General
You'll want to position yourself at either roll distance or closer so that Terry's foot during down tilt is just above the ledge.
The roll distance position allows you to react more easily to roll, neutral getup while staying out of range of aggressive ledge options.
Your main options here are forward tilt, down tilt, wPW and forward air
Being closer allows you to better catch jump attempts if you read their timing, but leaves you more vulnerable to cross ups and reversals.
Use down tilt, jab holds, neutral and down air.
As always, the key to success is taking note of your opponent's habits and keeping yourself unpredictable by mixing up your options and timings. E.g. start by covering close to ledge, then back dash to catch rolls or ledge attacks. Another idea is to bait a getup attack by down tilting then switch up to shield or landing neutral air
Most importantly you will want to prevent your opponent from taking back center stage, so everything in Opponent Cornered still applies.
Image showing the basic ledge trap positions:
Roll distance
Down tilt distance
Down air (short hop) distance
Shield flash down tilt
The idea is to react as soon as you see your opponent starting any getup option. Tap shield, then buffer a down tilt. Position yourself slightly closer than roll distance.
Getup attacks get shielded/parried
Roll get's covered by the down tilt due to auto turn
On Neutral getup, down tilt's hitbox will be active just a few frames after they are actionable. If they shield you extend into shield pressure.
Drop down attacks will also be shielded depending on their speed
Jump is not covered, but down tilt has low enough end lag to not leave you too open
This setup is hugely reaction based, which hinders its viability online.
Spamming Down Tilt
Space it so that Terry's foot is just above the edge.
Can cover jump
Can cover neutral getup
Can cover ledge drops
Mix in shield to avoid getting getup attacked
Ledge Trump
Use it against recoveries that don't have a hitbox.
Follow up with drop down double Jump back air while drifting back to stage. Inputs are: tap down, jump + c-stick back, keep holding towards stage.
Use ledge trump to secure kills at high percent or to condition buffered getup options.
You can use the crouch ledge slip tech to trump
Neutral air
Neutral air needs to be spaced close to the ledge. Rising will cover jump better and convert into BK/CS/PW while a falling neutral air will allow you to land a down air spike.
Down air
Rising down air will auto cancel on landing and even allow you to put out a neutral air hitbox just before landing.
It's primary use is to hard callout a ledge jump, but it can also be used to bait a getup due to its deceptively low lag.
Forward air
Falling forward air can 2 frame and hit their ledgehangs.
Spacing it can pressure your opponent while rising allows drift back to keep stage control.
PW
lPW can hit some ledgehangs as well as being active enough to be able to catch other options. You don't get much out of it, but it allows you to stay near center stage.
PG
A well spaced PG at roll distance will cover every option space wise.
Its 20f startup requires you to read their getup timing though.
CS (Crack Spike)
Run off reverse CS back to stage. It will stage spike your opponent if they don't tech while putting you back on stage.
Can be used when your opponent's ledge iframes run out or against a regrab. It also covers ledge roll and jump.
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