You guys are going to hate me for this...
I think I just found a use for Fsmash. o_O
When the opponent is Over 100% so all of their ledge-getup moves are slower, spacing yourself correctly from the edge correctly and wating for them to start to make a ledge action (get up, getup attack, getupjump, ledge roll) will Guarantee a hit, no matter what action they took.
Getup/getup attack/jump = Get hit by end-ish of Fsmash
Roll-getup = Get hit by tail-end of Fsmash
because they are above 100%, these are safe on hit, and because you are close to the end if the stage, you have a fair chance of actually killing with Fsmash... o_O. Jump is the hardest to hit them out of though. It's hard enough that you probably aren't going to get them with it. That also means they are more likely to jump, though, and we like our opponents in the air. =)
I also discovered something else similar; If the opponent misses a tech, and you can get in the right position, you are guaranteed an Fsmash hit. Just wait until they start to do something, and tap towards them on the Cstick. The start up lag is just enough that the following will occur:
Getup/getup-attack = Fsmash mid-hit
Roll away = Fsmash Tipper (see bellow*)
Roll close = Fsmash-close/behind-hit (depending on how far they roll).
This one obviously doesn't require them to be at high percents, but as always, Fsmash isn't exactly safe on hit, so you're probably better off waiting until about 50% anyways.
*EDIT2: Fsmash doesn't have enough range to hit an opponent that rolled away. However, it is guaranteed if you are ate the end of the stage. Even in the middle of the stage, it should still be safe, and covering 3/4 options is still pretty good. You just have to mix it up a bit so they don't always roll away.
I haven't really tested either of these a whole lot. Just putting this out there. I kinda like them. =)
*braces self for barrage of criticism*
EDIT: Forgot to say something important in the first section.