Snake set: Snake/diddy is weird, only played it vs Yink once in bracket but both me/you and Yink/Tunechi have really different styles haha. I like to stay grounded, and Yink is far more aggressive/technical/grenade based than tunechi but doesn't have as good of a tranq tech chase game. I know you really enjoy being air-based and it pays off a lot, your combos off of air banana hits and falling nairs are really effective. Halfway through game 1 you stopped rushing in and started controlling the pace of the Match, definetly what you need to do in the MU and it showed in game 2. Snake relies on baiting people into running at him for the most part, so if you stay a short distance away he struggles. I think the biggest thing from this set that you could work on is your ground game and dash dance grabs, there were a lot of opportunities to end stocks/get grabs after you dashed away from him jumping with a dair, and I think like 3/4 times you ran and pulled a banana instead of dashing back in and grabbing him, or catching bad DI on him fast falling the dair and killing with a pivot fsmash.
Edge guarding snake is a choir. Bananas don't do anything to up-b so I normally just leave one on stage incase he has to land there, and just grab ledge. Bair him out of up-b repeatedly and covering his other options is pretty much all you can do. Dair can hit cypher and then him as well if you do it right, which is great. Tunechi was DIing above stage for the C4 recovery, you can just bair or side-b>jump that on reaction. Its when Snake starts DIing into stage and teching>up-b that it gets hard to cover, but generally it just resets the patterns sept he is up-bing really close. You can cover both with a glide toss up>regrab ledge if you want to play it safe.
One other thing, If you're on the ledge and theres a mine right infront of you, EVERY snake player expects the roll and will just kill you for it. refresh ledge invincibility>ledge dash, or shoot a peanut to get rid of it, or neutral get up/attack. the roll is expected because its everyone's first instinct when they think "**** theres pressure right on the ledge, but I can roll through it" and then snake is right there ready to tranq/c4/grab/dsmash/uptilt/ftilt/everything you
vs Gato:
Falcon: Don't do upthrow dash attack, its just really unoptimal, you can get more off of dthrow tech chases until upthrow up-tilt combos. You were controlling neutral really well, but I think you can improve your tech chasing, edge guarding, and general punish game ALOT on falcon. He's tech chase and juggle food and should be off stage from any grab, and you need to keep him out there because if you dont he will live till like 180.
game and Watch: GnW is hard, you have the tools to outplay him at every point in neutral and stagger, but if you mess up once you die. you really need to grab ledge more in general when they are off stage. In situations where he will up-b out of combos but you can trade, go for up-airs. the larger stage counterpick is really good, but you have to dash dance more and then whiff punish things with glide toss>grab. Its such a momentum tool to constantly control what GnW can do, if he is just afraid to put hitboxes out then half of what make Game and Watch scary is gone. Challenging GnW close to him on the side he is putting out a hitbox is complete hell, you got hit by a lot of bad trades because you were just jumping at him/falling on him. If he is coming down, try to put a banana generally where he has to land and then get to the side of him, Falling dair is a really bad habit from GnW mains and if you catch it and fair him from the side you can catch bad DI and take stocks earlier.
Game 4 your edgeguards were a lot better, and good bans. I think Diddy wins on dreamland even though killing him is so hard, you have all the room to just control space.
Vs Stingers:
Vs peach if you plan on going diddy again you really need to pick your fights better. you can challenge her space but you have to do it preemptively or punishing landings precisely, otherwise you'll just get faired or trade poorly or CC dsmashed. Ground movement is so important in this MU because you can't contest her in the air, you have to put bananas where she will land and convert off those slowly. Movement and evasion is our only real tool in the MU, and popgun camping. Honestly I think the only viable strategy for winning it is to take peach to dreamland or other giant stage (what peach main would ban them) and then go for the time out. small stages are a definite no, we need room and platforms. staying away and punishing turnip plucks on reaction with glide toss is really necessary because its one of the few things we can do. Wish I could give other advice but I just play Fox or puff in this MU.
Vs Archer:
Link is weird, you have to stay a certain distance away from him at all times and you win neutral, but the burden of counterplay is on us because link has an infinite supply of boomerangs and bombs, while we get one banana and he can take it away from us. I try to stay just outside of his zair distance.
You HAVE to keep control of the banana at all times because link mains will have good item play and know to just hold it. edgeguards have to be on point to take stocks, and you had good ones but you can have those good edge-guards every time someone is off stage. ledge invincibility bairs are amazing, use them.
In general you're really safe in neutral but you can get sooo much more out of your punish game. Do falcon combos, upthrow(react to DI away) upair upair upair Fair and then edgeguard. Dont upthrow under neath platforms unless you're comfortable wavelanding onto the platform and tech chases, you dropped a lot of chances for big Damage on the falcon/link by upthrowing them to a platform when you could have dthrow tech chases, and then going for nairs on them when you could just grab them again and get a big combo. Your Air game is really good but I think you should work on dash dancing a bit more, Diddy has probably the best dash dance in the game because of how much distance he can control a banana in hand (he can reach 3/4ths of FD with max distance dash>glide toss). I think if you cleaned up your ground movement, was more conservative with when you fish with the banana instead of punishing landings/whiffs, and leveled up your punish game (upthrow combos, tech chases, edgeguarding) you'd see a lot more success. You play really smart, but you can get more out of your ability to pick good engages if you could move faster and punish harder.