recovering well is ESSENTIAL.
DC from a spacing that diagonally away from the stage is ridiculously safe as a recovery option. You can cover yourself with uairs, then DC towards the ledge, if they grab the ledge, you go past it and land on the stage, and if you space it right, you’ll auto-snap to the ledge.
And if they grab the ledge, they might be able to punish your landing, but as long as you’re not really high in percent, any punish they do will keep you on the stage, and give you an opportunity to get to the center of the stage for stage control.
If they stay low and below the stage so that they can shuttle loop you, you can either out-wait them until they have to get back to the ledge, and then DC from the spot I was telling you about, or you can simply just go high and tornado. If you space it right, it’ll beat out SL, and you’ll have crazy stage control.
Juggling is REALLY helpful in this matchup. You’re at a REALLY advantaged position when the opponent is in the air, and you’re on the ground.
When the opponent is on the ledge, you can pressure the HELL outta him. There’s a certain spacing where the opponent can’t really do much to you, in my experience. It’s kinda like… barely an Ftilt away from the ledge. You can charge Fsmashes, and it makes any option he tries to do to get back on the stage really risky. Along with using other attacks so that he just can’t really do much.
Ledge pressure is reaaaally helpful in this matchup. You can rack up a ****load of damage whenever the opponent is off stage.
And punishing people who recover badly is really helpful, too.
Try and space at a neutral position, punish mistakes with grabs for stage control, pressure the opponent towards the ledge and limit his options by gaining stage control, recover well and mixup a lot on the ledge when I'm off stage/on the ledge, and when he's on the ledge pressure the hell out of him and get a lot of percent that way.
A good portion of my damage in the ditto when I play against most players is when they're on the ledge. It limits they're options really hard, and at high percents can force them to do something risky that allows me to safely throw out a kill move.