bubbaking
Smash Hero
I played a tourney quarterfinals set against Fatal at Anime Boston two weeks ago and I got quite a taste of the D3:Snake MU, and boy what a taste it was! So, first 15 seconds in, I almost 0-death'd him, cuz I CG'd him on Smashville into Pummel Release at the edge and grabbed him out of his cipher, but he C4'd himself, so I didn't get that stock. He then proceeded to make the rest of that set a living hell. However, I was able to pick up a few things. Once we get in, the rewards are quite large and immediate as long as there are no grenades around, but a cautious Snake should always be accounting for that anyway. I kind of felt like D3 has trouble with the Nikita when he's recovering. His aerial jumps are quite slow and even if he tries to recover high, the Nikita can be positioned so that it's still an annoying threat. That might just be me being dumb, though... Grenades and mines can be dealt with via ftilt. DACUS is pretty hard to deal with by pivot grab. Roll back seems like best option. That also deals with his Gatling combo, which gives Snake practically the same results for positioning.
Fatal and I had a small conversation about the MU afterwards, and his opinion is that the MU is probably even, maybe slightly in D3's favor. If the D3 gets impatient or extremely bold and starts making too direct approaches, it's really easy for Snake to punish and tack on quite a bit of damage himself. Thus, I don't think it would be too wise to just "rambo through [Snake's] jank," as 4God put it.
Fatal and I had a small conversation about the MU afterwards, and his opinion is that the MU is probably even, maybe slightly in D3's favor. If the D3 gets impatient or extremely bold and starts making too direct approaches, it's really easy for Snake to punish and tack on quite a bit of damage himself. Thus, I don't think it would be too wise to just "rambo through [Snake's] jank," as 4God put it.