All universal ledge tips apply. There are plenty of good guides out there. Mixing up both the options and the timing (often not the case) is the essential thing to keep in mind.
Ledge jump is the fastest option, but doesn't give you additional iframes. Since it's unreactable you should prefer to use it when the opponent likes to wait for you to do the first move.
Neutral Air can easily catch them off guard and can be cancelled on hit into more damage. At mid to high percent, or if your opponent is sleeping, you could even squeeze in a falling up air for some sweet combos.
cPD can use it's initial iframes to beat out low range moves, while also presenting a long lasting hitbox. Make sure that you delay it long enough to autocancel, think tkPD.
CS out of ledge jump will have you end up quickly on the lower platforms if they exist. Keep in mind that it has considerable startup and you still suffer a lot of landing lag afterwards.
Another thing you can use on stages with side platforms is ledge jump into a buffered neutral Air Dodge.
Done correctly, this will allow you to land onto the platform with low lag while having the air dodge iframes cover you on the way up.
You can also drift slightly after starting the air dodge for small positional mix ups.
Down Air can be used against shielding opponents to lock them longer in shield while you drift towards a landing spot. It usually won't hit opponent's just standing at ledge though.
While Terry's air mobility isn't the best, he still gains some nice mix ups out of this option. The recommended way is to tap back, immediately hold forward towards the stage, then double jump. Using down can accidentally input a fast fall and put you in a rough spot.
Neutral air is fast, lingers, has some range forward, but most importantly, it special cancels into more stuff.
Down air: slower and less active than neutral air, but has more advantage on special cancel. It also auto cancels on landing giving you mix ups into things like jab, SDA, shield etc. Another advantage is that it can be input using the c-stick while drifting forward.
chBK: drift back slightly during the double jump to avoid getting hit during the start up and let it rip. Huge disjoint, 15-20% damage and a free ticket back to centre stage if it hits. If it doesn't, you'll be stuck quite some time.
chCS: similar to BK, but trading the disjoint and power for speed. The hitbox also covers a different arch, which leaves you less exposed during start up. It also deals an absurd amount of shield damage for some reason, so you can use it to get a shield break if they keep holding it at the ledge.
Air Dodge: with the right timing you can neutral air dodge back to stage giving you something like a neutral getup. You will have the normal air dodge lag after landing though.
Empty land: or you just land back on stage if your opponent is too far or as a mix up.
Getting hit out of all of these sucks, since you'll have to make it back without a jump, so don't do it if your opponent has been trigger happy at the ledge. High risk, pretty good rewards though.
The option with the iframes lasting until the frame before you become actionable. At the same time it's also the easiest to react to, as it puts you right in front of your opponent for an extended time.
Jab: Terry's f3 jab can easily catch mistimed punishes like grabs while also allowing some mix ups if shielded.
Spot dodge: a f3 option like jab, except more defensive. Terry gets the additional privilege of having an extra spot dodge cancel window using SDA, which allows for more timing mixes.
BW: The wifi special. f1 heavy armor (8%) on startup, a whopping -45! on shield. Use it rarely, like really rarely, when your opponent keeps pushing weak preemptive buttons at the ledge.
It sometimes crosses up if your opponent does something like a dash attack during your getup iframes and kills really early, otherwise it won't until really high percent, because they travel across the whole stage.
PG: similar to BW, this has f1 heavy armor, but only 5%. It does kill easier though. Again, use this rarely and only if your opponent is spacing aerials/jumps at roll distance.