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As for right now your best bet is to punish side b end lag (potentially going off stage), or parry her up b and pray she doesn’t snap to ledge.
The parry hitbox is also a little strange with this move.
If she up Bs high enough to poke above the stage, she can be parried and then dsmashed (as she will not be invincible when she grabs ledge). The distance at which you can reasonably react is pretty far, though, so this is mostly a guess.
If she goes low enough for up B to sweetspot ledge with the second swing (rather than the first, with the second landing on stage), she is dead if you can grab ledge shortly before she does (unless she still has resources to stall). She doesn't often do this slowly enough for you to react, but if you're already on ledge and repeatedly re-grabbing, you can kill her this way. Note that if she doesn't grab ledge, she's laggy enough to hit her with a strong attack from far enough away that up B completely whiffs anywhere you'd be on stage, so forcing her to at least think about going high sometimes can help you secure kills.
If you have a good projectile (mostly Kragg rock for now, but Absa cloud and Elli missiles will do this later), or you can go deep with an aerial, you can knock her away after she double jumps but before she side Bs, which will kill her if she was sent far enough offstage that she had to double jump to get back to begin with.
You can call out the side B to wall (it doesn't have a hitbox where she ends up), but she can respond by wall teching, so it's unlikely to kill her. Depending on how far away from the wall she was and how quickly she reacted, it can lead to her recovering low enough that she can't mix up her up B distance properly, but it's often just some extra %.
Grabbing ledge and then dropping and using an aerial while invincible will beat out up B. So will certain getup attacks that hit below the ledge, like Orcane's. She won't die from it most of the time, but it's extra % and can be repeated.
Anyway, yes, the character is obnoxious to edgeguard since up B hits directly above her, beating basically all moves with disjoint, on demand. Seems like it's intentionally too good, maybe because they think she'd otherwise die too easily.
If you time your ledge invisibility just right, you can you ledge rolls to ledge hog her, if she lands on stage, you can neutral get up and go for a punish, and combo her back off stage.
If she stalls with her other recovery options like side or neutral b, if read you can typically punish off stage.
You sure about that? If you're holding ledge, she will not aim to sweetspot ledge but instead target slightly above it so she has more time to grab it after forcing you to pick an option. AFAIK this setup only properly works if you time the ledge grab such that your i-frames beat out up B 1 unless she delays it until she's too low to be able to grab the ledge.