General

Terry has the following tools available to recover back to the ledge: PD, CS/BK, RT, air dodge and of course jump. In addition the first time you use PW in the air, you will slightly stall your fall. You regain your specials and the PW stall each time you are hit. Using CS in the air will lock you out of BK and vice versa.

Although Terry is generally said to have a bad recovery, he can actually make it back from extremely far offstage with a double jump if uncontested.

However your opponent is going to try to pressure you off stage most of the time. Terry's most vulnerable window is directly after using his specials and around his double jump. Your goal is to make sure that your opponent is not in the position to punish you in these situations. Change which option you use, their order and of course timings.

While neither of Terry's specials will cancel into a ledge snap, he has one of the biggest ledge grab boxes. Using this in conjunction with his leg iframes during RT can actually allow you to completely avoid the majority of 2 frames. This does require precise spacing and unintentionally overshooting will easily lose you the stock even at low percent.

chRT in conjunction with your double jump will get you back from very deep so don't be afraid to go low when it means avoiding your opponent's edgeguard attempt.

Recovering high should be reserved for when your opponent goes offstage themselves, as it's pretty easy to cover your landing while waiting on stage.

Remember that you can charge for RT during any of your animations like specials and double jump by holding down while doing them. This will increase your recovery distance greatly. You can even have full control over your drift if you use DTCoil during your specials.

RT

Each of the 4 versions travels a different distance, allowing you to mix up your "sweetspot" timing.

Aerial cRT's full body iframes only last until 1 frame after the first hitbox comes out. You will want to use it either when the opponent is really close or far away.

You lose your leg iframes before the second last hit. This is why it's important to space RT below the ledge so that you can use Terry's magnet forehead to grab it. Mastering the spacing is the crux of Terry's recovery.

If your opponent is close to the ledge, overshooting slightly to hit them becomes an option, albeit still risky.

CS

After it's initial startup, CS will move your quickly horizontally while almost keeping the same height. The arc it travels along covers you pretty well, but having almost no disjoint and poor priority means that you need to respect any hitbox that your opponent might throw out.

Use the command input or COIL to avoid accidentally turning around when facing the stage. If facing away, you need to have held continuously towards the stage for the last 6 frames to reverse it.

BK

Similar to CS but with a more straight path. It has longer startup and won't cover the space above you, but the command input gives you a big horizontal disjoint during the first half.

It being slow can also be used to your advantage, as it becomes easier to charge or DT Coil for RT during it.

This move cannot be reversed.

BK will exceed Terry's maximum air speed for a short time after ending. Use this to get a bit more horizontal distance before using another option to get to the ledge.

Directional Air Dodge

Directional air dodges will grab the ledge around frame 30. This makes them faster than using a special while also providing some iframes. This makes them provide a very good timing mixup, but you will be a bit more vulnerable before grabbing the ledge. Terry's directional air dodge also covers a decent distance.

PD

PD will give you some horizontal distance at the cost of height. Use it when you get sent to the upper corners or as a mix up to land on stage.

PD also completely cancels your momentum so you can use it to survive longer without burning your double jump.

As with landing, you should prefer lPD, unless you read your opponent overcommitting to an edgeguard. Then using chPD's spike hitbox can give you a reversal. hPD does cover more distance, but is more prone to being punished on its end lag. wPD will have you end up lower, so keep that in mind to avoid gimping yourself.

PW

PW is used to stall your fall for mixups. It can also be used to reverse the direction you are facing without changing your position.

The slight disjoint allows you to swat pursuers away, if they are far enough, but its poor priority will lose against pretty much any other hitbox.

Resources

RT practice stage

Try to snap to the ledges without getting hit by the bumpers.

It gets harder towards the middle.

Use the colored lines to help with the spacing.