I swear, the only problem I have in this matchup is Falcon's 3 frame Jab is just actually kinda lame to deal with. If it weren't for that, I would go so far to argue that Ganon wins this matchup.
Technically, Ganondorf can answer everything Falcon can do in neutral, though you do have to guess. As per usual, Falcon is really bad when juggled and edgeguarded, which Ganondorf enjoys. As long as you are able to avoid Falcon's D-air and F-air offstage, he usually has to work harder to kill you.
But really, the most annoying part of this matchup is when Falcon gets close, he just Jabs and there isn't much you can do about it. This is especially annoying in situations where you end up clashing with him on the ground given you can't exactly wall him out consistently with your range. Hence why N-airs are often a preferred way of spacing him out.
Atm I think he wins 55/45...because that Jab makes it harder than normal to consistently force him on the defensive in neutral. Mostly though, it's a very momentum oriented matchup that's dictated very hugely by personal playstyle.
Might not make much difference in the matchup, but if you read a Raptor Boost, and you use Super Armor Warlock Punch, it's a guaranteed hit. Hilariously, I've even had success with reverse Warlock Punch, because apparently Raptor Boost does the uppercut when he reaches your foot, but since Ganon pulls his upper body back, it whiffs entirely.
Same with aerial Falcon Kick, but Falcons generally aren't stupid enough to use aerial falcon kick on a grounded foe.
I think it's 50:50, but like any matchup, it must be played smartly. Ganon kills with far more of his less risky moves, and tilts do set up juggles and edgeguards, which are basically the equivalent of what Falcon gets out of a grab. That jab is definitely a big deal, as is his dash grab, but as long as you stay airborne, you can make him work for those grabs. The only move of his that kills earlier than what we have is sweetspotted knee, as it's basically our fsmash in terms of kill power. This is why it's important not to get grabbed, as even though it's hard to sweetspot, he can make it easier by grabbing and comboing. If you get grabbed, DO NOT DI TOWARDS HIM FOR THE LOVE OF GOD! If anything, you should DI up and try to interrupt his combo with an up-air.
Short hop reverse uair is good for keeping him away, as the our uair hitbox is disjointed, and the final hitbox comes out right before the autocancel window, unlike bair, which doesn't autocancel out of short hop unless you use it the instant you take to the air. Uair's tipman doesn't do much damage or knockback, but I find it much easier to autocancel and hit with than bair. RAR bair is a bit more risky, since moving closer to Falcon gives you less time to react if he decides to start running at you. I prefer retreating bair once you've closed some distance and made him think you're approaching, since that gives you more time to react if he takes the bait, and is easier to land because he won't be zooming past the hitbox if you were a split second too late.
We can beat his juggles with WizFoot as long as we're above him and we aren't locked in hitstun. It should also be noted that Choke beats out Raptor Boost and Falcon Kick, if he's a fan of either. Unfortunately, he's one of the characters we have no guaranteed followups on out of a missed tech, so you have to go for reads if you land one. If he likes getup attack, fullhop aerial wizfoot is easy to land and can kill.
Dash attack beats out Falcon's Jab.
He'd be silly to use jab outside of melee range, but I suppose that's something. Can be rolled out of if you get caught in shield, but you need to time it right.