Lucas is much harder to gimp than Ness. Lucas PK thunder goes through targets unlike Ness where its a one hit and quit type of deal. If you challenge a Lucas recovery it will be very risky because of how low Lucas can recover. If you can get z-drop grenades to caver ledge then that would probably be the best option in my opinion. ( I am trying to learn Snake as well and I am a current Lucas main.)
Didn't know the recover part about Lucas. I still feel it's fairly gimpable especially with Snake's long legs (run off B-air is god tier for gimping and can lead to F-air spike if they tech against the stage). Also snake's Nakida can interrupt it.
Multiple of these are extremely generous and wrong, Sonic, Yoshi, Wolf, Puff, and Fox are definitely losing meanwhile how the heck is Ridley that bad for him?
>Sonic
I was going to make it 70/30 in Snake's favor but that's because Sonic has no tools to get around Snake's Grenade spam. He can't spindash us or he risks taking 10% grenade and potentially an U-air string from Snake. Sonic can't really recover without either taking loads of damage, or getting early gimped due to a very predictable recovery, and if you can't do these as Snake then I think you need to hit the lab a bit. All these combined with Sonic having a fairly poor combo game due to Snake's weight makes it so that Sonic has no advantage whatsoever (Unless Snake is 100%+, and Sonic get's a F-smash read.)
>Yoshi
I will say his F-air and D-air are scary, his B-air can kill surprisingly well, and his hyper armor on second jump makes him a pain to gimp, however, this means that Yoshi will take more damage while offstage, leading to an easier time with a Nakida ledge trap, or U-smash. Snake outmatches Yoshi for the same purpose as Sonic, grenade camping, as well as having really bad OOS options. I haven't gotten many shield breaks with snake, but I matched up against a couple of Yoshis one day and found that Grenade+Aerial pressure on Yoshi's shield either means a shield break, free damage, or Yoshi rolls and you get a free dash attack follow up, due to the endlag of rolling. I wouldn't say it's anything more or less than a 60/40 in Snake's favor just because of how Yoshi is forced to approach then gets punished for shielding or ever going offstage with that sweet sweet explosive damage.
>Wolf
That weight makes it feel like we get Sheik's combo game, espcially with U-throw to stick being viable. Again, Wolf can't do much about shield pressure since he is awkwardly slow, Wolf's projectile is laggy, and Wolf's shine puts him in hitstun after he reflects, so you can either pull out another grenade while he is stuck, and either lob it, or run up with it and do usual Snake pressure. I will say Wolf destroys Snake offstage due to the angles F/B-air and U-air can cover, but once Wolf is off stage, that should be basically like a Lil'Mac off stage.
>Puff
Unless you're just gonna Hbox the matchup and only B-air, I doubt puff will be able to get in Snake's defense., and even if she does, snake has longer limbs, meaning Snake will always either trade, or win the exchange, which always benefits Snake and anytime puff takes even 10% from snake, that's pretty much like doing 40% to any other character on the roster. Just a B-air alone can do 13% damage. I will say if Puff get's Snake offstage, he should die (unless at >50%), and Snake can't get good U-air strings because of Puff's weight, but Snake's stage coverage, Big hitboxes (looking at you F-air,B-air, and U-air) and ledge trap options make it a steep hill for Puff to climb.
>Fox
Yea with more research I think it's 55/45 or 50/50 with how fast Fox is, as well as all the angles he can come back from, as well as the insane combo game that he has with the near no OOS options Snake has. However, I feel like gimping will be the way most Fox's lose their stock to Snake, as Fox's recovery is so predictable, and will make Snake near the ledge feel like a death sentence for Fox, but I also feel more Fox mains will learn to stay on stage and U-smash Snake's recovery so I could see this match up being 50/50.
>Ridley
Ridley has some untapped potential. I fear Ridley will be our worst match-up if they understand how his Side-B works, and if they can get confirms into his deadly down-b (tails pierce). Ridley's fireball's can hurt our recovery, potentially combo us hard, and stuff grenades. As well as how Ridley can just jump off stage and F-air us till we die. Ridley is heavy so U-throw combos will work, and U-air is a big threat towards Ridley because his only option is D-air, but it's laggy and easy to react, and gimping Ridley will be 4/10 difficult, mainly his Up-b hit box being a little...wonky. Overall, I'd say this is eiether 70/30 or 65/35 in Ridley's favor.