lol Umby, when this thread had its first life, I was still planning on having Ganondorf as my main, then I decided to check out his matchup from the Sonic board and saw how flawed the original thread was :[
Jab doesn't work too well. And even if it did, what would you follow a jab with?
Flying Dutchman wanted to try against my Sonic a few weeks ago.
I was able to punish Ganondorf's missed/mistimed jabs starting from a distance 1/3 - 1/2 Final Destination away.
Thunderstorming doesn't roll too well against Sonic's SH-fairs. Shielding Sonic's u-smash or SH f-airs just leads into a shield poke > knockback/juggle/edgeguard (depends on your distance from stage). Sonic's D-air semi-spike defeats Ganondorf's aerial Flame Choke, so Ganonciding is almost not even an option. Also, where most characters have a window to airdodge (say, after a u-air or n-air at low %), Sonic can counter by using aerial spring, and the spring's knockback can set you up for a d-air, and an d-air (non sweetspot) can lead into an aerial juggle...
Techreading with Flame Choke is probably Ganondorf's best option against Sonic, but even that may become difficult if the Sonic player is familiar with Ganondorf tactics :{
After a peek into that, comments?
[edit]
If you must know, some things I noticed is that Ganondorf (or maybe players in general), when going into a defensive aura, start using the moves they plan to defend themselves with from far away. Like Marth F-airs. Or more pertinent, SH-dairs. After that first one, the second and third are almost definitely going to come out. I mean, it's understandable since it's one of his least laggiest but strongest moves...
well, don't waste moves even if you feel like you're out of Sonic's range. In reality, you probably aren't lol.