There's been a sharp change from pre to post patch when it comes to combos. Pre-patch, combos were all about early stocks, and making the opponent stay safe. Post patch, combos are now more about damage racking so that all it takes is one confirm to kill. A full 0-death prepatch did about 50% damage, depending on how it was done, which is great, but thanks to the patch, even if the opponent can't SDI, sometimes they'll just get launched too far from the ABK for a followup. Still, always test the waters and see if they can escape our death combos, because we otherwise suck at taking stocks. Anyways, new combos can do in the realm of 60%->80%, no joke (although they drop off slightly after mid%s thanks to KBG). Being able to do these causes our damage potential to skyrocket. Although we have trouble killing before 150%, we can still get there relatively fast with combos such as: dtilt->bair->uair->bair->uair->bair->ABK->ABK->uair,
fair1->uair->fair1->uair->nair->ABK->ABK->uair,
HSK->utilt->uair->dj bair->ABK->ABK->uair,
and really whatever you can put your mind to.
Other than that, the bait and punish playstyle remains mostly the same. Dtilt and utilt are your friends for starting combos, being your fastest grounded moves after WTw, while Heel Slide is your go-to ranged punish and short hop catcher. SHFF bair and nair are safe on shield, and effective moves overall, bair being our primary killing option. We get a lot off of tomahawks, even though our grab game sucks, thanks to the fact that bair pressure mixed with putting the opponent in an edgeguarding position is fairly deadly.
That's another thing, our edgeguarding is probably the best in the game, maybe surpassed by Villager if at all. We've got 2 lingering hitboxes (BA nair and uair), a powerful trump killer (bair), a high-recovery catcher (dsmash), a stall-then-fall spike that kills at practically 0% (dair), and the recovery to go essentially as deep as we want to achieve these ends. Other than perhaps WTi kills, this is our fastest killing option, so lab gimping and lab it well.
Bayo's actually super versatile, and I thought after the nerf that she would lose viability, but she's still top 15 IMO, and works exactly proportionally to the amount of time you put into making her not suck.