TLMSheikant
Smash Master
Ratio:
60:40 Snake's favor
Toon Link's advantages:
*Better Aerial game.
*Can outcamp Snake.
*Bair and utilt are amazing at keeping Snake juggled.
Snake's advantages:
*Super heavy, further complimented by Toon Link not being very good at getting the kill. Snake will often live to 160%+ especially in this matchup.
*Dthrow tech chasing. Works exceptionally well against Toon Link because of his bad rolls which can be chases ON REACTION. You can normally eat 20-40% off of one grab and if you're horribly predictable then a bit more maybe the stock if you're that bad.
*Excellent Out of shield Punishers which speed, power and range. Be afraid of hitting his shield and always space you attacks so you dont get grabbed or tilted.
*Excellent Kill Power. A fresh Utilt can kill with no DI @ early 100s and @ 120s with DI.
*Racks damage faster than Toon Link.
*His camp game can kill.
Stages to Strike:
*Lylat Cruise
*Yoshi's Island
Stages to Ban:
*Halberd
Counterpick Stages:
*Rainbow Cruise
*Final Destination
Things to keep in mind:
*Approaching Snake with your aerials is generally not safe, his OoS game is just too good.
*Most Snakes have a habit of spotdodging OoS.
*A near perfect spaced Zair will blow up nades when Snake is sitting in his shield.
*Arrows and boomerang stop nades.
*Dont get grabbed, ever.
*You can grab his DACUS if you see it coming.
*His nair is dumb.
Videos:
http://www.youtube.com/watch?v=qhx2B_11Xvc mjg vs joker grand finals 6
Helpful Posts:
This is the MU I have the most EXP in, so I hope I can be of help.
Ratio: This is a very close MU (and we have to think of it at high level play), I put it 55:45 in snakes favor for neutrals, and depending on CP's it can go 50:50
Toon Link's advantages: This is depending on % for the players but at low %, Tink out camps Snake, we can get alot of damage on him with spam. The problem alot of tinks dont seem to understand is that once both characters are at around 100%, Snake out camps us because his camp game kills.
Tink is MUCH better in the air (both in mobility and in air attacks) than snake and we need to take advantage of that. Alot of the kills that tink will get on snake are by bating an air dodge and hitting them with Uair
Snake's advantages: Snakes tilts are painful...incredibly painful. Utilt kills at 120% even when you have good DI. Ftilt had broke range and does alot of damage. Also, snake can tech chase Tink out of Dthrow fairly easy, Tink has to be clever in mixing up the different ways he is going to get up or get re-grabbed 3/4/...5more times. Dont just sit there at high %, you will get Utilted.
Snake wont die...If you kill him at 150%, you should be happy because he probably Di'd wrong. Snake will easily live/not be in kill range until 180%. Tink is in kill ranges at 120%.
Stages to Strike:...This is really your call, FD is a good stage for tink, its also a good stage for snake, I like taking snake to PS1 if thats the legal neutral, lylat if its the legal neutral (im so used to playing snake, so I dont get confused by the level and his projectiles though, they can be tricky to see.) If you tak him to SV, be aware of C4/Mines being put on the moving platform. BF may be a good choice as you can poke through platforms.
Stages to Ban: ban halberd. its good for tink, its snakes best level, dont try it. most snakes like halberd and FD.
Counterpick Stages:Most snakes will ban RC, if not, take them there. other stages I would choose are ones that force him to jump around, snakes hate the air.
Things to keep in mind: snakes Nair goes through Arrows. Tinks Uair last forever and will usually hit them after an airdodge. You can zair/grab snake out of DACUS.
Edit, may add more later if people disagree with me, feel free to discuss.
To camp Snake you just don't touch the ground. SH bomb pull, DJ bomb throw down, bomb pull while falling, land with a retreating zair, they shouldn't try to chase since you have a bomb, do something with the bomb, rinse and repeat over and over. Don't get your double jump read with a nair. Instead, read their nair with an ibomb. Remember, you're forcing them in the air so you can juggle them.