Yeah, Yoshi's jab has incredible reach and speed.
While it's not surprising from a hitbox and frame standpoint, it most certainly is from a player standpoint. Jabs are probably the safest way (but then again, with Snake, there is nothing safe) Yoshi has to cancel Snake's up tilt (I've done it to his forward tilt but I darn sure don't have the balls to cancel that up tilt, LOL) since they have massive priority and range, almost disjoint.
Speaking of disjoint, I learned today that Snake has Kirby 64 syndrome. Not only are his legs disjoint on his tilts, they're fully disjoint on all attacks, grounded and aerial, involving them. What a good character. So yeah, that being said, the only way you're canceling out anything Snake has is by spacing your attacks with a move that's powerful enough to meet the one he's using as well.
Overall, I think this is kinda unreliable, but it's better than spotdodging or rolling or jumping, in all honesty. If you can time this to beat out predictable tilts, go for that mess.