Ballistics
Smash Champion
I think that there are too many guides on characters and gameplay that lack situational information that can be used in game. For example someone will explain how to wave dash but then fail to explain that you should wavedash backwards when you are attacked, and then do your own attack. I would like people to post specific things that players can do in certain situations to help them become better opponents. Also if something posted is wrong or is not guranteed or does not at least work most of the time, please comment about that and fix it too. I will assemble this useful information in the OP as the thread progresses.

Downthrow -> Down Smash works on fox at almost any percent if the fox doesn't DI, not the case in PAL
Backthrow -> Forward Smash works on Fox and Falco when they don't DI correctly
Upthrow -> Jump + Shine on Fox and Falco at low percents, unless they DI correctly
Upthrow -> Jump + B-air on peach, marth, jiggs, sheik
Dash Attack -> Forward Smash on Fox and Falco at 80% - ~120%
Dash attack -> up tilt -> back air on Fox and Falco

Grab > jump > cargo up-throw > F-air on most characters around the 80%'s if you follow their DI
Chaingrab on fox and falco on Final Destination

Down Throw -> Regrab always works on Marth at 0%
Up Throw -> Knee guaranteed on Marth from 68% to low 100%s
Down Throw -> Knee guaranteed on Marth at 85% (g-reg **** nastiness)
Down Throw -> Knee guaranteed on Marth at 125%
Up Throw -> Forward Smash guaranteed on Fox and Falco at 80% or so
Up Throw -> Knee on Fox and Falco - 90%+ (any DI but away)
Down Throw -> Regrab always works on Fox and Falco between 100% and 130%
Down Throw -> Peach - around 80% (?)
Up Throw -> Knee on Sheik - 65-70% somewhere in there
Guaranteed tech chase on all three fastfallers if Marth is dash dancing

Chain Grab on Falco on Final Destination
Chain Grab on Fox on Final Destination
NOTE: Starting at about 45-55%, if they neutral DI, they can jump out or shine out, must use an aerial or uptilt
Dash attack -> up tilt -> back air on Fox and Falco

Can chaingrab Falco on Final Destination with an escape window of 20-24%, to prevent this, use pivot grab
Can chaingrab Fox on Final Destination, Fox can get out at 20-22%, to counter this window, use pivot grab
Forward Throw -> Regrab on Fox, Falco, and Marth when they are at 0%
Marth's grab range is so wide that as soon as you fthrow Marth simply run forward, if they DI toward you/up, just regrab, otherwise you simply react as soon as they tech

Down Throw -> B-air or F-air will almost always work on Peach
Down Throw Chain Grab on Sheik, Ganon, and most low tier characters

Down Throw ---> WD back ---> Charge beam is pretty much guaranteed against Sheik
Up Throw ---> Jump ---> Charge Beam on Fox, Falco past 40%
:shiek:
Down Throw -> F-air or U-air or B-air always works on Ganon or Peach past 30%, not the case in PAL
Chaingrab on Ganon, Sheik not the case in PAL
Up Throw -> Rest on Fox and Falco until high percentages, escapable with proper DI

Grab Infinite on all characters
Grab Combos on Fox, Falco, Falcon to 130%
In General:
It is not wise to do aerials on platforms when the opponent is below the platforms
It is not wise to attack the top of the shield
You should always DI away from Shiek's moves
When a player techs near a ledge, they will most often roll towards the middle of the stage
When you corner a fast faller they will most often jump
Downthrow -> Down Smash works on fox at almost any percent if the fox doesn't DI, not the case in PAL
Backthrow -> Forward Smash works on Fox and Falco when they don't DI correctly
Upthrow -> Jump + Shine on Fox and Falco at low percents, unless they DI correctly
Upthrow -> Jump + B-air on peach, marth, jiggs, sheik
Dash Attack -> Forward Smash on Fox and Falco at 80% - ~120%
Dash attack -> up tilt -> back air on Fox and Falco

Grab > jump > cargo up-throw > F-air on most characters around the 80%'s if you follow their DI
Chaingrab on fox and falco on Final Destination
Down Throw -> Regrab always works on Marth at 0%
Up Throw -> Knee guaranteed on Marth from 68% to low 100%s
Down Throw -> Knee guaranteed on Marth at 85% (g-reg **** nastiness)
Down Throw -> Knee guaranteed on Marth at 125%
Up Throw -> Forward Smash guaranteed on Fox and Falco at 80% or so
Up Throw -> Knee on Fox and Falco - 90%+ (any DI but away)
Down Throw -> Regrab always works on Fox and Falco between 100% and 130%
Down Throw -> Peach - around 80% (?)
Up Throw -> Knee on Sheik - 65-70% somewhere in there
Guaranteed tech chase on all three fastfallers if Marth is dash dancing
Chain Grab on Falco on Final Destination
Chain Grab on Fox on Final Destination
NOTE: Starting at about 45-55%, if they neutral DI, they can jump out or shine out, must use an aerial or uptilt
Dash attack -> up tilt -> back air on Fox and Falco
Can chaingrab Falco on Final Destination with an escape window of 20-24%, to prevent this, use pivot grab
Can chaingrab Fox on Final Destination, Fox can get out at 20-22%, to counter this window, use pivot grab
Forward Throw -> Regrab on Fox, Falco, and Marth when they are at 0%
Marth's grab range is so wide that as soon as you fthrow Marth simply run forward, if they DI toward you/up, just regrab, otherwise you simply react as soon as they tech
Down Throw -> B-air or F-air will almost always work on Peach
Down Throw Chain Grab on Sheik, Ganon, and most low tier characters

Down Throw ---> WD back ---> Charge beam is pretty much guaranteed against Sheik
Up Throw ---> Jump ---> Charge Beam on Fox, Falco past 40%
:shiek:
Down Throw -> F-air or U-air or B-air always works on Ganon or Peach past 30%, not the case in PAL
Chaingrab on Ganon, Sheik not the case in PAL
Up Throw -> Rest on Fox and Falco until high percentages, escapable with proper DI
Grab Infinite on all characters
Grab Combos on Fox, Falco, Falcon to 130%
In General:
It is not wise to do aerials on platforms when the opponent is below the platforms
It is not wise to attack the top of the shield
You should always DI away from Shiek's moves
When a player techs near a ledge, they will most often roll towards the middle of the stage
When you corner a fast faller they will most often jump