Turnips are your friend here. Try to turnip gimp him, especially if he's far out. With his weaker horizontal recovery, a turnip or two can spell death. Dair is a good tool, and can challenge most of his options. Try using it above the ledge to cover a missed sweetspot or try to two-frame him. If you get him to use his jump and he's close, go for a fair. Often he'll try to fall instead of recovering high, which is easily punishable. He'll often not use his airdodge if too far out, as that forces him low before he can recover. If he does use it, go back to stage and turnip down. It may kill him if he hasn't recovered yet. Side special is also a great tool, especially for mixups. If you use fair and bait out his airdodge, then float back and bomber him for it. It'll send him out, which is a problem for him with his little horizontal recovery. That's about it for the basics. Try to push him out horizontal, make him use his jump with turnips or eat them, and hit him when he gets close.
Daisy