Our options in full are:
Normal Get-Up - I use this when they're spacing a move a bit away from the ledge and they miss. Usually only safe if it's something laggy. Never used after 100% unless it's a Falcon Punch.
Ledge Attack - If they're dumb and they get close. It's still usable after 100% due to the range, but sooo slow.
Ledge Roll - Unsafe, but occasional cross-up.
Ledgehop - Not normally used - I'd prefer to cover it with something.
Ledgehop Airdodge/Shield - One of my favorites, airdodging into an instant shield may get me knocked off again, but that just resets the situation with me none the worse.
Ledgehop Fair - If they're farther.
Ledgehop Nair - If they're closer.
Ledgehop Uair - If they're higher.
Ledge Jump with Dair - If unpredicted, very safe, and eats and covers a lot.
Ledge Jump with Nair - Very quick, but lacking in range. Favorite as more of an offensive tactic when higher than me.
Ledge Jump with Fair - Useful if timed right and they're far away for some reason.
Ledge Jump with Uair - More offensive than anything - It'll catch higher edge pressures (such as G&W's key). Also, FYI, our highest possible hitbox with a double jump (not counting turnips).
Release Peach Bomber - Very occasional mix-up.
Parasol Over Ledge - It'll catch dumb people who stand too close, but otherwise, lol.
Use all of these, but my favorites that work the majority of the time are: Ledgehop Fair, Ledge Jump Dair, Ledgehop Airdodge/Shield, Ledgeattack, and Ledge Roll - with a Bomber sprinkled in once a set.
But importantly, just plank until they do something stupid.
![Bee :bee: :bee:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)