What Sonic has:
-Speed
-Teh spindash
-Weight
What Falco has:
-Lasers
-Range
-Priority
-CG
Now, this MU isn't as easy as most think. Lasers can mess him up, but he can approach pretty well with a combination of running and spindash canceling. S-dash canceling is pretty much the biggest problem here. It lets him chain a lot of attacks and deal some decent damage.
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Sonic's grab game is legit. He's mostly gonna be using Uthrow and Dthrow. Uthrow allows him to use various airs when you're in midair. Also, watch out for Uair oos.
We'll abuse D-throw if you don't know how to get free hits from it.
Which I'm about to spoil right now, because I just went through a whole tourney without anyone doing it at all >_>;
How to counter Sonic's D-throw!!
- Sonic's D-throw has 3 hits.
- Everyone (EXCEPT JIGGLYPUFF, who gets it at 139% [loser]) can DI the D-throw downwards so that they get launched pretty much right in front of Sonic.
- Put together, hold down during the D-throw, then, in the rhythm of a "fourth" hit, tech the floor and you will stand up/recover while Sonic is still in ending lag.
- You can get free jabs (think jab cancel moves plz) out of this, and maybe even a grab, if they're not expecting it (Sonic can buffer a spotdodge from it). Anything else is too slow to be guaranteed, but anything can happen the first time you tech the D-throw lol.
But anyway, we've been spreading that around and also, in the case of a matchup-knowledgable player, have also started replacing D-throw with F-throw followups, which is especially good for characters who have bad F-airs/D-airs or who can be outprioritized/punished by Sonic's F-air/B-air/U-air from the front/bottom.
Jab beats all of Sonic's approaches, so abuse that.
B-air, D-tilt, U-air (err, guaranteed if we SDI'd towards you during multijab, so you're better off jab cancelling, really) shield... etc
wat.
oh, well, I guess it's true if all your Sonic players use spindash to approach or something. get future.
But jab is good because it's not a very character-committed move, so it's potentially harder to punish. Granted, some players might be mentally committed to doing 2-3 jabs (even though they would normally only be safe with 1).
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IMO Falco should really prefer the air in this matchup. Sonic excels at baiting and/or punishing grounded options (ex: if you start to shield much, you're probably going to get dashgrabbed - if you start to spotdodge, we're landing F-smashes on that mofo via wonders of Sonic's speed + foxtrot/dashdance pivots/IASA from full run - if you attack when we simply run at you, we'll shieldgrab you). Also, B-air's not too bad of a kill move in this matchup.
Falco's N-air is pretty good in this matchup, I think. N-air>U-tilt might be good for you guys, but I'm not sure how legit that is since the only Falco to ever do that to me was on wifi lol.
do lots of SH, and don't side-B yourself onto the stage at full range, because we can B-air or F-smash that - during OR AFTER it (if we shield it, we can grab or dash attack you, depending on how far you are).
Don't play this matchup thinking you can pull the same **** you can on most characters, because that's a fatal playstyle flaw that alot of characters do on Sonic. For example, if you think SHDL will slow Sonic down, remember that you have lag/can't hit Sonic on your way up, and he can close distance as Falco's rising (55 frames = FD crossed, in Sonic time). Having a silent laser protect your landing may save you from grab attempts from mis-timing/mis-spacing Sonics, since you're lagless from that (?)
Falco's chaingrab is legit and I'm pretty sure if you do it right you can still get 40%+ off of it (just the chaingrab alone). You won't be getting many, if any, gimp kills from it, but careful landing/airdodge camping can give you a noticeable head start.
For the Sonic side, I think FH rising aerials (ex: F-air) are relatively safe on shield for the most part when Sonic is at low %'s (concerning the chaingrab) - I know that D3 can have issues getting grabs from that whereas he can normally grab SH aerials lol. Falco might be able to U-air or B-air OoS, but I doubt you'd be getting a grab from that, and it's a welcome tradeoff to potential 'free' 50%+.
[obligatory "spindash sucks and you shouldn't be placing emphasis on it as an approach" sidenote]
BTW, spindash should, optimally, be used for punishment or baiting - that is, if we read a spotdodge or you have landing lag, that's when things like ASC (aerial down-B) or grounded spindash shenanigans would be used to get our "free" 20-35% damage on you lol. It's far too easy to just jab, grab, pivot grab, or just use an aerial and outprioritize a spindash that's being used to directly approach you.