Dedede has some fine options for edge guarding. Specifically, when the opponent is still on the stage, Dedede has a few options in deciding where he wants the opponent to go - for example:
Opponent whiffs, Dedede down tilts, sending the player horizontally and slightly downward. With this trajectory, you can fall off the stage followed by a F-tilt, or jump off backwards and repeatedly back air them.
Opponent dodges, Dedede grabs. Down throw sends them right off the edge, close, but downward. If the player is slow or wary of Dedede's chasing, the Dedede can quickly turn around, jump off and fall onto the falling player with a back air, then followed by their air game of choice.
In the case where the player is launched upwards and away from the stage, Dedede's options decrease, but are still there. Due to Dedede's multiple jumps, you can jump after them and hit them with a forward air. This is very effective when the player is off the screen - I have gotten several kills where I've used up all my jumps to meet them midair, and then intercepted with a forward air (which has deceptive range). Of course, this is mitigated by a well-timed air dodge.
Usually, the air dodge leaves them behind you, by which you can attempt to hit them with a back air.
Those are my edge guarding techniques I use commonly. Oh, and of course, you can stage spike somebody by jumping behind them as they are recovering and hitting them with back air.