How do we win?
by consistently getting underneath him, or alternatively by catching him napping on the ground - good luck with that though. Once he's off-stage he's in all sorts of trouble due to his easily spiked upb.
What do we watch out for?
His mobility. Great aerial jump height, great horizontal speed, great fall speed, great run speed, and very heavy to top it all off. This makes the Captain very hard to get a hold off, and hard to kill once we do. When the captain gets you in the air, he will follow up with fast, high-priority uairs that force you to air-dodge. For a time you will be able to AD into zair, but once he adjusts his spacing you will often have to dodge to his back, ruining this tactic & usually getting punished.
Captain's mobility allows him to approach samus and force a shield a lot - which is bad, as we know. If you attack his aerial approaches, his air-dodge puts him on the ground before us & lets him punish. It is this dynamic where samus can compete & push him to spam range, however.
Stages to BAN/CP?
battlefield is strongly in the captains favour imo, thanks to the ledges allowing him to vertically space even better than usual.
Tips/Tricks when fighting this character? The captain tends to get high to avoid most of our spam - be ready to uair. It's amazingly hard to kill an aerial CF, charge shot is usually the best way.
Captain suffers from upB lag returning to stage (a la mario, marth & ganon), so make sure he gets punished for it every time.
MU classification? Disadvantage thanks to the captain's speed, mobility, kill power and heavy weight.