From the Falco Backroom (I posted this a while back)
After CG %'s you have to focus on keeping Lucario directly above you. (Utilt/Throw) This way you can bait Dair's by 'Triangle Jumping' (You know what that means right?) You punish those Dairs with Bairs (Does not matter which half lands too, worse case scenario = you powershield his Utilt)
I'm pretty sure I don't have to tell you to camp. But when you are close beware him attempt to catch you out of a short hop with a dash grab.
Also I try doing a lot of the shortest AAA combo to aggravate the player.
Alright before anything I realized you read the SuSa guide on why projectiles are bad and whatnot, but I strongly disagree with that topic (even though I <3 SuSa) because Lasers are broken:
-Transcendent
-2 in 1 jump
-IT FORCE'S A DEFENSIVE OPTION.
My View in the Match-up (Thanks RJ, Zucco, and PatG for all the exp.)
Falco/Lucario is a odd match-up because Lucario has really weird hit boxes that out prioritize Falco's but are noticeably slower. Lucario's aerials are very easy to punish is you react accordingly, though Falcos are too.
Both characters are good good at edge guarding [each other only because of thier mediocre recovery], but Falco has more options getting back as long as he gets patient and not flashy like I would do. Picking something like Ftilt or Fsmash is easy to avoid so be careful.
Falco straight up camping is really bad for Lucario too, I can picture Falco just backing out of all of Lucario's rush options and just getting a few lasers before being forced to pick something defensive. Lucario can do some really stupid combo's out of Dash Attack though. It sets up for sooo many bad situations in low %'s it dumb, but a lot of it has to do with where you walk to after it connects.
Phantasm has only 3 hurt-able areas the cancels points, but Lucario actually does well countering this and I won't say how. (Ugh, fine...Usmash, Ftilt, and Dash Attack.)
Both characters are good at killing each other and Lucario's Aura is something to fear when a Falco gets too far ahead in looking for a kill. A lot of unsafe options can lead to death, such as hitting the shield of the opponent. But Falco can Usmash OoS a lot more things like the Jab string, Ftilt, and Uptilt.
Aura sphere is a very good tool when edge guarding (Except when I phantasm through Zucco's 180% AS or Ninjalinks Fsmash), because it force a defensive option and thats not good for Falco (Fallspeed).
Oh dair is easy to punish don't spam it. It's like the most looked for aerial when playing against Lucario. Bair ***** it and can lead into more bad situations depending on when it connects, especially around platforms.
Uthrow is really good on small stages, but not with platforms, because you are under us and it's really easy to take advantage of Falco.
I can't say much on actual stages because I'm very favored towards the Neutrals and I don't know how to play anywhere else.
55:45 Falco
You might find the way I view things odd, because I play very random and I only remember reallly situational crap. I might come back to post more too, I just had to do this twice and really got lazy with it.