Moar critiques:
@ Vaxtin: *sighs* wifi... I would say space better, but in wifi spacing goes out the window. That being said, against Ness you should probably jab more, this move is amazing, and every time I saw a fsmash I saw a better opportunity to use that jab instead b/c of shielding, and you want to keep it fresh for the kill if you're reading your opponent that much with it. It also gives you grabs from jab canceling, grabs on Ness equals good (for one, you're guaranteed another dash grab or the easiest move you can do is FP immediately after release. Your ground game needs a bit of work, but then again, some of it could be attributed to lag. Put more pressure on him, throwing out aerials just to make a move or hoping for him to run into them, against someone as aerially proficient as Ness is asking to get punished. Get in close, shield if you think he's going to fair/nair, then assess what you might want to do next, if he DJs, try for the uair, even if he tries an occasional dair trap, you'll still get the hit through guaranteed. Don't make yourself vulnerable on landing, if that ness wised up he would've saved his bthrow for when you were at 130% or so then killed you with a fresh one upon your landing. Get more intuitive and thinking about ways to work around him, make him make a move that you can manage.
I'm not sure I should critique your bowser match, pretty obvious it wasn't your best game, you SD'd and lagged all over. Don't stand on a platform, don't land with fair (especially if he's shielding), don't make mistakes around the ledge, avoid being near his shield for too long and making mistakes, otherwise you get grab release combo'd, upB'd, or occasionally sideB'd for some fast painful damage. Space against him, if you happen to see him use klaw hopping more often, back away and shoot some BAS since he can't AD when he commits to it, and space fsmash more near the ledge, it absolutely ***** big characters as a ledgeguard option.
TL is tough online. you can't do as much powershielding on the ground, so when he's using projectiles, you have to take to the air more, control the space so that he can't get an easy bair/nair out to punish without risking getting hit, and cover landings so that zair doesn't nick you. Jab, jab and more jab, this move is essential for beefing out on damage on TL once on the ground, it also ***** bad spotdodge habits that most TLs pick up since their spotdodge is good framewise. vertically zone him up with dair, fair and uair while avoiding uair and usmash when he's going for the kill, and don't land predictably or lazily, you'll get finished far quicker against good TL's when they capitalize on that.
I would advise against using DT in your matches as a whole, it's a hard move to use and often there are more rewarding while less risky options out to pick from in a similar situation. You should work on picking up more games and getting a handle on more of your options and not playing "lazy", but putting thought and method in your moves. Also if possible, hook up with your local smash scene, offline can make you get leaps and bounds better than online play.