My answers to your questions...
They're so fun to use even without their grainchabs so I'm deciding to main them soley from scratch.
What is their hardest matchup?
Using the green and blue costume will get me confused from nana and popo? (it's my favorite costume)
How do they fair against snake?
Should I write down a list of how to do all their grainchabs and other facts?
Double edgehog any useful?
Anything else I should know about desyncing?
1. Their hardest mathup is a character that you're unfamiliar with. This holds true once you've gotten real good at the chain-grabs. Essentially, say you've mastered the timing for characters A, B, C, and D, then suddenly you fight character E. Character E may very well be the hardest match-up because you've yet to perfect the timing against him.
Chain-grabs, aside, I'm not sure who I'd say is the toughest match-up. I tend to fair well against every character now because once I grab them I kill them.
2. Get use to using any costume, the costumes where both ICs are the same color can actually confuse your enemy... especially if they're not use to dealing with ICs. You'll get use to it yourself eventually.
3. 2 of my friends play as Snake, and I'd have to say that the ICs fair well against him. He's a tough character once mastered. Also, he's one of the more difficult characters to CG. However, he's so easy to Ice-Block-lock, and you can easily follow up with another grab, then spike him off the stage with a d-throw to Nana Fair.
4. I do recommend you make a list, a sort of guide so-to-speak. I did the same when I first decided to main ICs. For me, it was nice to have the information laid out before me on paper whilst I was practicing IC stuff in training. It spared me the trouble of having to run back-and-forth to my computer.
5. Double edge-hogging useful? As in, both Ice Climbers sitting on the same ledge? I haven't found it to be useful. Though, I have found that typically after performing a D-throw to Nana Fair on an enemy at the edge, Nana lands on the edge. If you don't input any commands for Popo, she will stay there hanging. The benefit to this is that when the enemy gets close enough to the edge that they may try attacking Nana, if you quickly do a forward smash, both Popo and Nana will execute the smash. Popo will do the f-smash on the stage, and Nana will do it suspended in mid-air, off the edge of the stage. This I've found is very useful. Also, If you try charging the Fsmash, Nana will climb back up. In addition, if I recall, c-sticking the Fsmash also results in Nana climbing back up. Ultimately, it's finicky, but you have to quickly do a Fsmash the old fashioned way.
6. Desynched Ice Blocks are very important, and are far better than synched Ice Blocks. This is for a few reasons. For one, the desynched Ice Block timing can be changed on the fly by changing the pace of the button input, this makes them very hard to dodge as you can change-up their distance from one another. Also, you must master desynching as a way to lead into a grab. For example, Nana short-hop blizzard then Popo can run in and grab the trapped enemy, from here, any CG combo can start.
In addition, desynched Squall Hammer is immensely useful, against some characters more than others. Once mastered, it should not so much be a technique where one spams the side B input, rather, they time it patiently so that they get the most out of their desynched Squall Hammer combo. Also, you want to be careful with your movement during this move because if you move to fast you'll pass through the enemy, to slow and they'll get out. Oftetimes, if you move at the correct speed, you'll be able to keep the enemy trapped for a long duration, carrying them across the stage. Practice.
Right off the bat, I'm going to tell you that the most effective way of desynching is to do so before the match starts. Just hold down B, then when the game starts, press be simultaneously. Nana will fire off an Ice Block due to the fact that you held down B, and you can have Popo use an Ice Block right after Nana... Whaalaa they're desynched. This will cause the enemy some aggravation. Another incredibly simple desynch is Z(grab) plus back on the control stick. It might take a few tries to get right. Once perfected, it's a very reliable desynch and for me it works wonders.
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I hope this has helped some...
In the end, practice makes perfect, and that couldn't be more true with the Ice Climbers.