I think Peach can "tipper" her recovery to return safely, Marth style (albeit a bit harder). And although a basic ledge climb will outlast it if you have at least 100%, the key for her seems to be to simply upb into a hanging opponent as his invincible frames expire.
It's just a turnip, Cloud. Did you know she can catch the turnip from her own toss if she glides far enough? It's pretty amusing.
I tested something today. You can walk away from MK at dash approach distance to bait his dash approaches.
- If he dashes, blocks, and rolls into you, you can utilt him.
- If he whiffs a dash grab, you can utilt him.
- If he whiffs a dash attack, you can utilt him.
- If you think he'll over-extend a dash grab to catch you, you can interrupt him with utilt. If he dash attacks instead in this situation, it'll clash with your utilt.
- If you think he'll over-extend a dash attack to catch you, you can block and shield-grab.
- This bait also allows usmash punish, which is preferable at 90% and above (with a fresh usmash). It's much easier if you decided not to block (because of the likelihood that the opponent will miss any of those moves). The risk is only receiving a dash attack, anyway (which you can usmash with unblock turn-around or jump canceled from block in case of the overextension).
The utilt hurts a lot at certain percentages, too. From around 10%, utilt to utilt links. Before that, utilt to buffer turn-around grab is good. At some percentages, he's also subject to utilt, utilt, to block: So you may be able to bair him if he air-jump dairs (there are more aerials available if you turn around before blocking!), or unblock and dsmash/utilt/grab if he landed with nair/dair.
Block to immediate usmash is as good as ever vs his tilts.
We have a lot of options to KO MK. You need to be observant of the opponent's preferences, though! It sounds difficult, but it's not an effort you have to put in most of the match, just to kill each stock. The rest of the match I don't even think now, I just let Fox's advantage carry me through.
For anti-air game, I'm liking the fair/uair approach, with baits mixed in there so you can air-jump aerial him as he whiffs something. It may be a "coin-flip" situation, which gives you lots of control.
For recovery, I like to drift away from him if he chases off-stage, and zip through with sideB. If he stays on the stage or fooling around the ledge, FireFox slightly angled downwards to the ledge is good. Completely into the stage is good only SOMETIMES. It has larger risk, and people expect it more often (leaving you safe for going to the ledge).
Full hop dair is good vs MK (depending on the pattern you're playing against). It catches his fair from above, and his uairs from the side, or can enter in-between uairs. If he doesn't uair/fair, there's no need to risk the fast-fall dair.
And don't get used to KOing every character confidently. You must gauge risk-reward. Sheik can ftilt-lock you as punishment, for example. Snake can dthrow you.
Those are my tips for today!