It is possible to buffer a grab, mainly from dashes, by holding forward and attack during the dash and finishing the dash right next to the opponent.
It is also possible to option select buffer grab for a few frames by holding jump and normal attack, which will do nothing if you miss the grab. If you release jump or attack, the other will trigger, but if you release both at the same time, no action will come out.
You can do an air dash close to the ground, but and cancel it into a ghost drop. To do this you can't dash too close to the ground, a ghost step will come out, instead of a ghost drop.
It's normally impossible to combo off of multihit assists that knockdown. However, if you manage to push the opponent away from the final hitbox, that does the knockdown, you can keep the combo going. This is useful as there are multihitting assists that do a lot of damage and have active hitboxes that are great for coverage.
This is a harder way to combo off of multihitting knockdown assists, but it's more versatile. Characters become invulnerable while they are in hitlag, which makes it possible to completely cancel knockdown hits with good timing. Strong hits such as guard breakers or quick multihits of your own work best for this technique, as they have a lot of hitlag.
After doing a grounded attack that finished airborne, the game still considers you as grounded, so you can jump and it counts as a grounded jump, which means you still have a double jump available. This can be useful for some mixups, but its main application in in platform stages.
Some characters whose aerials halt momentum can work around this property by doing an aerial right after jumping, as close to the grouund as possible, and keep full control of their momentum.
If you drop shield right before getting hit, a lot of the shieldstun gets canceled, allowing for better out of shield punishes, but you can get hit by a hitbox you parried if it's still active after the parry animation.