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==Introduction==
{{Infobox Character SSBM
Falco (from the Starfox games) is a character in Super Smash Bros. Melee who is unlocked by beating the 100-Man Melee mode with any character. He can also be unlocked by playing 300 vs. matches. He is considered a clone of Fox. Top Falco players are notorious for their high levels of technical ability, as there are a lot of developed strategies and combos for Falco, particularly with "Shine" techniques, with notable differences from Fox's techniques, which are horizontal in nature whereas Falco's techniques are largely vertical in nature.
|name=Falco
|discord=HUxvTdy
|vods=https://vods.co/melee?selection=51
|image=SSBM_Falco_Portrait.png
|weight=80 [[Super Smash Bros. Melee/Attributes#Weight|(20th)]]
|fallspeed=3.1/Fast 3.5 [[Super Smash Bros. Melee/Attributes#Fall Speed|(1st)]]
|gravity=0.17 [[Super Smash Bros. Melee/Attributes#Gravity|(2nd)]]
|jumpsquat=5f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(17th)]]
|walkspeed=1.4 [[Super Smash Bros. Melee/Attributes#Walk Speed|(3rd)]]
|idashspeed=1.9 [[Super Smash Bros. Melee/Attributes#Initial Dash|(25th)]]
|idashlength=11f [[Super Smash Bros. Melee/Attributes#Initial Dash|(8th)]]
|runspeed=1.5 [[Super Smash Bros. Melee/Attributes#Run Speed|(25th)]]
|traction=0.8 [[Super Smash Bros. Melee/Attributes#Weight|(9th)]]
|jumpheight=Full 51.5/Short 11.58/Air 41.778 [[Super Smash Bros. Melee/Attributes#Jump Height|(1st/16th/1st)]]
|airspeed=0.85 [[Super Smash Bros. Melee/Attributes#Air Speed|(18th)]]
|airaccel=0.05 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(16th)]]
}}


Falco's ability to KO on the top and bottom blast lines are almost unparalleled. Falco also has an extremely effective spike as his down air, which allows him to quickly and efficiently KO characters. Falco has amazing matchups, lacking any negative ones (making him, Fox, Pikachu and Meta Knight the only characters with no negative matchups). Falco, however, suffers from an extremely high falling speed and a very low air speed and having one of the worst recoveries in all the game. His high falling speed also makes him extremely vulnerable to chaingrabs, especially from characters such as Marth and Captain Falcon.


=="A" Moves Analysis==
==Ground Moves==
====Ground moves====
===== <span class="invisible-header">Jab</span> =====
=====Normal=====
{{MoveData
*[[Neutral attack]]- Two quick jabs, which can easily L-cancel into each other, both doing 4% damage each, and then a series of fast kicks. Each kick does 1% damage. His second jab makes Falco move forward a bit.
|name=Jab
*[[Dash attack]]- Leaps and sticks out his foot. Damage depends on how late the foe is hit, but the highest is around 9% damage.
|input=Jab (5AAA)
*[[Forward tilt]]- Quickly kicks his foot out. Pretty fast, impressive range for it's speed. 9% damage.
|subtitle=
*[[Down tilt]]- Swipes his tail in front of him with somewhat short range. However, it is unusually powerful in both damage and knockback. Because of his speed and power, his down tilt can KO above 100%. 13% damage.
|image=
*[[Up tilt]]- Flips his leg behind him. Short range, but incredible combo ability, very fast, and a great killer at higher damage. 9% damage.
|data=
{{AttackData-SSBM
|version=Jab 1
|factive=-
|active=-
|recovery=-
|iasa=-
|onshield=-
|landlag=
|autocancel=
|damage=-%
|bkb=-
|kbg=-
|angle=-
|effect=Normal
|description=* Placeholder
}}
{{AttackData-SSBM
|version=Jab 2
|factive=-
|active=-
|recovery=-
|iasa=-
|onshield=-
|landlag=
|autocancel=
|damage=-%
|bkb=-
|kbg=-
|angle=-
|effect=Normal
|description=* Placeholder
}}
{{AttackData-SSBM
|version=Rapid Jab
|factive=-
|active=-
|recovery=- (finisher)
|iasa=
|onshield=
|landlag=
|autocancel=
|damage=-
|bkb=-
|kbg=-
|angle=-
|effect=Normal
|description=* Placeholder
}}
}}


=====[[Smash attack]]s=====
===== <span class="invisible-header">Dash Attack</span> =====
*[[Side smash]]- Flips his body in front and kicks in front of him. Good knockback, usually killing around 90-110%, and damage racking should not be difficult for experienced, adept Falco players. 14-17% uncharged, 19-23% fully charged.
{{MoveData
*[[Up smash]]- Flips his whole body in a 360° spin from his standing point, feet extended, and lands. Falco's version is notably weaker than Fox's; although, it is a better juggler. This also hits behind Falco, albeit with significantly lower knockback. 14% uncharged, 19% fully.
|name=Jumping Side Kick
*[[Down smash]]- Does a quick split. An excellent killer, if not good for setting up edgeguards, or simply spacing. 16% uncharged, 21% fully charged.
|input=Dash Attack (d.A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">fTilt</span> =====
{{MoveData
|name=Bird Kick
|input=fTilt (t.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">uTilt</span> =====
{{MoveData
|name=Back Kick
|input=uTilt (t.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">dTilt</span> =====
{{MoveData
|name=Bird Sweep
|input=dTilt (t.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">fSmash</span> =====
{{MoveData
|name=Roundhouse Kick
|input=fSmash (s.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">uSmash</span> =====
{{MoveData
|name=Flip Kick
|input=uSmash (s.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">dSmash</span> =====
{{MoveData
|name=Falco Split
|input=dSmash (s.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}


== Aerial Moves ==
===== <span class="invisible-header">nAir</span> =====
{{MoveData
|name=Flying Kick
|input=nAir (j.5A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">fAir</span> =====
{{MoveData
|name=Cyclone Kick
|input=fAir (j.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">bAir</span> =====
{{MoveData
|name=Reverse Spin Kick
|input=bAir (j.4A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">uAir</span> =====
{{MoveData
|name=Falco Flip
|input=uAir (j.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">dAir</span> =====
{{MoveData
|name=Air Drill
|input=dAir (j.2A)
|subtitle= One stock coming right up
|image=
|data=
{{AttackData-SSBM
|factive=5
|active=19
|recovery=25
|iasa=0
|onshield=7
|landlag=18
|autocancel=<5 29>
|damage=Clean: 12 / Late: 9
|bkb=Clean: 10 / Late: 20
|kbg=100
|angle=290
|effect=Normal
|description= Falco Down air is a spinning corkscrew that possesses the rare and powerful property of being a true spike; meaning that when connected in the air it sends the opponent at a harsh, downward angle that CAN NOT be cancelled with a meteor cancel. When connected on the ground, it will either leave the opponent in lengthy grounded hitstun for a shine, or pop them straight up for another combo. This property combined with the moves incredible active time, damage, hitstun, shieldstun, speed, and hitbox, create one of melee's most oppressive combo and pressure tools, which also synergizes fantastically with the rest of falco's kit. Notably, down air is often used to hit an opponent that has been popped up by shine, knocking them back to the ground where they will be shined or down aired again to continue or repeat the combo, a combo loop known as "pillaring" which is crucial to falco's punish game. Throw in some edgeguarding applications and some round winning stock trades, and down air is a move that falco mains will enjoy (and have enjoyed already) for decades
}}
}}


=====Other attacks=====
== Special Moves ==
*[[Ledge attack]]- Throws himself onto the stage with both feet sticking out. 8% damage.
===== <span class="invisible-header">Blaster</span> =====
*100% ledge attack- Slowly gets up and kicks in front. 8% damage.
{{MoveData
*[[Floor attack]]- Gets up and kicks on his left, then right. 6% damage.
|name=Blaster
====[[Aerial attack]]s====
|input=nB (5B)
*[[Neutral aerial]]- Does a simple [[sex kick]]. Great knockback when it first comes out, and the move comes out quickly, usually out of a short hop. 12% max.
|subtitle= Get used to seeing this
*[[Back aerial]]- Kicks behind him. Sex kick. Good for KO-ing, and a great edgeguarder. 9-15% damage.
|image=
*[[Down aerial]]- Unlike Fox's down aerial, Falco, who spins around in places at a downwards angle, strongly spikes the foe. Fox's variation is a multi-hitting [[drill kick]]. This makes Falco's version much better at edgeguarding and KO-ing in general. However, it also causes Falco to fall faster than usual. 9-12% damage.
|data=
*[[Up aerial]]- Kicks up and extends his tail afterwards. A two-hit move, first hit does 6%, then 9%, for a total of 15% damage. If the center of Falco's body hits the opponent, then it inflicts the full damage, but with no knockback.
{{AttackData-SSBM
*[[Forward aerial]]- Five kicks in front. Due to the number of kicks, this move has a high duration, and it's very unlikely that all hits will connect; Falco players usually have a short time to react with another jump or recovery. A surprising 27% damage if all hits connect.
|factive=23 *13 in air
|active=99
|recovery=57
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 42>
|damage=Clean: 3 / Late: n/a
|bkb=Clean: 0 / Late: 0
|kbg=n/a
|angle=0
|effect=Normal
|description= The most powerful projectile in melee, yet also one of its simplest. Falco fires a long laser in a straight line from his pistol, which deals low percent and has only a couple frames of hitstun. The magic of this move happens when it is performed in the air due to it's lengthy endlag being completely cancelled by Falco's landing animation. Performing this aerial laser from a short hop (known as  short-hop laser or "SHL") is absolutely crucial to falco's neutral game, and acts as one of the most spammable, low commitment, and downright frustrating options in the game. This move is not unpunishable however, and opponents who are skilled at fighting falco can call you out with movement or powershields to create openings. Nonetheless, the sheer amount of different ways falco can mixup lasers in/for his offense and neutral is staggering, and should be practiced and exploited by falco as much as possible.  
}}
}}


====[[Grab]]s & [[throw]]s====
===== <span class="invisible-header">Falco Phantasm</span> =====
*[[Pummel]]- Knees foe. 2-3% per pummel.
{{MoveData
*[[Forward throw]]- Punches foe forward. Not many comboing follow-ups outside of using it to force opponents off the stage for edgeguarding. Can be used to chaingrab floaty characters at low percentages. 7% damage
|name=Falco Phantasm
*[[Up throw]]- Tosses the foe upwards, which causes 3% damage, and fires four very quick shots doing 1% each. Excellent air combo set-up (most particularly up aerial), however, this can be DI'd out of at higher percentages.
|input=sideB (4/6B)
*[[Back throw]]- Tosses foe behind, for 4% damage, and fires four quick laser shots, dealing 1% each. It is possible to tech-chase an opponent, depending on the opponent's DI. Not most useful throw outside of edge-guard set-ups.
|subtitle=
*[[Down throw]]- Picks foe up and slams them to the floor, then shoots them four times with his Blaster. Only does 4% damage, though an up-tilt of predicted foe reaction an counter-attack is possible. Not too useful due to it being easy to tech out of.
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">Fire Bird</span> =====
{{MoveData
|name=Fire Bird
|input=upB (8B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= * Placeholder
}}
}}
===== <span class="invisible-header">Reflector</span> =====
{{MoveData
|name=Reflector
|input=downB (2B)
|subtitle= Blip Blip baby
|image=
|data=
{{AttackData-SSBM
|factive=1
|active=1
|recovery=19 can be held
|iasa=n/a
|onshield=5
|landlag=n/a
|autocancel=<0 0>
|damage=Clean: 8 / Late: n/a
|bkb=Clean: 50 / Late: n/a
|kbg=50
|angle=84
|effect=lightning
|description= One of two legendary shine moves, falco's down b is one of the strongest moves in the entire franchise. Added to the game as a way to reflect projectiles, down b has a small hitbox on the very first frame of the move. On hit, this 1 frame move has unreasonable amounts of hitstun, the perfect vertical knockback angle for combos, excellent frame data on shield and much more. The move can also be jump cancelled allowing a player to perform a wavedash immediately after shining; this technique is known as a Waveshine and it is '''Meta Defining''', meaning it is absolutely crucial for falco mains to practice this. Experienced players using this technique in tandem with falco's powerful aerials and controlling laser are able to string together some absolutely dizzying offense, that can not only blow through any of your opponents defenses when done thoughtfully, but can also convert into high damaging and even lethal combos due to shine's fantastic on-hit properties. This only scratches the surface of what this move is capable of, and while it does have slight weaknesses in the form of a very small hitbox, and its susceptabiliy to SDI, the only real limitation of down-b is in the imagination and execution of it's user.  
}}
}}


=="B" Moves List==
==Grabs & Throws==
===Move Analysis===
===== <span class="invisible-header">Grab</span> =====
*Neutral B
{{MoveData
The Blaster is Falco's neutral special move in his Melee incarnation, which, like Fox, shoots a laser gun to damage faraway opponents. It is significantly different from that of Fox's: the Blaster has a slower firing rate and longer end lag, (though it fires faster in the air, but not as fast as Fox's), and each beam stuns the opponent in addition to doing damage. Falco's Blaster closely resembles Fox's Blaster as it appeared in the original Smash Bros. The end lag can be skipped if used during a short hop. Falco's Blaster is mainly used from long range to help build damage for later KO attempts, and as an aid in approaching. It has set knockback. It is also used for setting up kills, especially versus Captain Falcon and Ganondorf, as it can be fired numerous times off the ledge to force these characters to recover the same way each time.
|name=Grab
|input=Grab (Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


*Side B
===== <span class="invisible-header">Dash Grab</span> =====
Falco quickly dashes at the opponent leaving a trail of blueish-tinted afterimages behind him. The opponent can be hit by Falco or any one of the afterimages. Despite the fact that the move is an attack, it is rarely used as such; It is primarily used as a recovery technique, due to its speed. When used as an attack, it deals about 7% damage.
{{MoveData
|name=Grab
|input=d.Grab (d.Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">Pummel</span> =====
{{MoveData
|name=Knee
|input=g.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">fThrow</span> =====
{{MoveData
|name=Elbow Bash
|input=fThrow (g.6)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">bThrow</span> =====
{{MoveData
|name=Skeet Blaster
|input=bThrow (g.4)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">uThrow</span> =====
{{MoveData
|name=Star Blaster
|input=uThrow (g.8)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">dThrow</span> =====
{{MoveData
|name=Floor Blaster
|input=dThrow (g.2)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


Like the Fox Illusion and Wolf Flash, the Falco Phantasm can be ended early by pressing the button for a special move before its animation is complete, but a few frames must pass by before it will work. An easy way to time the canceling of this move would be to press the special button at the exact point the high pitched 'cling' noise is played. While not an ideal move for KOing, the move's meteor smash can be useful for counter edgeguarding while recovering, but is highly unlikely to KO the opponent even at high percentages, as it is exceedingly weak. The Phantasm can also be used for a very swift approach. Short hopping slightly increases the distance traveled. It, along with the Fox Illusion, can be reversed by quickly tapping the control stick in the opposite direction. The sparkle will stay in its original position, which can lead to mindgames.  
==Advanced Frame Data==
 
This table shows the frame data for all of Falco's non-special moves. Including shield advantage at different timings and cancels.
*Up B
{| class = "wikitable mw-collapsible mw-collapsed"
Fire Bird is Falco's up special move in both Super Smash Bros. Melee and Super Smash Bros. Brawl.
|+ Shield Advantage
 
! move||start||end||lcancelledLandingLag||autoCancelAfter||iasa||missedLcancelLandingLag||totalFrames||damage||shieldstun||bestShieldAdvantage||lcancelledShieldAdvantage||missedLcancelShieldAdvantage||earlyHitAutoCancelledShieldAdvantage||lateHitAutoCancelledShieldAdvantage||earlyHitIASACancelledShieldAdvantage||lateHitIASACancelledShieldAdvantage||earlyHitTotalFramesShieldAdvantage||lateHitTotalFramesShieldAdvantage
Fire Bird is almost identical to Fire Fox, but with some small differences. Unlike Fire Fox, which only hits an opponent once after Fox starts moving, Fire Bird can hit opponents with multiple small hits after a few frames when the move is charged and when moving, followed by a stronger finishing blow similar to Lucas' PK Thunder 2. On the downside, Falco travels a shorter distance than Fox or Wolf. Its best use would be vertical or diagonal recovery because it has lots of start-up, short distance, and Falco falls almost straight down after using it, meaning it can easily be edge-hogged or hit out of. To maximize the usefulness of Fire Bird, one should try to position Falco exactly under the ledge and use it completely vertical, because then it can sweetspot easier. Fire Bird doesn't burn opponents during the charge-up animation in Melee, unlike in Brawl.
|-
 
|ftilt_mh||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
*Down B
|-
In Melee, Falco's Reflector is identical to Fox's, although it sends opponents upwards when used as an attack; because of this, Falco cannot waveshine combo, unlike Fox. He can, however, Star KO with his shine.
|ftilt_mh||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
 
|-
==Combos==
|ftilt_mh||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
==Frame Data==
|-
===Strategies===
|dtilt||7||9||N\A||N\A||28||N\A||29||13||7||-11||N\A||N\A||N\A||N\A||-13||-11||-15||-13
 
|-
[[Short hop laser|SHL/B]] stands for "Short-Hop Laser/Blaster" and is very disruptive to opponents.  In order to do a SHL/B, one must short-hop, fast-fall, and shoot a laser. When fast-falling correctly, there is no lag and the player is free to move about while shooting.  A player can send flurries of SHL/Bs while approaching an opponent. This can somewhat substitute Falco's average speed dash, as it is a very fast and effective way to move around due to his fast jump and fall. SHL/B is considered to be the best approach tactic in the game and one of the most annoying moves in the game. It is imperative that Falco players learn to SHL/B since it is Falco's main method of opening up opponents' defenses.
|dtilt||7||9||N\A||N\A||28||N\A||29||13||7||-11||N\A||N\A||N\A||N\A||-13||-11||-15||-13
 
|-
===Pillaring===
|dtilt||7||9||N\A||N\A||28||N\A||29||13||7||-11||N\A||N\A||N\A||N\A||-13||-11||-15||-13
 
|-
====How to perform====
|uair||8||9||9||25||36||18||39||6||4||-5||-5||-14||-17||-16||-23||-22||-27||-26
Against a shielding opponent, the easiest way to pillar is to SHFFL'd a down aerial and immediately shine. The shine is then [[jump-canceling|jump-cancel]]ed into another shffl'd down aerial, and the cycle continues. However, other aerials may be used, depending on preference. This can be mixed up with multishines and [[waveshine]]s. [[Jab]]s, [[down tilt]]s (for Falco) and jump-canceled [[grab]]s out of shine are also popular mix-ups.
|-
 
|uair||8||9||9||25||36||18||39||6||4||-5||-5||-14||-17||-16||-23||-22||-27||-26
====Uses====
|-
Pillaring can pressure an opponent in a shield, forcing them to roll out of it, which can be chased. It is possible for Falco's down aerial pillar to be shield-grabbed, but it requires very good timing. If the opponent is not good at defending against pillaring, their shield may be broken. This is rare in high-level play.
|uair||8||9||9||25||36||18||39||6||4||-5||-5||-14||-17||-16||-23||-22||-27||-26
 
|-
====Technicalities====
|uair||11||14||9||25||36||18||39||10||6||-3||-3||-12||-12||-9||-18||-15||-22||-19
Pillaring can be shield grabbed or broken out of by [[Samus(SSBM)|Samus]]'s [[up special move]]; [[Bowser(SSBM)|Bowser]]'s up special; Fox's shine or [[neutral aerial]]; and a few other moves. The exact timing of when to break out of the pillar depends on how the opponent times his aerials and the breakout attack used.
|-
 
|uair||11||14||9||25||36||18||39||10||6||-3||-3||-12||-12||-9||-18||-15||-22||-19
===Waveshining===
|-
 
|uair||11||14||9||25||36||18||39||10||6||-3||-3||-12||-12||-9||-18||-15||-22||-19
A '''wavedash''' can be performed anytime a character is on the ground and can jump. The shine can be canceled by jumping shortly after it is initiated. Therefore, it is possible to jump out of the shine into a wavedash. To waveshine, use the shine, then [[jump cancel]] into a wavedash out of it.
|-
 
|ftilt_l||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
It is often easier to use the [[X button|X]]/[[Y button]]s instead of the [[Control Stick]] because it is considered harder to wavedash with only the control-stick. The logic is that to jump with the Control Stick requires the stick to go up. To wavedash, the succeeding angle is angled towards the ground. This makes for more complicated manual motions, and should be avoided in order to achieve a speedy waveshine.
|-
 
|ftilt_l||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
The waveshine is generally used to aid in Falco's vertical down aerial and shine combos. It gives Falco the added horizontal distance such that he can jump up and catch up with his opponent. This is especially useful against a [[DI]]ing Fox. A waveshine followed by another wavedash makes Falco a combo machine.
|-
 
|ftilt_l||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
====Waveshined Laser====
|-
The Waveshined Laser is a very useful technique because it's a good defense and a good offense. To do this, use [[Reflector]], Wavedash backwards without facing behind the player, and shoot as many [[Laser]]s that they want to shoot.
|ftilt_h||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
 
|-
Waveshining is also a popular mixup when [[pillaring]] an opponent's [[shield]]. The waveshine allows the Falco player to move behind an opponent's shield to not get shieldgrabbed.
|ftilt_h||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
 
|-
For both Fox and Falco, the waveshine can be used as a method of spacing and avoiding the lag after a Shine.
|ftilt_h||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
 
|-
===Offense===
|dashattack||4||7||N\A||N\A||36||N\A||39||9||6||-22||N\A||N\A||N\A||N\A||-25||-22||-29||-26
 
|-
Falco's down air (also known as the Quailbird) is one of the best [[Spike]]s in the game, and can usually kill at around 50%. His up tilt can be used to start combos. His down tilt can usually kill at high percentages. His forward smash is fast, combos from his lasers well and kills at fairly low percentages. His back air is also considered a [[Sex Kick]].
|dashattack||8||17||N\A||N\A||36||N\A||39||6||4||-14||N\A||N\A||N\A||N\A||-23||-14||-27||-18
 
|-
A basic combo of Falco's is grabbing the opponent, throwing them down, immediately shining them and chasing them upward for a spike. The player can do this several times to build up damage, forcing them near the edge, and spiking them a final time. This combo is a guaranteed kill around 100% or 110%. It works on nearly every character except other space animals (although with [[Captain Falcon (SSBM)|C. Falcon]] it is imperative to SHL or SHFFL the down aerial), but does not work as well on floaters or lightweights.
|dair||5||14||9||29||N\A||18||49||12||7||-2||-2||-11||-21||-12||N\A||N\A||-37||-28
 
|-
Like Fox, Falco can down throw an opponent at the very edge of a stage which can't normally be passed through, and the lasers from the throw send the opponent down extremely quickly. It is almost impossible to meteor cancel it or recover from it at any percent, due to the speed. This tactic will only work if Falco is facing inward when he is on the edge. This technique is highly situational, however.
|dair||5||14||9||29||N\A||18||49||12||7||-2||-2||-11||-21||-12||N\A||N\A||-37||-28
 
|-
===[[Boost grab]]===
|dair||15||24||9||29||N\A||18||49||9||6||-3||-3||-12||-12||-3||N\A||N\A||-28||-19
 
|-
Along with Fox and Sheik, Falco can use a boost for his grab. To do it, the player has to do a dash attack and right after they do it, press the grab button and Falco will be able to reach out more when he grabs. The player can't [[jump cancel]] the boost grab. This can be used to increase the grab range.
|dair||15||24||9||29||N\A||18||49||9||6||-3||-3||-12||-12||-3||N\A||N\A||-28||-19
 
|-
==Match-ups==
|bair||4||7||10||22||38||20||39||15||8||-2||-2||-12||-14||-11||-25||-22||-27||-24
===Serious Advantage Match-ups===
|-
Y.Link, Zelda, Mew2, Yoshi, G&W, Ness, Bowser, Kirby, Pichu
|bair||4||7||10||22||38||20||39||15||8||-2||-2||-12||-14||-11||-25||-22||-27||-24
===Advantage Match-ups===
|-
C.Falcon, Doc, Ganon, Pikachu, Mario, DK, Luigi, Link, Roy
|bair||4||7||10||22||38||20||39||9||6||-4||-4||-14||-16||-13||-27||-24||-29||-26
===Fair Match-ups===
|-
Fox, Marth, Puff, Sheik, Peach, Samus, IC
|bair||8||19||10||22||38||20||39||9||6||-1||-4||-14||-12||-1||-23||-12||-25||-14
===Disadvantage Match-ups===
|-
None
|bair||8||19||10||22||38||20||39||9||6||-1||-4||-14||-12||-1||-23||-12||-25||-14
===Serious Disadvantage Match-ups===
|-
None
|bair||8||19||10||22||38||20||39||9||6||-1||-4||-14||-12||-1||-23||-12||-25||-14
|-
|usmash||7||10||N\A||N\A||N\A||N\A||43||14||8||-25||N\A||N\A||N\A||N\A||N\A||N\A||-28||-25
|-
|usmash||7||10||N\A||N\A||N\A||N\A||43||14||8||-25||N\A||N\A||N\A||N\A||N\A||N\A||-28||-25
|-
|usmash||11||15||N\A||N\A||N\A||N\A||43||12||7||-21||N\A||N\A||N\A||N\A||N\A||N\A||-25||-21
|-
|usmash||11||15||N\A||N\A||N\A||N\A||43||12||7||-21||N\A||N\A||N\A||N\A||N\A||N\A||-25||-21
|-
|jab2||2||3||N\A||N\A||18||N\A||19||4||3||-11||N\A||N\A||N\A||N\A||-12||-11||-14||-13
|-
|jab2||2||3||N\A||N\A||18||N\A||19||4||3||-11||N\A||N\A||N\A||N\A||-12||-11||-14||-13
|-
|jab1||2||3||N\A||N\A||16||N\A||17||4||3||-9||N\A||N\A||N\A||N\A||-10||-9||-12||-11
|-
|jab1||2||3||N\A||N\A||16||N\A||17||4||3||-9||N\A||N\A||N\A||N\A||-10||-9||-12||-11
|-
|ftilt_m||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
|-
|ftilt_m||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
|-
|ftilt_m||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
|-
|nair||4||7||7||36||42||15||49||12||7||0||0||-8||-29||-26||-30||-27||-38||-35
|-
|nair||4||7||7||36||42||15||49||12||7||0||0||-8||-29||-26||-30||-27||-38||-35
|-
|nair||4||7||7||36||42||15||49||12||7||0||0||-8||-29||-26||-30||-27||-38||-35
|-
|nair||8||31||7||36||42||15||49||9||6||-1||-1||-9||-26||-3||-27||-4||-35||-12
|-
|nair||8||31||7||36||42||15||49||9||6||-1||-1||-9||-26||-3||-27||-4||-35||-12
|-
|nair||8||31||7||36||42||15||49||9||6||-1||-1||-9||-26||-3||-27||-4||-35||-12
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||16||9||-26||N\A||N\A||N\A||N\A||-30||-26||-34||-30
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||16||9||-26||N\A||N\A||N\A||N\A||-30||-26||-34||-30
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||13||7||-28||N\A||N\A||N\A||N\A||-32||-28||-36||-32
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||13||7||-28||N\A||N\A||N\A||N\A||-32||-28||-36||-32
|-
|utilt||5||11||N\A||N\A||23||N\A||23||9||6||-5||N\A||N\A||N\A||N\A||-11||-5||-12||-6
|-
|utilt||5||11||N\A||N\A||23||N\A||23||9||6||-5||N\A||N\A||N\A||N\A||-11||-5||-12||-6
|-
|ftilt_ml||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
|-
|ftilt_ml||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
|-
|ftilt_ml||5||9||N\A||N\A||N\A||N\A||26||9||6||-11||N\A||N\A||N\A||N\A||N\A||N\A||-15||-11
|-
|fair||6||8||11||48||53||22||59||9||6||-5||-5||-16||-40||-38||-40||-38||-47||-45
|-
|fair||6||8||11||48||53||22||59||9||6||-5||-5||-16||-40||-38||-40||-38||-47||-45
|-
|fair||16||18||11||48||53||22||59||8||5||-6||-6||-17||-31||-29||-31||-29||-38||-36
|-
|fair||16||18||11||48||53||22||59||8||5||-6||-6||-17||-31||-29||-31||-29||-38||-36
|-
|fair||24||26||11||48||53||22||59||7||5||-6||-6||-17||-23||-21||-23||-21||-30||-28
|-
|fair||24||26||11||48||53||22||59||7||5||-6||-6||-17||-23||-21||-23||-21||-30||-28
|-
|fair||33||35||11||48||53||22||59||5||4||-7||-7||-18||-15||-13||-15||-13||-22||-20
|-
|fair||33||35||11||48||53||22||59||5||4||-7||-7||-18||-15||-13||-15||-13||-22||-20
|-
|fair||43||45||11||48||53||22||59||3||3||-4||-8||-19||-6||-4||-6||-4||-13||-11
|-
|fair||43||45||11||48||53||22||59||3||3||-4||-8||-19||-6||-4||-6||-4||-13||-11
|-
|fsmash_m||12||16||N\A||N\A||N\A||N\A||39||17||9||-14||N\A||N\A||N\A||N\A||N\A||N\A||-18||-14
|-
|fsmash_m||12||16||N\A||N\A||N\A||N\A||39||17||9||-14||N\A||N\A||N\A||N\A||N\A||N\A||-18||-14
|-
|fsmash_m||12||16||N\A||N\A||N\A||N\A||39||17||9||-14||N\A||N\A||N\A||N\A||N\A||N\A||-18||-14
|-
|fsmash_m||17||21||N\A||N\A||N\A||N\A||39||14||8||-10||N\A||N\A||N\A||N\A||N\A||N\A||-14||-10
|-
|fsmash_m||17||21||N\A||N\A||N\A||N\A||39||14||8||-10||N\A||N\A||N\A||N\A||N\A||N\A||-14||-10
|-
|fsmash_m||17||21||N\A||N\A||N\A||N\A||39||14||8||-10||N\A||N\A||N\A||N\A||N\A||N\A||-14||-10
|}


{{Smash Melee}}
{{Smash Melee}}

Latest revision as of 01:41, 30 December 2023


Introduction

Falco is the quintessential definition of a glass cannon. He dominates the neutral game, boasting insane frame data and arguably the best projectile in the game. After landing a hit or even from a disadvantage state, Falco also has limitless combo and mix up potential thanks to his unique version of shine and his oppressive Down Air (dAir) that allow him to convert any hit into his deadly "pillar" combos

There is no exaggeration when it's said that this bird's laser is one of the most obnoxious projectiles in this game, and perhaps all of fighting games. Unlike Fox's laser, his Blaster's laser deals hitstun when it connects, meaning that Falco can immediately take control of the match by restricting the opponent's movement in neutral from the very start of a game. This can continue as strong zoning, or when he is closer he can use it to start his obscene pressure, or even fit it into combos to catch certain options and chain into stronger finishers. This plays into the rest of his moveset, as if the opponent attempts to get around the lasers vertically, he can perform extremely low commitment anti airs as a hard counter that start off his damaging combos.

Falco has a few main weaknesses. First his movement. Compared to his crewmate fox, his movement is trickier and more predicated on burst options like his wavedash and powerful jump options, but he rather makes up for it by controlling his opponent's movement with his gun. Second, his kill confirms. In general, building damage and performing long flashy combos is the easy part. Finishing the job however can necessitate mix ups or creativity. This is a problem only exacerbated by his weak grab combos, resulting in Falco dominating the majority of most matches but having the final result determined by how well the Falco can seal the deal.

His recovery moves are a bit of an anomaly, allowing for countless mixup options but coming with massive weaknesses. His Side B is faster than foxes and has a meteor property on hit meaning it can reverse bad situations in a heartbeat, and his firebird has all the same dizzying angle choices that fox's does. However, due to the low range and very flawed hitboxes of both of these moves, in conjunction with his high fall speed, he is EXTREMELY susceptible to early % kills, dubbed gimps. When they work, they're amazing recoveries with infinite mix up potential. When they don’t, it can be frustrating.

In summary, Falco is a control focused character who sports the best neutral and flashiest combos of the cast. Just remember that this bird can’t fly.


Strengths Weaknesses
  • Versatility: Falco has the combination of an incredible projectile, Overwhelming combo and pressure tools, unique movement, and great normals. With reliable tools for every matchup and situation, Falco can adapt to any opponent, and control the pace of the match effortlessly.
  • Lasers: Arguably the most powerful projectile in the game, Falco's lasers dominate the neutral while keeping him mobile and complimenting his fantastic offense.
  • Shine: A 1 frame jump cancellable option used for combos, shield pressure, movement and so much more. The power of this simple move can not be overstated.
  • Tricky Movement: Falco has the fastest jump speed, highest DJ height, top 2 fall speed, and an above average wavedash and initial dash. Combining these options, strong falco mains can play him as one of the games fastest characters, and throw endless creative mixups at the opponent in neutral.
  • Infinite Skill Ceiling: Falco has a bottomless toolkit and heavily rewards both the creative player and the lab monster. He also one of the best matchup spreads in the game, meaning there is no limit to how far a Falco main can take the character.
  • You Will Die: Due to his fall speed Falco is combo food for literally every character in the game, he also has a highly exploitable recovery, low weight relative to fall speed, and even an higher than average inclination to SD's. If you play this character, be prepared to lose many unfortunate stocks.
  • Tricky Movement: Falco's powerful burst and vertical movement options are offset by his aerial drift speed, run, and walk, which range from mediocre to downright slow for the character. Mastering Falco's movement requires focused practice, and even then he can feel disappointingly slow on the ground.
  • Trouble Ending Stocks: While falco's combo options are unreal, and his Down air can take stocks very early, his traditional killing tools like his smash attacks are very flawed, and he struggles to confirm off of grab. Mastering his edgeguards and unique setups (such as laser into dtilt or fsmash) is critical to improving with the bird
  • Harsh Skill Curve: Falco's steep execution requirements, awkward kill confirms, and glass cannon fragility have lead to the bird being notoriously difficult and inconsistent at all levels of play. Furthermore, fighting opponents who are adept at defensive options such as SDI and Powershielding can create serious issues for growing Falco mains, as they can dramatically disrupt the most important parts of Falco's game plan.
SSBM Falco Portrait.png
Physics
Weight 80 (20th)
Fall Speed 3.1/Fast 3.5 (1st)
Gravity 0.17 (2nd)
Ground Movement
Walk Speed 1.4 (3rd)
Initial Dash Speed 1.9 (25th)
Initial Dash Length 11f (8th)
Run Speed 1.5 (25th)
Traction 0.8 (9th)
Jumping
Jumpsquat 5f (17th)
Jump Height Full 51.5/Short 11.58/Air 41.778 (1st/16th/1st)
Air Speed 0.85 (18th)
Air Acceleration 0.05 (16th)


Ground Moves

Jab
Jab
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
-% - - - Normal -
  • Placeholder
Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
-% - - - Normal -
  • Placeholder
Rapid Jab First Active Active Recovery IASA Landing Lag Autocancel
- - - (finisher) - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - Normal -
  • Placeholder
Dash Attack
Jumping Side Kick
Dash Attack (d.A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fTilt
Bird Kick
fTilt (t.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uTilt
Back Kick
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dTilt
Bird Sweep
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fSmash
Roundhouse Kick
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uSmash
Flip Kick
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dSmash
Falco Split
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Aerial Moves

nAir
Flying Kick
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fAir
Cyclone Kick
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
bAir
Reverse Spin Kick
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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uAir
Falco Flip
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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dAir
Air Drill
One stock coming right up
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
5 19 25 0 18 <5 29>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 12 / Late: 9 Clean: 10 / Late: 20 100 290 Normal 7

Falco Down air is a spinning corkscrew that possesses the rare and powerful property of being a true spike; meaning that when connected in the air it sends the opponent at a harsh, downward angle that CAN NOT be cancelled with a meteor cancel. When connected on the ground, it will either leave the opponent in lengthy grounded hitstun for a shine, or pop them straight up for another combo. This property combined with the moves incredible active time, damage, hitstun, shieldstun, speed, and hitbox, create one of melee's most oppressive combo and pressure tools, which also synergizes fantastically with the rest of falco's kit. Notably, down air is often used to hit an opponent that has been popped up by shine, knocking them back to the ground where they will be shined or down aired again to continue or repeat the combo, a combo loop known as "pillaring" which is crucial to falco's punish game. Throw in some edgeguarding applications and some round winning stock trades, and down air is a move that falco mains will enjoy (and have enjoyed already) for decades

Special Moves

Blaster
Blaster
Get used to seeing this
nB (5B)
First Active Active Recovery IASA Landing Lag Autocancel
23 *13 in air 99 57 0 0 <0 42>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3 / Late: n/a Clean: 0 / Late: 0 n/a 0 Normal 0

The most powerful projectile in melee, yet also one of its simplest. Falco fires a long laser in a straight line from his pistol, which deals low percent and has only a couple frames of hitstun. The magic of this move happens when it is performed in the air due to it's lengthy endlag being completely cancelled by Falco's landing animation. Performing this aerial laser from a short hop (known as short-hop laser or "SHL") is absolutely crucial to falco's neutral game, and acts as one of the most spammable, low commitment, and downright frustrating options in the game. This move is not unpunishable however, and opponents who are skilled at fighting falco can call you out with movement or powershields to create openings. Nonetheless, the sheer amount of different ways falco can mixup lasers in/for his offense and neutral is staggering, and should be practiced and exploited by falco as much as possible.

Falco Phantasm
Falco Phantasm
sideB (4/6B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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Fire Bird
Fire Bird
upB (8B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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Reflector
Reflector
Blip Blip baby
downB (2B)
First Active Active Recovery IASA Landing Lag Autocancel
1 1 19 can be held n/a n/a <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 8 / Late: n/a Clean: 50 / Late: n/a 50 84 lightning 5

One of two legendary shine moves, falco's down b is one of the strongest moves in the entire franchise. Added to the game as a way to reflect projectiles, down b has a small hitbox on the very first frame of the move. On hit, this 1 frame move has unreasonable amounts of hitstun, the perfect vertical knockback angle for combos, excellent frame data on shield and much more. The move can also be jump cancelled allowing a player to perform a wavedash immediately after shining; this technique is known as a Waveshine and it is Meta Defining, meaning it is absolutely crucial for falco mains to practice this. Experienced players using this technique in tandem with falco's powerful aerials and controlling laser are able to string together some absolutely dizzying offense, that can not only blow through any of your opponents defenses when done thoughtfully, but can also convert into high damaging and even lethal combos due to shine's fantastic on-hit properties. This only scratches the surface of what this move is capable of, and while it does have slight weaknesses in the form of a very small hitbox, and its susceptabiliy to SDI, the only real limitation of down-b is in the imagination and execution of it's user.

Grabs & Throws

Grab
Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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Dash Grab
Grab
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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Pummel
Knee
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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fThrow
Elbow Bash
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
bThrow
Skeet Blaster
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uThrow
Star Blaster
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dThrow
Floor Blaster
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Advanced Frame Data

This table shows the frame data for all of Falco's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
ftilt_mh 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_mh 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_mh 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
dtilt 7 9 N\A N\A 28 N\A 29 13 7 -11 N\A N\A N\A N\A -13 -11 -15 -13
dtilt 7 9 N\A N\A 28 N\A 29 13 7 -11 N\A N\A N\A N\A -13 -11 -15 -13
dtilt 7 9 N\A N\A 28 N\A 29 13 7 -11 N\A N\A N\A N\A -13 -11 -15 -13
uair 8 9 9 25 36 18 39 6 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 6 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 6 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 11 14 9 25 36 18 39 10 6 -3 -3 -12 -12 -9 -18 -15 -22 -19
uair 11 14 9 25 36 18 39 10 6 -3 -3 -12 -12 -9 -18 -15 -22 -19
uair 11 14 9 25 36 18 39 10 6 -3 -3 -12 -12 -9 -18 -15 -22 -19
ftilt_l 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_l 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_l 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_h 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_h 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_h 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
dashattack 4 7 N\A N\A 36 N\A 39 9 6 -22 N\A N\A N\A N\A -25 -22 -29 -26
dashattack 8 17 N\A N\A 36 N\A 39 6 4 -14 N\A N\A N\A N\A -23 -14 -27 -18
dair 5 14 9 29 N\A 18 49 12 7 -2 -2 -11 -21 -12 N\A N\A -37 -28
dair 5 14 9 29 N\A 18 49 12 7 -2 -2 -11 -21 -12 N\A N\A -37 -28
dair 15 24 9 29 N\A 18 49 9 6 -3 -3 -12 -12 -3 N\A N\A -28 -19
dair 15 24 9 29 N\A 18 49 9 6 -3 -3 -12 -12 -3 N\A N\A -28 -19
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 9 6 -4 -4 -14 -16 -13 -27 -24 -29 -26
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
usmash 7 10 N\A N\A N\A N\A 43 14 8 -25 N\A N\A N\A N\A N\A N\A -28 -25
usmash 7 10 N\A N\A N\A N\A 43 14 8 -25 N\A N\A N\A N\A N\A N\A -28 -25
usmash 11 15 N\A N\A N\A N\A 43 12 7 -21 N\A N\A N\A N\A N\A N\A -25 -21
usmash 11 15 N\A N\A N\A N\A 43 12 7 -21 N\A N\A N\A N\A N\A N\A -25 -21
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
ftilt_m 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_m 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_m 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
dsmash 6 10 N\A N\A 46 N\A 49 16 9 -26 N\A N\A N\A N\A -30 -26 -34 -30
dsmash 6 10 N\A N\A 46 N\A 49 16 9 -26 N\A N\A N\A N\A -30 -26 -34 -30
dsmash 6 10 N\A N\A 46 N\A 49 13 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
dsmash 6 10 N\A N\A 46 N\A 49 13 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
ftilt_ml 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_ml 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_ml 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
fair 6 8 11 48 53 22 59 9 6 -5 -5 -16 -40 -38 -40 -38 -47 -45
fair 6 8 11 48 53 22 59 9 6 -5 -5 -16 -40 -38 -40 -38 -47 -45
fair 16 18 11 48 53 22 59 8 5 -6 -6 -17 -31 -29 -31 -29 -38 -36
fair 16 18 11 48 53 22 59 8 5 -6 -6 -17 -31 -29 -31 -29 -38 -36
fair 24 26 11 48 53 22 59 7 5 -6 -6 -17 -23 -21 -23 -21 -30 -28
fair 24 26 11 48 53 22 59 7 5 -6 -6 -17 -23 -21 -23 -21 -30 -28
fair 33 35 11 48 53 22 59 5 4 -7 -7 -18 -15 -13 -15 -13 -22 -20
fair 33 35 11 48 53 22 59 5 4 -7 -7 -18 -15 -13 -15 -13 -22 -20
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fsmash_m 12 16 N\A N\A N\A N\A 39 17 9 -14 N\A N\A N\A N\A N\A N\A -18 -14
fsmash_m 12 16 N\A N\A N\A N\A 39 17 9 -14 N\A N\A N\A N\A N\A N\A -18 -14
fsmash_m 12 16 N\A N\A N\A N\A 39 17 9 -14 N\A N\A N\A N\A N\A N\A -18 -14
fsmash_m 17 21 N\A N\A N\A N\A 39 14 8 -10 N\A N\A N\A N\A N\A N\A -14 -10
fsmash_m 17 21 N\A N\A N\A N\A 39 14 8 -10 N\A N\A N\A N\A N\A N\A -14 -10
fsmash_m 17 21 N\A N\A N\A N\A 39 14 8 -10 N\A N\A N\A N\A N\A N\A -14 -10

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