A recovery idea I've been playing with is as follows: you get hit, you still have your double jump. Flip kick toward the edge and get as far from it as you can, while remaining in side B tether distance. Then tether. If they have completely missed the read and/or are confused, clip to the ledge for free and use the invulnerability to get back. If they come after you to take advantage of the tether vulnerability, press down to cancel the tether, jump for positioning, and boost kick them.



Not an option you'd want to use as a primary return-to-ground method, but it's an interesting mix up that can be mixed in.



Also, I'm curious about the amount of shield stun our various moves do. Do any result in enough advantage frames to short hop away? If, for example, falling nair did that you could drop in with nair and short hop out of it. That prevents the grab follow up and could set up for a short hop backwards into paralyzer... type thing.



Also also, given my personal funds only allow for For Glory practice and some sparse in-person practice, take this with a shaker of salt. Caveats aside, in my experience, landing and grabbing can help keep your opponent out of the permanent shield. Given our grab length, we can land outside their grab/smash length (land close to it though to tempt a follow up), grab them and profit. Do this once or twice, and suddenly a close landing into bair doesn't get blocked as often. What are your thoughts on something like that?



Anyways, those are some of my thoughts. Just figured I'd try and help poke the conversation forward. I should really get in on the Skype thing sometime!