My approaches consist of
retreating f-airs (short hop f-airing then pulling back into safe distance) and
running up or jumping into dancing blades (I mix up the combos).
You can follow up nicely on the retreating f-airs as you have enough distance to keep you away while an opponent rushes you. Also, if your opponent wises up to your Full DB Combos, then trick them into shielding with the first or second part of the combo, then go immediately into a grab.
However, something else you could try is
shorthop airdodging at/past the opponent. The thing with Mr. Fancypants is that when he short hop airdodges, he has enough height to throw out a b-air or a f-air out of it with as much lag as if you didn't airdodge (the attack lag cancels out the airdodge lag). This means pressure on them as you are attacking after a invulnerable state and also if you jump past them, they can't grab you right away for the punish. Just know this doesn't mean you're invincible, but it's another option to throw out against an opponent. In my experience, it is mostly safe to throw out considering you're throwing an attack out to cover your descent back to the ground and of course, you're airdodging.
Some others would be attempting a s
horthop dancing blade (only the first part) > n-air > grab (if it hits it combos nicely at low percents, otherwise it can keep the opponent shielding for you to grab), and as said by Darklink above:
running up for grabs, and
running into shield to bait an attack out then punishing. Also, if you wish to go for it, the shorthop
shield breaker. To be honest, the SB can be used well if you can just hit them, shield or not, but it takes a lot of commitment and can lead to punishes. Just know it has its time and place, and speaking of timing, makes sure it doesn't whiff above your opponent cause that's asking for a punish (I almost always release the SB too early and miss
).