Editing Falco (SSB4)

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'''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 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 lowest ranking in the series by far. The majority of Falco's moveset are characterized with high speed and very favourable angles, granting him a strong combo game and [[juggling]] capabilities. These are further assisted 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 characterized with high power, giving Falco surprisingly high KO power for a lightweight; 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 moveset 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 [[auto-canceling]] 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 sub-par horizontal mobility, making it very difficult to catch 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 the game's mechanics have hindered Falco overall, as the removal of [[DACUS]], the Gatling Combo, and [[chain grab]]bing impair 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 in competitive play. However, Falco has attained a rather noticeable degree of success for a low-tier, due to the efforts of Falco's dedicated players, such as {{sm|AC}}, {{sm|Cyro}}, {{sm|Deus}} and {{sm|Keitaro}}.


==How to unlock==
==How to unlock==
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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 tall [[weight|lightweight]] character with polarized movement. He has the strongest [[jump]]ing ability, a fast [[walking speed]], fast [[falling speed]] and high [[air acceleration]], but has a below average [[dash]]ing and [[air speed]]s and the 8th highest [[gravity]]. These stats give Falco sub-par horizontal mobility, albeit proficient vertical mobility due to exceling in reaching impressive heights. These attributes also offer Falco good vertical endurance for a lightweight.


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.
Owing to his status as a "talented aerial fighter" with an "amazing jumping ability" and fast falling speed, Falco's greatest strengths lie in his strong combo, juggling, and edgeguarding capabilities; this combines with Falco's greatest strength being characterized by the excellent frame-data of his moveset. His [[neutral attack]] and [[forward tilt]] are both exceedingly quick, while [[up tilt]] and [[down tilt]] can be useful for comboing into other attacks or even KO at high percentages. Falco's [[smash attack]]s are all powerful with reasonable reach as well. His [[down smash]] is also a [[semi-spike]], making it excellent at [[edgeguarding]]. Falco's aerial game is also powerful due to the distinctive utility of his [[aerial attack]]s. [[Neutral aerial]] deals relatively high knockback while being extremely 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 useful for [[gimp]]ing by fast-falling during the move then [[footstool jump]]ing over the opponent, in a similar manner to fellow ''Star Fox'' 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 jumping prowess. [[Back aerial]] is Falco's strongest aerial, as well as his second-fastest, making it a great choice in several scenarios. Lastly, [[down aerial]], while significantly nerfed from ''[[Brawl]]'', can still be useful for KOing offstage, as it is a powerful [[meteor smash]]. All of these moves grant Falco a versatile combo game.


Another advantage Falco possesses is his grab game. His [[pummel]] is quick and decently damaging, making it great at racking up damage. The forward throw is decently strong and can set up a dash attack or an edge guard. Back throw is great for giving Falco some breathing space, since the first hit is a semi-spike, and when combined with the laser's hit, the throw can even KO at high percentages. Up throw sends opponents straight up, and can be used to combo into any aerial or even KO at very high percents. Finally, down throw can combo into dash attack and any aerial at low percentages, or [[tech-chase]] if the opponent is past combo percentages, like in ''Brawl''. Coupled with his fast [[roll]]s and [[sidestep]], with the former being long-distanced, as well as his aforementioned combo abilities, Falco has an impressive [[out of shield]] game.
Another advantage Falco possesses is his [[grab]] game. His [[pummel]] is quick and relatively damaging, making it great at racking up damage before throwing the opponent. His [[forward throw]] has decent power and can set up a dash attack or an edge-guard. [[Back throw]] is great for giving Falco some breathing space, since the first hit is a semi-spike, and when combined with the laser's hit, the throw can even KO at high percentages. [[Up throw]] sends opponents straight up, and can be useful for comboing into one of Falco's aerial attacks or even KO at very high percents. Finally, [[down throw]] can combo into dash attack and any aerial at low percentages, or [[tech-chase]] if the opponent is past combo percentages, like in ''Brawl''. Coupled with his fast [[roll]]s and [[sidestep]], with the former being long-distanced, as well as his aforementioned combo abilities, Falco has an impressive [[out of shield]] game.


His special moveset also provides some interesting options. {{b|Blaster|Falco}} is Falco's main [[projectile]] and, while extremely unsafe at close range, is an invaluable move for [[pressuring]], [[gimp]]ing recoveries (especially those of {{SSB4|Ganondorf}}, {{SSB4|Little Mac}} and {{SSB4|Cloud}}) and halting or even outright preventing [[approach]]es. {{b|Reflector|Falco}} is, as its name implies, a move capable of [[reflection]], allowing Falco to actively combat [[camping]]. It also carries a damaging hitbox that has a high chance of [[tripping]] opponents, even at percentages over 400%, allowing for potential tech-chases. [[Falco Phantasm]] involves Falco quickly dashing sideways, making it great for horizontal [[recovery]]. The aerial version also meteor smashes aerial opponents and has little landing lag, making it useful for gimping recoveries and repositioning, respectively. Lastly, [[Fire Bird]], his primary recovery move, grants him respectable distance in any direction chosen. It also allows Falco to slide across the air, letting him mix up his positioning, and has damaging hitboxes throughout (dealing 31% of all hits connect), making up for its low speed.
His special moveset also provides some interesting options. {{b|Blaster|Falco}} is Falco's primary [[projectile]] and, while extremely unsafe at close range, is an invaluable tool for zoning, [[pressuring]], [[gimp]]ing recoveries (especially those of {{SSB4|Ganondorf}}, {{SSB4|Little Mac}} and {{SSB4|Cloud}}) and halting or even outright preventing [[approach]]es. {{b|Reflector|Falco}} is, as its name implies, a move capable of [[reflection]], allowing Falco to effortlessly combat [[camping]]. It also carries a damaging hitbox that has a high chance of [[tripping]] opponents, even at percentages over 400%, allowing for potential tech-chases. [[Falco Phantasm]] involves Falco quickly dashing sideways, making it great for horizontal [[recovery]]. Aerial Falco Phantasm also meteor smashes aerial opponents and has little landing lag, making it useful for gimping recoveries and repositioning, respectively. Lastly, [[Fire Bird]], his primary means of [[recovery]], grants him respectable distance in all chosen directions. It also allows Falco to slide across the air, letting him mix up his positioning, and has damaging hitboxes throughout (dealing 31% of all hits connect), making up for its lack of speed.


However, Falco has numerous weaknesses. His most prominent flaws are his [[neutral game]] and recovery. Regarding his neutral game, Falco's horizontal mobility is fairly slow, which limits his movement across the stage. This gives him significant trouble approaching and pressuring opponents, since Blaster, his most reliable tool at doing so, can no longer autocancel. In addition, while Falco's moves are overall very quick startup-wise, many of them are slow endlag-wise, making misused moves heavily susceptible to [[punishment]]. When combined with his overall poor reach on his melee attacks and the fact that most of his moves' sweetspots are close to his body, Falco has a below average neutral game, making him have trouble at KOing despite his overall high power. As for his recovery, while his high jumps, Falco Phantasm, [[wall jump]] and FireBird all give him a very long-distanced recovery, it is extremely predictable due to how linear it is. These four options are also very ineffective on their own, making his recovery fairly easy to gimp. Outside of low percentages, Falco's combo-oriented moves are prone to being [[DI]]ed, making it harder for him to rack up damage effectively, which is further exacerbated by the removal of [[chain grab]]bing, [[DACUS]] and the Gatling Combo. Despite being light, Falco is susceptible to combos, due to his fast falling speed and lack of escape options. His survivability is below average at best, mainly because of Falco's low weight, high gravity, and predictable recovery.
However, Falco has numerous weaknesses. His most prominent flaws are his [[neutral game]] and recovery. Regarding his neutral game, Falco's horizontal mobility is sub-par, which hinders his ability to traverse across stages. This gives him significant trouble approaching and pressuring opponents, since Blaster, his most reliable tool at doing so, is no longer capable of auto-canceling. In addition, while Falco's moveset is overall among the fastest in terms of start-up lag, a majority of Falco's moveset is burdened with slow ending lag, making misused moves heavily susceptible to [[punishment]]. When combined with his overall poor reach on his melee-oriented attacks and the fact that most of his moveset's sweetspots are [[priority|out-prioritized]] by their sourspots, all of these stats heavily impair Falco's neutral game, causing him to have trouble at KOing despite his overall high power. As for his recovery, while his high jumps, Falco Phantasm, [[wall jump]] and Fire Bird all give him a considerably long-distanced recovery, it is extremely predictable due its linearity and Falco's poor aerial mobility. These four options are suffer from high ineffectiveness on their own, making his recovery fairly easy to [[gimp]]. Outside of low percentages, Falco's combo-oriented attacks are prone to being [[DI]]ed, making it harder for him to rack up damage effectively, which is further exacerbated by the removal of [[chain grab]]bing, [[DACUS]] and the Gatling Combo. Despite being light, Falco is susceptible to combos, due to his fast falling speed and lack of evasive options. His survivability is below-average at best, primarily because of Falco's low [[weight]], high gravity, and predictable recovery.


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 from a decent amount of [[custom move]]s. [[Burst Blaster]] has less range, but executes much faster, forcing poor approaches from the opponent much more easily. [[Falco Phase]] cannot hit opponents and does not grant momentum, like in ''Melee'', but Falco cannot be damaged either, and the move is also faster. [[Distant Fire Bird]] is slower and lacks a charging hitbox, like in ''Melee'', but its distance is increased and possesses 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 heavily situational, or lack much noticeable advantages over the default variants.


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 has a tendency to hot and cold. Falco boasts excellent combo potential, considerable vertical hitbox and KO power, although his sub-par horizontal mobility, poor range and drastically nerfed neutral game make it difficult to put his newfound abilities to utility. In addition, Falco has the tools that let him defensively pressure his opponent, then effectively capitalize on their errors with his strong combo and edgeguarding capabilities. However, he can struggle catch up with opponents who can outmaneuver or outrange his options. Although he can score early KOs through a well-executed edgeguard or hard read, Falco must be careful not to let opponents take advantage of his own weaknesses to avoid being combo'd and KO'd early himself.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Falco has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''Smash 4''. Even though the former is technically of greater quantity than the latter, he is considered to be significantly nerfed overall, due to his neutral game being drastically weakened and the nerfs he received are far more severe than the buffs he received.
Falco has received a mixture of buffs and nerfs in the transition from ''Brawl'' to ''Smash 4''. Even though the former is technically of greater quantity than the latter, he is considered to be drastically nerfed overall during the transition to ''SSB4'', due to his neutral game being drastically weakened and the nerfs he received are far more severe than the buffs he received.


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 drastically, removing his most prevelant weakness from ''Brawl''. His [[down tilt]] has regained its lost power from ''Melee'', and his [[smash attack]]s are stronger. His [[forward aerial]]'s final hit boasts more power and unaffected by [[SDI]], his [[up aerial]] possesses consistent power and deals more vertical knockback, and his [[back aerial]], while possessing a shorter duration and less range around him, boasts much more power, to the point of being the eighth-strongest back aerial overall in ''SSB4'', while also being the fastest in the game. In addition, his [[grab]] game has received some noticeable improvements, with up throw possessing comboing abilities, and back throw now possessing KO power. Among those, Falco's [[recovery]] has especially been improved. While [[Falco Phantasm]] can no longer be shortened and its hitbox was noticed nerfed, it no longer causes Falco to fall into [[helplessness]], allowing [[Fire Bird]] to be performed immediately after Falco Phantasm's usage, with the latter also granting more distance than before. Due to their sluggishness, both tools also benefit drastically from the removal of [[edge-hogging]] and the introduction of [[ledge trump]]ing.


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 in ''Smash 4'', that were harsh enough to drastically cripple his neutral game. The removal of [[DACUS]] (and subsequently, by extension, the [[Gatling Combo]]) prevents his improved up smash from being effective as an approaching option or a combo finisher. The removal of [[chain grab]]bing is considered a double-edged sword for Falco: while he is no longer adversely affected by it due to being less susceptible to combos, his ability to easily rack up large amounts of damage with his [[down throw]] have been effectively removed in ''SSB4''. His down throw, by itself, also directly nerfed, as it deals less damage and deals more knockback, hindering its combo potential. His [[down aerial]], a staple asset in ''Melee'' and ''Brawl'', has been drastically slowed down due to its drastically increased startup lag and no longer [[auto-canceling]] in a short hop. These changes heavily impair down aerial's utility to the point it is now useless outside of [[edgeguarding]] and/or [[gimp]]ing even then, down aerial deals less knockback. Falco Phantasm has increased startup lag, travels more slowly and its hitbox no longer lasts for its entire duration while travling distance, greatly hindering its usage onstage and it can no longer be shortened, hindering its mixup potential. Finally, Falco's {{b|Blaster|Falco}}, one of the most reliable tools for approaching and pressuring in ''Melee'' and ''SSB4'', is slower and incapable of auto-cancelling. These changes make Falco much less of a threat in the neutral game, as it is now considerably more different for him to retain great versatility of his high power.


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 heavily beneficial while the nerfs he received practically removed some of his previous best tools. ''SSB4''{{'}}s adjusted mechanics have not benefited Falco heavily in comparison to most of the returning veterans since ''Brawl'', along with removing a few of his notirous 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''.


===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Smash 4'', Falco's attire is sleeker, and his overall colour scheme is more vibrant.}}
*{{change|Due to the aesthetic used in ''SSB4'', Falco's attire is sleeker, and his overall colour scheme is more vibrant.}}
*{{change|Falco now has eight costumes much like the rest of the cast. In addition, all of his [[alternate costume]]s are completely renewed.}}
*{{change|Falco now has eight costumes much like the rest of the cast. In addition, all of his [[alternate costume]]s are completely renewed.}}
*{{change|{{b|Blaster|Falco}}'s design has slightly changed.}}
*{{change|{{b|Blaster|Falco}}'s design has slightly changed.}}
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===Attributes===
===Attributes===
*{{buff|Falco [[dash]]es faster (1.432 → 1.472) although it is lower relative to the cast, going from the 18th slowest out of 39 characters to the 16th slowest out of 58.}}
*{{buff|Falco [[dash]]es faster (1.432 → 1.472), although it is slower relative to the cast, going from the 18th slowest out of 39 characters to the 16th slowest out of 58.}}
*{{buff|Falco's [[air speed]] is higher (0.893 → 0.93) although it is lower relative to the cast, going from the 16th slowest out of 39 characters to the 14th slowest out of 58.}}
*{{buff|Falco's [[air speed]] is higher (0.893 → 0.93), although it is slower relative to the cast, going from the 16th slowest out of 39 characters to the 14th slowest out of 58.}}
*{{buff|Falco's [[air acceleration]] is higher (0.08 → 0.1), going from the 20th fastest out of 39 characters to the 7th highest out of 58.}}
*{{buff|Falco's [[air acceleration]] is higher (0.08 → 0.1), going from the 20th fastest out of 39 characters to the 7th highest out of 58.}}
*{{buff|Falco's [[double jump]] is significantly higher (height multiplier: 0.92x → 1x).}}
*{{buff|Falco's [[double jump]] is significantly higher (height multiplier: 0.92x → 1x).}}
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*{{change|Falco's [[gravity]] is higher (0.112 → 0.13). This improves his ability to land, but hinders his endurance, air time and makes him more susceptible to combos, especially against lower knockback moves.}}
*{{change|Falco's [[gravity]] is higher (0.112 → 0.13). This improves his ability to land, but hinders his endurance, air time and makes him more susceptible to combos, especially against lower knockback moves.}}
*{{nerf|Falco's [[Item throw]] is weaker (1 → 0.94). Additionally, the removal of [[glide toss]]ing greatly hinders his approach with items.}}
*{{nerf|Falco's [[Item throw]] is weaker (1 → 0.94). Additionally, the removal of [[glide toss]]ing greatly hinders his approach with items.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Falco. It significantly improves his endurance, however, it also removes his ability to chain grab, removing his most reliable way to rack up damage in the previous game.}}
*{{change|The removal of [[chain grab]]bing both benefits and hinders Falco. It significantly improves his endurance, however, it also removes his ability to chain grab, removing his most reliable method to rack up damage in the previous game.}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 30).}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 30).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}}
*{{nerf|Rolls have less [[intangibility]] (frames 4-19 → 4-16).}}
*{{buff|Air dodge has less startup (frame 4 → 2) and ending lag (FAF 50 → 32).}}
*{{buff|Air dodge has less startup (frame 4 → 2) and ending lag (FAF 50 → 32).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-26).}}
*{{nerf|Air dodge has less intangibility (frames 4-29 → 2-26).}}
*{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-16) and more ending lag (FAF 23 → 26), no longer being one of the fastest spot dodges in the game.}}
*{{nerf|[[Spot dodge]] has less intangibility (frames 2-20 → 2-16) and more ending lag (FAF 23 → 26), no longer being one of the fastest spot dodges in the game.}}


===Ground attacks===
===Ground attacks===
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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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==Update history==
==Update history==
Falco has been buffed via game updates. In update [[1.0.4]], his Blaster's firing rate was increased, which slightly improved his neutral game. Update [[1.0.8]] buffed Falco's punishing game by making his neutral aerial more versatile, as well as increasing the speed of his up and forward aerials. The same update also slightly improved his aerial mobility by increasing his air speed and acceleration. Update [[1.1.4]] increased his down smash's knockback, while improving his up smash by decreasing its start-up, increasing its knockback, and granting intangibility to its first hit. Lastly, the new shield mechanics also aid some of Falco's moves without harming others. These changes gave Falco more offensive options and improved both his KOing and his previously nerfed damage racking abilities, making him better than he was in the game's initial release. However, since none of them have improved his below average neutral game, Falco still remains at a disadvantage compared to most of the cast.
Falco has been buffed via game updates. In update [[1.0.4]], his Blaster's firing rate was increased, which slightly improved his neutral game. Update [[1.0.8]] buffed Falco's punishing game by making his neutral aerial more versatile, as well as increasing the speed of his up and forward aerials. The same update also slightly improved his aerial mobility by increasing his air speed and acceleration. Update [[1.1.4]] increased his down smash's knockback, while improving his up smash by decreasing its start-up, increasing its knockback, and granting intangibility to its first hit. Lastly, update [[1.1.0]] and [[1.1.1]]'s adjusted shielding mechanics also assist some of Falco's moveset without harming others by increasing their safety on shield, while Falco's excellent [[out of shield]] prevents himself from being hindered by it. These changes gave Falco more offensive options and improved both his KOing and his previously nerfed damage-racking abilities, causing him to fare better than during ''SSB4''{{'}}s initial release.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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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 and rivals other attacks of comparable strength, such as {{SSB4|Ness}}'s back throw. When including its ability to auto-cancel 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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|dairname= 
|dairname= 
|dairdmg=13% (clean), 8% (late)
|dairdmg=13% (clean), 8% (late)
|dairdesc=Briefly pulls his legs upward before performing a downward corkscrew stomp. A decently strong [[meteor smash]] on aerial opponents; as a carryover from ''Melee'', it is one of the few meteor smashes that sends opponents diagonally downwards. Due to the clean hit's 2× [[hitlag]] multiplier, it benefits significantly from [[frame cancelling]], though this is very situational. The late hit can also lock opponents. However, the move has high startup lag and landing lag, so it is mostly used for reads.
|dairdesc=Briefly pulls his legs upward before performing a downward corkscrew stomp. A decently strong [[meteor smash]] on aerial opponents; as a carryover from ''Melee'', it is one of the few meteor smashes that sends opponents diagonally downwards. Due to the clean hit's 2× [[hitlag]] multiplier, it benefits significantly from [[frame cancelling]], though this is heavily situational. The late hit can also lock opponents. However, the move has high startup lag and landing lag, so it is mostly used for reads.
|grabname= 
|grabname= 
|grabdesc=An average grab.
|grabdesc=Reaches forward with his right wing. A somewhat quick grab with average range.
|pummelname= 
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
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|fthrowname= 
|fthrowname= 
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=Launches the opponent forward with a cross.
|fthrowdesc=Launches the opponent forward with a cross. Lacks true follow-ups at 0%, though it can follow-up with dash attack. At around 40%, it causes opponents to tumble, allowing setups, such as a lock from neutral attack or Blaster, or tech-chases if the opponent rolls. Otherwise, this throw is typically useful for sending opponents offstage.
|bthrowname= 
|bthrowname= 
|bthrowdmg=6% (throw), 3% (shot)
|bthrowdmg=6% (throw), 3% (shot)
|bthrowdesc=Throws the opponent backwards and then shoots them once with his [[Blaster]]. Can KO at around 150% near the edge if the opponent is hit by the laser.
|bthrowdesc=Throws the opponent backwards and then shoots them once with his [[Blaster]]. Can KO at around 150% near the edge if the opponent is hit by the lasers, though opponents can easily [[DI]] out of it. It is otherwise used to send opponents offstage, much like forward throw.
|uthrowname= 
|uthrowname= 
|uthrowdmg=4% (throw), 4% (shot)
|uthrowdmg=4% (throw), 4% (shot)
|uthrowdesc=Throws the opponent upwards and then shoots them once with his Blaster. A reliable combo starter until high percentages thanks to Falco's high jumps. It can combo into any aerial (except down aerial) and, with a proper read, lead into a KO with up aerial. The throw itself can KO at high percentages if performed on stages with platforms, although opponents can DI away from it at said percent range.
|uthrowdesc=Throws the opponent upwards and then shoots them once with his Blaster. A reliable combo starter until high percentages thanks to Falco's high jumps. It can combo into all of Falco's aerial attacks (excluding [[down aerial]]) and, with a proper read, lead into a KO with up aerial. The throw itself can KO at high percentages if performed on stages with platforms, although opponents can DI from it at said ranges of percents.
|dthrowname= 
|dthrowname= 
|dthrowdmg=2% (shot), 3% (throw)
|dthrowdmg=2% (shot), 3% (throw)
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|nspage=Blaster (Falco)
|nspage=Blaster (Falco)
|nsdefdmg=3%
|nsdefdmg=3%
|nsdefdesc=Unlike Fox's variant, the shots come out much slower, travel slower, aren’t as long, and don’t go as far, but they flinch opponents and don’t decay in power as they travel. The Blaster fires slightly faster in the air, although this speed increase is negligible. Due to the lasers' low fixed knockback, they can [[lock]] opponents at any percent.
|nsdefdesc=Pulls out his Blaster and fires a slim blue laser [[projectile]]. In comparison to {{SSB4|Fox}}'s [[Blaster]], it fires at a much slower rate but causes [[hitstun]] and deals [[electric]] damage. It is very laggy on the ground, making it very punishable if the opponent is close or at a low percentage. However, it is much more effective in the air, as it can be fired marginally faster while airborne and has significantly lower ending lag, with short hop Blaster shots causing Falco to experience only 6 frames of landing lag. This is one of Falco's primary tools with multiple usages, including deterring [[approach]]es, gimping offstage opponents, tacking on damage, and locking failed techs, especially since the shorts have low fixed knockback.
|nsc1name=Explosive Blaster
|nsc1name=Explosive Blaster
|nsc1dmg=1% (loop, 4 hits), 2% (last)
|nsc1dmg=1% (loop, 4 hits), 2% (last)
|nsc1desc=The Blaster's laser slows down as it travels and explodes right before it stops. It pushes opponents while traveling, but does not deal damage until the laser explodes. Also visually alters the lasers fired from throws. Similar to Zero Suit Samus’ [[paralyzer|Electromagnetic Net]].
|nsc1desc=The Blaster's laser slows down as it travels and explodes right before it stops. It pushes opponents while traveling, but does not deal damage until the laser explodes. It also visually alters the lasers fired from throws. Similar to {{SSB4|Zero Suit Samus}}’ [[paralyzer|Electromagnetic Net]].
|nsc2name=Burst Blaster
|nsc2name=Burst Blaster
|nsc2dmg=2% (near), 1% (far)
|nsc2dmg=2% (near), 1% (far)
|nsc2desc=Acts similarly to Fox's Blaster in that it fires faster, but has lower power, length, range, and loses its ability to make the opponent flinch. Additionally, it still fires slower than Fox's, though its ending lag is significantly lower. Doesn’t fire quicker in mid-air.
|nsc2desc=It has comparable functionality to Fox's Blaster in that it fires faster, but has less power, length, range, and loses its ability to make the opponent flinch. Additionally, it still fires slower than Fox's, though its ending lag is significantly lower. It does not fire quicker in mid-air.
|ssdefname=Falco Phantasm
|ssdefname=Falco Phantasm
|ssdefdmg=7% (ground), 6% (airborne opponents when used in air)
|ssdefdmg=7% (ground), 6% (airborne opponents when used in air)
|ssdefdesc=Dashes forward at a blinding speed, leaving behind afterimages. Unlike Fox Illusion, Falco Phantasm will launch airborne opponents [[meteor smash|straight downward]] on contact, and it has 2 less startup frames. On grounded opponents, it sends them upwards with favorable force to combo into a back aerial.
|ssdefdesc=Rears back before launching himself forward in a blue blur of afterimages. The grounded move will stop if Falco reaches a ledge. In comparison to [[Fox Illusion]], Falco Phantasm starts up faster and deals less knockback when grounded, but will [[meteor smash]] aerial opponents, allowing it to be useful for gimps. As the grounded version moves opponents slightly towards Falco, it can be used to initiate combos. It is also an excellent horizontal [[recovering]] option, as it does not cause [[helplessness]]. However, it can only be performed once in midair before landing and has a predictable trajectory. Despite its looks, the hitbox stops short near the end of the move when Falco begins to slow down. After concluding the dash, Falco does a cancellable animation where he fist pumps both his arms towards his sides.
|ssc1name=Falco Phase
|ssc1name=Falco Phase
|ssc1dmg=0%
|ssc1dmg=0%
|ssc1desc=Quicker, and Falco is intangible for the duration of the move, but it cannot hit opponents either. It does not give Falco any momentum.
|ssc1desc=It executes quicker, and Falco is intangible for the duration of the move, but it cannot hit opponents either. It does not give Falco momentum.
|ssc2name=Falco Charge
|ssc2name=Falco Charge
|ssc2dmg=4% (early), 12% (clean), 4% (late)
|ssc2dmg=4% (early), 12% (clean), 4% (late)
|ssc2desc=The dash's range is shorter, but it hits much harder at the beginning of the move.
|ssc2desc=The dash's range is shorter, but it hits much harder at the beginning of the move, which makes it more versatile for gimping.
|usdefname=Fire Bird
|usdefname=Fire Bird
|usdefdmg=2% (charging loop, 7 hits), 3% (launch hit 1), 2% (launch hits 2-8),
|usdefdmg=2% (charging loop, 7 hits), 3% (launch hit 1), 2% (launch hits 2-8),
|usdefdesc=Cloaks himself in flames and before firing himself in any direction, depending on what direction is held. The launch attack hits multiple times. It also travels a shorter distance than Fox's [[Fire Fox]]. The first launch hit can knock opponents away from the rest of the hits.
|usdefdesc=Engulfs himself in an aura of [[flame]] before launching himself in a fiery tackle. The trajectory of the move can be chosen before Falco launches himself, with over 40 angles to choose from. After the move ends, Falco becomes helpless. Compared to [[Fire Fox]], Fire Bird travels less distance, deals multiple hits and almost lacks KO potential, though it inflicts a high amount of total damage if every hit lands (deals a maximum of 33%, being one of the most damaging up specials in the game). It can, therefore, be used as a niche damage-racking option, though the looping hits sometimes have issues maintaining the opponent trapped in the move.
|usc1name=Fast Fire Bird
|usc1name=Fast Fire Bird
|usc1dmg=2%
|usc1dmg=2%
|usc1desc=Instantly fires himself in any direction, but at the cost of a shortened distance.
|usc1desc=Instantly fires himself in all chosen directions, at the expense of a shortened distance.
|usc2name=Distant Fire Bird
|usc2name=Distant Fire Bird
|usc2dmg=8% (first hit), 2% (loop)
|usc2dmg=8% (first hit), 2% (loop)
|usc2desc=The charging time is longer, but Falco travels further. The initial part of the attack launches opponents, while the rest of the attack hits opponents multiple times, dealing weak knockback and having a 1.5× [[SDI]] multiplier.
|usc2desc=The charging time is longer, but Falco travels further. The initial part of the attack launches opponents, while the rest of the attack hits opponents multiple times, dealing weak knockback and possessing a 1.5× [[SDI]] multiplier.
|dsdefname=Reflector
|dsdefname=Reflector
|dspage=Reflector (Falco)
|dspage=Reflector (Falco)
|dsdefdmg=5% (Reflector), 1.2× (reflection)
|dsdefdmg=5% (Reflector), 1.2× (reflection)
|dsdefdesc=Activates his Reflector and kicks it away from him, reflecting any projectiles and hitting opponents it comes in contact with. It then returns to him as if magnetized. The move can be used as a poking tool that can lock or [[trip]] low damaged opponents to start combos.
|dsdefdesc=Activates his Reflector and kicks it forward, [[reflection|reflecting]] incoming projectiles back towards opponents and dealing minimal [[electric]] damage to opponents that make contact. It then returns to him as if it was magnetized. It can also be useful as a poking tool that can [[lock]] floored opponents or [[trip]] low damaged opponents to start combos.
|dsc1name=Accele-Reflector
|dsc1name=Accele-Reflector
|dsc1dmg=2% (Reflector), 1× (reflection)
|dsc1dmg=2% (Reflector), 1× (reflection)
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|dsc2name=Reflector Void
|dsc2name=Reflector Void
|dsc2dmg=9% (Reflector), 0.75× (reflection)
|dsc2dmg=9% (Reflector), 0.75× (reflection)
|dsc2desc=The Reflector deals more damage and destroys [[absorb]]able projectiles instead of reflecting them. Non-absorbable projectiles are still reflected, but deal less damage due to its lowered reflection multiplier. Its angle and knockback are almost identical to his Reflector in ''[[Falco (SSBM)/Down special|Melee]]''. The Reflector Void is colored purple.
|dsc2desc=The Reflector deals more damage and nullifies [[absorb]]able projectiles instead of reflecting them. Non-absorbable projectiles are still reflected, but deal less damage due to its reduced reflection multiplier. Its angle and knockback are almost identical to his Reflector in ''[[Falco (SSBM)/Down special|Melee]]''. The Reflector Void is colored purple.
|fsname=Landmaster
|fsname=Landmaster
|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 {{SSB4|Fox}}'s Landmaster, Falco's Landmaster has several methods of attacking, such as firing the laser turret and ramming into opponents by manuevering into them. While piloting it, Falco can drive it around and hover by holding down the jumping button. Unlike Fox's, however, it has better aerial mobility at the expense of comparatively less powerful blasts.
}}
}}


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|char=Falco
|char=Falco
|desc-up=Kicks his {{b|Reflector|Falco}} around like a hacky sack and says "Piece of cake!" ({{ja|楽勝だぜ。|Rakushō da ze.}}, ''An easy win.'') before catching it.
|desc-up=Kicks his {{b|Reflector|Falco}} around like a hacky sack and says "Piece of cake!" ({{ja|楽勝だぜ。|Rakushō da ze.}}, ''An easy win.'') before catching it.
|desc-side=Poses by standing on one foot with his wing raised before saying "Get some!" ({{ja|かかってきな。|Kakatte ki na.}}, ''Come bring it.'')
|desc-side=Holds out his hand and slowly raises it in a beckoning gesture, whilst saying "Get some!" ({{ja|かかってきな。|Kakatte ki na.}}, ''Come bring it.'')
|desc-down=Spins once and crosses one wing before saying "Hands off my prey!" ({{ja|俺の獲物に手を出すな!|Ore no emono ni te wo dasu na!}}, ''Get your hands off my prey!'')
|desc-down=Spins on one foot, then poses with one of his arms/wings before him, saying "Hands off my prey!" ({{ja|俺の獲物に手を出すな!|Ore no emono ni te wo dasu na!}}, ''Get your hands off my prey!'') while doing so.
|desc-smash=When fighting as Falco on the [[Corneria]] stage in {{for3ds}} or [[Lylat Cruise]] in {{forwiiu}}, quickly tap down on the directional pad once and he will kneel down and seem as though he is trying to communicate with someone through a device, and then stand back up, at which point a [[Star Fox's Conversations|conversation]] will begin with another character from the {{uv|Star Fox}} universe.}}
|desc-smash=When fighting as Falco on the [[Corneria]] stage in {{for3ds}} or [[Lylat Cruise]] in {{forwiiu}}, quickly tap down on the directional pad once and he will kneel down and seem as though he is trying to communicate with someone through a device, and then stand back up, at which point a [[Star Fox's Conversations|conversation]] will begin with another character from the {{uv|Star Fox}} universe.}}


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{{Idle
{{Idle
|desc-1=Slightly turns to his side.
|desc-1=Slightly turns to his side.
|desc-2=Moves his wing in front of his face.
|desc-2=Flaps his wing in front of his face.
|image-1=FalcoIdlePose1SSB4.jpg
|image-1=FalcoIdlePose1SSB4.jpg
|image-2=FalcoIdlePose2SSB4.jpg}}
|image-2=FalcoIdlePose2SSB4.jpg}}
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{{Victory/SSB4
{{Victory/SSB4
|victory-theme=StarFoxUniverseTheme.ogg
|victory-theme=StarFoxUniverseTheme.ogg
|victory-desc=A flourished remix directly from ''Brawl'' based on the theme that would play at the title screen in ''{{s|lylatwiki|Star Fox 64}}''.
|victory-desc=This victory theme is based upon the main theme of ''{{s|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.
|desc-1=Jumps high into the air and then performs a crouching pose upon descending to the ground.
|desc-1=Jumps high into the air while scoffing, and then performs a crouching pose upon descending to the ground while forcing out a laugh.
|desc-2=Performs a rapid series of kicks and then poses, saying "Had enough already?" ({{ja|くたばるのはまだ早ぇぜ。|Kutabaru no wa mada hae~ze.}}, ''Too early to kick the bucket just yet.'')
|desc-2=Performs a rapid series of kicks and then poses, saying "Had enough already?" ({{ja|くたばるのはまだ早ぇぜ。|Kutabaru no wa mada hae~ze.}}, ''Too early to kick the bucket just yet.'')
**If Fox is present after a match, there is a chance he will instead say "You're off your game, Fox." Or in Japanese: {{ja|腕が落ちたな、フォックス。|Ude ga ochita na, Fokkusu.}} (''Your skills have fallen off, Fox.'')
**If Fox is present after a match, there is a chance he will instead say "You're off your game, Fox." Or in Japanese: {{ja|腕が落ちたな、フォックス。|Ude ga ochita na, Fokkusu.}} (''Your skills have fallen off, Fox.'')
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Falco has been regarded rather poorly ever since ''Smash 4''{{'}}s release. Smashers immediately 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 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 and Falco saw little representation and almost lacked 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 even despising the fact that Falco has received numerous buffs over the game's lifespan, due to them largely failing to address his ineffective [[neutral game]]. Meanwhile, various characters, like {{SSB4|Ike}}, {{SSB4|Meta Knight}}, {{SSB4|Marth}}, and {{SSB4|Mewtwo}}, who were all at some point considered comparatively sub-par, 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-based 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 a series of notable results as of late thanks to the efforts of professional smashers to his credit, like {{Sm|AC}}, {{sm|Keitaro}}, {{Sm|Anragon}}, and {{Sm|Daybreak}}. Several smashers have also learned that Falco has favorable and even matchups against a variety 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, although Falco holds the distinction of being the most nerfed character in the transition from ''Brawl'' to ''Smash 4'' and is still regarded to be significantly worse than his previous iterations due to the severity of his nerfs. Due to the discovery of Falco's favourable matchups, he saw a slight improvement to 46th, with some smashers still claiming he deserves to be ranked even higher.
===[[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===
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<!--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 -->
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''See also: [[:Category:Falco players (SSB4)]]''
''See also: [[:Category:Falco players (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://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|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}}.
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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 ranked 46th on the current tier list, Falco's ranking 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 retains his [[spot dodge|spot dodging]] animation from ''Melee'' and is voiced by Hisao Egawa in gameplay in the Japanese version.


{{SSB4Characters}}
{{SSB4Characters}}

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