Snake vs. MK
F-smash at 49 percent on FD no DI - side
F-smash at 59 percent on FD up+against DI - top
F-smash at 68 percent on FD straight up DI - corner
Grenade at 139 percent on FD no DI - top
Grenade at 157 percent on FD horizontal away DI - top
Grenade at 159 percent on FD away+down DI - corner
F-tilt at 117 percent on FD no DI - side
F-tilt at 144 percent on FD straight up DI - corner
F-tilt at 135 percent on FD up+against DI - top
(The first hit does 8 percent, and the second does 12; this assumes that both hits connect. If only the second one hits, add 8 percent)
U-tilt at 91 percent on FD no DI - top
U-tilt at 93 percent on FD straight away DI - top
U-tilt at 101 percent on FD against+down DI - top
D-tilt at 119 percent on FD no DI - top
D-tilt at 134 percent on FD straight away DI - top
D-tilt at 118 percent on FD straight against DI - top
Jab combo at 114 percent on FD no DI - side
Jab combo at 134-136 percent on FD up+against or straight up DI - corner
If you hold away from Snake, you can escape the combo. This won't work if you're in the air when he hits you, however. What happens is the second hit will miss, and you don't get any DI; the third kick then connects.
(The jab combo also pushes you around, making it hard to test. Give or take 1 or 2 percent for these values)
C4 at 82 percent on FD no DI - top
C4 at 94 percent on FD straight away DI - top/corner - you will die at this percent, DI just tells you where. Has high horizontal knockback.
B-air at 102 percent on FD no DI - side
B-air at 112 percent on FD against+up DI - top
B-air at 127 percent on FD straight up DI - corner
U-air at 96 percent on FD no DI - top
U-air at 108 percent on FD straight away DI - top
U-air at 110 percent on FD away + down DI - top
D-air is really hard to test. It has four hits: the first does 6, the second and third do 5, and the fourth does 12 with knockback. That makes 28 percent in total.
D-air (full) KOs at 83 percent on FD no DI - side
D-air (last hit only) KOs at 89 percent on FD no DI - side
This is weird. This probably means that the D-air has a stronger hitbox at the bottom, and a weaker (but still strong) one higher up. I'm guessing this because the third hit pops you up first.
You can smash DI any of the hits to escape the final hit. You have to account for the fact that Snake is probably moving while he does this move. I really don't want to test any more of this move :/ You probably won't ever need to know though.
F-air at 117 percent on FD no DI - top
F-air at 122 percent on FD straight away DI - top
F-air at 124 percent on FD straight against DI - top
F-air spikes you when you're in the air, so if you're hit with it off the stage, you go straight down. If you're even with FD, you'll die off the bottom at around 20 percent with no chance to jump. That being said, if you jump before it hits you while on the stage, you'll go into the stage and live.
Infinity has also pointed out that this move has a nasty upwards trajectory if he hits you early in the animation, near the top of Snake's head. It's capable of KO'ing you with no DI at around 85 percent when you're a little bit above FD, so be careful.
Powerful Nikita at 131 percent on FD no DI - corner
Powerful Nikita at 114 percent on FD straight up DI - top
Powerful Nikita at 115 percent on FD straight against DI - top
Powerful Nikita at 102 percent on FD up+against DI - top
Powerful Nikita at 135 percent on FD down+against DI - corner
A powerful Nikita is one that has traveled some distance before hitting you. This doesn't apply to canceled Nikitas, which won't KO until over 200 percent. Weird note: not DI'ing the Nikita at all is actually a decent idea.
****
I thought Snake's throws would count as KO throws, but by DI'ing straight up you can survive back and forward throw above 200 percent. Don't DI straight down, and you should be fine.
The real killer is Snake's up-throw, KO'ing at 177 percent with no DI. So here is the rule for DI'ing throws: hold up while watching for his up-throw. If he up-throws, quickly hit left or right, and you'll survive until 189 percent.
***
Dash-attack at 144 percent on FD no DI - top
Dash-attack at 155 percent on FD straight down DI - corner
Dash-attack at 139 percent on FD down+away DI - side
Dash-attack at 129 percent on FD up+against DI - top
Up-smash is a tricky beast. It has an opening hitbox where Snake hits you with the mortar before firing; this can put you into the mortar and KO you extra early. You take extra percent from the swing, and you're high up for the hit. The swing does 4 percent, but can be DI'ed horizontally to avoid the mortar. There is a hitbox *behind* Snake with the swing as well, and it pulls you in towards him. Be very careful not to run into it.
Up-smash (no swing) at 144 percent on FD no DI - top
Up-smash (no swing) at 158 percent on FD straight away DI - side
Up-smash (no swing) at 160 percent on FD straight down DI - corner
Up-smash (no swing) at 121 percent on FD up+against DI - top
Up-smash (with swing) at 104 percent no DI - top
Up-smash (with swing) at 140 percent straight away DI - side
Up-smash (with swing) at 120 percent straight down DI - top
Up-smash (with swing) at 81 percent up+against DI - top (DON'T DI THIS WAY FOR THE LOVE OF GOD)
Another interesting note: you have to DI based on where Snake is facing when he fires. Even if you're "behind" the mortar shell from Snake's point of view, DI'ing in that direction (behind the shell) will cause you to die *sooner*. Always DI either down or the direction that Snake is facing when he fires.
D-smash at 105 percent no DI - top
D-smash at 116 percent straight horizontal DI - top
Odds are the down-smash will be charged slightly, so these values are minimums. My advice is... don't get hit by d-smash. Most often, a Snake will plant one after KO'ing you; make it a priority to detonate it while invincible.
Snake can KO you with almost anything :/
MK vs. Snake
Snake is a monster. He is very, very hard to KO. You will need to focus on keeping him at the edge of the stage where DI helps him less. If you can cypher-grab or hit him out of a cypher when he's far off the level, then you cannot ever miss that opportunity.
D-smash (front) at 147 percent on FD no DI - side
D-smash (front) at 169 percent on FD up+against DI - top
D-smash (front) at 181 percent on FD straight up DI - corner
D-smash (back) at 131 percent on FD no DI - side
D-smash (back) at 145 percent on FD up+against DI - top
D-smash (back) at 160 percent on FD straight up DI - corner
F-smash at 130 percent on FD no DI - side
F-smash at 142 percent on FD up+against DI - top
F-smash at 155 percent on FD straight up DI - corner
N-air at 145 percent on FD no DI - side
N-air at 163 percent on FD up+against DI - top
N-air at 173 percent on FD straight up DI - corner
I'm not doing up-throw because it will not KO him until 199 percent with no DI.
*
Notes on grabs in general: In the situation where Snake grenade drops, your grabs can be very handy. If you down-throw Snake and step on the grenade, it will detonate and hurt both of you, but give you no knockback. This does 13 damage to Snake and 12 to you.
Up-throw can escape grenade blasts if you're beneath platforms. You will dive bomb onto the platform above the grenade and avoid it.
Forward-throw will detonate the grenade unless you slide past it. The explosion will hurt both you and Snake, and you can get the damage from the grenade in addition to the forward-throw. This does 18 damage to Snake and 12 to you, and you both suffer knockback.
Back-throw will only detonate the grenade on rare instances, giving you 12 damage and no knockback. Snake takes 19 damage from this exchange.
*
Glide attack at 148 percent on FD no DI - top
Glide attack at 140 percent on FD horizontal against DI - top
Glide attack at 169 percent on FD horizontal away DI - corner
Glide attack at 154 percent on FD straight down DI - top
Glide attack at 160 percent on FD away and down DI - side
Be careful of using glide attack when Snake is on the stage. His up-tilt has an easy time beating it, and you want to avoid up-tilt like the plague.
Up+B at 162 percent on FD no DI - top
Up+b at 148 percent on FD horizontal against DI - top
up+b at 183 percent on FD horizontal away DI - corner
Up+b at 173 percent on FD away and down DI -side