Actually, a well placed DAir > Float Cancel (or drop the float) > NAir is really strong. I find it hard to get my spacing for DAir right half the time so I usually just go for [Turnip throw or not] > FAir > FC > Grab, FThrow.
FThrow even at low percentages is a go to; how often I've been able to follow up on a FThrow into a Jab1/Grab at low percentages has been obnoxious. DThrow is good against Heavy Weight characters, being able to basically pivot in place and regrab for a good 50-60% especially if they're not great with DI. BThrow I use because [THAT BASS] but its good against FastFallers to kinda "anchor" them offstage, or just at high percentages a good BThrow near (and off) the ledge can really take surprise stocks off people, especially if they DI'd poorly. Oh, as he said, UThrow is chainable on most Spacies/Fast-Fall types. I'm trying REAAALLLYYYY hard to make DThrow > DACUS work for me, but just like the inconsistencies I get with DACUS from the start, trying to imagine on the fly doing it in the opposite direction immediately after the recovery of DThrow is just too much ;~;
Yet I can get solid and well placed AGT's with Peach all day, I think DThrow into DACUS (or DACUS in general) will be my biggest bridge to cross. (Both of which important because if done right can kill Floaties at reaaally low percents, like Maybe kill Jiggz if done correctly at around [ending percentage] 60% or so. YAYY)
BONUS: Spacies and FF's hate Mid-High Percent UThrow into IFC NAirs. It's like watching a pro player throw a baseball up into the air only to one handed swing the ever loving **** out of it.