Editing Falco (SSB4)

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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = F
|tier = F
|ranking = 46
|ranking = 47
}}
}}
'''Falco''' ({{ja|ファルコ|Faruko}}, ''Falco'') returns as a playable character in ''[[Super Smash Bros. 4]]''. Falco was officially confirmed on October 3rd, 2014, alongside {{SSB4|Ness}} and {{SSB4|Wario}}, coinciding with the North American and European release of {{for3ds}}. As in ''[[Melee]]'' and ''[[Brawl]]'',  {{s|wikipedia|Hisao Egawa}} reprises his role in the Japanese version with his re-recorded voice clips of the game. Mark Lund, his voice actor from ''Star Fox 64 3D'', now voices him in the English version, replacing Dex Manley from ''Brawl''.
'''Falco''' ({{ja|ファルコ|Faruko}}, ''Falco'') returns as a playable character in ''[[Super Smash Bros. 4]]''. Falco was officially confirmed on October 3rd, 2014, alongside {{SSB4|Ness}} and {{SSB4|Wario}}, coinciding with the North American and European release of {{for3ds}}. As in ''[[Melee]]'' and ''[[Brawl]]'',  {{s|wikipedia|Hisao Egawa}} reprises his role in the Japanese version with his re-recorded voice clips of the game. Mark Lund, his voice actor from Star Fox 64 3D, now voices him in the English version, replacing Dex Manley from Brawl.


Falco ranks 46th out of 54 on the [[tier list]], an extreme drop from ''Brawl'' where he was ranked 7th out of 38, and an enormous drop from his ''Melee'' position where he was ranked 4th out of 26, making this his worst placement in the series by far. The majority of Falco's moves have high speed and very favourable angles, granting him a strong combo game and [[juggling]] capabilities. These are further aided by his good grab game and strong jumps, with the latter remaining the highest in the game. His moves that lack speed or reach are also packed with power, giving his moves surprisingly high KO power; for example, his back aerial can reliably KO below 130%. He also boasts an effective grab game and out of shield game, with all of his throws possessing great utility and/or KO power, while the speed of his moves allows him to easily punish opponents out of shield.
Falco ranks 47th out of 55 on the [[tier list]], an extreme drop from ''Brawl'' where he was ranked 7th out of 38, and an enormous drop from his ''Melee'' position where he was ranked 4th out of 26, making this his worst placement in the series by far. The majority of Falco's moves have high speed and very favourable angles, granting him a strong combo game and [[juggling]] capabilities. These are further aided by his good grab game and strong jumps, with the latter remaining the highest in the game. His moves that lack speed or reach are also packed with power, giving his moves surprisingly high KO power; for example, his back aerial can reliably KO below 130%. He also boasts an effective grab game and out of shield game, with all of his throws possessing great utility and/or KO power, while the speed of his moves allows him to easily punish opponents out of shield.


However, Falco's [[neutral game]] has been drastically weakened, with several of the moves that made him a threat at all ranges being nerfed: his two staple moves, {{b|Blaster|Falco}} and down aerial, now being much slower, and both are also incapable of [[autocancelling]] in a [[short hop]], eliminating Falco's ability to safely [[approach]]; changes to his back aerial by lowering its duration and reach also make it less effective at [[spacing]]. These weakened tools amplify the issue of Falco's low horizontal mobility, making it very difficult to keep up with opponents or force an approach. Finally, even though Falco benefits from the changes to [[hitstun cancelling]] as they make down throw much better for combos, it can no longer lead into the [[Gatling Combo]] or rack up damage on its own. In fact, the changes to game mechanics have hindered Falco overall, as the removal of [[DACUS]], the Gatling Combo, and [[chain grab]]bing hurt his damage racking capabilities overall, while the introduction of rage makes him more susceptible to KOs, due to his light weight. His recovery, despite being long distanced and buffed overall, is still slow, predictable, and easily intercepted, making Falco vulnerable to [[gimp]]s.
However, Falco's [[neutral game]] has been drastically weakened, with several of the moves that made him a threat at all ranges being nerfed: his two staple moves, {{b|Blaster|Falco}} and down aerial, now being much slower, and both are also incapable of [[autocancelling]] in a [[short hop]], eliminating Falco's ability to safely [[approach]]; changes to his back aerial by lowering its duration and reach also make it less effective at [[spacing]]. These weakened tools amplify the issue of Falco's low horizontal mobility, making it very difficult to keep up with opponents or force an approach. Finally, even though Falco benefits from the changes to [[hitstun cancelling]] as they make down throw much better for combos, it can no longer lead into the [[Gatling Combo]] or rack up damage on its own. In fact, the changes to game mechanics have hindered Falco overall, as the removal of [[DACUS]], the Gatling Combo, and [[chain grab]]bing hurt his damage racking capabilities overall, while the introduction of rage makes him more susceptible to KOs, due to his light weight. His recovery, despite being long distanced and buffed overall, is still slow, predictable, and easily intercepted, making Falco vulnerable to [[gimp]]s.  


Owing to his flaws, especially compared to his ''Brawl'' incarnation, Falco has held poor tournament representation and results in competitive play. Although [[updates]] to the game have attempted to buff a number of his negative attributes, he still has struggled to make an impact at tournaments at the national level.
Owing to his flaws, especially compared to his ''Brawl'' incarnation, Falco has held poor tournament representation and results in competitive play. Although [[updates]] to the game have attempted to buff a number of his negative attributes, he still has struggled to make an impact at tournaments at the national level.
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==Attributes==
==Attributes==
Falco is a [[Weight|light]] character with polarized movement. He has the strongest [[jump]]ing ability, a fast [[walking speed]], fast [[falling speed]] and high [[air acceleration]], but a rather slow [[dashing speed]], below average [[air speed]] and very high [[gravity]]. These stats give Falco slow horizontal movement, but proficient vertical movement. They also give him good vertical endurance for a lightweight.
Falco is a [[Weight|light]] character with polarized movement. He has the strongest [[jump]]ing ability, a fast [[walking speed]], fast [[falling speed]] and high [[air acceleration]], but a rather slow [[dashing speed]], below average [[air speed]] and very high [[gravity]]. These stats give Falco slow horizontal movement, but proficient vertical movement. They also give him good vertical survivability for a character of his weight.


Falco's greatest strength is the speed of his moveset. His neutral attack and forward tilt are both exceedingly quick, while up tilt and down tilt can be used to combo into other attacks or even KO at high percentages. His smash attacks are all powerful and have decent reach as well. Down smash is also a [[semi-spike]], making it very good at [[edgeguarding]]. His aerial moves are also powerful in their own way. Neutral aerial deals decently high knockback and is very quick, making it an excellent option for disrupting an opponent's moves and a great combo extender/finisher. Forward aerial is powerful and can easily KO offstage, and can be used for [[gimp]]ing by fast-falling during the move then [[footstool jump]]ing over the opponent, in a similar manner to fellow fighter {{SSB4|Fox}}. It also has a strong landing hitbox with disjointed range. Up aerial sends opponents vertically and is a great move for comboing and KOing off the top, thanks to Falco's high jumps. Back aerial is Falco's strongest aerial, as well as his second fastest, making it a great choice in many scenarios. Lastly, down aerial, while significantly nerfed from ''[[Brawl]]'', can still be useful for KOing offstage, as it is a [[meteor smash]]. All of these moves grant Falco a versatile combo game.
Falco's greatest strength is the speed of his moveset. His neutral attack and forward tilt are both exceedingly quick, while up tilt and down tilt can be used to combo into other attacks or even KO at high percentages. His smash attacks are all powerful and have decent reach as well. Down smash is also a [[semi-spike]], making it very good at [[edgeguarding]]. His aerial moves are also powerful in their own way. Neutral aerial deals decently high knockback and is very quick, making it an excellent option for disrupting an opponent's moves and a great combo extender/finisher. Forward aerial is powerful and can easily KO offstage, and can be used for [[gimp]]ing by fast-falling during the move then [[footstool jump]]ing over the opponent, in a similar manner to fellow fighter {{SSB4|Fox}}. It also has a strong landing hitbox with disjointed range. Up aerial sends opponents vertically and is a great move for comboing and KOing off the top, thanks to Falco's high jumps. Back aerial is Falco's strongest aerial, as well as his second fastest, making it a great choice in many scenarios. Lastly, down aerial, while significantly nerfed from ''[[Brawl]]'', can still be useful for KOing offstage, as it is a [[meteor smash]]. All of these moves grant Falco a versatile combo game.
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Falco benefits a decent amount from custom moves. Burst Blaster has less range, but is much faster, forcing bad approaches from the opponent much more easily. Falco Phase cannot hit opponents and does not grant any momentum, like in ''[[Melee]]'', but Falco cannot be hurt either, and the move is also faster. Distant Fire Bird is slower and has no charging hitbox, like in ''Melee'', but it moves further and has more momentum, considerably improving his recovery. Reflector Void destroys most projectiles instead of reflecting them, but deals more damage on contact, and is the optimal choice against certain characters like {{SSB4|Villager}} or if the opponent lacks projectiles. The other variations of his custom moves are either very situational, or do not have many advantages over the default.
Falco benefits a decent amount from custom moves. Burst Blaster has less range, but is much faster, forcing bad approaches from the opponent much more easily. Falco Phase cannot hit opponents and does not grant any momentum, like in ''[[Melee]]'', but Falco cannot be hurt either, and the move is also faster. Distant Fire Bird is slower and has no charging hitbox, like in ''Melee'', but it moves further and has more momentum, considerably improving his recovery. Reflector Void destroys most projectiles instead of reflecting them, but deals more damage on contact, and is the optimal choice against certain characters like {{SSB4|Villager}} or if the opponent lacks projectiles. The other variations of his custom moves are either very situational, or do not have many advantages over the default.


Overall, like {{SSB4|Kirby}} and {{SSB4|Luigi}}, Falco runs hot and cold. Despite having excellent combo potential and KO power, his slow ground mobility, poor range and significantly nerfed neutral game make it very difficult to put his newfound abilities to use. Mainly due to his poor neutral game, Falco's weaknesses outweigh his strengths, resulting in poor tournament representation and similar results, with very few dedicated mains such as {{Sm|AC}} and {{Sm|Keitaro}}.
Overall, like {{SSB4|Kirby}} and {{SSB4|Luigi}}, Falco runs hot and cold. Despite having excellent combo potential and KO power, his slow ground mobility, poor range and significantly nerfed neutral game make it very difficult to put his newfound abilities to use. Mainly due to his poor neutral game, Falco's weaknesses outweigh his strengths, resulting in poor tournament representation and similar results, with very few dedicated mains such as {{Sm|Armando}} and {{Sm|Keitaro}}.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
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Falco's power has been improved significantly, removing his main weakness from ''Brawl''. His down tilt has regained its lost power from ''Melee'' and his smash attacks are stronger. His forward aerial is stronger and unaffected by [[SDI]], his up aerial has consistent power and more vertical knockback, and his back aerial while having a shorter duration and less range around him has much more power, to the point of being the eighth strongest overall in the game while also being the fastest in the game. In addition, his grab game has seen some improvements, with up throw having comboing abilities, and back throw now having KO power. His recovery has also been noticeably buffed. While Falco Phantasm can no longer be shortened and its hitbox was noticed nerfed, it no longer puts Falco in [[helpless]] state, allowing Fire Bird to be used immediately after, with the latter also granting more distance than before. Due to being slow, both moves also benefit a lot from the removal of [[edge-hogging]].
Falco's power has been improved significantly, removing his main weakness from ''Brawl''. His down tilt has regained its lost power from ''Melee'' and his smash attacks are stronger. His forward aerial is stronger and unaffected by [[SDI]], his up aerial has consistent power and more vertical knockback, and his back aerial while having a shorter duration and less range around him has much more power, to the point of being the eighth strongest overall in the game while also being the fastest in the game. In addition, his grab game has seen some improvements, with up throw having comboing abilities, and back throw now having KO power. His recovery has also been noticeably buffed. While Falco Phantasm can no longer be shortened and its hitbox was noticed nerfed, it no longer puts Falco in [[helpless]] state, allowing Fire Bird to be used immediately after, with the latter also granting more distance than before. Due to being slow, both moves also benefit a lot from the removal of [[edge-hogging]].


However, the nerfs Falco received created new weaknesses that were harsh enough to severely cripple his neutral game. The removal of DACUS (and subsequently the Gatling Combo) prevents his newly buffed up smash from being used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer adversely affected by it, his ability to easily rack up large amounts of damage with his down throw is no longer present. His down throw was also directly nerfed as it deals less damage and has higher knockback, hindering its combo potential. Down aerial, a staple in ''Melee'' and ''Brawl'', has been drastically slowed down having immensely increased startup lag and no longer [[auto-cancelling]] in a short hop. These changes hinder down aerial so much to the point where it is now useless outside of [[edgeguarding]] and even then, down aerial has reduced knockback. Falco Phantasm has increased startup lag, travels more slowly and its hitbox no longer lasts for its entire duration moving forwards greatly hindering its use on stage and it can no longer be shortened hindering its mixup potential. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. These changes make Falco much less of a threat in the neutral game, as it is now considerably harder for him to put his high power to good use.
However, the nerfs Falco received created new weaknesses that were harsh enough to severely cripple his neutral game. The removal of DACUS (and subsequently the Gatling Combo) prevents his newly buffed up smash from being used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer adversely affected by it, his ability to easily rack up large amounts of damage with his down throw is no longer present. His down throw was also directly nerfed as it deals less damage and has higher knockback, hindering its combo potential. Down aerial, a staple in ''Melee'' and ''Brawl'', has been drastically slowed down having immensely increased startup lag and no longer [[auto-cancelling]] in a short hop. These changes hinder down aerial so much to the point where it is now useless outside of [[edgeguarding]] and even then, down aerial has reduced knockback. Falco Phantasm has increased startup lag, travels more slowly and its hitbox no longer lasts for its entire duration moving forwards greatly hindering its use on stage and it can no longer be shortened hindering its mixup potential. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. These changes make Falco much less of a threat in the neutral game, as it is now considerably harder for him to put his high power to good use.  


Overall, most of Falco's buffs are not highly beneficial while the nerfs he received practically removed some of his previous best tools. The general changes to the mechanics also did not help him as much as some other characters while taking away a few of his key traits. Due to these nerfs, Falco is considered to be one of the characters to have been nerfed the most in the transition from ''Brawl'' to ''Smash 4''. His harmful changes have resulted in many players having poor opinions about him and he has seen far less success in tournaments.
Overall, most of Falco's buffs are not highly beneficial while the nerfs he received practically removed some of his previous best tools. The general changes to the mechanics also did not help him as much as some other characters while taking away a few of his key traits. Due to these nerfs, Falco is considered to be one of the characters to have been nerfed the most in the transition from ''Brawl'' to ''Smash 4''. His harmful changes have resulted in many players having poor opinions about him and he has seen far less success in tournaments.
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**{{buff|The infinite has less startup lag (frame 9 → 7).}}
**{{buff|The infinite has less startup lag (frame 9 → 7).}}
**{{buff|The weakening of [[SDI]] makes the infinite harder to escape from (although it can still easily be avoided), despite its [[SDI multiplier]] being increased (1× → 1.2×).}}
**{{buff|The weakening of [[SDI]] makes the infinite harder to escape from (although it can still easily be avoided), despite its [[SDI multiplier]] being increased (1× → 1.2×).}}
**{{change|If Falco uses the infinite near an edge, he can now potentially slide off the edge and cancel the move. This improves its safety but hinders its reliability.}}
**{{nerf|The infinite deals less damage (1% → 0.4%).}}
**{{nerf|The infinite deals less damage (1% → 0.4%).}}
**{{nerf|The infinite has smaller hitboxes (3u/4u/5u → 2.7u/3.2u/3.5u) which are positioned closer to Falco (z offset: 4/10/14 → 4/7/12), reducing its range.}}
**{{nerf|The infinite has smaller hitboxes (3u/4u/5u → 2.7u/3.2u/3.5u) which are positioned closer to Falco (z offset: 4/10/14 → 4/7/12), reducing its range.}}
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*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|The changes to [[hitstun canceling]] and [[DI]] grant up tilt combo potential beyond non [[tumble]] percents.}}
**{{buff|The changes to [[hitstun canceling]] and [[DI]] grant up tilt combo potential beyond non [[tumble]] percents.}}
**{{buff|The early first hit launches opponents at a lower angle (100° → 106°) and it has higher set knockback (60 → 100), allowing it to connect more reliably into the second hit, as well as making it safer if it fails to lead into the second hit.}}
**{{buff|The early first hit launches opponents at a lower angle (100° → 106°) and it has higher set knockback (60 → 100), allowing it to connect more reliably into the second hit, as well as making it safer if it fails to lead into the second hit.}}  
**{{nerf|The early first hit has more startup lag with a shorter duration (frames 4-5 → 5).}}
**{{nerf|The early first hit has more startup lag with a shorter duration (frames 4-5 → 5).}}
**{{nerf|The early first hit now only has one static hitbox in front of Falco rather than four hitboxes covering Falco's arm, which significantly reduces its range inside and above Falco.}}
**{{nerf|The early first hit now only has one static hitbox in front of Falco rather than four hitboxes covering Falco's arm, which significantly reduces its range inside and above Falco.}}
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*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|The changes to hitstun canceling and DI considerably improve down tilt's combo potential.}}
**{{buff|The changes to hitstun canceling and DI considerably improve down tilt's combo potential.}}
**{{buff|Down tilt has an altered animation where rather than spinning around in place with his tail out, Falco steps forward slightly and sweeps his tail in front of him. The hitboxes are also now attached to the tip of Falco's tail rather than the base with both of these changes giving down tilt more range despite the hitboxes being positioned closer to Falco (x offset: 0/6/12 → -4.1/1.9/7.8).}}
**{{buff|Down tilt has an altered animation where rather than spinning around in place with his tail out, Falco steps forward slightly and sweeps his tail in front of him. The hitboxes are also now attached to the tip of Falco's tail rather than the base with both of these changes giving down tilt more range despite the hitboxes being positioned closer to Falco (x offset: 0/6/12 → -4.1/1.9/7.8).}}  
***{{nerf|However, this also gives the move less range inside of Falco despite the nearest hitbox being larger (2.4u → 2.6u).}}
***{{nerf|However, this also gives the move less range inside of Falco despite the nearest hitbox being larger (2.4u → 2.6u).}}
**{{buff|Down tilt deals more knockback (25 (base), 90 (scaling) → (50/35)/(90/88)), improving the furthest and especially the nearest hitboxes' KO potential.}}
**{{buff|Down tilt deals more knockback (25 (base), 90 (scaling) → (50/35)/(90/88)), improving the furthest and especially the nearest hitboxes' KO potential.}}  
**{{nerf|The middle hitbox deals less damage (12% → 11%), hindering its KO potential, as its knockback was not fully compensated.}}
**{{nerf|The middle hitbox deals less damage (12% → 11%), hindering its KO potential, as its knockback was not fully compensated.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack deals more knockback (40/30 (base), 90 (scaling) → (80/70)/70).}}
**{{buff|Dash attack deals more knockback (40/30 (base), 90 (scaling) → (80/70)/70).}}  
**{{buff|The clean hit has a larger hitbox (5.28u → 5.5u) which now uses a static extended hitbox, considerably improving its range.}}
**{{buff|The clean hit has a larger hitbox (5.28u → 5.5u) which now uses a static extended hitbox, considerably improving its range.}}
**{{buff|The late hit is positioned further away from Falco (x offset: 0 → 2), giving it more range.}}
**{{buff|The late hit is positioned further away from Falco (x offset: 0 → 2), giving it more range.}}
***{{nerf|However, the late hit is also smaller (4.32u → 4u), reducing its range above and behind Falco.}}
***{{nerf|However, the late hit is also smaller (4.32u → 4u), reducing its range above and behind Falco.}}
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 4-7 (clean)/8-17 (late) → 8-11/12-18), with its total duration subsequently increased (FAF 36 → 40). This considerably hinders dash attack's usage as a burst approach option or as a whiff punishment tool.}}
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 4-7 (clean)/8-17 (late) → 8-11/12-18), with its total duration subsequently increased (FAF 36 → 40). This considerably hinders dash attack's usage as a burst approach option or as a whiff punishment tool.}}  
**{{nerf|The removal of [[DACUS]] (and subsequently the Gatling combo) significantly hinders dash attack's utility.}}
**{{nerf|The removal of [[DACUS]] (and subsequently the Gatling combo) significantly hinders dash attack's utility.}}
*[[Forward smash]]:
*[[Forward smash]]:
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**{{buff|The clean hit's furthest hitboxes have been moved further away from Falco (x offset: 3.2/6.5 → 4/8), improving their range.}}
**{{buff|The clean hit's furthest hitboxes have been moved further away from Falco (x offset: 3.2/6.5 → 4/8), improving their range.}}
**{{buff|The late hit has higher base knockback (10 → 30).}}
**{{buff|The late hit has higher base knockback (10 → 30).}}
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 16-20 (clean)/21 (late) → 17-19/20). As the move's animation is unchanged, this remove's the clean hit's ability to hit opponents behind Falco.}}
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 16-20 (clean)/21 (late) → 17-19/20). As the move's animation is unchanged, this remove's the clean hit's ability to hit opponents behind Falco.}}  
**{{nerf|Forward smash has a higher [[hitlag]] multiplier (0.5× (clean)/0.3x (late) → 1×/0.5×), making it easier to DI.}}
**{{nerf|Forward smash has a higher [[hitlag]] multiplier (0.5× (clean)/0.3x (late) → 1×/0.5×), making it easier to DI.}}
**{{nerf|The late hit has a smaller hitbox (9u → 6u) which has been moved closer to Falco (z offset: 13 → 12). When combined with the hitbox coming out one frame sooner, this significantly reduces its range.}}
**{{nerf|The late hit has a smaller hitbox (9u → 6u) which has been moved closer to Falco (z offset: 13 → 12). When combined with the hitbox coming out one frame sooner, this significantly reduces its range.}}
***{{buff|However, the hitbox is now extended, giving it more range inside of Falco.}}
***{{buff|However, the hitbox is now extended, giving it more range inside of Falco.}}
*[[Up smash]]:
*[[Up smash]]:
**{{change|Falco has a new up smash, a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It hits twice instead of once.}}
**{{change|Falco has a new up smash, a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It hits twice instead of once.}}  
**{{buff|Up smash has less startup with a longer duration (frames 8-11 (clean)/12-17 (late) → 7-12 (hit 1)/13-20 (hit 2)).}}
**{{buff|Up smash has less startup with a longer duration (frames 8-11 (clean)/12-17 (late) → 7-12 (hit 1)/13-20 (hit 2)).}}  
**{{buff|Up smash now grants [[intangibility]] on Falco's legs while the hitboxes are active, making it harder to intercept.}}
**{{buff|Up smash now grants [[intangibility]] on Falco's legs while the hitboxes are active, making it harder to intercept.}}
**{{buff|Up smash deals more damage overall (14% → 4% (hit 1)/12% (hit 2)/16% (total)).}}
**{{buff|Up smash deals more damage overall (14% → 4% (hit 1)/12% (hit 2)/16% (total)).}}  
**{{buff|Up smash has larger hitboxes (3.5u/3.5u/3u → 4u/3.5u/4u (hit 1 clean)/4u/3.5u/3.5u (late)/5u/3.5u/3u (hit 2)) and the foot hitbox has been moved further away from Falco (y offset: 6 → x offset: 7.7 (hit 1 (clean))/7 (hit 1 (late)/hit 2)).}}
**{{buff|Up smash has larger hitboxes (3.5u/3.5u/3u → 4u/3.5u/4u (hit 1 clean)/4u/3.5u/3.5u (late)/5u/3.5u/3u (hit 2)) and the foot hitbox has been moved further away from Falco (y offset: 6 → x offset: 7.7 (hit 1 (clean))/7 (hit 1 (late)/hit 2)).}}
**{{nerf|Up smash has more ending lag (FAF 45 → 50).}}
**{{nerf|Up smash has more ending lag (FAF 45 → 50).}}  
**{{nerf|With up smash now being a multi hit move, it is overall less reliable as there are multiple instances where the second hit can miss after the first hit connects (especially when the opponent is far below Falco).}}
**{{nerf|With up smash now being a multi hit move, it is overall less reliable as there are multiple instances where the second hit can miss after the first hit connects (especially when the opponent is far below Falco).}}
**{{nerf|The second hit launches opponents at a lower angle (95° → 80°) and its knockback was not fully compensated for its lower damage (20 (base), 98 (scaling) → 31/104), slightly hindering its KO potential on its own.}}
**{{nerf|The second hit launches opponents at a lower angle (95° → 80°) and its knockback was not fully compensated for its lower damage (20 (base), 98 (scaling) → 31/104), slightly hindering its KO potential on its own.}}
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**{{buff|Neutral aerial has less ending lag (FAF 50 → 49).}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 49).}}
**{{buff|The loop hits have higher set knockback (10 → 22) and they now use the [[autolink angle]] (110° → 367°), which alongside the weakening of SDI, allows them to connect more reliably.}}
**{{buff|The loop hits have higher set knockback (10 → 22) and they now use the [[autolink angle]] (110° → 367°), which alongside the weakening of SDI, allows them to connect more reliably.}}
**{{buff|The loop hits' right arm hitbox is larger (4u → 6u).}}
**{{buff|The loop hits' right arm hitbox is larger (4u → 6u).}}  
**{{buff|The final hit deals considerably more knockback (40 (base), 100 (scaling) → 55/130). This improves its KO potential, while the changes to hitstun canceling and DI allow it to retain its combo potential at lower percents.}}
**{{buff|The final hit deals considerably more knockback (40 (base), 100 (scaling) → 55/130). This improves its KO potential, while the changes to hitstun canceling and DI allow it to retain its combo potential at lower percents.}}  
**{{buff|The final hit now always launches opponents in the direction Falco is facing, making it more reliable.}}
**{{buff|The final hit now always launches opponents in the direction Falco is facing, making it more reliable.}}
**{{buff|The final hit now uses one large extended hitbox rather than four smaller normal hitboxes (5u/5u/4u/4u → 8u), giving it more range.}}
**{{buff|The final hit now uses one large extended hitbox rather than four smaller normal hitboxes (5u/5u/4u/4u → 8u), giving it more range.}}
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***{{nerf|However, it auto-cancels later relative to when the final hitbox comes out.}}
***{{nerf|However, it auto-cancels later relative to when the final hitbox comes out.}}
**{{buff|Forward aerial has a new animation where Falco does not stretch out as far. This makes Falco harder to hit.}}
**{{buff|Forward aerial has a new animation where Falco does not stretch out as far. This makes Falco harder to hit.}}
***{{nerf|However, this animation is also slightly longer (59 frames → 61).}}
***{{nerf|However, this animation is also slightly longer (59 frames → 60).}}
**{{buff|The loop hits deal much more knockback (0 (base), 40 (scaling) → 60 (set)/100) and they have a much faster rehit rate (8 → 4). This not only makes the move drastically more reliable (with the move going from almost never connecting properly to now working very reliably) but this also makes the move drastically safer, as opponents can no longer avoid or hit Falco out of the multi hits at lower percents.}}
**{{buff|The loop hits deal much more knockback (0 (base), 40 (scaling) → 60 (set)/100) and they have a much faster rehit rate (8 → 4). This not only makes the move drastically more reliable (with the move going from almost never connecting properly to now working very reliably) but this also makes the move drastically safer, as opponents can no longer avoid or hit Falco out of the multi hits at lower percents.}}
**{{buff|The loop hits' near hitbox is larger (4u → 5u) and its far hitbox has been moved further away from Falco, improving its range.}}
**{{buff|The loop hits' near hitbox is larger (4u → 5u) and its far hitbox has been moved further away from Falco, improving its range.}}
***{{buff|Additionally, the move's hitboxes are now static, giving it more consistent horizontal range.}}
***{{buff|Additionally, the move's hitboxes are now static, giving it more consistent horizontal range.}}
***{{nerf|However, the near hitbox has been moved further away from Falco, giving it less range inside of him.}}
***{{nerf|However, the near hitbox has been moved further away from Falco, giving it less range inside of him.}}
**{{buff|The final hit launches opponents at a lower angle (50° → [[Sakurai angle|361°]]) as well as dealing more damage (3% → 4%) and much more knockback (80 (base), 60 (scaling) → 55/145), greatly improving its KO potential.}}
**{{buff|The final hit launches opponents at a lower angle (50° → [[Sakurai angle|361°]]) as well as dealing more damage (3% → 4%) and much more knockback (80 (base), 60 (scaling) → 55/145), greatly improving its KO potential.}}  
**{{buff|Forward aerial now has a landing hitbox which deals a decent amount of knockback and it possesses high hitlag (which only applies to the opponent). This drastically improves forward aerial's safety when landing, especially on hit.}}
**{{buff|Forward aerial now has a landing hitbox which deals a decent amount of knockback and it possesses high hitlag (which only applies to the opponent). This drastically improves forward aerial's safety when landing, especially on hit.}}
***{{buff|Altogether, these changes drastically improve forward aerial's utility, removing its status as a contender for the worst aerial in the game.}}
***{{buff|Altogether, these changes drastically improve forward aerial's utility, removing its status as a contender for the worst aerial in the game.}}
**{{nerf|Forward aerial has more startup lag with a shorter duration (frames 6-33 (loop hits)/34-35 (final) → 10-27/28-29).}}
**{{nerf|Forward aerial has more startup lag with a shorter duration (frames 6-33 (loop hits)/34-35 (final) → 10-27/28-29).}}
**{{nerf|Forward aerial has a slightly longer animation (59 frames → 61).}}
**{{nerf|Forward aerial has a higher SDI multiplier (0.8x (loop hits)/0x (final) → 1x (both)), with it now being possible to SDI the final hit.}}
**{{nerf|Forward aerial has a higher SDI multiplier (0.8x (loop hits)/0x (final) → 1x (both)), with it now being possible to SDI the final hit.}}
**{{nerf|Forward aerial has a higher hitlag multiplier (0.7× (loop hits)/2x (final) → 1×/2.5×), making it easier to DI. As forward aerial cannot be frame canceled, this hinders the move overall.}}
**{{nerf|Forward aerial has a higher hitlag multiplier (0.7× (loop hits)/2x (final) → 1×/2.5×), making it easier to DI. As forward aerial cannot be frame canceled, this hinders the move overall.}}
Line 198: Line 200:
**{{nerf|The final hit has one smaller extended hitbox rather than two normal hitboxes (8u/6u → 6u), reducing its range.}}
**{{nerf|The final hit has one smaller extended hitbox rather than two normal hitboxes (8u/6u → 6u), reducing its range.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Back aerial has a new animation, with Falco kicking more horizontally.}}
**{{change|Back aerial has a new animation, with Falco kicking more horizontally.}}  
***{{buff|This new animation slightly narrows Falco's hurtbox, leaving him less vulnerable.}}
***{{buff|This new animation slightly narrows Falco's hurtbox, leaving him less vulnerable.}}
***{{nerf|However, this animation is also slightly longer (39 frames → 41).}}
***{{nerf|However, this animation is also slightly longer (39 frames → 41).}}
**{{buff|The clean hit has much higher knockback scaling (103 → 130), significantly improving its KO potential to the point where it is now one of the strongest back aerials in the game.}}
**{{buff|The clean hit has much higher knockback scaling (103 → 130), significantly improving its KO potential to the point where it is now one of the strongest back aerials in the game.}}
**{{buff|Back aerial auto-cancels earlier (frame 23 → 15), although it still auto-cancels three frame after the hitboxes are removed.}}
**{{buff|Back aerial auto-cancels earlier (frame 23 → 15), although it still auto-cancels three frame after the hitboxes are removed.}}  
**{{buff|The changes to [[shieldstun]] considerably improves the move's safety on shield, now being completely unpunishable on shield for the entire cast if auto-canceled perfectly.}}
**{{buff|The changes to [[shieldstun]] considerably improves the move's safety on shield, now being completely unpunishable on shield for the entire cast if auto-canceled perfectly.}}
**{{change|As with most other back aerials, back aerial now always launches opponents behind Falco.}}
**{{change|As with most other back aerials, back aerial now always launches opponents behind Falco.}}
**{{nerf|Back aerial has a shorter duration (frames 4-7 (clean)/8-19 (late) → 4-5/6-11).}}
**{{nerf|Back aerial has a shorter duration (frames 4-7 (clean)/8-19 (late) → 4-5/6-11).}}
**{{nerf|Back aerial has smaller hitboxes (4.5u/6u/4u → 4.8u/3.2u (clean), 4u/5u/4u → 3.8u/2.8u (late)), the foot hitbox has been moved closer to Falco (y offset: 4.1 → x offset: 4) and the front hitbox has been removed, reducing its range.}}
**{{nerf|Back aerial has smaller hitboxes (4.5u/6u/4u → 4.8u/3.2u (clean), 4u/5u/4u → 3.8u/2.8u (late)), the foot hitbox has been moved closer to Falco (y offset: 4.1 → x offset: 4) and the front has been removed, reducing its range.}}  
***{{nerf|Altogether, these changes hinder back aerial's ability to wall out opponents.}}
***{{nerf|Altogether, these changes hinder back aerial's ability to wall out opponents.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less startup lag (frame 10 → 7).}}
**{{buff|Up aerial has less startup lag (frame 10 → 7).}}
***{{nerf|However, its total duration was not fully compensated (FAF 36 → 35), giving it more ending lag.}}
***{{nerf|However, its total duration was not fully compensated (FAF 36 → 35), giving it more ending lag.}}  
**{{buff|Up aerial auto-cancels earlier (frame 26 → 23).}}
**{{buff|Up aerial auto-cancels earlier (frame 26 → 23).}}
**{{buff|The foot hitbox is slightly larger (4.8u → 5u).}}
**{{buff|The foot hitbox is slightly larger (4.8u → 5u).}}  
**{{buff|The middle and lowest hitboxes launch opponents at higher angles (68°/80° → 75°/85°). When combined with the changes to hitstun canceling and DI, this improves up aerial's combo potential.}}
**{{buff|The middle and lowest hitboxes launch opponents at higher angles (68°/80° → 75°/85°). When combined with the changes to hitstun canceling and DI, this improves up aerial's combo potential.}}
**{{buff|The lowest hitbox deals drastically higher knockback (30 (base), 20 (scaling) → 35/90), going from an incredibly weak sourspot to now being the move's sweetspot.}}
**{{buff|The lowest hitbox deals drastically higher knockback (30 (base), 20 (scaling) → 35/90), going from an incredibly weak sourspot to now being the move's sweetspot.}}  
**{{nerf|Up aerial has a shorter initial auto-cancel window (frames 1-6 → 1-3).}}
**{{nerf|Up aerial has a shorter initial auto-cancel window (frames 1-6 → 1-3).}}
**{{nerf|Up aerial deals less damage (11% → 10%).}}
**{{nerf|Up aerial deals less damage (11% → 10%).}}  
**{{nerf|The upper hitboxes deal less knockback (27 (base), 100 (scaling) → 35/90), which along with their lower damage, hinders its KO potential.}}
**{{nerf|The upper hitboxes deal less knockback (27 (base), 100 (scaling) → 35/90), which along with their lower damage, hinders its KO potential.}}
**{{nerf|The foot hitbox launches opponents at a lower angle (68° → 65°).}}
**{{nerf|The foot hitbox launches opponents at a lower angle (68° → 65°).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The removal of [[meteor canceling]] improves down aerial's reliability, although this is partially offset by the move's reduced power.}}
**{{buff|The removal of [[meteor canceling]] improves down aerial's reliability, although this is partially offset by the move's reduced power.}}  
**{{buff|The clean hit has a longer duration (frames 5-7 → 16-19).}}
**{{buff|The clean hit has a longer duration (frames 5-7 → 16-19).}}
**{{change|The clean hit launches aerial opponents at a slightly more horizontal angle (280° → 285°).}}
**{{change|The clean hit launches aerial opponents at a slightly more horizontal angle (280° → 285°).}}
**{{change|The clean hit now launches grounded opponents vertically (280° → 80°). This improves its KO potential as well as preventing opponents from [[tech]]ing the move at higher percents (considering the changes to meteor smashes), however, this also hinders its followup potential at lower percents.}}
**{{change|The clean hit now launches grounded opponents vertically (280° → 80°). This improves its KO potential as well as preventing opponents from [[tech]]ing the move at higher percents (considering the changes to meteor smashes), however, this also hinders its followup potential at lower percents.}}  
**{{change|The clean hit has a much higher hitlag multiplier (1× → 2×). This allows the move to greatly benefit from the introduction of frame canceling but this also makes it much easier to DI.}}
**{{change|The clean hit has a much higher hitlag multiplier (1× → 2×). This allows the move to greatly benefit from the introduction of frame canceling but this also makes it much easier to DI.}}
**{{nerf|Down aerial has drastically higher startup lag (frame 5 → 16), no longer being the fastest meteor smash. This makes the move much harder to land.}}
**{{nerf|Down aerial has drastically higher startup lag (frame 5 → 16), no longer being the fastest meteor smash. This makes the move much harder to land.}}
***{{buff|However, its total duration was not fully compensated (FAF 50 → 52), giving it less ending lag.}}
***{{buff|However, its total duration was not fully compensated (FAF 50 → 52), giving it less ending lag.}}  
**{{nerf|Down aerial has much more landing lag (12 frames → 23).}}
**{{nerf|Down aerial has much more landing lag (12 frames → 23).}}
**{{nerf|Down aerial has shorter initial auto-cancel window (frames 1-4 → 1-3).}}
**{{nerf|Down aerial has shorter initial auto-cancel window (frames 1-4 → 1-3).}}
Line 252: Line 254:
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Falco now only shoots one laser instead of three. When combined with the weakening of DI, this makes back throw much more reliable as Falco can now reliably land the entire throw (outside of higher percents where the opponent can still DI to avoid the laser).}}
**{{buff|Falco now only shoots one laser instead of three. When combined with the weakening of DI, this makes back throw much more reliable as Falco can now reliably land the entire throw (outside of higher percents where the opponent can still DI to avoid the laser).}}
**{{buff|Back throw deals more damage (2% (throw)/2% (lasers)/8% (total) → 6%/3%/9%). The throw's knockback scaling was not fully compensated (80 → 60) while the laser's knockback was not compensated, improving its KO potential (to the point where the move can now KO at realistic percents if the laser connects).}}
**{{buff|[[Back throw]] deals more damage (2% (throw)/2% (lasers)/8% (total) → 6%/3%/9%). The throw's knockback scaling was not fully compensated (80 → 60) while the laser's knockback was not compensated, improving its KO potential (to the point where the move can now KO at realistic percents if the laser connects).}}
**{{change|Back throw launches opponents at a slightly higher angle (33° → 35°).}}
**{{change|Back throw launches opponents at a slightly higher angle (33° → 35°).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Falco now only shoots one laser instead of three. When combined with the weakening of DI, this makes up throw much more reliable as Falco can now reliably land the entire throw (outside of higher percents where the opponent can still DI to avoid the laser).}}
**{{buff|Falco now only shoots one laser instead of three. When combined with the weakening of DI, this makes up throw much more reliable as Falco can now reliably land the entire throw (outside of higher percents where the opponent can still DI to avoid the laser).}}
**{{buff|Up throw launches opponents at a more vertical angle (107° (throw)/50° (laser) → 94°/90°). When combined with the changes to hitstun canceling and DI, this siginificantly improves up throw's combo potential despite the laser coming out sooner than the previous third laser (frame 24 → 20).}}
**{{buff|[[Up throw]] launches at more vertical angles (107° (throw)/50° (laser) → 94°/90°). When combined with the changes to hitstun canceling and DI, this siginificantly improves up throw's combo potential despite the laser coming out sooner than the previous third laser (frame 24 → 20).}}  
**{{buff|The throw and the laser deal more damage (2% (throw)/2% (lasers)/8% (total) → 4%/4%/8%). The throw only received a decrease to its base knockback (70 → 60) while the laser's knockback was not compensated. When combined with their higher launch angles, this significantly improves up throw's KO potential (to the point where the move can now KO at realistic percents if the laser connects).}}
**{{buff|The throw and the laser deal more damage (2% (throw)/2% (lasers)/8% (total) → 4%/4%/8%). The throw only received a decrease to its base knockback (70 → 60) while the laser's knockback was not compensated. When combined with their higher launch angles, this significantly improves up throw's KO potential (to the point where the move can now KO at realistic percents if the laser connects).}}
*[[Down throw]]:
*[[Down throw]]:
Line 276: Line 278:
**{{nerf|Blaster has more ending lag (FAF 57 (grounded)/42 (aerial) → 59/50).}}
**{{nerf|Blaster has more ending lag (FAF 57 (grounded)/42 (aerial) → 59/50).}}
**{{nerf|Blaster has a longer delay between consecutive shots (24 frames → 29 (grounded), 15 frames → 24 (aerial)).}}
**{{nerf|Blaster has a longer delay between consecutive shots (24 frames → 29 (grounded), 15 frames → 24 (aerial)).}}
**{{nerf|Blaster no longer auto-cancels on landing, greatly hindering its safety as well as greatly hindering Falco's camping potential.}}
**{{nerf|Blaster no longer auto-cancels on landing, greatly hindering its safety as well as greatly hindering Falco's camping potential.}}  
**{{nerf|When Falco lands on the same frame as the laser comes out, the laser will now make a sound effect, making lasers easier to react to in this situation.}}
**{{nerf|When Falco lands on the same frame as the laser comes out, the laser will now make a sound effect, making lasers easier to react to in this situation.}}  
**{{nerf|Lasers have lower set knockback (3 → 2).}}
**{{nerf|Lasers have lower set knockback (3 → 2).}}
**{{nerf|Lasers travel slower (5 → 3.8).}}
**{{nerf|Lasers travel slower (5 → 3.8).}}
**{{nerf|Lasers have a drastically shorter duration (98 frames → 33). When combined with their slower travel speed, this drastically reduces the distance lasers travel, with them now only covering around 3/4ths of {{SSB4|Final Destination}}.}}
**{{nerf|Lasers have a drastically shorter duration (98 frames → 33). When combined with their slower travel speed, this drastically reduces the distance lasers travel, with them now only covering around 3/4ths of Final Destination.}}
**{{nerf|The changes to shields have hindered the laser's safety on shield as their lack of hitlag now applies to shielding opponents.}}
**{{nerf|The changes to shields have hindered the laser's safety on shield as their lack of hitlag now applies to shielding opponents.}}
**{{nerf|The longer gap between shots, the slower speed/shorter distance of the lasers and the introduction of the three hit [[lock]] limit, have greatly hindered the laser's locking potential.}}
**{{nerf|The longer gap between shots, the slower speed/shorter distance of the lasers and the introduction of the three hit [[lock]] limit, have greatly hindered the laser's locking potential.}}  
***{{nerf|Altogether, these changes have drastically hindered Blaster's utility to the point that it completely detriments Falco's entire gameplan.}}
***{{nerf|Altogether, these changes have drastically hindered Blaster's utility to the point that it completely detriments Falco's entire gameplan.}}
*[[Falco Phantasm]]:
*[[Falco Phantasm]]:
Line 288: Line 290:
**{{buff|Falco Phantasm no longer dashes over edges when used on the ground.}}
**{{buff|Falco Phantasm no longer dashes over edges when used on the ground.}}
**{{buff|Falco Phantasm has less landing lag (20 frames → 16).}}
**{{buff|Falco Phantasm has less landing lag (20 frames → 16).}}
**{{buff|Falco now retains some forward momentum after the move ends.}}
**{{buff|Falco now retains some forward momentum after the move ends.}}  
**{{buff|The aerial version has a larger hitbox against aerial opponents (2.5u → 3u).}}
**{{buff|The aerial version has a larger hitbox against aerial opponents (2.5u → 3u).}}
**{{buff|The removal of meteor canceling improves the aerial version's reliability against aerial opponents.}}
**{{buff|The removal of meteor canceling improves the aerial version's reliability against aerial opponents.}}
Line 294: Line 296:
**{{change|The hitboxes are positioned higher (y offset: 4 → 5 (grounded)/6 (aerial)).}}
**{{change|The hitboxes are positioned higher (y offset: 4 → 5 (grounded)/6 (aerial)).}}
**{{nerf|Falco Phantasm has more startup (frame 17 → 18) and ending lag (FAF 58 → 61).}}
**{{nerf|Falco Phantasm has more startup (frame 17 → 18) and ending lag (FAF 58 → 61).}}
**{{nerf|Falco Phantasm can no longer be shortened, hindering its mix-up potential.}}
**{{nerf|Falco Phantasm can no longer be shortened, hindering its mix-up potential.}}  
**{{nerf|Falco Phantasm dashes more slowly and covers less distance.}}
**{{nerf|Falco Phantasm dashes more slowly and covers less distance.}}  
***{{nerf|Notably, the hitboxes now end before Falco dashes forward the full distance, creating a blindspot near the end of the dash as well as greatly reducing its range as an attack.}}
***{{nerf|Notably, the hitboxes now end before Falco dashes forward the full distance, creating a blindspot near the end of the dash as well as greatly reducing its range as an attack.}}
**{{nerf|The grounded version has a smaller hitbox (5.11u → 3u).}}
**{{nerf|The grounded version has a smaller hitbox (5.11u → 3u).}}
**{{nerf|The aerial version has a smaller hitbox against grounded opponents (5u → 4u).}}
**{{nerf|The aerial version has a smaller hitbox against grounded opponents (5u → 4u).}}
**{{nerf|Falco can no longer reuse Falco Phantasm if he is aerial [[grab release]]d out of it.}}
**{{nerf|Falco can no longer reuse Falco Illusion if he is aerial [[grab release]]d out of it.}}
*[[Fire Bird]]:
*[[Fire Bird]]:
**{{buff|Falco's momentum is no longer completely halted after performing Fire Bird at an upwards 45° angle, making it cover noticeably more distance.}}
**{{buff|Falco's momentum is no longer completely halted after performing Fire Bird at an upwards 45° angle, making it cover noticeably more distance.}}  
**{{buff|The dash hitboxes have lower SDI multipliers (1.5× → 0.8×), which alongside the weakening of the mechanic, makes them harder to escape (although they are still unreliable).}}
**{{buff|The dash hitboxes have lower SDI multipliers (1.5× → 0.8×), which alongside the weakening of the mechanic, makes them harder to escape (although they are still unreliable).}}
**{{nerf|Fire Bird no longer gives Falco a slight vertical boost at the end of the move, making it slightly harder to recover if Falco overshoots the ledge from behind.}}
**{{nerf|Fire Bird no longer gives Falco a slight vertical boost at the end of the move, making it slightly harder to recover if Falco overshoots the ledge from behind.}}
Line 310: Line 312:
**{{buff|Reflected projectiles have a higher speed (1x → 1.3x) and duration multiplier (0.5x → 0.8x).}}
**{{buff|Reflected projectiles have a higher speed (1x → 1.3x) and duration multiplier (0.5x → 0.8x).}}
**{{change|Reflector has an updated sound effect and animation.}}
**{{change|Reflector has an updated sound effect and animation.}}
**{{nerf|The hitbox deals less damage (6% → 5%).}}
**{{nerf|The hitbox deals less damage (6% → 5%).}}  
**{{nerf|The hitbox has a lower trip chance (40% → 25%).}}
**{{nerf|The hitbox has a lower trip chance (40% → 25%).}}  
**{{nerf|The hitbox can now be reflected (although it will only hit Falco when used at close range).}}
**{{nerf|The hitbox can now be reflected (although it will only hit Falco when used at close range).}}
**{{nerf|The Reflector has a shorter duration (frames 1-51 → 1-32), no longer lasting the entire animation.}}
**{{nerf|The Reflector has a shorter duration (frames 1-51 → 1-32), no longer lasting the entire animation.}}  
**{{nerf|Reflected projectiles have a lower damage multiplier (1.5× → 1.2×).}}
**{{nerf|Reflected projectiles have a lower damage multiplier (1.5× → 1.2×).}}
*[[Landmaster]]:
*[[Landmaster]]:
Line 326: Line 328:
{{UpdateList/1.0.4|char=Falco}}
{{UpdateList/1.0.4|char=Falco}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Up smash's first hit's leg hitboxes can now hit grounded opponents, while the early foot hitbox can now hit aerial opponents. This removes the move's blind spot against grounded opponents at close range, while giving the move signficantly more horizontal range against aerial opponents.}}
*{{buff|Falco's [[air speed]] increased|0.893|0.93.}}
*{{nerf|Up smash's first hit's leg hitboxes launch opponents at a higher angle (140° → 110°) with considerably more knockback (30 (base), 20 (scaling) → 60/25). This makes them connect less reliably into the second hit against aerial opponents.}}
*{{buff|Falco's [[air acceleration]] increased|0.07|0.09.}}
*{{buff|Neutral attack improved. It keeps opponents in place more reliably for all of its hits and its hitboxes' sizes increased.}}
*{{buff|Neutral aerial improved. It keeps opponents in place more reliably for all of its hits, its hitboxes' sizes increased, and it always launches in the direction Falco faces.}}
*{{nerf|Neutral aerial deals 1% less damage|12%|11%.}}
*{{buff|Forward aerial deals 1% more damage if all aerial hits connect|5%|6%.}}
*{{buff|Forward aerial's start-up and landing lag decreased: 12 frames → 10 (start-up), 32 frames → 25 (landing).}}
*{{buff|Forward aerial overall lag decreased|58 frames|50, giving it follow-up potential.}}
*{{nerf|Forward aerial's landing hit deals 2% less damage|5%|3%.}}
*{{buff|Up aerial's start-up decreased|10 frames|7.}}
*{{buff|Up aerial's hitbox sizes increased and deal more vertical knockback.}}
*{{change|Up aerial's sourspot removed, leaving it with a single hitbox that deals 1% less damage than its previous sweetspot|11%|10%. This makes its utility much more consistent at the cost of an extra powerful hitbox.}}
*{{buff|Sweetspotted down aerial's duration increased by 1 frame.}}
*{{buff|Sourspotted down aerial's hitboxes' sizes increased.}}
*{{change|Sweetspotted down aerial no longer [[meteor smash]]es grounded opponents. Instead, it now launches opponents at a slightly diagonal trajectory. This makes it incapable of being [[tech]]ed at the cost of removing its follow-up potential at high percentages.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''Technical changelist 1.0.8'''
*{{buff|Falco's [[air speed]] is higher (0.893 → 0.93).}}
{| class="wikitable sortable" style="text-align:center"
*{{buff|Falco's [[air acceleration]] increased (0.07 → 0.09).}}
! Change!!Old value!!New value
*{{buff|The first two hits of neutral attack now always launch opponents in the direction Falco is facing, improving their reliability.}}
|-
*{{buff|The near hitboxes on the first hit of neutral attack are larger (3u (middle)/2u (near) → 3.2u/2.5u)), with the near hitbox being positioned closer to Falco (x offset: 0 -0.5).}}
|Jab 1 hitboxes 0 and 2 switched|| ||
*{{change|The near and far hitboxes on the first hit of neutral attack have swapped priority.}}
|-
*{{change|The near hitboxes on the first hit of neutral attack launch opponents at lower angles (80° 68° (near)/77° (middle)).}}
|Jab 1 base knockback||30||35
*{{change|The first hit of neutral attack has more base knockback (30 → 35). This improves its jab canceling potential, but hinders its ability to lead into the second hit.}}
|-
*{{buff|The second hit of neutral attack's near hitbox is much larger (2u → 5u) and it is positioned closer to Falco (x offset: 0 -0.5).}}
|Jab 1 angle (hitboxes 0-1)||80°||68°/77°
*{{change|The second hit of neutral attack's near hitbox launches opponents at a lower angle (50° 45°).}}
|-
*{{buff|Neutral infinite's near hitboxes are larger (3u (middle)/2u (near) → 3.2u/2.7u).}}
|Jab 1 size (hitboxes 0-1)||2/3||2.5/3.2
*{{change|Up smash's first hit's late foot hitbox now overrides the early foot hitbox.}}
|-
**{{nerf|This means that the foot hitbox can no longer hit grounded opponents above Falco, preventing it from hitting opponents on higher platforms.}}
|Jab 1 Z-offset (hitbox 0)||0||-0.5
**{{buff|However, the move always failed to lead into the second hit against opponents on higher platforms, allowing Falco to simply land the second hit, which is much more powerful.}}
|-
*{{buff|Up smash's second hit has less startup lag with a longer duration (frames 14-19 → 13-20). The animation was unchanged, giving the move more range below Falco.}}
|Jab 2 hitbox 2 angle||50°||45°
*{{change|Up smash's second hit now has a part value of 1 on its hitboxes. As the first hit's hitboxes are deleted, this has no affect.}}
|-
*{{buff|Neutral aerial's loop hits have more set knockback (15 → 22) and they now use the auto-link angle (110° → 367°). These changes greatly improve neutral aerial's reliability.}}
|Jab 2 hitbox 2 size||2||5
*{{buff|Neutral aerial's loop hits have a larger middle hitbox (4u → 6u) and it is now static, now fully covering Falco's body.}}
|-
*{{nerf|Neutral aerial's second hit deals less damage (3% (hit 2)/12% (total) → 2%/11%).}}
|Jab 2 Z-offset (hitbox 2)||0||-0.5
*{{buff|Neutral aerial's final hit has higher base knockback (40 → 55), improving its KO potential.}}
|-
*{{buff|Neutral aerial's final hit now uses one large extended hitbox rather than multiple smaller hitboxes (4u/4u/3u/3u → 8u), giving it more range overall.}}
|Transition from Jab 2 to Jab 3||frame 10||frame 9
*{{buff|Neutral aerial's final hit now always launches opponents in the direction Falco is facing, making it more consistent.}}
|-
*{{change|Neutral aerial's final hit has considerably more hitlag (1x → 2x). This makes it benefit more from [[frame canceling]] (even with its higher knockback) but this also makes it easier to DI and it significantly hinders the move's safety on shield.}}
|Rapid jab loop hitbox sizes||2/3||2.7/3.2
**The changes to shields in [[1.1.0]] and [[1.1.1]] would remove the shield safety disadvantage caused by the higher hitlag.
|-
*{{nerf|Neutral aerial's final hit has startup lag with a shorter duration (frames 21-24 → 23-24).}}
|Neutral air weight-based knockback increased||| ||
*{{buff|Forward aerial has less startup lag (frame 12 → 10), ending lag (FAF 59 → 51) and landing lag (32 frames → 25).}}
|-
*{{buff|Forward aerial [[auto-cancel]]s earlier (frame 54 → 46).}}
|Neutral air hitbox sizes increased || ||
*{{nerf|Forward aerial has a a shorter duration (frames 12-34/35-36 → 10-27/28-29).}}
|-
**{{buff|However, the final hit's lower startup lag allows Falco to complete the move in a short hop, which he previously could not do.}}
|Neutral air (hit 2) damage||3%||2%
*{{buff|Forward aerial's loop hits have a shorter rehit rate (6 → 4). This gives forward aerial an extra loop despite its shorter duration, increasing its maximum damage (8% → 9%) as well as making it connect more reliably and making it harder to escape on shield.}}
|-
*{{nerf|Forward aerial's landing hit damage (5% 3%) without full compensation on its base knockback (30 → 50), significantly hindering its KO potential.}}
|Neutral air hits now auto link || ||
*{{buff|Up aerial has less startup lag (frame 10 → 7).}}
|-
**{{nerf|However, its total duration was not fully compensated (FAF 36 → 35), giving it more ending lag.}}
|Neutral air's final hit now forces front-facing knockback || ||
*{{buff|Up aerial auto-cancels earlier (frame 26 → 23).}}
|-
*{{nerf|Up aerial has a shorter initial auto-cancel (frames 1-6 → 1-3).}}
|Animation speed 1.33× for frames 0-37 || ||
*{{buff|Up aerial's foot hitbox is slightly larger (4.8u → 5u).}}
|-
*{{nerf|Up aerial deals less damage (11% 10%), with the foot and leg hitboxes also dealing less knockback (27 (base), 100 (scaling) → 35/90), considerably hindering its KO potential.}}
|Looping hits refresh time||6||4
*{{nerf|Up aerial's foot hitbox launches opponents at a lower angle (68° → 65°), hindering its KO potential along with its lower damage and knockback.}}
|-
*{{buff|Up aerial's leg and body hitboxes launch opponents at higher angle (68°/80° 75°/85°), with it no longer being possible to LSI the leg hitbox.}}
|Number of looping hits||3||5
*{{buff|Up aerial's body hitbox deals drastically more knockback (30 (base), 20 (scaling) → 35/90). When combined with its higher launch angle, this transforms the hitbox from a drastically weaker sourspot to the move's sweetspot.}}
|-
**{{nerf|However, this also removes the hitbox's ability to lead into followups at higher percents, including potential KO confirms.}}
|Forward air landing damage||5%||3%
*{{buff|Down aerial's clean hit has a longer duration (frames 16-18 → 16-19).}}
|-
*{{buff|Down aerial's late hit has a slightly larger hitbox (5u → 5.3u).}}
|Forward air base knockback||30||50
*{{buff|Down aerial's clean now launches grounded opponents upwards with a less horizontal angle (285° 80°). This means that the move can no longer be [[tech]]ed at higher percents, giving it much more consistent followup potential as well as granting it KO potential at very high percents.}}
|-
**{{nerf|However, this also removes down aerial's ability to lock and trip at lower percents, hindering its followup potential at lower percents in certain scenarios.}}
|Up air damage||11%||10%
|-
|Up air angle||68°/68°/80°||65°/75°/85°
|-
|Up air base knockback || 27/27/30 || 35/35/35
|-
|Up air knockback scaling || 100/100/20 || 90/90/90
|-
|Up air hitbox 0 size||4.8||5
|-
| Animation speed 1.5× for frames 0-8 || ||
|-
|Up air startup||10 frames||7 frames
|-
|Down air sweetspot produces a different hitbox with a nonmeteor angle on grounded opponents || 285° || 80°
|-
|Down air sourspot replaces sweetspot one frame later || 19 || 20
|-
|Down air sourspot hitbox size||5||5.3
|}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
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|bairname= 
|bairname= 
|bairdmg=13% (clean), 7% (late)
|bairdmg=13% (clean), 7% (late)
|bairdesc=A back kick. It is notorious for being one of the fastest and strongest back aerials in the game; the clean hit comes out at frame 4 and possesses incredibly high knockback scaling that even exceeds moves such as {{SSB4|Ness}}'s back throw. When including its ability to autocancel from a [[short hop fast fall]], it is a powerful KOing option and combo breaker, capable of KOing at 130% from the center of {{SSB4|Final Destination}}. However, its other qualities have been heavily toned down since ''Brawl'', with its range and duration being considerably shorter.
|bairdesc=A back kick. It is notorious for being one of the fastest and strongest back aerials in the game; the clean hit comes out at frame 4 and possesses incredibly high knockback scaling that even exceeds moves such as {{SSB4|Ness}}'s back throw. When including its ability to autocancel from a [[short hop fast fall]], it is a powerful KOing option and combo breaker, capable of KOing at 130% from the center of [[Final Destination]]. However, its other qualities have been heavily toned down since ''Brawl'', with its range and duration being considerably shorter.
|uairname= 
|uairname= 
|uairdmg=10%
|uairdmg=10%
Line 498: Line 532:
|fsdesc=Calls in a Landmaster. Like Fox's Landmaster, Falco's version can shoot laser blasts and damage opponents while maneuvering around. Unlike Fox's however, it has better aerial mobility at the cost of weaker blasts.
|fsdesc=Calls in a Landmaster. Like Fox's Landmaster, Falco's version can shoot laser blasts and damage opponents while maneuvering around. Unlike Fox's however, it has better aerial mobility at the cost of weaker blasts.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 82
|rweight = 46-47
|dash = 1.9
|rdash = 3
|run = 1.472
|rrun = 43
|walk = 1.28
|rwalk = 10
|trac = 0.065
|rtrac = 10-11
|airfric = 0.01
|rairfric = 24-32
|air = 0.93
|rair = 45
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.09
|raddaccel = 5-7
|gravity = 0.13
|rgravity = 4
|fall = 1.8
|rfall = 5-8
|ff = 2.88
|rff = 7-9
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 50.506073
|rjumpheight = 1
|shorthop = 17.34
|rshorthop = 16
|djump = 50.506073
|rdjump = 3
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Falco English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
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|set10=2133
|set10=2133
}}
}}
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Falco players (SSB4)]]''
''See also: [[:Category:Falco professionals (SSB4)]]''


*{{Sm|AC|USA}} - Although more known for his {{SSB4|Meta Knight}}, he also has a prominent Falco secondary, most notably using Falco to win the arcadian {{Trn|2GG: Breakthrough}} and defeat {{Sm|6WX}} at {{Trn|2GGC: Midwest Mayhem Saga}}, ultimately placing 7th.
*{{Sm|AC|USA}}<!--Please do not change Armando's flag to Mexico unless you have proof that he is not an official U.S. resident. Flags should always represent the country they currently reside in (with a few exceptions, as ZeRo is currently not an official U.S. resident).--> (#47) - Considered the best Falco player in the world, but mostly uses {{SSB4|Meta Knight}} in tournament. Placed 1st at {{Trn|2GG: Breakthrough}}, 5th at {{Trn|SwitchFest}}, and 7th at {{Trn|2GGC: Midwest Mayhem Saga}}. Ranked 8th on the [[SoCal Smash 4 Power Rankings]] with a a win over {{Sm|6WX}}.
*{{Sm|Anragon|France}} - The best Falco player in Europe. Placed 3rd at [https://www.start.gg/tournament/neokan-party-3/event/wii-u-singles/brackets/66958 Neokan Party 3], [http://challonge.com/fr/MARS2016SingleWiiU MARS 2016], and 33rd at {{Trn|Smashdown World}}. Previously ranked 9th on the [[French Power Rankings]].
*{{Sm|Anragon|France}} - The best Falco player in Europe. Placed 3rd at [https://smash.gg/tournament/neokan-party-3/events/wii-u-singles/brackets/66958 Neokan Party 3], [http://challonge.com/fr/MARS2016SingleWiiU MARS 2016], and 33rd at {{Trn|Smashdown World}}. Previously ranked 9th on the [[French Power Rankings]].
*{{Sm|Arc|p=Japan|Japan}} - The best Falco player in Japan and one of the best in the world. Placed 17th at both {{Trn|Umebura 25}} and {{Trn|Sumabato 20}} with wins over players such as {{Sm|Kuro}} and {{Sm|Compact}}.
*{{Sm|Arc|p=Japan|Japan}} - The best Falco player in Japan and one of the best in the world. Placed 17th at both {{Trn|Umebura 25}} and {{Trn|Sumabato 20}} with wins over players such as {{Sm|Kuro}} and {{Sm|Compact}}.
*{{Sm|Cyro|USA}} - One of the best Falco players in the world. Placed 17th at {{Trn|2GG: Breakthrough}}, 33rd at both {{Trn|2GGT: Abadango Saga}} and {{Trn|2GGC: GENESIS Saga}}, and 65th at {{Trn|2GGC: Civil War}}.
*{{Sm|Cyro|USA}} - One of the best Falco players in the world. Placed 17th at {{Trn|2GG: Breakthrough}}, 33rd at both {{Trn|2GGT: Abadango Saga}} and {{Trn|2GGC: GENESIS Saga}}, and 65th at {{Trn|2GGC: Civil War}}.  
*{{Sm|Daybreak|USA}} - The best Falco player in the Midwest. Currently ranked 4th on the [[Michigan Smash 4 Power Rankings]]. Placed 17th at {{Trn|Showdown: Battle Royale 3}} and 33rd at both {{Trn|Smash 'N' Splash 4}} and {{Trn|Midwest Mayhem 11}} and with a win over {{Sm|yeti}}.
*{{Sm|Daybreak|USA}} - The best Falco player in the Midwest. Currently ranked 4th on the [[Michigan Smash 4 Power Rankings]]. Placed 17th at {{Trn|Showdown: Battle Royale 3}} and 33rd at both {{Trn|Smash 'N' Splash 4}} and {{Trn|Midwest Mayhem 11}} and with a win over {{Sm|yeti}}.
*{{Sm|Deus|Germany|p=Germany}} - Placed 9th at {{Trn|Smash Valley}} and 13th at {{Trn|Respawn 5}} with a win over {{Sm|Meru}}.
*{{Sm|Deus|Germany|p=Germany}} - Placed 9th at {{Trn|Smash Valley}} and 13th at {{Trn|Respawn 5}} with a win over {{Sm|Meru}}.
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===Tier placement and history===
===Tier placement and history===
Falco has been regarded rather poorly ever since ''Smash 4''{{'}}s release. Smashers immediately noticed the severe nerfs to his [[Blaster]], which was an essential component of Falco's playstyle in his previous iterations and a driving force behind his top-tier performances in ''Melee'' and ''Brawl.'' The nerfs to his down aerial, another signature move of his, further contributed to his weak status, as well as his grounded mobility being somewhat slower than in ''Brawl''. As time went on Falco continued to see little representation and lacked notable results at a national level, leading many to believe that his nerfs were too severe for him to be even a mid-tier, while the buffs he received in updates failed to address his ineffective [[neutral game]]. Meanwhile, various characters who were at some point considered comparatively sub-par, notably {{SSB4|Meta Knight}}, {{SSB4|Marth}}, and {{SSB4|Mewtwo}}, received buffs that raised their position in the metagame, worsening Falco's position relative to the cast. All these issues led to Falco slowly declining on tier lists, from 38th on the first [[tier list]] to 49th on the second tier list, and then 50th on the third tier list.
Falco has been viewed rather poorly ever since ''Smash 4''{{'}}s release. Players took little time to notice the severe nerfs to his [[Blaster]], which was an essential component of Falco's playstyle in his previous iterations and a driving force behind his top-tier placements in ''Melee'' and ''Brawl.'' The nerfs to his down aerial, another signature move of his, further contributed to his weak status, as well as being somewhat slower on the ground than in Brawl. As time went on and Falco saw little representation and almost no notable results to speak of, it became clear that his nerfs were indeed too severe for him to be even a mid-tier character in the eyes of the community. This is in spite of the fact that Falco has received numerous buffs over the game's life span, due to them largely failing to address his ineffective [[neutral game]]. Meanwhile, characters like {{SSB4|Ike}}, {{SSB4|Meta Knight}}, {{SSB4|Marth}}, and {{SSB4|Mewtwo}}, who were all at some point considered similarly below-average, would go on to receive more meaningful buffs, which served to only worsen Falco's position relative to the cast. Falco's nerfs and his ongoing lack of tournament presence would lead him to place at 38th on the first [[tier list]] released by the ''4BR''. He then saw drops to 49th on the second tier list, and again to 50th on the third tier list.
 
Towards the end of the game’s lifespan, however, Falco has earned some noteworthy results as of late thanks to smashers like {{Sm|Armando}}, {{sm|Keitaro}}, and {{Sm|Anragon}}. Many smashers have also learned that Falco has some favorable and even matchups against some of the middle and high tier characters like {{SSB4|Villager}}, {{SSB4|Mega Man}}, {{SSB4|Toon Link}}, {{SSB4|Olimar}} and {{SSB4|Lucas}}. Due to these traits, some players have argued in support of him and believe he is rather underrated, citing his strong [[combo]] game, powerful [[back aerial]], feared down tilt and an effective reflector. Due to the discovery of Falco's niche matchups, he saw a slight improvement to 47th with some smashers still claiming he deserves to be even higher. Regardless, Falco holds the distinction of having the largest tier drop from ''Brawl'' to ''Smash 4'' and regarded to be significantly worse than his previous iterations due to his overwhelming nerfs and terrible matchup spread against the high and top tier characters.


It wouldn't be until near the end of the game's lifespan when Falco's representation began to improve, mainly due to dedicated mains such as {{Sm|Keitaro}} or players who use Falco as a secondary or co-main such as {{Sm|AC}} and {{Sm|Daybreak}}. In addition, some players began arguing that Falco had some potentially good matchups against projectile-based characters that were ranked higher than him, like {{SSB4|Villager}}, {{SSB4|Mega Man}}, and {{SSB4|Toon Link}}, although his overall matchup to the top echelon remains rather poor. Due to these developments, some players believe Falco is rather underrated, citing his strong [[combo]] game, powerful [[back aerial]], feared down tilt and an effective reflector. This was reflected in Falco's slight rise to 46th on the current tier list, with a few arguing Falco could be ranked higher. Nevertheless, the community unanimously considers Falco as a shell of his former self.
==Trophies==


==In Solo Modes==
:'''Falco'''
===[[All-Star Mode]]===
::{{Flag|North America}} ''A talented pilot and part of the Star Fox team, Falco can be a bit rough around the edges. He once led his own galactic gang before joining up with Fox. In Smash Bros., his ability to jump high and deal damage in the air makes him a powerful threat, and his thrown Reflector can catch foes by surprise.''
In All-Star Mode, Falco is fought in Stage 4 in both versions if he has been unlocked alongside {{SSB4|Kirby}}, {{SSB4|Fox}}, {{SSB4|Meta Knight}}, {{SSB4|Wario}}, {{SSB4|Sonic}}, and {{SSB4|King Dedede}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
::{{Flag|Pal}} ''Ex-gang leader, ace pilot and comrade of Fox, Falco Lombardi might play it cool, but he's burning with passion on the inside. In this game, he excels at jumping and aerial combat, and the way his Reflector move flies forwards can catch foes off guard. Add to that his balanced array of attacks, and it's clear that Falco's a real threat.''
====Solo Events====
 
{{Trophy games|console1=SNES|game1=Star Fox (03/1993)|console2=N64|game2=Star Fox 64 (07/1997)}}
 
:'''Falco (Alt.)'''
::{{Flag|North America}} ''Falco's Blaster looks identical to Fox's at first, but actually it's quite different! The beams Falco fires deal more damage and cause the victim to flinch, but at a slower rate of fire. Considering Falco's lineage, it's not all that surprising that he can fire faster while airborne.''
 
::{{Flag|Pal}} ''Falco's Blaster looks identical to Fox's at first glance, but they are actually quite different. Most notably, Falco's version causes enemies to flinch, which can be invaluable when warding off approaching foes. It also deals more damage and has a slower fire rate - though its fire rate actually increases when used in mid-air.''
 
{{Trophy games|console1=SNES|game1=Star Fox (03/1993)|console2=N64|game2=Star Fox 64 (07/1997)}}
 
:'''Landmaster (Falco)'''
::{{Flag|North America}} ''Falco jumps aboard his landmaster for his Final Smash, This powerful combat vehicle sports an explosive cannon and a heavily armored exterior. Falco can blast other fighters or simply drive into them with his tank. This landmaster also flies higher than Fox's, letting Falco give his rivals a pick-me-up...off the stage!''
 
::{{Flag|Pal}} ''With immense firepower and tough armour, the Landmaster makes for a mighty Final Smash. Falco can use this fine combat vehicle to run down and roll into rivals, as well as inundate them with cannon blasts. His Landmaster can hover a bit higher than Fox's making it easier to pick rivals up and give them a nice comfy ride off the stage!''
 
<center>
<gallery>
FalcoTrophy3DS.png|Classic (3DS)
FalcoAltTrophy3DS.png|Alt. (3DS)
FalcoTrophyWiiU.png|Classic (Wii U)
FalcoAltTrophyWiiU.png|Alt. (Wii U)
LandmasterFalcoTrophyWiiU.png|[[Landmaster]]
</gallery>
</center>
 
==In [[Event Match]]es==
===Solo Events===
*'''[[All-Star Battle: Melee]]''': Falco is one of the eight opponents fought in this event. All the opponents debut in ''Melee'' and reappeared in ''Smash 4'' as veterans.
*'''[[All-Star Battle: Melee]]''': Falco is one of the eight opponents fought in this event. All the opponents debut in ''Melee'' and reappeared in ''Smash 4'' as veterans.
*'''[[Duck Hunt!]]''': As {{SSB4|Duck Hunt}}, the player must defeat 10 ducks which appear in the stage background. Falco can interfere with the progress with Giant Falco appearing after some time has passed.
*'''[[Duck Hunt!]]''': As {{SSB4|Duck Hunt}}, the player must defeat 10 ducks which appear in the stage background. Falco can interfere with the progress with Giant Falco appearing after some time has passed.
*'''[[Great Fox Defense]]''': Falco must prevent a group of {{SSB4|Mr. Game & Watch}}es from landing on the stage. The Mr. Game & Watches have more stock on higher difficulties.
*'''[[Great Fox Defense]]''': Falco must prevent a group of {{SSB4|Mr. Game & Watch}}es from landing on the stage. The Mr. Game & Watches have more stock on higher difficulties.
*'''[[Up to Speed]]''': As {{SSB4|Sonic}}, the player must defeat {{SSB4|Fox}}, Falco, and {{SSB4|Captain Falcon}} in a high-speed 1 stock match.
*'''[[Up to Speed]]''': As {{SSB4|Sonic}}, the player must defeat {{SSB4|Fox}}, Falco, and {{SSB4|Captain Falcon}} in a high-speed 1 stock match.
====Co-op Events====
===Co-op Events===
*'''[[Keep 'Em off the Ship!]]''': Fox and Falco team up to prevent a larger wave of Mr. Game & Watches from landing on the stage.
*'''[[Keep 'Em off the Ship!]]''': Fox and Falco team up to prevent a larger wave of Mr. Game & Watches from landing on the stage.
*'''[[Sky Pirates]]''': {{SSB4|Meta Knight}} and {{SSB4|Dark Pit}} must team up to defeat Captain Falcon and Falco before the plane returns to the airfield.
*'''[[Sky Pirates]]''': {{SSB4|Meta Knight}} and {{SSB4|Dark Pit}} must team up to defeat Captain Falcon and Falco before the plane returns to the airfield.
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
*'''[[Visiting Onett]]''': Falco is one of the opponents {{SSB4|Ness}} and {{SSB4|Villager}} must fight against. The opponents are space characters or characters from other planets.
*'''[[Visiting Onett]]''': Falco is one of the opponents {{SSB4|Ness}} and {{SSB4|Villager}} must fight against. The opponents are space characters or characters from other planets.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Falco.png|Classic Mode
SSB4-3DS Congratulations All-Star Falco.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Falco.png|Classic Mode
SSB4-Wii U Congratulations All-Star Falco.png|All-Star Mode
</gallery>
</center>
==[[Trophies]]==
Falco's default trophy is obtained by clearing Classic Mode as Falco. His alternate trophy is obtained by clearing All-Star Mode as Falco in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Landmaster (Falco) trophy is obtained only in the Wii U version by clearing All-Star Mode as Falco.
{{Trophy/Fighter
|name=Falco
|image-3ds=FalcoTrophy3DS.png
|image-wiiu=FalcoTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=A talented pilot and part of the Star Fox team, Falco can be a bit rough around the edges. He once led his own galactic gang before joining up with Fox. In Smash Bros., his ability to jump high and deal damage in the air makes him a powerful threat, and his thrown Reflector can catch foes by surprise.
|desc-wiiu-ntsc=A talented pilot and part of the Star Fox team, Falco Lombardi is a bit rough around the edges. He once led his own galactic gang before joining up with Fox. In Smash Bros., his ability to jump high and deal damage in the air makes him a powerful threat, and his thrown Reflector can catch foes by surprise.
|desc-pal=Ex-gang leader, ace pilot and comrade of Fox, Falco Lombardi might play it cool, but he's burning with passion on the inside. In this game, he excels at jumping and aerial combat, and the way his Reflector move flies forwards can catch foes off guard. Add to that his balanced array of attacks, and it's clear that Falco's a real threat.
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Star Fox|release1=03/1993|console2=N64|game2=Star Fox 64|release2=07/1997}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Starwing|release1=06/1993|console2=N64|game2=Lylat Wars|release2=10/1997}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Falco (Alt.)
|category=Fighter
|image-3ds=FalcoAltTrophy3DS.png
|image-wiiu=FalcoAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Falco's Blaster looks identical to Fox's at first, but actually it's quite different! The beams Falco fires deal more damage and cause the victim to flinch, but at a slower rate of fire. Considering Falco's lineage, it's not all that surprising that he can fire faster while airborne.
|desc-pal=Falco's Blaster looks identical to Fox's at first glance, but they are actually quite different. Most notably, Falco's version causes enemies to flinch, which can be invaluable when warding off approaching foes. It also deals more damage and has a slower fire rate – though its fire rate actually increases when used in mid-air.
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Star Fox|release1=03/1993|console2=N64|game2=Star Fox 64|release2=07/1997}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Starwing|release1=06/1993|console2=N64|game2=Lylat Wars|release2=10/1997}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Landmaster (Falco)
|image=LandmasterFalcoTrophyWiiU.png
|desc-ntsc=Falco jumps aboard his Landmaster for his Final Smash. This powerful combat vehicle sports an explosive cannon and a heavily armored exterior. Falco can blast other fighters or simply drive into them with this tank. This Landmaster also flies higher than Fox's, letting Falco give his rivals a pick-me-up...off the stage!
|desc-pal=With immense firepower and tough armour, the Landmaster makes for a mighty Final Smash. Falco can use this fine combat vehicle to run down and roll into rivals, as well as inundate them with cannon blasts. His Landmaster can hover a bit higher than Fox's, making it easier to pick rivals up and give them a nice comfy ride off the stage!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Falco|Alternate costumes]]==
==[[Alternate costume (SSB4)#Falco|Alternate costumes]]==
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<gallery>
<gallery>
Falco amiibo.png|Falco's [[amiibo]].
Falco amiibo.png|Falco's [[amiibo]].
Falco unlock notice SSB4-3DS.png|Falco's unlock notice in {{for3ds}}.
Falco unlock notice SSB4-Wii U.png|Falco's unlock notice in {{forwiiu}}.
SSB4 - Falco Screen-1.jpg|Kicking {{SSB4|Little Mac}} with his dash attack.
SSB4 - Falco Screen-1.jpg|Kicking {{SSB4|Little Mac}} with his dash attack.
SSB4 - Falco Screen-2.jpg|Readying his [[Blaster]].
SSB4 - Falco Screen-2.jpg|Readying his [[Blaster]].
Line 742: Line 705:
*''Smash 4'' is the first installment where Falco is not unlocked by completing [[Multi-Man mode|100-Man Smash]]. This unlock criteria goes to {{SSB4|Wario}} instead.
*''Smash 4'' is the first installment where Falco is not unlocked by completing [[Multi-Man mode|100-Man Smash]]. This unlock criteria goes to {{SSB4|Wario}} instead.
*Falco is the last non-DLC character amiibo to be released in the ''Super Smash Bros.'' amiibo lineup.
*Falco is the last non-DLC character amiibo to be released in the ''Super Smash Bros.'' amiibo lineup.
*Due to being placed 46th on the current tier list, Falco's tier placement marks the first time a ''Star Fox'' character is in the low tiers.
*Due to being placed 47th on the current tier list, Falco's tier placement marks the first time a ''Star Fox'' character is in the low tiers.
*Much like {{SSB4|Zelda}}, this is the only game where Falco reuses his design from a previous game with his ''Star Fox Command'' appearance being reused.
*Much like {{SSB4|Zelda}}, this is the only game where Falco reuses his design from a previous game with his ''Star Fox Command'' appearance being reused.
*This is the final game in the series where Falco keeps his [[spot dodge]] animation from ''Melee'' and is voiced by Hisao Egawa in gameplay in the Japanese version.
*This is the final game in the series where Falco keeps his [[spot dodge]] animation from ''Melee'' and is voiced by Hisao Egawa in gameplay in the Japanese version.

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