Yup...
after watching those videos, I realized one thing that I like about FOW's ness: HE HAS FREAKING AMAZING DI!!! DID YOU SEE WHAT HE WAS DOING?!?!?!
yeah, off the topic of the GR > any tilt that snake has on us, I say we have a few strengths that turn the matchup just enough to have it at 55:45, or only slight advantage, for snake:
PSImag wind can cause snake to fall if he uses C4 recovery for a last ditch effort. Sure, the snake can be epic, tech the stage, and upb, but from that we are still given an advantage when snake is at low areas offstage (DAIR FTW!)
PKT can effectively stop a cypher-ing snake. As I saw you argue, SuSa, bair may be able to cancel out the head of PKT and ruin that plan... BUT! that is only if the ness main screws up; we can keep the PKT at a safe distance from the snake so that bair or other aerials (except nair, because that will hit it) can't cancel it, and if they decide to airdodge, the previous upward lift gives just plenty of time to loop back and hit the snake. Even without the snake airdodging to avoid the PKT (or try to avoid) or hitting the head, the time needed to react to us randomly turning the PKT at the snake doesn't give the snake player an adequate, humane amount of time to stop it with an aerial. If the snake goes high, PKT can chase, and because it hits snake out of the cypher, we can pick a time to attempt the off-top PKT kill OR just get damage whenever. If we fail in anything, our tailwhip allows at least a couple %, a PKT head hit, or just having PKT canceled before you reach the ground. NOTE: using this depends on the height and upward velocity of the snake. Using it when snake is able to nair out and hit us is suicide, so we can chase at a safe distance, fair for protection, or just wait while in midair (rising preferably) until snake gets to a reasonable height. If snake reacts to that, we should have done everything right so that we can just PKT2 away and grab the ledge on either side OR just get a safe distance away.
^The above requires practice, and seems like super theorycrafting, but in mastering it there is absolutely no way for snake to avoid getting damage done to him. If anybody disagrees, I'm gonna try going to a tournament soon (maybe Yink's Brainshock alpha? If my parents are okay with me driving to Iowa...) and go against some better players (AND NOT ON WIFI!) to give it more practice. (This technique stems off the same logic that I use with my double dtilt thing; it mentally limits the options of opponents and puts me in a position to mess with every one of my opponents.)
Nades aren't a huge deal... really. We have PKT, PKfire for random close cases, PKjump for the random off-guard snake cases (or punishing the nade pull-out animation), and can move around in the air well. Snake may feel the need to approach at one point, but that's only if we aren't forced to PKjump inward. (NOTE! PKjump IS A VIABLE APPROACH IF YOU KNOW WHAT YOU ARE DOING!! You can allow a significant amount of time to airdodge to the ground wherever you want, uair before landing, get behind the opponent, etc.)
Random, but bat the snake's usmash stuff for epic mindgames. BAT THE DACUS AT AWESOME DISTANCE FTW!!!
Oh... even though a snake main knowing this other point would completely destroy us (If we are on the wrong side of the snake), we can PSImag wind the snake off the ledge if he over-shoots his DACUS, meaning that the small push, FROM EITHER SIDE OF SNAKE, will cause him to cancel his dash attack or upsmash and go into UNHARMED falling animation. A knowledgeable snake main can easily bair us, but being a reasonable distance away makes it so that bair doesn't hit, and the snake's only options would be fair (too slow and allows us to airdodge and nair you FTW), nair (falls too much and could be risky if we SDI well), uair (could kill us, but somewhat lengthy of an animation) or possibly dair (suicidal FF and also a long animation).
Snake's positives:
Snake's GR to Ftilt is obnoxious... his ability to kill is obnoxious... GR to dtilt and utilt makes everything mean... Nades CAN pressure well... Snake's range, strength, and damage racking ability makes him a huge threat for anyone...
But those don't seem too great above the rest of the cast.
Slight advantage in Snake's favor. Please argue this, or this will stand.