i finished watching match 1
you had a lot of control (i.e. tipper spacing, addressed later in this post) issues + your patterns were stale (i.e. you did way too many standing ff nairs and fairs to bait airdodges, you would try and tipper nair from the ledge if you could or just nair in general [melee habit lol], and you would try and use fsmash to punish landings). the strategy itself was actually pretty similar to what i use vs. wario but i'm a lot more aggressive in predicting the airdodge + following up even though i like to keep him out of the range.
imo what you were trying to do was to hit him for chip damage whenever he tried to airdodge in or try to get a grab on you and then occasionally follow up on that so that you would have a higher chance of getting him on it. if that's the strategy you're going to employ then you need to start spacing for the tipper way better. consider that in three fairs you're hitting each time for an extra 2-4%. consider that you hit him for maybe 10 fairs a stock or something. if they're all tippered you're getting somewhere around 40 extra damage a stock. That's a lot. since you're trying to keep him out using your sword, you're going to have to hit him anyways so you need to optimize damage output, considering wario's damage output is similar to yours but his endurance is way higher.
i understand that untippered moves chain into different moves at all percentages, esp. into dtilt db but since in most cases you're not tippering db and dtilt as part of a chain doesn't tip, you're losing the extra damage. tippered moves similarly put a lot more pressure on opponents, especially against the shield and against their offensive pattern (because they'll get ***** for 10-20 extra percentage points or something).