D-Air Ground Bounce -> U-Air -> U-Air -> Screw Attack:
What do you mean by 'ground bounce' dair? it hits up...?
You can Dair to Uair, if they dont DI right. the rest cant be done unless they DI it for you on most characters.
D-Throw -> Fire Up Smash -> Fire Up Smash (xN) on fast fallers and heavies:
You can do Down THrow to Fireupsmash to getting punished because they SDI
Chain Grab (At least she used to in 3.0):
Still works on some cast, but not for long and doesnt have mych of a followup. perhaps if you have ice on, you can upsmash out of it.
D-Throw -> Fire Up Smash -> B-Air.:
Fire upsmash has virtually no followups if they are a competent opponent and SDI.
If you do get the last hit, then yea, you may be able to hit a bair.
D-Throw -> Fire F-Air -> D-Air
Pretty much not a thing unless they DI it for you again.
by 'combo' do you mean 3 hit -escapable if they're compentent-strings?
I put in ground bounce D-Air because technically the opponent does bounce off the ground, we just don't notice it. And to differentiate it from Spike D-Air, which doesn't combo.
Sometimes SDI isn't enough to escape since you can move a bit before landing the next U-Smash. but you should get at least 2 smashes under normal circumstances without much trouble.
Samus Chain Grab can be used as a set-up for point-blank full charge beam if they DI out of it, so it's more of a mix-up, I'll give you that. Still more than 2 hits though.
I actually messed up again in
Fire Up Smash -> B-Air.
There should be a statement above that combo saying that I didn't test the following combos and that they could be wrong.
I accidentally deleted it to fix a typo and forgot to write it back.
What I meant by Samus can do a lot of combos is that she can get a lot of follow-ups off a lot of moves. I'm sorry I wasn't clear. And hey, 3 hit combos still are good for racking up damage. Not every combo needs to be a 0->Death combo.
I still overestimated Samus ability to do combos though. My bad. Can we get back on topic?