Snake: since MK was 6, im gonna put snake as 8.5 (because this scale is rleative and it seems like MK is our starting point). I couldnt decide between 8 or 9.
I will proceed in this fashion: Ground game, air game, blind spots, the usefullness of blizzard/ice blocks, edgeguarding/killing, the opponents killing move followed by how to recover, with a final conclusion.
First of all, we have no chaingrabs on snake. This mean no easy damage racking. Well, at 0% till like 9% i believe, dtrow to jab is a true combo i believe. So do it for that extra damage!
On the ground, snake is a high reward/low risk character vs popo. Everything he has outranges us, save for our blizzard. His tilts deal 21%, which can be mixed up with jabs to make even more damage. His grab can lead to dthrow tech chase. He also has very good options with nade camping and grabbing out of nades. Let us not forget the omni powerfull snake dash. Nor the godly ranged uptilt. All of this seems to make snake an invincible ground tank. In theory at least.
Turns out he has a few problems here and there. First of all, our blizzard is a bit better vs him because if we manage to hit him and freeze he has no instant response like MK with dair, he is stuck in the air, but be carefull since sometimes it sends him well placed for a bair which kills. The tilts can be powershielded followed by your own if close enough or if PS-ed during a run-shield you can get a grab off. If you get predictable, he will start grabbing more. When he is running toward you with a grenade in hand, the best thing to do is to upangle ftilt, you will never blow up the grenade. You can easily pivot grab the snake dash if it is predictable or shield grab by facing the opposite way . Bair can also dissuade snakes from coming too close. As for the uptilt, i guess just watch out for it. Spamming ice blocks is somewhat usefull at long-medium range, just make sure to not use it carelessly or his grenades will hit you. Try to use his grenades to block his own spacing too. Do not try to hit him carelessly with aerials or you will get ftilted, which hurts. Eventually, the game will turn between a rock paper scissors between his grab, his ftilt, your grab and your ftilt. He still has a better damage output though.
Also, if you somehow manage to land uptilt, you get a free 2nd one and maybe a follow up aerial, so use em =D
In the air, snake is killing machine. But a predictable one.Most of his attacks can be seen coming from a mile away, such as fair, nair or dair. His bair can come out fast, and his upair suprisingly fast too. The trick is to stay under him, or out of range if at any other angle. You can airdodge sometimes out of nair, so try to learn to SDI it to even further your survival chances. His bair can kill, his upair will be tried once in a while with fast falling to get an early KO.He can still use his nades to trade hits with your upair in order to damage you. If he is above you on a platform, you can upair and hit him without hitting the grenades if you are carefull during your spacing. You can usually get a few upairs vs him as he has no direct counter but airdodge, which can be countered by baiting it into another upair. However, it is kind of hard to follow after 2 up airs or up air to back air due to ice climbers very slow drift speed.
The weird thing about snake is that he has no blind spots on the ground, he outranges you but he has small risks on everything he does. The huge spot where you can hurt snake is on his landing. He has HUGE troubles landing, especially agaisnt characters who can keep him in the air like metaknight. Unfortunatly, this isnt the case for ics due to their very small drift speed. They do however have a very good way to punish snakes that are trying to land. Its to pivot grab em during their fall or shield grab they. Snake have basically 4 viable options when landing. To jump again before landing to avoid and further run away until they land. You cant do much here but continue on waiting onto the ground. Then he has to b reversal to switch his landing spot. You can grab snakes using nades to do this if you predict it. Then he has bair, which you can shield grab. And airdodge, which you can pivot grab. Out of the 3, bair is the only one dangerous to you, and snakes not airdodging can either be shield grabbed either way when they do bair or just fall to the ground. This is a huge advantage for ics that you must exploit as much as possible. Once you get the grab, either dtrow or uptrow again(dtrow is risky because at low% they may choose to just fall onto the ground again and be ready to own again), use both in order to minimize move decay. Good snakes will try to use platforms or the ledge to ensure easier landing.
Blizzard is kind of effective in this matchup. The good part is if it hits and launches snake in the air, its hard for him to punish. The bad part is, if it doesnt, your getting snake dashed or ftilted in the face. Grenades can also blow you up if they come into contact with the blizzard in an horizontal fashion (if they hit the top diagonal part, you wont get hit). The key is to use blizzard sparingly when snake his running low on shield.
In terms of killing, snake is a plain *****. His range makes it very hard to land any killing move except when hes the air or landing. Bair can be usefull to get an early kill sometimes, especially when edgeguarding. Same goes for fair. Otherwise, on the ground, he is pretty hard to hit due to his own disjointed range. Snake is also a bit hard to edgeguard considering to beat his upb we need aerials that deal over 7% at once, so we cannot use nair . Back air is pretty viable, but overall i believe it is usually better to just wait for snake to try to land. You can still grab the cypher, but most snakes will make sure to never fall intoa position where this will happen.
Snakes killing move are beast. Simple as it is, stay away from his nair, bair and upair in the air. On the ground, his uptilt kills at 100ish percent. His ftilt can kill if DI-ed bad, his jab is definitly a suprise killer too. He can also use c4 to kill. The mean thing about snake is he can kill in every direction, mostly upward, but if you keep DI-ing to the side, he will launch you too low to recover. You have to stay out of range of his uptilt at any cost at high%, or at least dissuade him to do it. His c4 can be used when hes out of the screen so that you dont see it fall, so keep an eye on this. You have to learn to DI on the spot, and whenever he hits with the first hit of jab or ftilt, make sure to hold shield and not only DI, yes it may set you up sometimes for a free grab, but thats better than getting uptilted because you werent expecting it. Whenever you get grabbed, DI up if he throws either side, or you will get killed sometimes. If he dthrows, roll away out of uptilt range (can still be ftilted, but wont kill you).
Snake will not edgeguard you in the same way most other characters do, because he will not go out of the stage to gimp you. He will instead heavily restrict your options using well placed nades and upsmashes or c4s. He will try to force you into doing a side b which he will punish with ftilt, or uptilt you out of it. Remember that during side b you get more knockback due to it being a move with variable lenght, so try not to get uptilted during it unless you are sure to survive it which will allow you to better choose where to land. Do not be affraid to go for the ledge and stall a bit there if necessary.
Conclusion: Overall, this matchup is really ghey, but not the worst due to a few of snakes glaring weaknesses. First of all, he has huge troubles landing, cannot camp platforms as effectivly as some snake mains would think, can be up air comboed fairly well, has a rock paper scissors game on the ground vs ice climbers despite his better damage output, can be gimped sometimes, has a weaker punish power to blizzard and the fact that you can use his nades vs him a bit.