Some tidbits about your pros and cons.
Falco has a better closeup game because jab has more range + more speed then everything ever existed + grab is epic on mario - +falco
Mario's jab comes out on the same frame as Falco's. You're right about it having more range and leading into grabs than most of Mario's ground options though. You forget though, Mario will generally contest with SH aerials, usually B-air or N-air. I believe N-air beats Jab.
Falco outcamps mario - +falco
True, but Mario doesn't try to outcamp, he just kills it completely. Cape back lasers, and FLUDD absolutely destroys his camp game and kills his SHDL set-ups. Falco will have to be careful when he camps, especially if he's at the edge. If he's FLUDDed off the stage, he's forced to take time to recover and Mario is enabled to get close without reprecussions.
Falco kills better then mario - +falco
This is actually false. In the middle of FD, Mario's F-Smash kills Falco at 100% while Falco's F-Smash kills Mario at 120% due to Falco being lighter (this does not factor in DI and MB). Mario's U-Smash kills Falco at 125%, and nothing from Falco's moveset beyond F-Smash beats that, not even his next best kill move, U-smash, which goes even. (127% to be exact, but who cares).
So in reality Mario has the better kill potential, but since Falco's U-Smash is easier to land than Mario's, I'm going to say they're even on killing.
Falco has more mobility - +falco
Not sure what you mean by this. If you mean Falco's Side-B, Mario beats Phantasm in a number of ways (Fireball, N-air, FLUDD, Cape if you're unlucky).
They both have an average recovery - neutral
I'm gonna take a stab in the dark here and say Mario's recovery is actually better.
Falco can do three things when recovering:
-Side-B on the stage. (Mario can FLUDD or N-air this)
-Side-B to the ledge (Ledgehog, or fireball this and force Falco to Up-B if no 2nd jump)
-Up-B (You're asking to be caped)
Mario can only do one thing when recovering, but thing is, Mario's recovery is very very safe as long he DIs upward every time.
-Fireball when recovering (stops aerial attempts, but doesn't do much against lasers)
-FLUDD aerial and ledgehog attempts (also stops D-air attempts from Falco)
-Up-B itself is about as good as Marth's, only with less horizontal range and kill power. This definitely stops Falco's D-air unless spaced correctly.
-Cape for a -slight- vertical boost upward and overall stalling.
So Falco has more of a mix-up but Mario generally won't get gimped unless he's sent below or WoP'd.
Mario gimps better - +mario
Inclined to agree here, though Falco's lasers can set up Mario to be ledgehogged.
Mario has a better aerial game - +mario
Can anyone check if Falco's B-air beats any of Mario's aerials? I know it beats N-air, but not sure about Mario's B-air.
Mario has nice juggles (i put this apart because its so gewd) - +mario
I also believe Falco's D-air stops juggles, though again not sure. I know Mario doesn't completely **** Falco in the air though, so he's gotta have something.
I will agree with Famous that Falco's CG is not very big in this match, in fact it's pretty minor due to Mario being a combo character allowing him to close the gap pretty quickly, especially with U-tilt locks. That is, if Mario gets grabbed in the first place.
A big factor in this match though is Mario's gimp ability. FLUDD hurts Falco so much for this match-up to the point where the only way he can't be gimped by Mario is to not use Side-B at all and recover high.
There are a few things stopping this from being Mario's advantage outright.
-Lasers. Despite Mario being able to shut them down, they're still usable, and thus are still a nuisance, especially off-stage.
-The Chaingrab. Not the chaingrab itself, but what it can lead to. Gatling Combo hurts like hell and is a guaranteed set-up if done correctly (60-ish% damage overall). It evens out Mario's better combo ability.
-Falco's Ground game contesting Mario's aerial game. Falco's F-tilt and U-Tilt are a ***** to get past when using aerials on a grounded Falco. Then there's the fact that if you're not over 40%, you get CG when approaching grounded (which Mario shouldn't be doing period).
This isn't 40:60 Falco. I even wanna say this is even, but that's on paper. In practicality it's 45:55 Falco. Until Mario has a way to fully contest Falco's ground game (which I might have... but that's theorycraft for now), Mario can't have the advantage.
Oh look, more posts when I'm typing and testing.
Kill power doesn't matter, it's someones ability to kill in combination with kill power. Falco has better kill setups overall, and has an easier time landing an usmash then normal because mario has no disjoints in the air + he is a pretty aerial character, which makes shielding (falcos killing nemesis) useless.
Mario's aerials -are- disjointed, though none of them beats Falco's U-Smash, so that much is correct. Mario doesn't have to approach though, which means he can shield (or spotdodge) Falco's U-Smash, then punish with D-Smash, which either kills or set up gimps.
The problem with marios gimping is that falco probably won't easily let himself get hit that far offstage, and even if he's hit offstage, good DI will solve his problem. On a stage like BF your chance of gimping him with fludd/cape is like 0.0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001 because we can easily mixup the height of our phantasm (top platform, lower platform, on the stage, on the ledge), even then the timing of the phantasm can be mixed up by using firebird, or even be changed in distance with cancels, which both aren't THAT good, admittedly, but still every asset is nice.
lol @ the decimal, but besides that, yeah. Battlefield is a very nice stage for Falco. Top platform though? Not seeing it. It's way too telegraphed and allows Mario to captialize. The side platforms though yes, granted Mario can punish those too.
As for getting hit far offstage, I'm not sure what you mean by this. D-Smash does the job rather easily, and so does any of Mario's aerials minus D-air (And F-air). B-throw can too, though that throw is weaksauce due to extremely easy DI. As said before though, unless Falco floats back to the stage, using Side-B in general hurts unless there's a platform to save him. Getting sent off the edge early hurts too since that leads him in range to be caped.
Falco has edgeguards, which is pretty much enough to edgeguard mario, while I honestly don't think Falco will gimp mario often (like once in a 3match set max) its still a hindrance and will force mario to be smart with recovering, a cape stall can result in a bair, which is pretty much a gimp. or even a dair
Agreed here. Damage is damage, and with a match like this, giving whatever damage is important. Mario can't just plow through Falco's attempts to gimp.
who cares about you killing at which percentage, learn your opponents to avoid your kill moves, and even then it doesnt matter how you kill in other mus, its about falco vs mario.
Killing at what percent is rather factorable, granted racking up damage is more important. Thing is, both characters are good at giving damage, so kill% becomes more important to look at.