Fire Type
You can infinite inside the branches of the tree (best against the left side); works with both dtilt and greenhouse. G&W can really hide in that little nook, combining SH aerials and crouching when under vertical attack, your grab games pretty fierce inside that tight space, dthrow will almost always lead into a lock.
G&W's bair reaches through the trunk if you want to attack from in, or outside. Nairs good too, especially under the houses platform.
Water Type
Good at playing 'keep away', especially against MK. G&W can play around the waterwheel with his aerials, while using the walls as a barricade against most offenses, attacking from any angle you prefer. Works fair against MK because his attacks are centered around close range. You can also abuse the wheels rotation to slide your usmash, or fsmash for surprise attacks.
Nair, bair, and uair work nicely under the wing platforms yet again, while dair has its advantages from above.
Rock Type
Lock against against the cliff under the angled platforms. You can sneak in and out with your aerials with the said platforms, while also using them in conjunction with uair as obstacles. Makes it more difficult to punish, especially bair. The cliffhanger can be good to you, its higher and lower ground, attempting to change the position can get you into punishment. But if your foes trying to recovery, the rock advances your edgeguard by creating a one-way-approach return that's effortless to exploit.
Grass Type
Nothing to it, treat this transition like Battlefield.