Snake next
his main difficulty is his DACUS which out prioritizes your F-smash and D-smash unless F-smash is tippered. FLUDD very important when hit,maybe (Nair/Bair first frames), Nair OOS, Reverse Up-special OOS, D-air OOS, Blind-D-air hands and feet are disjointed depends on where you hit. Wavebounce Fireballs become very important to dodge repeated mortar slide. On the ground Blind Up-smash and maybe Dash attack a the end are the only major tools you have to beat it. In the air you have air dodge and Phantom Fireball to B-air Mortar has to attack the whole fireball. Once your close enough you can do a turn around D-smash but is critical that you are fast. D-angled F-smash can catch Snake on recovery as can D-angled f-tilt. Fireballs can interrupt his jumps and F-air after low angle moves(B-air,N-air,F-throw,F-tilt) is best at catching his recovery if he DI's. Snake's D-air and F-air are major problems as the both do >24% all of his aerials are strong doing ~15%. U-tilt KO's early as does his F-tilt but F-tilt is beat by your smashes. Your grab game can make or break you in this matchup as Snake doesn't have much protection to tech chase prediction as his aerials are slow. N-air is the most dangerous but that clanks with your aerials except U-air/F-air. You should use F-throw as snake is heavy and it can lead into ease Dash attack combos if he DI's up the same can be done with B-throw at low percents. Dash attack->U-smash works well. Mortars are beat by throwing fireballs on the mortar.Grenades are beat with no charge fludd.Up-special is beat with LOW angle moves into LOW edgegaurd F-tilt/N-air/B-air/(Fireball->F-air). Keep your F-smash fresh so it KOs easy at the edge. Use D-smash when your sure it will connect and not when it might be beat by DACUS. Cape loses to mortar slide but Fireball->Cape still works. It's best offset with Fireball->Advanced grab. You must also watch out for U-tilt which kills early. Edgegaurding from F-throw-RAR B-air and F-smash KO snake pretty easily.