grabbing is crucial in this matchup.
his only real means of approaching are dash attack and dacus. (some snakes will approach by running up and spot dodging or rolling behind you in an attempt to punish with ftilt or a grab. both are very punishable though so it's not a big deal at all. just lrn2read)
don't spam pikmin toss unless you're at a safe distance, since that just screams out "DACUS ME NAOOO!". if anything, try to bait an approach via pikmin toss and buffer a grab or fsmash upon landing.
snake sucks *** in the air so juggling him is fun. snake will try to mixup their recovery by wavebouncing nades, dropping c4 and nikita missiles. pretty much fill the air cool fireworks. but w/e just upair him and nair him and have a jolly good time seeing snake try to land back onto the stage. snake's bair has a lot of priority and lasts a long time so be sure to vertical space upairs well when trying to juggle. besides, once snake commits to an aerial just punish him for taking such a risk.
observe the snakes recovery tendencies and PUNISH THEIR LANDINGS WITH GRABS.
it has been stated before in previous match-up discussions, but staling your throws isn't really much of an issue in this match-up. both characters want to establish stage control, so any throws that will get him closer to the ledge will just help to give you the upper hand.
when snake is in your face you either want to:
A. run away (though possibly losing the advantage of having stage control)
B. pivot grab - 7 frames (predictable)
C. jab - 4 frames (this is very predictable)
D. dtilt - 4 frames?(bad di will be bad)
E. stutter stepping fsmashes (fsmash is 6 frames) backwards helps as a mix-up to potentially throw snake off.
F. jump over him and lcnair (risky)
G. just don't let snake get in your face ever because he wins that part of the match-up.
How to recover:
-whistle bouncing is your best friend, just like wavebouncing nades is for snake. don't spam it obviously (leaves you open and your lineup gets all ALKDJALDJLFA)
- that's about it, ffdair isn't useful in this match-up as much since you get outprioritized hella bad by anything snake will do to try and keep you in the air. yellows are still yellows though and will be like BIRIBIRI RAILGUN LEVEL 5 AND HAVE HITBOXES EXTENDING ALL THE WAY TO THE FLOOR AND BEYOND. not a bad mixup but besides that don't really try it as it's way too punishable.
From the ledge:
- WAC to LCNair is gdlike - pretty much in any match-up but yeah, especially here since uair isn't nearly as good when getting off of the ledge
stay grounded, the one on the ground is the one who has the advantage in this ground based match-up. don't try to use too many aerials unless you're hitting a flying snake because he will punish you if he's on the ground, even if your fair/bair/nairs are well spaced.
neutrals NOT to take snake to:
battlefield
- snake just does too good here, it may be one of our better stages but with his ability to completely dominate the platforms, it's best to just avoid shenanigans.
halberd
- obvious reasons, the low ceiling is good for you, but it's even better for him.
oh yeah nades,
errr... throw pikmin
yeah, lol.
Known stuff:
-if snake has a nade by his feet upthrow him since dthrow will set it off.
-when snake gets a grab and tries to tech-chase you, sometimes just wait a bit and then do a get-up attack.
-if a snake has a nade at the ledge, please don't be stupid and try to upair. you will blow up and die and get sent straight to hell for eternity.
ratio? uh i guess 55:45 in favor of olimar.
snake will mostly try to bait you into doing stupid things with his projectiles and then punish with tilts. idk it's just what snake does. just try to keep snake in the air or off the ledge and stay grounded and you'll be fine. i think. lol. you're light and floaty and he will try to do the same to you.
wrong