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Editing Falco (SSB4)

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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt has more ending lag (FAF 27 → 28).}}
**{{nerf|Forward tilt has more ending lag (FAF 27 → 28).}}
**{{nerf|Forward tilt has an altered animation where Falco doesn't stretch his leg as far out, reducing its range, despite the foot hitbox being positioned slightly further away from Falco (y offset: 4.8 → x offset: 5).}}
**{{nerf|Forward tilt has an altered animation where Falco does stretch his leg as far out, reducing its range, despite the foot hitbox being positioned further away from Falco (y offset: 4.8 → x offset: 5).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|The changes to [[hitstun canceling]] and [[DI]] grant up tilt combo potential beyond non [[tumble]] percents.}}
**{{buff|The changes to [[hitstun canceling]] and [[DI]] grant up tilt combo potential beyond non [[tumble]] percents.}}
Line 280: Line 280:
**{{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 (99 frames → 35). 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 {{SSB4|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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|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Wing Chop ({{ja|ウイングチョップ|Uingu Choppu}})<br>Reverse Chop ({{ja|リバースチョップ|Ribāsu Choppu}})<br>Gyro Cutter ({{ja|ジャイロカッター|Jairo Kattā}})<br>Cutter Finish ({{ja|カッターフィニッシュ|Kattā Finisshu}})
|neutralname=&nbsp;
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutralinfdmg=0.4% (loop), 3% (last)
|neutralinfdmg=0.4% (loop), 3% (last)
|neutraldesc=Performs two knifehand strikes, then tilts diagonally and spins very quickly with his wings spread out before finishing with a knifehand swat. A handy [[jab cancel]]ling tool due to its quick speed (comes out on frame 2), as it can be followed up by a tilt, down smash or a grab.
|neutraldesc=Performs two knifehand strikes, then tilts diagonally and spins very quickly with his wings spread out before finishing with another knifehand strike. A handy [[jab cancel]]ling tool due to its quick speed (comes out on frame 2), as it can be followed up by a tilt, down smash or a grab.
|ftiltname=Bird Whip ({{ja|バードウィップ|Bādo Wippu}})
|ftiltname=&nbsp;
|ftiltdmg=9%
|ftiltdmg=9%
|ftiltdesc=A roundhouse kick. It can be angled strongly, but has below average knockback. Can [[lock]] opponents.
|ftiltdesc=A roundhouse kick. It can be angled strongly, but has below average knockback. Can [[lock]] opponents.
|utiltname=Flap Upper ({{ja|フラップアッパー|Furappu Appā}})
|utiltname=&nbsp;
|utiltdmg=4% (hit 1), 3% (hit 1, late tip), 5% (hit 2)
|utiltdmg=4% (hit 1), 3% (hit 1, late tip), 5% (hit 2)
|utiltdesc=Slightly twists around and swings both of his wings upward. The tip of the first hit is a [[meteor smash]], although it is very hard to land consistently in normal gameplay as both attacks connect well with each other. Useful for comboing. It also functions as a fast, though somewhat weak KOing option, dealing enough vertical knockback to KO at around 160%.
|utiltdesc=Slightly twists around and swings both of his wings upward. The tip of the first hit is a [[meteor smash]], although it is very hard to land consistently in normal gameplay as both attacks connect well with each other. Useful for comboing. It also functions as a fast, though somewhat weak KOing option, dealing enough vertical knockback to KO at around 160%.
|dtiltname=Tail Cutter ({{ja|テイルカッター|Teiru Kattā}})
|dtiltname=&nbsp;
|dtiltdmg=12% (near), 11% (mid), 9% (far)
|dtiltdmg=12% (near), 11% (mid), 9% (far)
|dtiltdesc=Swipes across the floor with his tail feathers. One of the strongest down tilts in the game, reliably KOing at 120% if sweetspotted. It also has combo potential depending on the knockback it deals.
|dtiltdesc=Swipes across the floor with his tail feathers. One of the strongest down tilts in the game, reliably KOing at 120% if sweetspotted. It also has combo potential depending on the knockback it deals.
|dashname=Jump Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}})
|dashname=&nbsp;
|dashdmg=9% (clean), 6% (late)
|dashdmg=9% (clean), 6% (late)
|dashdesc=A flying kick. The late hit launches the opponent at a lower angle.
|dashdesc=A flying kick. The late hit launches the opponent at a lower angle.
|fsmashname=Wing Edge ({{ja|ウィングエッジ|Wingu Ejji}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|fsmashdesc=A two-handed overhead slash downwards. Has high knockback and speed, though has slow startup on the flipside. Its sweetspot is at his hands. One of Falco's strongest attacks, KOing at 102%.
|fsmashdesc=A two-handed overhead slash downwards. Has high knockback and speed, though has slow startup on the flipside. Its sweetspot is at his hands. One of Falco's strongest attacks, KOing at 102%.
|usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault Kick'')
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2)
|usmashdesc=A sideways-flipping kick that hits twice. Falco's legs have intangibility while the hitboxes are active. KOs at 130% and comes out as a rather fast damage rack-up tool, but has some notable lag.
|usmashdesc=A sideways-flipping kick that hits twice. Falco's legs have intangibility while the hitboxes are active. KOs at 130% and comes out as a rather fast damage rack-up tool, but has some notable lag.
|dsmashname=Ground Kick ({{ja|グラウンドキック|Guraundo Kikku}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (feet), {{ChargedSmashDmgSSB4|12}} (legs)
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (feet), {{ChargedSmashDmgSSB4|12}} (legs)
|dsmashdesc=A split kick. Comes out quickly and Falco's feet are intangible for a short time before the attack. However, it has below average reach. There is a very small sourspot in the center of his body that deals weak vertical knockback, but the move's ending lag renders it practically unusable for combos. Falco's hurtbox also shrinks down during this attack, allowing him to avoid high-aimed moves if timed properly.
|dsmashdesc=A split kick. Comes out quickly and Falco's feet are intangible for a short time before the attack. However, it has below average reach. There is a very small sourspot in the center of his body that deals weak vertical knockback, but the move's ending lag renders it practically unusable for combos. Falco's hurtbox also shrinks down during this attack, allowing him to avoid high-aimed moves if timed properly.
|nairname=Spinning Falco Chop ({{ja|スピニングファルコチョップ|Supiningu Faruko Choppu}})
|nairname=&nbsp;
|nairdmg=3% (hits 1-2), 2% (hit 3), 3% (hit 4)
|nairdmg=3% (hits 1-2), 2% (hit 3), 3% (hit 4)
|nairdesc=Spins and swipes repeatedly with his wings, hitting four times. A good combo move, with each hit connecting well with one another. The last hit launches opponents away. As the move's looping hits use the [[autolink angle]], it can be used during a fast fall to [[gimp]] recovering opponents.
|nairdesc=Spins and swipes repeatedly with his wings, hitting four times. A good combo move, with each hit connecting well with one another. The last hit launches opponents away. As the move's looping hits use the [[autolink angle]], it can be used during a fast fall to [[gimp]] recovering opponents.
|fairname=Beak Drill ({{ja|ビークドリル|Bīku Doriru}})
|fairname=&nbsp;
|fairdmg=1% (loop, 5 hits), 4% (last hit), 3% (landing)
|fairdmg=1% (loop, 5 hits), 4% (last hit), 3% (landing)
|fairdesc=Spins in a horizontal corkscrew to perform a drilling peck. It is similar to {{SSB4|Pikachu}} and {{SSB4|Sonic}}'s forward aerials. Can KO around 100% offstage while not being particularly hard to land. It has a landing hit positioned around Falco's head that launches opponents away with decently strong knockback, making this move one of Falco's most reliable KOing options overall. As the move's looping hits use the autolink angle, it can be used during a fast fall to gimp recovering opponents.
|fairdesc=Spins in a horizontal corkscrew to perform a drilling peck. It is similar to {{SSB4|Pikachu}} and {{SSB4|Sonic}}'s forward aerials. Can KO around 100% offstage while not being particularly hard to land. It has a landing hit positioned around Falco's head that launches opponents away with decently strong knockback, making this move one of Falco's most reliable KOing options overall. As the move's looping hits use the autolink angle, it can be used during a fast fall to gimp recovering opponents.
|bairname=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}})
|bairname=&nbsp;
|bairdmg=13% (clean), 7% (late)
|bairdmg=13% (clean), 7% (late)
|bairdesc=A back kick as he recovers in a turn. 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 {{SSB4|Final Destination}}. However, its other qualities have been heavily toned down since ''Brawl'', with its range and duration being considerably shorter.
|uairname=Reverse Overhead ({{ja|リバースオーバーヘッド|Ribāsu Ōbāheddo}})
|uairname=&nbsp;
|uairdmg=10%
|uairdmg=10%
|uairdesc=A somersault kick. The kick covers above Falco, giving it rather good range. The attack also starts behind him, allowing the early hit to catch opponents while he's landing. Juggles well at low percentages and can KO at higher percents, although its knockback is lacking compared to {{SSB4|Fox}}'s. Regardless, Falco's high jumps allow it to be used from very high up near the blast line, where it can KO as early as 115%.
|uairdesc=A somersault kick. The kick covers above Falco, giving it rather good range. The attack also starts behind him, allowing the early hit to catch opponents while he's landing. Juggles well at low percentages and can KO at higher percents, although its knockback is lacking compared to {{SSB4|Fox}}'s. Regardless, Falco's high jumps allow it to be used from very high up near the blast line, where it can KO as early as 115%.
|dairname=Corkscrew Meteor ({{ja|メテオスクリュー|Meteo Sukuryū}}, ''Meteor Screw'')
|dairname=&nbsp;
|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 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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=An average grab.
|grabdesc=An average grab.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Knee strikes the opponent. Decent speed.
|pummeldesc=Knee strikes the opponent. Decent speed.
|fthrowname=Smash Elbow ({{ja|スマッシュエルボー|Sumasshu Erubō}})
|fthrowname=&nbsp;
|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.
|bthrowname=Close Range Blaster H/Horizontal ({{ja|クローズレンジブラスターH|Kurōzu Renji Burasutā Ecchi}})
|bthrowname=&nbsp;
|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 laser.
|uthrowname=Close Range Blaster V/Vertical ({{ja|クローズレンジブラスターV|Kurōzu Renji Burasutā Vī}})
|uthrowname=&nbsp;
|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 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.
|dthrowname=Close Range Blaster Down ({{ja|クローズレンジブラスターダウン|Kurōzu Renji Burasutā Daun}})
|dthrowname=&nbsp;
|dthrowdmg=2% (shot), 3% (throw)
|dthrowdmg=2% (shot), 3% (throw)
|dthrowdesc=Throws the opponent to the ground and shoots them with his Blaster. Like his up throw, it is a very reliable combo starter. It can lead into an up smash or dash attack at low percentages, as well as a neutral, forward or back aerial at medium percentages.
|dthrowdesc=Throws the opponent to the ground and shoots them with his Blaster. Like his up throw, it is a very reliable combo starter. It can lead into an up smash or dash attack at low percentages, as well as a neutral, forward or back aerial at medium percentages.
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Falco Cheer English SSB4 SSBU.ogg|center]]||[[File:Falco Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Falco Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Falco Cheer Spanish PAL SSB4.ogg|center]]
|[[File:Falco Cheer NTSC SSB4.ogg|center]]||[[File:Falco Cheer JP SSB4.ogg|center]]||{{NTSC}} [[File:Falco Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Falco Cheer Spanish PAL SSB4.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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===Most historically significant players===
===Most historically significant players===
{{cleanup|Further cleanup is required. Sections should have more than just a list of placements and wins.}}
<!--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 -->


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*'''[[Visiting Onett]]''': Falco is one of the opponents {{SSB4|Ness}} and {{SSB4|Villager}} must fight against. The opponents are space characters or characters from other planets.
*'''[[Visiting Onett]]''': Falco is one of the opponents {{SSB4|Ness}} and {{SSB4|Villager}} must fight against. The opponents are space characters or characters from other planets.


===[[Congratulations Screen]]s===
===[[Congratulations screen]]s===
<center>
<center>
====3DS====
====3DS====

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