If you dthrow fair near a ledge you can choke towards the ledge instead of land with lag to put you in a more optimal(imo) position to edge guard.
Out of an aerial flame choke, if they roll away our dsmash can catch some characters. Atm I know it works on Bowser Jr, Falco, and Robin. I think it can catch Robin's outward techroll from a grounded choke too. So pretty much condition them to roll away and ledge hope choke->dsmash these characters. I theorize that it'll work on mac and zard too, can't test myself though.
FHAC Dair true kill combos into dark dive uppercut at specific percents iirc and strict timing.
We can use nair more effectively from a ledge grab position, it covers vertical recoverys much better than uair too. We can cover vertical/misc. recoverys from behind with uair, and if it whiffs rising nair. This is a really solid mix up that can force vertical recoverys to go high since we can control so much area with uair/nair.
Out of dthrow on some characters at early percents we can full hop nair to intentionally miss the second kick and set up a grounded footstool to I believe guaranteed wizkick or fast fall dair for more potential reward.
On fast fallers if they di away and don't jump I believe nair2 still catches them assuming they land on the ground(likely missing a tech) for a lock.
At certain percents if they air dodge our dthrow they'll land with minimal time to dodge an utilt initiated immediately, potentially throwing up shield in a panic or just dodging for little to no punish. Just messed with this today and landed it on two different players(only two I attempted), may attempt it at my weekly if they dodge a lot.
Run off->air choke onstage can catch ledge options effectively and can be used out of choke effectively as well(or a jumping variant). This conditions them to roll away which we can catch with dash attack/wizkick/choke/etc.
If they've used their shield slightly zdrop select items(like gyro and mechakoopa) and air wizkick for a shield break.
If you're unsure what to do with an item I often find tossing it upwards to be effective, as it can keep most items out of play and control that space.
If you're fighting Bowser Jr you can airdodge or use an aerial as the mechakoopa approaches the very edge to grab it. Then you can buffer an item throw out of a ledge hop or use it for other things.
If you condition them not to waste their jump after uthrow spaced nair will cover every other option which can then potentially string into an aerial. You can condition them not to by taking advantage of their lack of a jump and punishing the jump/landing for great reward.
If you fthrow them and they jump, uair or other aerials can gimp them early due to the lack of jump, or put on good damage.
Run off and nair, then very briefly after you can fast fall to cover a very large area and still recover.
Wizkick spikes are effective when you believe they'll jump or you read an air dodge as it pauses your momentum. Specifically air dodges with horizontal momentum you read that a dair wouldn't hit. Few people expect a stall and fall option like that from dorf since it's so underused.
Out of an aerial wizkick, time warlock punch right as you land to beat punishes with super armor. Buffer a turnaround before use if necessary, don't use a reverse punch though despite the armor buff as it's slower. This tactic is an especially interesting option from the highest tree platform on duck hunt out of a double jump.
From that same area of trees, specifically on their lower ones, it sets us up in a similar position right when the wizkick ends to challenge punishes with superarmor.
When Lylat is tilted up and about to tilt back down, ledge hop reverse warlock punch can be safely used offstage. Due to the extra height when you jumped, and the ledge being lower, we can grab it unlike when we'd attempt it otherwise. This applies to the final stage of castle siege as well.
During a gale boomerang we can use this to power through his attacks barring grab, although we only goso far. However, if you read a back roll meant to avoid it you can catch that with a turnaround warlock punch(not reverse) potentially. Say they shoot an arrow and we tank it, if they panic roll back they get hit.
Out of a wizkick from smashville's platform, it sets us up perfectly for a grounded footstool into wizkick.
The wind on dream land extends the range at which we can wizkick cancel.
Not something I've done but I theorize a bomb instant tossed back at link can true combo into a ganoncide at certain percents.
At early percents(near zero) bair sets up an opportunity to tech chase with a turnaround wizkick.
Shielding the opposite way into turnaround wizkick is an interesting surprise option for people who may be pursuing you or within range.
Fthrow into wallls can string reliablely into fsmash kills on a stage such as delfino if they miss the fairly strict tech(s?).
Intentionally stand near the edge to bait a kirby/d3 inhale, then use utilt. We need to be extremely close, otherwise they can't inhale us afaik which will give them a nasty surprise.
If you intentionally hit the ducks on duck hunt to raise the dog platform, I believe utilt can hit some taller characters/shields who don't expect it.
If we sdi up and away, from my experience sometimes we can uair out of rapid jabs
We can grab falco if both jabs hit our shield before rapid jab comes out, or on it to break out from it and reset the neutral.
We can ganoncide ness or dark dive him before thunder hits him.
We can trade aerial flame choke with other moves offstage to actually grab break and gimp them(like lucas' pkt2 or just timing it right on the hit box). Likely more effective with dark dive though as we can angle that straight up to put a grab box along the side of the stage after dropping from the ledge.
Since reverse uair causes characters to slide starting in the mid percents, we can string turnaround wizkick or flame choke nicely(not guaranteed). At early percents reverse uair is punishable on hit, much like wizkick.
Some stuff I posted previously but I mentioned again as a sort of mini compilation.