I joined a game and it turned out to have 3 smiters. My ghost could keep up with 2 of them and almost take on the last, but he caught on to how WW away works and he charged in front sometimes.
I don't get the Perpendicular WW. When I try that, they can hit and so can I. The difference is that they do kb and I have to hold WW for it to start before he gets there. When I don't do perpendicular and I instead do in a line (sometimes tele farther to set traps) I can clip him, but he stands to smite and then follows and gets clipped some more. I run out of room and have to do a long WW to minor desynch long enough to tele and I guess that's kinda been working. It's pretty safe...especially for my hybrid.
The hybrid joined the same 3 smiter game. She grabbed a strap-on from her stash and raped them XD. Her trap dmg was enough to pressure them and they came after me (I never cast sm vs a smiter) and I'd WW away. They'd take lightning and free WW hits (the first few frames give ITD hits iirc) and blame it on my traps lagging the game.
Barbs, I did fight one who joined and I tried to out WW him. He'd leap far too much so I tele'd where he'd be and ww perpendicular. You still technically take dmg in leap so that got him low enough to be taken out by traps.
With the more I practice it, the Ghost has higher AR and dmg than my hybrid, but she excells at anything not bvc/smite. Hdins, any other pally, any other class she'll eat up. My hybrid does all that and a bag of barb/smite chips.
Is this normal?
the perpendicular whirling is different from clipping a shift-smiting paladin. its mainly used when the paladin is charging/running at you, and the direction is perpendicular to the vector formed by you and the paladin. when you keep the perpendicular angle going, you'll see yourself spinning in a spiral, as you constantly have to change your whirl direction to maintain the angle. i'm not sure why its not working for you, because i seem to have pretty good luck with it. just make sure you're not aiming towards the paladin even in the slightest. it's effectively the same as simply whirling away, but it allows you to change directions and gives you a few more hit-checks.
to answer your question, speaking purely theoretically (and disregarding light res stack/absorb), the hybrid will be better vs paladins. the ghost is very much focused on the offensive, pouring all its points into ww and buffing skills, while the hybrid dilutes a little bit of that ability to strengthen up the defense with their traps. smiters will be tougher for the ghost, though its still very possible to kill those one-sided characters. the same also applies for the hybrid: casters may be marginally tougher, though they're definitely not unkillable by any means. pure smiters should be a relatively easy duel for both builds though.
the matchup that probably best exemplifies the strength of the hybrid is the duel vs v\t's. the ghosts have a very hard time with these paladins, as the foh forces the ghost to play offensive, where grief smite has the definite advantage. the traps on a hybrid are strong enough to force the paladin to come offensive instead of vice-versa, giving the sin the advantage in the ww vs smite arena and in the overall duel.
regarding barbs, i think the only place where the hybrid will beat out the ghost is when they use widowmakers. well equipped ghosts using a bramble/fort setup, can give bvcs a run for their money ww vs ww. hybrids have the traps to supplement the whirlwind, but considering how the good barbs can kill pure trappers pretty readily, the hybrid will be forced into some ww vs ww confrontations, where she will clearly be at a disadvantage. there is a bit of synergy between the ww and traps, but i still don't think it gives the hybrid that much of an advantage over a ghost in that theatre, especially if the barb slaps on a tgods or equivalent. however, with the addition of widowmaker, the hybrid will be just as effective as the ghost using the bow, as the benefit from the extra points the ghost has in claw mastery and fade will be null, and having damaging traps will be a definite plus. whether that translates into a tangible difference in the duels depends on how well you can use it, as seems to be the theme with most characters.