Summary?
Wow, I forgot about this thread. Heck, it's not even in the 2 pages anymore, and I had to search for it to find it. lol I'd like to think I've improved considerably since then, since apparently I can play on BF now and have worked on reading people and being more accurate.
ZSS mains, please feel free to correct, add, or anything.
Alright, so after playing against Snakeee a bunch more in the past month or so (wifi, sorry guys), I'll settle on this being an even matchup.
There are certain things to be taken into account aside from the usual Sonic disadvantages (priority,range,weight,projectile), so I'll try to address them.
The game is very momentum-based.
The beginning is crucial - if Sonic knows how to use them well and manages to take control of them, the armor pieces become a liability to ZSS. Sonic has one of, if not, the longest glide throw slides in the game, meaning he can do approaching slides while neutralizing your paralyzer, set up edgeguards to supplement his gimp game, retreat while attacking, as well as gaining a projectile to extend his reach. His speed can make taking control of items an issue.
PARALYZER...works. For the most part.
However, it is completely destroyed by Sonic's F-air. But don't feel bad, his F-air outprioritizes MK's side-B. Homing attack also tends to punish immobile shooters, so don't be TOO reliant on it.
Missed grabs are bad, but everyone knows that already. However, if he does a move with commitment to it (smashes, dash attack, initial charge to spindashes), you can grab him out of that, and accurate grabs are super effective.
Spotdodges are good, but aren't too abusable against a Sonic player, since many of his moves can cancel and have multiple ways of breaking out and punishing, or baiting moves and punishing your attacks.
If anything, some Sonic players prefer to D-air out of spring. If it's a grounded spring, you can camp the landing (it's about roll distance from the spring) with your punishment move of choice.
Other than that, I think the whole 'whoever gets under who' is pretty much right for ZSS. I play a pretty sh/ground-based game and less on juggling, but ZSS definitely feels like she has the advantage in an anti-aerial game.