Shai Hulud
Smash Lord
First of all, if you're unfamiliar with the mechanics of ledge teching, read Doraki's thread.
I've had trouble consistently ledge teching for a long time. This is a method I developed recently that makes it very easy to ledge tech from up-B, including ledge techs that require smash DI. I can tech the mines with close to 100% consistency up to very high damage (indefinitely high, seemingly).
Anyway. There are 24 air-dodge directions. One for each vertex of the control stick octagon, and two in between, on each face. To ledge tech at high damage you generally need to smash DI the hit toward the stage. Well, what does "toward the stage" mean? Which of the 24 directions work? I don't really know, honestly. Someone with Action Replay could look into this. But I know that smashing directly toward the stage works, as does one unit below directly toward. Two units below might work. One unit above might work. I don't know. So if you up-B toward the left edge, for instance, smash DI directly right, or just below directly right during the stun frames of the hit. The problem of course is that for some hits there are very few stun frames, and timing the smash DI can be quite difficult. Timing the R/L part is relatively easy, as you only have to time it within a 20 frame window. Just press R/L about halfway toward the stage, from the start of the up-B movement, and it should be good enough. But how do you time the smash DI? The stun for some attacks is as low as a few frames.
One way is to just be really good and have sick reflexes / timing abilities. What about for the rest of us? As you should know if you've read Doraki's guide, you can only input one tech every 40 frames. Any additional R/L presses don't register. Luckily, the same is not true for DI. You can register a new input every frame, provided it's not the same direction as the last input.
So here's the easy way to ledge tech from up-B. Let's say you're coming toward the left ledge. Suppose the 24 directional inputs are numbered with 0 being straight right, +1 one notch above, -1 one notch below, etc. After you aim the up-B and start moving, start rapidly rotating the stick from something like 0 to -3, back to 0, then -3, etc. This way you don't need to time the smash DI at all, if your rotations are fast enough. As long as one of the correct smash DI directions is being input during the hit's stun frames, you will smash DI into the stage and tech the hit, even at crazy high damage. Press R/L at the same time you normally would. If you want to wall jump, hold X or Y after starting the up-B.
Basically, all you're doing is 1/8 stick DI (similar to 1/4 stick DI, but better for our purposes here) repeatedly. If you find the 1/8 stick rotation difficult, you can make the rotation larger, like from +3 to -3, but I don't know if DIing above the stage like that is good enough. It's easy to do very fast rotations from +3 to -3, though, and I can tech the landmines with close to 100% consistency indefinitely this way.
You can also use this method to tech from side-B, but I find it a little more difficult for some reason.
I hope this explanation isn't confusing as hell, which I'm afraid it might be. I'll gladly answer questions to clarify though...
I've had trouble consistently ledge teching for a long time. This is a method I developed recently that makes it very easy to ledge tech from up-B, including ledge techs that require smash DI. I can tech the mines with close to 100% consistency up to very high damage (indefinitely high, seemingly).
Anyway. There are 24 air-dodge directions. One for each vertex of the control stick octagon, and two in between, on each face. To ledge tech at high damage you generally need to smash DI the hit toward the stage. Well, what does "toward the stage" mean? Which of the 24 directions work? I don't really know, honestly. Someone with Action Replay could look into this. But I know that smashing directly toward the stage works, as does one unit below directly toward. Two units below might work. One unit above might work. I don't know. So if you up-B toward the left edge, for instance, smash DI directly right, or just below directly right during the stun frames of the hit. The problem of course is that for some hits there are very few stun frames, and timing the smash DI can be quite difficult. Timing the R/L part is relatively easy, as you only have to time it within a 20 frame window. Just press R/L about halfway toward the stage, from the start of the up-B movement, and it should be good enough. But how do you time the smash DI? The stun for some attacks is as low as a few frames.
One way is to just be really good and have sick reflexes / timing abilities. What about for the rest of us? As you should know if you've read Doraki's guide, you can only input one tech every 40 frames. Any additional R/L presses don't register. Luckily, the same is not true for DI. You can register a new input every frame, provided it's not the same direction as the last input.
So here's the easy way to ledge tech from up-B. Let's say you're coming toward the left ledge. Suppose the 24 directional inputs are numbered with 0 being straight right, +1 one notch above, -1 one notch below, etc. After you aim the up-B and start moving, start rapidly rotating the stick from something like 0 to -3, back to 0, then -3, etc. This way you don't need to time the smash DI at all, if your rotations are fast enough. As long as one of the correct smash DI directions is being input during the hit's stun frames, you will smash DI into the stage and tech the hit, even at crazy high damage. Press R/L at the same time you normally would. If you want to wall jump, hold X or Y after starting the up-B.
Basically, all you're doing is 1/8 stick DI (similar to 1/4 stick DI, but better for our purposes here) repeatedly. If you find the 1/8 stick rotation difficult, you can make the rotation larger, like from +3 to -3, but I don't know if DIing above the stage like that is good enough. It's easy to do very fast rotations from +3 to -3, though, and I can tech the landmines with close to 100% consistency indefinitely this way.
You can also use this method to tech from side-B, but I find it a little more difficult for some reason.
I hope this explanation isn't confusing as hell, which I'm afraid it might be. I'll gladly answer questions to clarify though...