SSBM/Falco

From SuperCombo Wiki


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
  • Placeholder
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
  • Placeholder
dAir
Air Drill
dAir (j.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

Special Moves

Blaster
Blaster
nB (5B)
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
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
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
Reflector
Reflector
downB (2B)
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

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

The move ever

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

The move ever

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

The move ever

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

The move ever

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

The move ever

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

The move ever

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

The move ever

Strategies

Lasers (SHL/B)

Falco's neutral-b or "Laser" is the single most powerful and nuanced tool in his arsenal. On hit it deals 3% damage and (more importantly) 4f of hitlag and 8f of hitstun. This makes laser a valuable tool for interrupting an opponent's movement or attack, creating frame advantage falco can leverage to attack or harassing at long-range. Because of Falco's relatively low speed, he relies heavily on laser to slow faster opponents down. Against even slower characters like Peach laser serves as a powerful lockdown tool, stuffing movement almost completely and forcing them to commit to a whiff-punishable option.


SHL stands for "Short-Hop Laser/Blaster" and is very disruptive to opponents. A laser performed while Falco is airborne will auto-cancel upon landing (experiencing only 4f of landing lag), giving Falco the ability to quickly shoot lasers while weaving in and out of an opponent's threat range - pressuring them and setting up for an offensive mixup.


In order to do a SHL/B, one must short-hop, and shoot a laser, and then fast-fall. Depending on a player's timing, Falco can shoot lasers at a wide variety of heights. -High Laser: Short-Hop > Immediate Laser > Late fastfall. This is useful for stuffing opponents attempting to jump. This is particularly strong against opponents with powerful aerial options, like Falcon and Jigglypuff -Low Laser: Short-Hop > Late Laser > Slightly delayed fastfall. Low lasers are difficult to powershield, making them a good option for pressuring an opponent or stuffing grounded movement like Fox's dashdance.


When performed correctly, the player is free to move about while shooting. A player can send flurries of SHL/Bs while approaching an opponent. 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 both opening up opponents' defenses and protecting himself.

Waveshining

Offense

Approaching Laser

TODO: Writeup about the important of dashdance mixups with approaching laser.

Shield Pressure

TODO: Writeup about shield pressure fundamentals.

  • Timing mixups and shine, shine->grab, and the difference between early and late aerials on shield.
  • Fiction's explanation of shield pressure as "beats" is really good and should be used here
  • Westballz pressure and yes I know it's really cool but also it will probably get you killed.


Falco's down air (also known as the Quailbird) is one of the best Spikes 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.

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.

Boost grab

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.

Match-ups

Serious Advantage Match-ups

Y.Link, Zelda, Mew2, Yoshi, G&W, Ness, Bowser, Kirby, Pichu

Advantage Match-ups

C.Falcon, Doc, Ganon, Pikachu, Mario, DK, Luigi, Link, Roy

Fair Match-ups

Fox, Marth, Puff, Sheik, Peach, Samus, IC

Disadvantage Match-ups

None

Serious Disadvantage Match-ups

None

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

Game Navigation

General
Controls & Notation
HUD
Game Mechanics
FAQ
Universal Strategy
Netplay
Glossary
Links
Metagame
Stages
Tiers
Controller Meta
Archived Information
Gecko Codes
Disc Files
Characters
Dr. Mario
Mario
Luigi
Bowser
Peach
Yoshi
Donkey Kong
Captain Falcon
Ganondorf
Falco
Fox
Ness
Ice Climbers
Kirby
Samus
Zelda
Sheik
Link
Young Link
Pichu
Pikachu
Jigglypuff
Mewtwo
Mr. Game and Watch
Marth
Roy
Non-Playable Characters
Male Wireframe
Female Wireframe
Master Hand
Crazy Hand
Giga Bowser
Sandbag