i'll make a fox post later or tomorrow (hint: he's overrated af), but i realized that i never followed up on my g&w post. g&w is a heavily misunderstood character by most players. i want to start this post off by looking at a postmade in response to anti's twitter post asking about g&w's flaws that includes some common misconceptions. it's this:
this:
stating lack of range as a g&w flaw is completely ridiculous. his back air alone is like a sword move, with enormous disjointed range and a long-lasting hitbox. neutral air has a large and long-lasting hitbox (it's bigger than it looks). the up air damaging hitbox is somewhat small, but the windbox, which is great for juggling, has absurd range.
up smash has a pretty disjointed hitbox. dsmash, fsmash, dtilt, ftilt, dash attack, and jab all have good range.
as for poor mobility and being telegraphed, both are only partially true. for example, g&w has pretty average run speed and isn't a fast faller, which are notable flaws in his mobility. however, he has a great initial dash, giving him a fantastic foxtrot, and top tier aerial mobility. due to his air mobility stats, g&w is one of the best characters at controlling his aerial drift, giving him the ability to fade in and out with his options effectively. this is important because it means that g&w can make fade back/in and crossing up his opponent very ambiguous, making his general approaches less telegraphed. however, g&w does still have some issues with approaching that come into play into certain mus. he isn't necessarily that easy to wall out because dash attack and his aerial drift make him very good at whiff punishing, but it's definitely doable. this is why the marcina g&w mu is even or slight adv marcina, and the corrin mu is probably only a slight advantage for corrin.
people seem to think g&w struggles a lot with swords, but this simply isn't true (unless you're cloud).
i've legitimately heard people say things like 'g&w has trouble killing', which is true in the sense that he has difficulty securing kos off non-grab raw punishes. to give g&w a hard time killing, you essentially have to play anti-grab and anti-up smash, both of which lead to relatively early kills, and avoid his fantastic edgeguarding, which isn't that easy. there's also the misconception that g&w typically dies early. although g&w is a very light character, he is one of the harder characters to hit with most kill setups and a rather difficult character to pin down in some ways. his aerial drift and access to up b/dair make trapping his landing non-trivial, and he has a small hurtbox that makes him relatively hard to catch.
also, a lot of the things g&w does are pretty noncommittal, so he can be pretty hard to punish. there are definitely weaknesses in g&w's defense that allow you to land kill options because his keepaway just isn't that great, but he tends to live much longer than people think.
since i've already made this post pretty long, i'll just say what i think g&w's losing matchups are and end this post (ask questions if you want). -2: sonic, diddy, rosalina,
greninja. -2/-1 (not sure): cloud. -1: corrin, mk, sheik, bayo, bowser. maybe -1: fox, olimar, marcina, yoshi.