Dthrow>nair>nair/Lkick works best on heavyweights and fastfallers. Most other characters, you'll wanna rely more on dthrow>uair. I've actually gotten dthrow>uair>uair before though uair>uair is only a string that works on people that aren't expecting a followup.
Uthrow>utilt only works on heavyweights and fastfallers. I wouldn't rely on that over dthrow combos. On those same characters, uthrow>usmash will also work at low percents.
Dtilt combos into itself at low percents once or twice depending on who you're facing. I'll usually go for a dtilt chain into a dash grab. I'm also personally a fan of dtilt>jab>dash attack. Jab>dash attack is a guaranteed combo that can net you 20% if you hit all of jab and sweetspot her dash attack. I like dtilt>nair at mid percents and dtilt>uair starting around 60% when it can potentially kill depending on stage and your rage.
Utilt combos into itself and usmash at very low percents and nair/uair at mid percents ending around 50-ish depending on what character you're facing. If you hit an opponent with the ending hitbox of utilt (when your hand is behind your head), it actually true combos into the aerial reappear of FW but it's situational as all hell.
Nair combos into itself if you still have your second jump and can even combo into a Lkick.
Falling nair true combos into the elevator as long as you don't land with the first or last hitbox of the multihit. Since it's a multihit move, it'll drag an opponent down to the ground with you and they'll be unable to do anything before you can get FW off. Great kill setup. Falling nair also combos into dtilt/dsmash depending on which side of you the opponent landed on. On taller characters or characters that bounce really high when they hit the ground, you can often get an utilt or usmash on them.
I believe landing with the first hit of nair also combos into stuff like utilt/usmash at low percents and nair/uair/Lkicks at higher percents. You can easily land with it by doing a SHAD (short hop air dodge) and buffering the nair input.
If the opponent doesn't tech your dair, you can get a lot of followups from it because the hitstun lasts for so long. You can sometimes combo dair into another dair since dair autocancels. You can also follow up with an uair or a Lkick. Again, this is only if the opponent doesn't tech the ground when you hit them.
That's all I can think of off the top of my head. Basically, you wanna be particularly aware of what combos you're able to do on opponents of different weights, at different percents, and at different rage. She's not like ROB who can true combo dthrow>uair until the opponent dies lol.