well....
"Snake is heavy and very powerful. His F-tilt and Jab combo will send you flying. Always space well; this is especially important in this match-up.
Approach with SH F-airs, Mach tornado, and F-tilts/D-tilts.
-When approaching with F-airs, never get in to close; if he shields, you'll have either a F-tilt or Jab combo waiting for you. You want to hit him with the very tip of your sword; this will make it harder for him to punish you.
-Approaching with Mach Tornado works well against Snake, being the heavy character that he is. However, DO NOT SPAM IT. A good Snake with start noticing patterns and punish you for it. Also, make sure Snake is not holding a grenade; it will make you both explode, but the tornado warning will be called off.
-F-tilts and D-tilts are great for approaching Snake. Space like crazy these moves. Poke at him with these until you see an opening, then capitalize upon it with a grab/dash attack/etc.
Watch out for his mortar slide; it comes out fast. However if you see a mortar slide your way, D-tilt him. This works extremely and will cause him to trip a lot of the time leaving him vulnerable and punishable. F-tilt doesn't trip him, however it also works wells."
-Affinity
"[Against Snake's Mortar Slide,] Shield it if your level with them. After shielding you can grab them. If they end up behind you, d-smash or nair out of shield. Or MT out of shield. You know, just to piss them off. If you're above, then dodge it and get level so you can approach via glide or some other approach method (which you should have ready)."
-Zephyr
"Be wary of Snake's U-tilt, otherwise known as the Boot of Doom. This move has a ridiculous hitbox, amazing power, great priority, and will kill you at 91%... (Seriously...). Don't always try to glide attack out of a glide or shuttle loop; the boot, most of the time, will say NO. Bottom Line: Don't get hit by this move; if you space well, it shouldn't be a huge worry.
Watch out for C4's and Mines; they can kill you at around 82%. Snakes like to plant these on platforms, especially moving ones (Yoshi's Island, Smashville, etc.). These explosives have a huge hitbox and will do a good amount of damage to you, even while you stand below the platforms they're on. Always remember where they are hiding. ALWAYS."
-Affinity
"The mines are different story since they are a double edged sword weapon of Snake.
#1 Whatever you do be particularly careful of not get getting grabbed or knocked back into the mine
#2 Get the opponent into their own mine try grabs but in this case particularly b grab since all the other grabs will make the opponent fly "over" the mine (f grab) or get yourself and your opponent into the mine and you both blow up (d grab and u grab (on another note this type of kamikaze grab is done by sliding grab))
C4s what can I say but not go near them or not let them get onto your MK. If worst comes to worst make contact as soon as you can with your opponent(s) to pass on the C4 to turn it into a frantic game of hot potato. (Yes it is not only remote control activated but also timed)"
-Terranrox
"Against campy Snakes, watch out for grenades laid along the ground. Most of the time these snakes will simply shield-drop their grenade and roll away, while waiting for you to approach. If you see a Snake doing this, DO NOT MACH TORNADO TOWARDS HIM; you will go *kaboom* and only get frustrated. Instead, wait until the grenades blow; then make your approach.
Edgeguarding a Snake can be annoying if he Cyphers up high, but if he does simply wait for him to start coming down. From there you can U-air, bait airdodges > N-air, Tornado if you're confident enough you'll KO with it, or whatever else works best for you.
Here are a few ways to successfully edgeguard Snake if he's not up so high:
- D-air/N-air edgeguard him while hes below the level
-Shuttle Loop him while he's in his Cypher, but be fast about it. When he first uses it, he can't do anything.
-You can shuttle loop him nearly anywhere off the stage and survive. If done correctly, you will always hit the cypher after your Shuttle Loop hits Snake. This prevents you from going into free-fall, allowing you to recover with Drill rush, Mach tornado, etc...
-Grab his Cypher when he tries to recover towards the ledge"
-Affinity
"MK vs. Snake is dangerous. IMO, a perfect MK will always beat a perfect Snake, but that's a silly analogy. Simply put, MK's speed allows him to manuever and punish Snake violently. All setups with MK should have the common goal of attempting to knock him off the stage, no matter what his % is. Once Snake is in the air for whatever reason, don't be an idiot and chase after him like a dog to the neighborhood car. Wait for the airdodge, then attack. If they catch on, assume that they won't air-dodge and punish before they can think twice. It's a rock, paper, scissors game. Oh, and if they f-tilt you and your shield, please dash grab them ty.
A little more about campy Snakes. If you rely on tornado, you're screwed. Campy Snakes will hold on to their grenades (leaving room for the Omnigay), or the majority of the time roll -> grenade drop because it's an anti-tornado defense. Get slightly out of Snake's f-tilt range and be patient. Alot of them will roll into you or sidestep. A MK slightly outside of anyone's range makes them get very anxious to do some kind of evasive manuever. When in doubt, just stick to the air. If you see them full-hopping to n-air, learn what parts of the move you can punish it."
-InfernoOmni
"I know what some of you are thinking, and the answer NO; you will almost NEVER be able to pull of an Omnigay against a good Snake:
http://www.youtube.com/watch?v=xhmRoAz_4CQ . The chances of you pulling this off against a good Snake are slim to none; don't count on it.
(Even if it is really, really cool )"
-Affinity
yyyyyyyyyyyyyyup. pretty much all there is to it lol