I would love to see Armada vs KK as well
Some fun things I think we might use better (most certainly nothing remotely new or groundbreaking, but might still be interesting for some)
- Mixups on shield after a float canceled aerial... It's hella convenient to just autopilot fc -> dsmash, but unless we are really consistent with hitting just above the floor and getting everything right, it's somewhat predictable and punishable if we mess up... and there are also times, when downsmash just isn't the best thing we can get out of a situation.
It's certainly a very good option (which I also think I overuse fairly often :x), but i feel it's really worth mixing up between fc > dsmash / grab / jab to either of the before or a 2nd jab / just dash away. Especially just dashing away is fairly underused I think, and can lead to really nice punishes... Aerials OOS are usually not fast enough / don't reach far enough to hit Peach because they can't do dash jumps, so those and whiffed shield grabs can lead to nice dash attacks / whatever we feel like
Also, I love the jab if my aerial hits too early, since many people tend to realize that as well, and want to go for some oos option there instead of patiently holding shield, only to be caught by the jab, which tends to screw up their timing and lead to pretty much whatever we feel like.
- messing up the opponents spacing in order to get under aerials is hella amazing, and at least I just recently started to really use this... I think it's really good to be able to do two things that require totally different responses and tend to screw people over when they work out. Moving away might make them whiff, moving in threatens to beat their stuff with nair / bair (their upwards hitboxes are incredible for still being good otherwise).
- Comboing into grabs vs fastfallers is also great. No questions asked on FD probably, but I also really like the stuff we can get from techchases on platforms and pummeling once to upthrow is already almost as much damage as a straight aerial (my favorite things to go for on the side plats: uair to another grab, or fair on outwards techrolls are great). Dunno, I just love the situation (especially on low plats like YS or FoD sometimes)
- fair to turnip toss tends to force neutral get up from CF (and probably many more) at low percents after they miss the tech on the fair knockdown (fair -> turnip -> grab -> chaingrab to seventy'ish -> nair or other aerial shenanigans -> edgeguard is incredibly funny on a fresh CF stock :D)... I am completely unsure whether that one is guaranteed though, but I've gotten the zero to death that way more than once :D