imo, Falco's reflector really shuts down ZSSes pieces. Effectively, this shuts down her only chance at getting an easy first stock. If she does happen to get a stock, it's because she's really good, or you're really bad.
If Falco has anything that throws ZSS of her game, it's the reflector. Unlike Fox/Wolf's reflector, the fact that it flies forward reflects suit pieces and stun shots much sooner and reduces the amount of time the ZSS has to react to it.
That's because:
- she's got a pretty bad grab (unless you are stunned)
- you've got a good one (even if you can't CG her well)
- your killing moves (although weak) are better than hers
- your jab (although slower) sets up for grabs. Hers doesn't.
- You've got some really good stage advantages (FD, JJ, Frigate)
- First off, ZSS' has a horrible grab in every matchup, and most ZSS players will work around it (see: while stunned.)
- I play a fairly good Falco on occasions, and if you perfect CG there's nothing ZSS can do; but if your timing is off, Flip Jump will kill your CG immediately.
- We don't use our jab to set up for grabs. We use it defensively and in rare situations a combo opener. I'm not sure what this really has to do with the matchup at all.
- Again, stage advantage isn't exactly what you're looking for in a matchup discussion. We have our stage advantages over you too.
The list goes on. If Falco is considered to have poor kill potential, then ZSS has horrendous kill potential. Of course, make sure to avoid the dsmash to downb spike off stage, as a good ZSS could time it to intercept phantasm. That would just lead to a very epic - but low percentage- death.
I beg to differ. You're also a fairly light character, and a U-air or stun -> B-air is a low percentage KO. Plasma Whip shouldn't be forgotten either. These are all fairly simple to set up for.
At the same time, our dair and bair are high priority heavy aerials. Still, she has better air control.
Our Plasma Wire and U-smash will either clink or out-prioritize your D-air.
Her recovery, although appears to be gimpable, is better than once thought. Due to the versatility of her down b, she can add a third jump - or not. She has more vertical and horizontal range due to her floatiness, and can actually recover quite adequately. That said, it is a tether. You can gimp it the same way you gimp all tethers.
Although a crude explanation, this is about how the recovery is.
Side B.. is amazing at spacing, damage, and killing. Stay away from it. Your lasers are more than adequate with taking care of her anyways.
SH -> Plasma Whip is a simple way to screw with a laser spamming Falco. The hitbox at the end of Plasma Whip has a much larger vertical range than your laser, and stays in place longer. Don't forget power shield walking.
I agree though, probably 6/4 Falco.