I'd like to go over the Sonic and Falco MU, mostly because of the fact that Falco is an extremely popular character and more likely to be used more than Fox due him being easier to use, and generally considered to feel less "off" by a players transitioning over from Melee to Project:M. Not only this, Falco is an extremely good character with one of the best projectiles in the game and massive amounts of priority and, of course, he's equipped with the shine we all know and love.
Speaking of priority and projectiles, let's start this discussion off with how to approach Falco. Typically, players would retreat to the platforms above to escape the Gatling fury of Falco's SHL, but being directly above an opponent is generally scene as a disadvantage. Not only this, but the aerial below Sonic is not an aerial he has covered very well, meaning that approaching from above with Sonic or defending/dodging from above is not something he's especially good at. And on top of that, platforms tend to get in the way of his Homing Attack, which is one of the few tools he has to use for attack while above an opponent.
On top of this, lasers on the ground level prevent Sonic from doing what he does best, and that's spinning. So with platforms not giving him exactly what he needs, and lasers locking away a lot of his spin choices, how do you feel like Sonic should approach Falco in this MU?
Personally I feel like his best bet is mixing up is approach from shielding and running to using an aerial down B to spindash diagonally down towards Falco, preferably close ie outside the effective range of Falco's normal, mostly because you can shield out of spindash upon landing, letting him protect himself from lasers and possibly normals. He would also have access to WDing and HA/Side B OOS in order to actually get his hands on Falco, but how effective is all this I'm not too certain of due to the fact that I myself personally have issues with Falco.
What are you guys thoughts on this?
(First of all, I'm extremely happy you made this thread as MU's are SO important to discuss.)
approaching with an aerial Down B sounds good so I'll experiment with that, I also think approaching with blast attack to down B Sonic pressure could be good so I'll experiment with that too.
I posted my thoughts on this MU in the general discussion thread, so I'll just copy it here since I have a good idea of this MU
Falco, I have a lot of exp vs this character.
Spin a lot, My 2 least favorite stages vs Falco are FoD and Yoshis story from melee. The platforms let him get away from your spinning so he can come from above and combo you. So I recommend banning these stages vs him, and same with Fox and Wario.
When Falco is recovering, your homing attack (neutral B) ***** his recovery, but you have to be quick enough so that his firebird is still charging when you hit it. If the Firebird is moving you will trade with it (if you guys hit head on) which might still kill him if hes far enough from the ledge. (also he might try to illusion but if you are close enough, neutral B will auto lock on but it has to hit him before the illusion comes out though. Falco's usually Illusion if they have their DJ, so the moment they DJ I use neutral B because I know an illusion is probably coming.)
While onstage, try to side B into him, Sonic's new side B gets Fast-fallers/heavy characters basically be stuck inside your spin which lets you bring them offstage if you are close enough to the ledge where you will go off it. Or, right before you go offstage with them, press A to stick your foot out to kick them giving some knockback. Once, you send them offstage you usually want to edgeguard them with neutral B since it will lock onto him.
(P.S. whenever you side B, make sure you don't hold side B at all or else you will do that little jump, similiar to Sonic's side B in Brawl.) If you quickly tap Side B (the speed you want to input it at would be the same speed you would use to short hop) you will stay on the ground the whole time you are spinning. You almost never should use the little jump on the side B. Always just have Sonic stay on the ground throughout the spinning animation.
Also, always Up-throw spacies, if they DI so they are directly above you, you should probably up tilt or re-grab them. If they DI in front of you, Side B them before they touch the ground so they can't tech.