Ok to explain the hard read thing. You cant just hit falco out of phantasm lol the first like 1/3 of it is invincible. So you have this annoying game where if you are outside his 1/3 range you cant reliably make it to him to punish a laser, and if you are close enough to punish a laser ur probably within the 1/3 distance where his phantasm is completely safe (you have to block and then cannot punish, or spotdodge and then not punish). This is like ideal playing ofc but the only real way to punish is to like limbo the distance (which isn't like a small distance either its a relatively large middle ground) then call him like way in advance on when he phantasms or like sneak in a hit when he underestimates ur punish range. Like if the falco has great reaction time and knows the spacing like you have to trick him hard to catch him. This applys to most characters (not all obv). Thats all i meant.
Btw because Lasers have no lag its nigh impossible to trap him with needles and you have to throw them early enough to catch him before he lands but good reaction time can actually avoid this. And after we use 1 full charge we wont get another for a while and trading a needle for a laser works out better for him (we have alot of lag).
As far as the MU goes or the tilt in general. Like for real some people think its impossible to tilt lock Falco to death. The order of tilt difficulty is Fox, Wolf, Falco.
Fox is easy and nothing special we will consider him the default. Wolf is actually about the same as Fox with 2 major bonuses. One he has a REALLY good escape option if we mess up (his shine is pretty insane and big most importantly) this means not only do we have to never let him leave hitstun during the tilt lock but we cant even end as soon as we might want because he has to be at the top of sheiks fingers for the usmash or his shine will come out before our usmash does (essentially he has to get hit with the earliest hitbox of usmash). The second and more obvious bonus is hes heavier. Meaning we have to do the lock longer giving us more chance to mess up. With good DI (Kain will be my example) every time I ftilt locked Kain he forced me to turn around (you have to turn around the tilt lock to maintain or they will fall behind cause they DI behind you) and average of 12 times everytime. These are buffered turn around tilts which can be hard to do 12 times in a row. Outside of that Wolf is pretty standard.
Falco is another thing entirely. Falco doesn't have wolfs weight or his shine which is good for us. But for reasons i will never understand he doesnt FF the same way. Once you reach the 70%ish mark Falco begins to go very high above sheik in the ftilt. So much so that if we continue he will cease getting hit by the ftilts at all. So we have to compensate for this and intentionally delay our ftilts. Well this becomes very hard. Because now instead of just doing the ftilts as fast as possible (not sure if they are actually buffered or not but we have the IASA frames down) we have to actually time them. And ftilt already doesnt have but a few frames of advantage leeway for the lock but now we are diminshing that number even more. So instead of having like 4-6 frames advantage with the startup factored in we are now hitting like 2 or 3 (not exact numbers i dont remember) frames of leeway for our lock.
Falco is still heavier than fox so we need to keep him in it til like 105ish and if the falco is DIing properly we may still have to turn it around 8 times or so. So while we are tilting him we have several things going through our mind. We are watching the percents, watching his DI, watching his height, focusing on buffering the turn arounds (or NOT buffering them if hes too high), and adjusting our timing for his height. Like its really hard to kill him in 1 ftilt.
As far as the MU like i dont have a ton of experience in the MU but I have played it quite a bit. Played against Shugo (got wrecked), played against some other Falcos (gimr, ryker, clowsui just to name a few) I just dont feel like its quite on an even playing field. Like its really close and I could be wrong but it feels like he has an edge.
We have lots of cool things we can do, crouch under lasers to relieve pressure, needles to give him something to watch out for, real solid gimp game, comparable frame data, and a scary punish for a hard read SHL, and then the possible 30-death ftilt. But his camp game is better, his close game is (IMO) just as good (his frame data is like just as good as ours), his kill power better, his offstage game not much worse (if at all), his 0-60 (sometimes) throw combos/setups (comparable to our 30-death considering i drop it like 70% of the time if they are DIing right).
Like for real Falco is just really good.
Goodness I didn't mean to write an essay, sorry guys.