Alright, imagine this. You're fighting Snake on FD. You're on the left facing him, and he's on the right facing you. Alright so picture this, he pulls out a grenade, drops it, and rolls backwards. Then he throws another grenade at you from near the edge. Now you've got 2 grenades, and likely a C4, between you and Snake. If you do manage to transverse all of the explosives, you're likely to catch a tilt to the face anyway, then he'll mortarslide away and repeat.
There are a lotttt of good Snakes in IL, and they all camp the hell out of me. There's really nothing we can do about it. 90:10 Snake's favor, IMO
This scenario is not plausible, since no Ganon in their right mind should ever fight a Snake in Final Destination.
Now for the G&W matchup- when we advance enough to the point where we can actually have advantages on other characters, G&W will likely be one of the first. Outside of G&W's smashes, which are usually telegraphed and thus avoided, we simply beat all of G&W's options:
- Our F-tilt and Dash Attack trades hits with all of his aerials, and since a good number of his aerials are multi-hit attacks, the damage traded is in our favor.
-Our D-tilt outspaces his D-tilt, and our Up-air outspaces every aerial but the turtle, I think, so in a spacing war, we should come out on top.
-We have all of our options out of Flame Choke- D-tilt to rack up early damage, and F-tilt/iDA to finish him off.
-G&W's D-throw is all about listening. He will beep four times and then throw you; tech on the fourth beep. This part is absolutely vital since if you don't tech it, he can Up-smash you and kill you needlessly early.
- The turtle is incredibly lol, but not for reasons you'd think. More often than not, you'll have to worry about the short-hop turtle, since the hit upon landing can shield poke. However, Ganon can beat short-hop turtle all the time:
SDI up -> Aerial Wizkick right afterward
Seriously, as long as G&W has landing lag, he can't do a single thing against it, and 15% damage is big on an opponent we can kill at 90%. Full-hop turtles are harder to punish, but they can't shield-poke, and we can shield-grab him if he's close enough to us.
-Thunderstorming is not a good idea, but with our N-air and U-air used for spacing, Thunderstorms are a great punisher and kills very early.
Use all of this at your disposal and we could very well have the advantage here. Being able to punish G&W's best spacing move on hit is huge for us here.