Yay, progress!
[collapse=Getting back onstage from the ledge]
Getting back onstage from the ledge is a very important part of the game. You can take a lot of damage and even get killed if you are too predictable. The important thing is to know your options and mix them up.
Regular get up - Move your analog stick in the direction you are facing on the ledge. This option is pretty safe if you do it before 100% and buffer a shield, but you can pushed back onto the ledge pretty easily (you can also get grabbed of course). It works pretty well if your opponent expects an attack and shields though, since the situation is
pretty much reset back to neutral. If you time your get up so there are invincibility frames when the opponent tries to attack you, it’s even better. After 100%, it becomes slow enough that people can hit you out of it more easily, so don’t use it that much then.
Getup attack - Pressing either A or B (attack/special) on the ledge. Not a very good option for both before and after 100%, since it can be easily shielded and punished. It will sometimes work if your opponent is not expecting it though.
Roll – Pressing shield on the ledge. This isn’t that good of an option, since if it is predicted it will be punished very hard. The good thing about it is that if you are closer to the center of the stage after using it. It can also be used to easily bypass someone charging a move attempting to hit you.
Ledgejump – Pressing jump when on the ledge. This is a good option because you can mix up your landing with your double jump, airdodge, or an attack (usually nair or fair). Just note that this option doesn’t give you any invincibility frames, so if someone predicts it they can hit you. On SV, ledgejump while holding back on the analog to land on the moving platform is a pretty safe ledge return. On BF, ledgejump to QD to a platform is also a possible option.
Ledgehop – Dropping from the ledge by pressing away or down on the analog stick and using your double jump and anlog to get on the stage. You should usually do something along with ledgehopping. Note that if you get hit out of double jumping you will be in a pretty bad position.
Airdodge – This is probably the best and safest option out of a ledgehop (and your ledge options in general). If you expect an attack, use it. Even if your opponent doesn’t attack, there isn’t that much time for your opponent to attack you before you hit the ground and shield/spotdodge/jab depending on how you think they will react (buffering helps here).
Fair – This can surprise your opponent since it has decent range. But if it’s shielded expect to be punished.
Nair – Not used that much because it is harder to execute than Fair, combined with the risk of accidentally Nair’ing to your death. But it has less landing lag compared to Fair, and if you do connect with it it’s easier to follow up. If it’s shielded still expect to be punished. [I actually see no one using this...do we need to even mention it?]
Counter – If your opponent is doing a really obvious attack, and you KNOW they will hit you, go ahead and counter. If you screw up the timing though, it will most likely hurt. A lot. So either don’t screw up, or just use a safer option like ledge drop Aether.
Stalling – You don’t necessarily have to return to the stage right away. Dropping down from the ledge and double jumping to regrab it (to refresh your invincibility frames) can throw your opponents off. Just note you can be hit if you aren’t careful.
[Insert some frame data on ledge invincibility stuff here]
Aether – You can stall on the ledge for a short time with this move. A drop off Aether can make your opponent stay farther away from the ledge, making your return a bit easier. Some stages (PS1) allow you to throw the sword very far into the stage, while still allowing you to come up from under it if you hold your analog away from the stage. Learn to grab the ledge instead of landing on the stage after the move. If they fail to shield it you can hit them with the whole move and return to the stage that way. Just remember you can grab the ledge with Aether a maximum of 5 times without landing on the stage before you will fall to your doom.
Ledgedrop Uair – Like Aether, dropping of the ledge and Uairing can also make your opponent keep their distance. But unlike Aether it can actually kill your opponent if they are at higher percentages. However, it also isn’t as safe as ledgedrop Aether, since if shielded it’s easier for your opponent to edgehog you [I think...shield pushback might say otherwise], which will force you to recover on the stage and get most likely get punished.
(Not exactly related to your returning to the ledge, but ledgehop fair/ledgedrop Uair can also be used to punish someone if you forced them to land on the stage when they are recovering.)
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As usual, if there's something I missed/got wrong feel free to add/fix.