My biggest problem with all the other non-snake mains who come in here and defend tilt nerfs is they ALL preach the same 'we'll buff other things' but haven't really given a single idea. Cape had two ideas. IASA frames on the F-air (IASA with jump) and the ability to air dodge out of the cypher quicker. The F-air sounded poor but at least cypher sounded good. Problem is it isn't a fair trade.
This topic has devolved into a 'ya-huh' 'nu-uh'' topic and that needs to stop. If people want to rework Snake's tilts than offer up suggestions on how to address the issue because I can say, as Snake secondary, I don't want to listen to this crap anymore.
I'm willing to listen to the other side, but so far I haven't been impressed with the tilt-nerf side. (Not that the 'don't fix what ain't broke' mentality is that much better...) So please, let's not argue the logic on the tilts, or how it isn't broken why fix it. Address the problems with the tilt and your supposed fixes and I guarantee you Snake mains will at least listen.
Just wanted to interject that the fair IASA is for upB and jump. This allows him to get his faster rising upB more consistantly and also give him a bit more mobility on the stage. It allows Snake to move around in the air at a more speedy rate. The IASA on the upB for air dodge also assists his recovery in the avoidance of grabs and spikes in certain situations.
Snake has a very diverse moveset and most, if not all, of his moves are great. Snake should have the ability to control the battlefield for sure and he does, but the tilts make the approach very perilous due to the fact of the range on his tilts. The reduction of the tilts range allows for characters with more reach to reach Snake through these moves, forcing Snake to think more and play out his game in other areas. I have seen it done and it plays quite well.
The fair and AD changes will allow Snake to gain more mobility on the stage and during his recovery which may assist with this more mobile playstyle that would be forced from the tilts range reduction. The current range that they were given during the reduction is still excellent and beats out most moves easily, it just makes it so that Snake's U tilt doesnt beat out moves with the range of Marth's F smash.
Snake is an excellent character with great moves and I really feel that this switch off will allow Snake to be a more thought provoking character to play and to play against. I encourage both sides to try it and see what you think before you condemn the idea.
Add on:
Fair also has a good deal of hitstun and sheild stun and the jump IASA allows Snake to combo it into moves such as uair at lower percents for more damage.