MarthZ
Smash Journeyman
If your enemy reads the run cancel they have quite a bit of time to grab you so to stop this you can run up to them wave dash back (baiting them if they didn't get baited you could dash dance nair) and then down smash The down smash is good because if it misses and they try to pivot grab you the second hit gets you also it makes them fly up and if you're by the ledge you can spike them and get a stock I'd suggest using this at like idk 60%