In-depth Grab Game(Still in testing/WIP)
This post is designed to give a more detailed strategy to each character by taking all the information gathered on Snake's grab game and applying it to try to create and easier and guranteed grab game.
1) Wario - Wario is one of the characters in the cast that is greatly effected by a Dthrow > buffered Jab. The buffered jab will hit wario if he desides to stay still after being dthrow'n and when hit he can be regrabed and Dthrow'n again (you'll have to inch forward a bit to regrab). If wario wants to avoid that, he can by rolling forward, rolling behind snake, stand up or perform a get-up attack.
If wario decides to do one of those 4 things, the jab will miss hitting wario, but it will end quickly enough that you have enough time to react to whatever it is that Wario does guranteed. If he rolls in front of you, you can perform a boost grab. If he rolls behind you, you can perform a dash grab. If wario stands up simply regrab him. If he decides to perform a get-up attack, shield the hit and regrab.
You can repeat this process till wario is within KO range of various attacks. After the next regrab you get, pummel once and wait for wario to escape into the air release and then hit Wario with an Utilt or Uair thus KOing him. If you want the extra damage, pummel inbetween grabs to also refresh your Dthrow and other moves. A good chart to look at is that 50%+ = guranteed 1 pummel, 100%+ = 2 guranteed pummels, 150%+ = 3 guranteed pummels etc.
*Testing still needed to be done to see if wario can escape a jab > regrab. If that is the case, then Jab > Ftilt is a good method for damage if you do not want to attempt the regrab if the pummel hits.
2) King Dedede - DDD is another character that can be tech chased easily by applying the Dthrow > Buffered Jab. So with DDD always do a Dthrow > Buffered Jab and react accordingly. If the jab hits, than ftilt or move forward slightly and grab (DDD can escape after the jab hits if you try to regrab). If the jab misses, react to what the only options they have left: stand, attack, roll forward, roll behind.
-Stand = regrab
-Attack = Shield > grab
-Roll forward = boost grab
-Roll Behind = turn > boost grab
3) Bowser - Bowser is like Wario and DDD, but harder. He fits under the same sitations as DDD and Wario that Dthrow > Buffered Jab will ruin his options, but it's a bit harder to read him. His animation for a roll is pretty similar to either his forward roll or a backwards roll. His get-up attack hits sooner than DDD and Wario, but you can still shield in time to avoid the get-up attack and regrab (the shielding the get-up attack has to be pretty much frame perfect and will result in a powershield everytime or else you'll be hit). The backwards roll you just have to turn and grab. Forward roll will have to be a boost grab. Standing up is the same, just grab.
Bowser is another person that we have a release combo on. We can air release him into a dash attack or regrab by doing a boost grab. My personal preference would to always air release CG him to the edge to make it easier to tech chase him with Dthrow. The forward roll he has would be reducded in length essecntially making it easier to tech chase him should he decide to go that way. Plus, pummels between air releases means stale move negation is reduced. But avoid doing this with platforms as they mess up the air release, mostly a strategy on FD.
4) Ness - Ness is uneffected by dthrow to jab. It does not limit any options for him. So for ness you will need to resort to the typical methods of Tech Chasing. Keep track of what is on the field.
Snake does have ground release combos against Ness. So if you ever feel like applying this instead of techchasing is a good option. Plus, this is a more guranteed method to kill with. To get the ground release simply mash pummels and they will get ground release eventually (to your benefit the more pummels you get). After the ground release you'll be faced with 10 frames to do whatever you feel like, make the most of it. If you are in KO range an Utilt would be best. If you are going for damage try to either regrab or Ftilt. How far Ness breaks away from ness depends upon how ness DIs. If he DIs towards you than he will break right next to you. If he doesn't than ness will still break away close enough that you can regrab him by budging an inch forward and regrab in those 10 frames. Grab comes out in 8 frames you pretty much move forward for only like 2 frames at most than grab. If your good enough at the regrab thing I would say to just always ground release him and regrab to KO percents, but it's incredibly long and annoying to do this.
5) Lucas - Same thing with ness about tech chasing. Snake has ground releases against him as well because of the 10 frames you can do something after he breaks out. THe difference is that Lucas can break away farther than ness can. So apply the same to what you would with ness, but if are trying for the ground release it's a bit different. Lucas has 3 distances he can break further away from Snake. The furthest distance is the only one you cannot regrab or Utilt Lucas because he is too far away (dtilt/ftilt still reach far enough to hurt lucas. How to induce the farthest distance seems random though.
6) Squirtle - Squirtle can also be easy to tech chase. First off his rolls are relatively short compared to others and SLOW. Best option with squirtle is to move back a bit after the Dthrow. From there you can safely see what squirtle will do. If he stands up rush back and grab. If he tries a get-up attack you'll be out of range of the first hit and can shield the 2nd hit and go back and regrab. If he rolls in either direction you can rush in for the grab. Boost Pivot Grabbing might be the preferred option with the backwards roll, and boost grab for the forward roll.
7) Yoshi - Yoshi is like exactly like squirtle except that his rolls go a bit further away than squirtles making him a bit harder to tech chase as you have to react faster.
8) Link - Link I would recommend standing still and reacting to what he does. His get-up attack is fairly slow compared to others making it easy to shield into the regrab. If he stands up simply grab, and boost grab on the forward roll (you pretty much have to do this to get link). On the backwards roll since you are not prohibited by the frames of the backwards roll, you can use pivotgrabbing to grab link (great method when near the edge to limit the length of the forward roll). If you notice he is staying still don't hesitate to jab or ftilt him.
You could try to use the Dthrow > Buffered jab routine, but that only has the possibility to limit 4/5 options he has. The forward roll will allow him to escape everytime if you buffer a jab. The jab ends too late for you to run up and grab link on the forward roll because by that time he could have already spot dodged or rolled.
9) Meta Knight - Meta Knight lol It's nice to know that MK could be a person who we could easily tech chase by what we can do to prep for a tech chase, but everything he has as an option is really fast (just like everything else he has <_<). The Dthrow > Buffered jab I feel is the best method of tech chasing MK. Our jab will end fast enough that we can rush to grab MK when he rolls behind up, stands up, lies still or performs a get-up attack (you have to pretty much hit shield by the time that jab ends or you'll get hit for sure). If MK performs a forward roll, I am not positive that the jab will end and you to still have enough time to rush forward to grab MK before he regains control to spot-dodge or roll. But being able to react to 4/5 possibilities is still pretty good.
Needs to be more throughly looked at.