Here are moves a Falco should know when in certain positions. These are not to say what these moves do in general, just how they're useful in different areas of Falco's game play.
Neutral Position
Notable moves: Bair, Dair, Up Smash, Ftilt, Nair, Grab, Phantasm, Uair, Laser poke
Ftilt and Bair: spaces but not very many follow ups, move of choice for spacing/push-away.
Dair: Spaces decently but gets punished easier than Bair. Has better setups for damage. Move of choice after a prediction to get in an advantageous position.
Up smash: allows Falco to get under and get spacing spammers(people who just throw out attacks for the sake of spacing) up into the air(Falco's advantageous position.) This is probably even more important than being a kill move.
Nair: Good air pressure, bad for spacing, good follow-ups.
Grab: Beats people who get patient and shield camp. Prediction punish
Uair: *Very risky shield poke*, guaranteed follow up.
Laser poke: Gets the opponent to be more aggressive. Only shoot sparingly unless across of Final D.
Advantageous Position: This would be any time you knock the opponent into the air, but not when they're off the stage. Also includes tech chasing. Does not include across the stage since Snake and Pit out camp Falco if done right.
Notable moves: Vertical Speed, SH over get up attack, Up tilt, IAP, Bair, Dair, Uair, Dthrow, Nair, Jab mix-up, Fsmash
Vertical speed and SH over attack: Falco mechanics that allow you to avoid attacks and punish quickly or be punished harder. Use them well.
Up tilt- Puts the opponent back into the air. High priority without diminishing Up smash.
IAP- free pop up move out of any tech chase. Cancels into follow ups.
Uair- Forces air dodges and kills if they don't air dodge. Amazing range. Follow up Bair, Uair
Dair-Spikes into tech chase or kills off stage(or at least bad positioning off stage) Fast, unpunishable if used right
Dthrow-CGlol, aerial tech chase until 100-120%
Jab-grab/AAA- see Dthrow, AAA builds damage.
Fsmash-covers 3 of 4 tech chase options and all covers all 4 if placed by the ledge. Kill move.
Disadvantageous Position: Off the stage, falling with no jumps, and being tech chased.
Notable moves: Phantasm cancel, Nair, Uair, Jab, Vertical Speed
Phantasm Cancel-Changes amount of options to get back to the stage from 2 to 4 possibilities.
Nair- Fast, high prioritiy, can drag them down to get up tilted.(Then see advantageous position) Move to counter continuous attack streams.
Jab- Fast push away move that can mix up into grab.
Falco's vertical speed helps him escape faster....duh...
Kill tricks/Setups: Punishing forced air dodges, catching landings, and catching moves thrown for spacing. Not including tech chasing.
Notable moves:Up smash-DACUS(ugh I hate that name) Fsmash, Uair, Bair, Dair
Up smash/dacus lets Falco cover ground fast. This can be useful to punish landings and get under thrown spacing moves(Marth's Fair).
Fsmash: Kills after a baited air dodge or baited approach.
Uair: forces an air dodge and follows up with Bair. It kills if the opponent doesn't air dodge.
Dair: Spike kill after forcing an air dodge.
Lasers are not as good as everyone thinks they are. If you try to laser camp someone good, they're going to punish you hard for it.