.
Dash Attack: Block, unblock, dsmash (learn to do this EVERY TIME)
Dashgrab: Walk away, anything (easy: utilt/dsmash. harder: tagrab/tausmash. fsmash works too)
Whiffed buffered SH fair: Dash attack (above 40%) if spacing's appropriate. You can MAKE the spacing appropriate by walking up to the opponent a bit so they barely whiff. Usmash works too but is harder to land so it's best if it'll kill or if it won't be punished on hit like dash attack.
Blocked buffered SH fair: Shieldgrab or unblock, dash attack (above 40%) or unblock, dash usmash
Buffered full hop fair: Dash usmash. BSHfair PROBABLY works and it's easier to land if it works, but I haven't thought about it (if I've done it, I can't remember).
I like to roll through MK a lot. If he's busy doing fair, dash attack, dash grab, ftilt, or roll, he'll usually miss Fox's roll and we're back to neutral. It's just annoying for him. If he rolls through you while you block, respond by rolling away from his new spot. Same result.