how do you deal with hit and run snakes? like the ones that constantly stay back, throw nades at you till you approach, and at midrange they'll prolly DAC away, reset situation continue camping, or, if you get into close range, they'll tilt/DAC away AGAIn resetting situation, so what's marios options against this?
I play a Snake like this all the time and it's a super aggravating matchup.
The good part about this though is that you get to control where you are on stage, so you don't feel too pressed for space. The bad news is there are grenades in your space that you get to dance around, and a big wall of tilts that you're trying to take out.
Step 1 (Long Range): Learn how to consistently get inside his range with proper timing. Keep the space that he's giving you and try to throw a fireball while advancing that you can approach behind and know that a grenade won't block it. If a grenade blocks it you'll be left wide open and you may want to reset your options. Feel free to throw in reverse capes if he throws his nades too aggressively, or FLUDD them if he throws too softly. Always be mindful of a C4 if it's in the way and try to bait him to use it, and if it interrupts your approach then once again re-evaluate your attack. I almost never approach without a fireball, unless the Snake player is aggressive; but that's not what we're discussing
Step 2 (Mid Range): Once you get inside midrange, then he will either sit in place or GTFO. You only have to guess 1 or of 2 options, and luckily enough only 1 of them requires real punishment! If he stays, keep pressing onward. If he's going to DACUS, Dsmash! It's very hard to punish this by reflex so you have to anticipate correctly.
Step 3 (Close Range): This is where you need to get your damage done, and where the toughest part of the matchup comes in.
- If he sidesteps, you can Dair to pop him up, and try to keep him up. Alternatively, you can Nair on him, and jab/grab him out of it depending on whether you think he will shield or attack out of getting hit (will also give you more stage position to work with). You can also run up and stop with shield, therefore getting a grab. The riskiest method would be to charge an Usmash but you have to be 100% sure he will sidestep (you can also pivot grab depending on timing)! If you approach with a sidestep then it's a close race of who guesses right first, in which Snake should win this 90% of the time. Approaching with an airdodge, crossup or in front, will get you nailed.
- If he Ftilts, you need to anticipate that in advance. Hit his blindspot which is just above the Ftilt (but only before the second hit) with a Cape or Bair. Sidestepping will almost never evade the Ftilt, and you'll never get close enough to grab. If you stop with a shield, then you will get pushed away and eat a lot of shield damage, but the situation will be reset so no real harm done. Approaching with crossup airdodge will work if he commits with Ftilts a lot (does both hits all the time). Rolling behind will work for the same reason.
- If he Utilts, then the airdodge/rolling/sidestep options are even better, but the cape/bair are worse. You'll also die if you get hit, lol.
- If he grabs, then the situation is about the same as Utilt.
- If he waits in shield, then you need you attack and try to get a shieldstab (crossup too so that he won't know where you'll land), or grab. You can't do any of the defensive options.
- If he jabs...good luck lol. That move is broken. I guess you can cape it.
- If he tries to DACUS, chances are any offensive maneuver you do will catch his attempt.
It's a tough matchup because you have many options that only cover specific options, and his options cover so many of yours. I only suggest following behind a fireball because it forces him to have to be a bit more defensive, therefore opening up more offensive options for you, which = more damage in the end.
Keep in mind that by using the short hop cape between steps 2 and 3 (preferrably reversed so you can Bair out of it), you can bait him into using an Ftilt or Grab out of range, which will give you a free Bair and an opening to follow up, or a reset which gave you free damage anyways.