It's critiquing time again!
First off, allow me to say you do have a good Kirby, though there are still things to be improved (There are ALWAYS things to be improved!).
As the others mention, you use almost no tilts or grab combos. Bad call. Learn the Gonzo combo, and abuse it, especially against Snake and at least in a limited capacity against ROB.
Against Snake, you need to pay attention to how long he holds onto his grenades. He can only have them out 5 seconds (they explode on the 5th).
You need to be careful about when you drop your shield. In the first match, you drop your shield several times just as an attack goes off.
Good job rolling away from Snake after the Dthrow.
Finally, as Kirby, you can actually go offstage and gimp Snake. For example, at 3:15 instead of hammering at the edge (which I have to admit isn't a bad strategy, and ****, the Snake's reaction was good!), go Bair him. In that position, if he used an aerial he would have fallen, and Bair knocks him out of cypher.
Also, Grenades can be pretty helpful in this matchup too if you can manage to inhale him.
All in all it was a pretty good match though. That was an impressive Snake!
Now, for the second match:
While you weathered the first match well, I could tell you had little experience against ROB in this match (which isn't a criticism of your Kirby, but your lack of knowledge/experience of the matchup shows). Unfortunately, the only experience I have against a high level ROB is playing a friend I met last week at the end of FFAs, but it was pretty enlightening (I'll face him again tomorrow, hopefully in a 1v1. I'll come back and post again once I do with more info, and perhaps even post a video of the match somewhere if I have it.).
Anyway, one of the most important things in this matchup, in my opinion, is taking ROBs laser. If you can take that power, you can spam it right back at him and seriously mess with his playstyle, especially since you can ledge hop/multijump, shoot and regrab the ledge better than ROB due to the short height at which you can pop above the edge with your jump. This allows you to pepper him with lasers without getting hit back, and forces him to approach into a position with is highly advantageous for Kirby.
Even supposing you don't use the ledge hopping, if you grab his gyro and steal his laser, you instantly cripple his ability to camp you, and are therefore able to outcamp him. As long as his gyro is on the stage, he cannot pull out a new one. Therefore, hold onto it, shoot lasers like crazy, and throw it up into the air when you want to use aerials/tilts/smashes (though you can Fsmash while holding the Gyro) so that it stays out longer and giving you the possibility of regrabbing it as it comes down if you find yourself in the right position.
Now for more general info on ROB vs Kirby:
ROBs Ftilt will outrange everything you have excluding the final cutter shockwave (which you really shouldn't be using much in this matchup, as it's just begging for a laser to the face), and it's hitbox is longer even than it looks, so be very careful around this move. I believe Bair clashes with it, but I really don't remember. I also am not sure if a dash pivot canceled Dtilt will slide under it, but it seems like a pretty risky idea, even if does work.
Also, ROB's aerials tend to outrange and/or outprioritize yours. Also, his Bair is disjoincted and will hit you even if you are in front of him. HOWEVER, all hope is not lost. The air is still your territory, despite the initial appearance. His aerials, except for his Fair (which can combo you if you don't DI), have significant startup and/or ending lag, especially the Dair. Also, Kirby has much more aerial mobility than ROB, especially if ROB is trying to recover, and, pay attention because this is especially important: YOU CAN GIMP ROB! Do it.
ROB users are so used to thinking their recovery is uncounterable that they will very easily fall into simple traps. For example, if a ROB is recovering with the Robo-burners, fly towards him, then, right as you approach his range, do a jump backwards and a little above him. Odds are, the ROB user will attempt to knock you out with a Fair, thinking you'll Bair him. Unfortunately for him, it doesn't extend above him, and since you positioned yourself correctly, he falls prey to a Dair to footstool. Odds are, this will not kill him though. However, it will force him to use all his remaining fuel to get back, meaning he can't even attempt to avoid anything else, otherwise he dies, which means you just go back and hit him again, and bam, he's dead.
Of course, this won't work every time, as he'll use Nair or Uair instead of Fair next to counter, so you have to switch it up, and Bair will destroy both of his previously suggested moves. This will mindgame him so badly he will spend most of his fuel almost every other time in the match waiting to see what you do, and guess what, you can stall in the air longer than he can. After all, he's on a timer, you're not. Just grab a ledge or land and jump again if you're getting low on jumps. After all, if he follows, you can punish due to his lack of fuel. Just remember to mix it up so he doesn't know what to do. He will start to panic after he notices his godlike recovery isn't so godlike after all, and that will lead to mistakes.
Also, if he tries to recover high, he becomes fairly easy prey when he lands, as his Dair is slow, and his Nair barely covers underneath him, so he will easily fall prey to your Uair/Usmash if you don't run right into his moves.
If he tries to go under the stage, he's just asking for a stone, Dair or FFed Bair, depending on your preference. It's just not really an option against Kirby.
And switching topics now because I think I've hammered the importance of screwing him offstage sufficiently:
Things to watch out for on-stage: Lasers and Gyro, as mentioned before, are a big one. When Rob fires a laser, it;s best to shield rather than spot dodge, as a gyro usually follows right behind it. The Gyro, however, is better to spot dodge rather than shield. The reason I say this is because if you shield the gyro, or even clash with it, it disappears and ROB can pull out a new one right away, as you noticed. If it does stay on the stage, make sure you get to it before he does. If he grabs it, he will glide toss to Fsmash almost every time, since it seems to work. One thing I think might work against this (though I haven't tried it), is to try to Utilt both, since I know Utilt clashes with ROB's Fsmash, and I *think* it clashes with the gyro. A safer idea, however, is to do a retreating Bair. It will clash with the Gyro and get you out of Fsmash range (Yes, I know I said you don't want to clash with it, but when he has it in his hands and is capable of glide tossing, you're no longer trying to get an ideal position but rather trying to do damage control).
If you do get a hold of the gyro, either throw it into the air to keep it out of the game longer, hold onto it, or, if you're on a stage with lava, throw it into the lava, as it will bounce around in it and take the gyro out of the game for a long period of time.
Another thing to watch out for (I know, I know, he's got so much good stuff...) is a spot dodge to Dsmash. If you see ROB spot dodge, automatically assume he will Dsmash out of it if you are in range and adapt accordingly.
Finally, his Dtilt comes out fast and can trip, so try to be careful with that too. if you do trip, I don't really know what to tell you... You roll into him, you get Dsmashed, and if you roll away, you get gyroed, lasered, or Dthrowed.
Oh, and his Nair autocancels I believe. It has a little lag but not too much.
Oh, and one last last thing: His dash attack has decent priority/range. It's not amazing, and I believe it clashes with all your tilts, but it's there anyway.
Edit: Man, what is with me and all of these wall of texts lately...?