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.
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**{{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.}}
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**{{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.}}
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{{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%
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|fsdmg=12%/11%/10%/8% (movement), 10% (roll), 8%/12% (shot)
|fsdmg=12%/11%/10%/8% (movement), 10% (roll), 8%/12% (shot)
|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
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
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|AC}}, {{sm|Keitaro}}, {{Sm|Anragon}}, and {{Sm|Daybreak}}. 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.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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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 wins over {{Sm|6WX}}, {{Sm|falln}}, and {{Sm|Charliedaking}}
*{{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://start.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}}.
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*{{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}}.
*{{Sm|Keitaro|USA}} - One of the best Falco players in the world. Placed 25th at {{Trn|KTAR XVII}}, {{Trn|2GGT: FOW Saga}}, and {{Trn|Smash Factor 5}} wins over players like {{Sm|Mistake}} and {{Sm|Mr. E}}. Formerly ranked 10th on the [[New Jersey Power Rankings|New Jersey Smash 4 Power Rankings]].
*{{Sm|Keitaro|USA}} - One of the best Falco players in the world. Placed 25th at {{Trn|KTAR XVII}}, {{Trn|2GGT: FOW Saga}}, and {{Trn|Smash Factor 5}} wins over players like {{Sm|Mistake}} and {{Sm|Mr. E}}. Formerly ranked 10th on the [[New Jersey Power Rankings|New Jersey Smash 4 Power Rankings]].
===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.
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.
==In Solo Modes==
===[[All-Star Mode]]===
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===
====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.
*'''[[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.
*'''[[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====
*'''[[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.
*'''[[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.
===[[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]]==
==[[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
{{Trophy/Fighter
|name=Falco
|name=Falco
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}}
}}
{{clrl}}
{{clrl}}
==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.
*'''[[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.
*'''[[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===
*'''[[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.
*'''[[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.


==[[Alternate costume (SSB4)#Falco|Alternate costumes]]==
==[[Alternate costume (SSB4)#Falco|Alternate costumes]]==
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*''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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