Hey climbers, here with a spiel of random information.
If Popo is onstage and Nana has been knocked offstage, a great way to save Nana is belay canceling. However, climbers will oftentimes jump off stage, DJ back near ledge, and belay cancel; this is slow and unsafe.
So we should use run-off reverse belay cancels! They're just about the fastest way to save Nana. These need to be executed in a 5 frame window; if you are too slow Nana will teleport below rather than getting pulted upwards. She can still be saved by you falling off and belaying or squalling, but this is a pretty poopy situation so it's important to learn that 5 frame window.
Another option is to WD off into a belay cancel. This is typically faster due to the fact that WDing is faster than run. I find this method a little more difficult, but learning both methods is definitely worth it.
Execution-wise this is pretty simple. You can either Up-B frame perfectly to avoid DJing, or you can start tilting the stick upwards before you fully reach the ledge. For the running reverse belay cancel you slowly QC the stick up, but for the WD method it's best to try to get the stick up ASAP, getting the stick into position while in WD lag.
This is very similar to the Jigglypuff no-jump-sing edgehog, so if you are at all familiar with that this should be no problem.
It looks like this
Link in case gfy doesn't load here:
http://gfycat.com/DifficultBrownAzurevase
DIing is important, but drift gained from DJing is also important. The initial drift is a big factor in which direction your jump will start out and at what speed.
When you are hit by a big attack and sent very near the edge blastzones, it's good to DJ soon to get that DJ momentum affecting you ASAP. However, players will often still be holding the stick for survival DI. This means that the stick is not fully towards the stage and their DJ initial drift will be less effective than it could be. Make sure that after you have gotten survival DI to tilt the stick fully back to the stage before using your jump. It's a small optimization to keep in mind but it can save you a stock from time to time.
Amsah teching is neato, and although you won't get to use it much it's important to keep in mind that it is an option if your opponent lets you land onstage. Some players prefer to CC punish Sopo's solo squall rather than try to intercept it so it's not an entirely uncommon situation for Amsah teching to be useful. Squall does not allow for much drift near the end either, so setting the sticks for the Amsah tech will not typically hinder your recovery. You can practice this using 20XX 3.02 and having Marth F-smash while having max % set to around 30%, allowing you to still survive if you mess up. It takes maybe 10 minutes of practice to get the motion and timing down.
The main thing to avoid with Amsah teching is recognizing when you are actionable. If someone tries to CC Falcon punch you, you can just dash away and avoid that mess. If you're holding C-stick down and pressing L/R trying to Amsah tech, you may end up spot-dodging because you didn't realize you could move yet and then you end up in a highlight reel. Total bummer (send me that highlight reel tho).
We should also practice walljump teching with full belay and as Sopo. You can often sweetspot with Sopo recovery, but if you misspace and a Falco Dairs or a Marth D-tilts it's not the end of the world. You have to input the L/R + Y/X presses soon after the Up-B in comparison to Fox/Falco/Falcon who wait a bit since their recovery takes years, the smash DI timing is standard. You can practice this with the old motion sensor bombs in training mode dealio
Here's a low quality gfy with all-oh-dis survival teching.
http://gfycat.com/PaleColossalAvians
My next post will be a tad more focused, but in the meantime thanks for reading ^_^/