First post, here it goes.
Played against Dakpo in a few friendly dittos and realized my play style was very vanilla and not unorthodox like a good GW should be. Using all of his weird, laggy hitboxes to their full potential. I played way to obvious in most cases, and I had no idea about how bad GW's teching was. Never again.
Linking U-airs together seems to work well, using it like a pseudo-Falcon U-air strategy. Awesome around platforms (BF, YS etc).
Grab>U-throw>U-tilt/U-air>U-air>Up-b on flat stages. Can be used much more around platforms, have gotten as many as 5 in a single string, before Up-b or follow up. I also really like SHDB>SHU-air chases now. Fast fallers get stuck in them like crazy. SHU-air over, and over, and over.
Up-B>Up-Air>Baconbaconbaconbacon.
It's solid, and U-air seems to have a very tiny DI window in my experience and can lead to just about any follow up with low risk, most of the time. That, and the relative 0 knock-back is nice for comboing. I'll have some videos maybe by this weekend and would love critique, though I really only have one other person to practice with who mains Sonic.
Now my question is, how bad is GW's shield game? It seems like I get poked out of it ALL the time when it's full/near full shield. This could just be player mistakes and johns on my part, but I feel like something is missing when I predict an attack, shield, and then just get hit out of it anyway. GW is such a janky character I wouldn't doubt it having something to do with his hurtbox poking out in some way, but I haven't found any solid answers. His tech-roll/tech-in place is obviously more terrible than I had ever thought, but after thinking about it, yeah, it's awful.