expand, which ones exactly other than the sweep to crossup ones
OTGs are universal, so I'll skip those, but since his only invulnerable wakeup is a single hit non-moving wakeup, any time you put teeth on him he now has to guess whether to wakeup or not making every knockdown a 50-50. It gets worse if you throw a MB F3 into the mix since he now has to guess right on the wakeup thing then if he does has to block a hard-to-blockable which itself puts you back in neutral if he does guess right.
Now admittedly, since my tech skill is somewhat lacking, any time I'm not ending a combo in crowbar it's going to end in 21 (Cancel on 1st hit)>teeth, so that's what I'm using for these traps.
It's true that he can tech roll, but so can everyone else depending on the setup and off of 21(first hit), far teeth covers both the tech roll and neutral get up, then you have to guess on the wakeup. Block the wakeup and you get full combo.
If he doesn't wakeup he's faced with a hard-to-blockable off of either F3 or B2 (Yes, I will make some use of this move and you can actually wait to see if he wakes up then react with a B2 that hits right before teeth and starts a combo).
Also outzoning him can be fairly easy on some stages. Themyscara for example is great since the lion's range rivals that of the lift (I think it's just a little smaller but not sure.). Gunshots trade with Oa's rocket (Hold the gun slightly longer when he does the air version to trade) beat out minigun and missile completely and if he tries to jump and use battering ram to get closer when you already have gun out (Assuming you didn't fire on reaction to knock him out of the jump) then you still have time to whiff a shot and block whatever comes next. If you whiffed early enough you can even punish him for it.
Combine that with teeth>Lion head setups and on Themyscara he is going to have a really rough time if he doesn't have a life lead.
On other stages he's going to have an easier time getting back in lift range, but you can still lame him out fairly well if you have the life lead.
Also, blocking low all of the time makes it a lot harder for him to do things at close range.
Ideally GL wants to play this match at lift range, and it's our job not to let him. We go pretty even on the full screen game and in close range. The only place he wins is at well spaced lift range and only places we win are on knockdowns and in the corner.
Feel free to correct anything you see wrong. You have considerably more tournament experience for this game than I. That said I have been playing a pretty good GL (The same guy who gave me Shazam MU experience picked him up) recently on a daily basis, so that's what I've been seeing based off of that and experience with other less skilled GLs we have locally.