I tried looking through some of my more recent videos where my opponent did a drop-down-double-jump-aerial, but I couldn't find any. I have dozens of examples of Snaring beating get up, roll up, and jump up, but nobody I fought did a drop-down-double-jump. Which lead me to ask the question:
If I'm standing far enough away from the ledge to safely throw an AS (as I'm assuming that's what we're talking about - throwing the AS, because charging a Snaring can "kill the regrab" just as well as default can), then why would my opponent ever drop-down-double-jump-aerial? I'm not close enough to the ledge for them to even consider risking that.
So then, if I'm far enough away from the ledge to safely throw an AS, what does default cover that Snaring doesn't? Default goes faster and has a slightly larger hitbox to hit people's fingers... but if your read isn't precise, it's not going to work. Snaring, though, it lingers, so you don't have to be precise at all; even if it misses, the gravity will pull people into it or at least **** their motions up enough to throw them off; it hits more than once, so if they somehow dodge or shield the first hit, they aren't out of danger.
Default is better than Snaring at chasing and possibly for killing (Snaring hits at a much higher angle and is weaker at lower charges) but trying to say that default is better at edgeguarding is very misinformed, I think. Snaring is even stronger on Delfino and Skyloft because it can pull a guy up through the stage if they aren't pixel-perfect on their recovery.
If you're referring to default AS,
it totes can. Not at 0, the sphere wouldn't be large enough, but starting at maybe 70 or 80 it'll absolutely ruin anyone that tries to stall on the ledge.