Starting from a pseudo-random place. 29:35.
Go for full hop B-airs when people are on the platforms. If you do the aerial early, you can double jump B-air, empty double jump, or just land. If you're under them, N-airs can work really well too. Especially on certain stages, like BF, you can short hop N-air which will just graze them but not put you in a position to get shield grabbed.
More F-tilt. Especially out of throws. F-tilt is your friend for spacing. Especially wavedash back F-tilt.
Sometimes you have to throw your fully charged needles on the ground when he's spamming projectiles. It'll get him to approach, make his projectiles stop/explode, and rack up the damage you need to get into the golden un-crouch-cancellable 35-ish%.
On the other hand...when your opponent is on the ground, rising B-air isn't as strong as when they're on the platforms. Instead do either a falling B-air if you want to space with it or do a rising N-air out of shield. It's got a better hitbox for rising.
From your combo at 30:54, you U-air to finish it. F-air may be a bit better because it will get him closer to the edge rather than above you.
There are actually a few times when you use U-air at low percents. U-air doesn't really have a great reward at low percent, nor the best hitbox. Instead try using a lot more F-air/B-air/and esp. N-air.
At 31:27, you U-air again. F-air will get him off stage and either lead to an edgeguard opportunity or just straight up kill him. TL, esp, has a great "above you" game with bombs and D-airs so be careful about putting him there.
Don't D-air at low percents. Generally only do it for tech chases or if you're sure it's gonna hit.
On the B-throw chain grab, eventually he's gonna figure it out. So either start comboing after a couple or go for a D-throw. Or mix him up by waiting to do your throw so he has time to think about it. Then do the opposite of whatever you normally would do.
Yeah, reiterating, don't think up so much and start thinking forward and off the stage.
Remember to refresh your invincibility by Shino stalling with Up-B. Especially if you throw in double jumps without the Shino stall, it makes it harder to read when you're coming up.
Always D-throw/B-throw them towards the direction they threw their boomerang so it doesn't hit you.
Yeah, off of D-throw/B-throw, you gotta F-tilt. Especially if they're close to the edge because either they DI off the edge and get into a worse position or they DI in and you get a free F-air.
Foxtrot more instead of dash attacking against downed opponents. That means like...do your initial dash, but then let go of the control stick and return it to the neutral position so that you can instantly dash in the opposite direction without accidentally turning around, do whatever you want from standing after your initial dash finishes, or dash forward again after your initial dash finishes.
At 33:50, you get a B-air which leads to an edgeguard. You double jump and Up-B back to the ledge. Instead, I'd suggest using your double jump to go for a second B-air because he really can't do anything about it and it guarantees the kill. Then again, he had no double jump, so your option was perfectly fine too.
Anyways...
The main morale of the story here is use less U-air/U-smash and use more F-air/B-air/N-air to get your opponent off the stage rather than above you.
Super btw, if ever anyone posts a topic in the Sheik subforums, someone alert me if it's of interest, lol. I generally check the threads I'm subscribed to, but not as much the subforums themselves.