Editing Falco (SSBB)

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|name = Falco
|name = Falco
|image = [[File:Falco SSBB.jpg|250px]]
|image = [[File:Falco SSBB.jpg|250px]]
|caption = [[File:StarFoxSymbol.svg|50px|class=invert-dark]]
|caption = [[File:StarFoxSymbol.svg|50px|class=invert]]
|game = SSBB
|game = SSBB
|ssbgame1 = SSBM
|ssbgame1 = SSBM
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Falco is ranked 7th out of 38 on the tier list, the lowest position of the A- Tier and top tier, and a slight drop from his ''Melee'' tier placement, where he was 4th overall. Falco's {{b|Blaster|Falco}} shots are very fast, hard to punish, very long-ranged, [[transcendent]], and allow him to [[camp]] and punish approaches easily. At low percents, Falco can rack up damage quickly using lasers and his down throw [[chain grab]] with many follow-ups such as the [[Gatling Combo]] or the [[meteor smash]] in his down aerial. He also has incredible vertical mobility, fast attack speed, a strong all-purpose attack in his back aerial, the aforementioned down air meteor smash (the fastest meteor smash in ''Brawl'' with only 5 frames of startup lag), a long-ranged {{b|Reflector|Falco}}, and other tricks such as his [[BDACUS]].
Falco is ranked 7th out of 38 on the tier list, the lowest position of the A- Tier and top tier, and a slight drop from his ''Melee'' tier placement, where he was 4th overall. Falco's {{b|Blaster|Falco}} shots are very fast, hard to punish, very long-ranged, [[transcendent]], and allow him to [[camp]] and punish approaches easily. At low percents, Falco can rack up damage quickly using lasers and his down throw [[chain grab]] with many follow-ups such as the [[Gatling Combo]] or the [[meteor smash]] in his down aerial. He also has incredible vertical mobility, fast attack speed, a strong all-purpose attack in his back aerial, the aforementioned down air meteor smash (the fastest meteor smash in ''Brawl'' with only 5 frames of startup lag), a long-ranged {{b|Reflector|Falco}}, and other tricks such as his [[BDACUS]].


Falco still has significant problems, however. While his vertical mobility is excellent, his horizontal mobility is sub-par as Falco has below-average [[air speed]] and average [[dashing]] speed at best. Falco can have difficulty KOing his opponents who can survive his meteor smash offstage from his chain throw, possessing few reliable KO moves that are not particularly powerful and [[stale]] quickly (made worse by the fact that some of his finishers are used frequently). Falco also has a poor [[recovery]]; while his [[Falco Phantasm]] provides great horizontal distance, it can be predictable and leaves Falco vulnerable for the duration of the move, allowing opponents to easily hit him out of it. Additionally, his [[Fire Bird]] travels a short vertical distance, has a very small [[ledge]] sweetspot, and is easily [[edgehog]]ged. His fast [[falling speed]] also hinders his recovery, and the fast acceleration of it makes him vulnerable to chain throws from characters like {{SSBB|Pikachu}} who can chain throw him from low percentages to a KO. Regardless of his disadvantages, Falco still maintains excellent matchups across the roster, and has achieved very strong tournament results.
Falco still has significant problems, however. While his vertical mobility is excellent, his horizontal mobility is sub-par as Falco has below-average [[air speed]] and average [[dashing]] speed at best. Falco can have difficulty KOing his opponents who can survive his meteor smash offstage from his chain throw, possessing few reliable KO moves that are not particularly powerful and [[stale]] quickly (made worse by the fact that some of his finishers are used frequently). Falco also has a poor [[recovery]]; while his [[Falco Phantasm]] provides great horizontal distance, it can be predictable and leaves Falco vulnerable for the duration of the move, allowing opponents to easily hit him out of it. Additionally, his [[Fire Bird]] travels a short vertical distance, has a very small [[ledge]] sweetspot, and is easily [[edgehog]]ged. His fast [[falling speed]] also hinders his recovery, and the fast acceleration of it makes him vulnerable to chain throws from characters like {{SSBB|Pikachu}} who can chain throw him from low percentages to a KO. Regardless of his disadvantages, Falco still has a large amount of favorable matchups, having only three disadvantageous ones, and has achieved very strong tournament results.


==How to unlock==
==How to unlock==
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*Play 50 [[VS. match]]es.
*Play 50 [[VS. match]]es.
*Complete [[100-Man Brawl]].
*Complete [[100-Man Brawl]].
*Have Falco join the player's party in [[The Subspace Emissary]] ([[The Swamp]]).
*Have Falco join the player's party in the [[Subspace Emissary]] ([[The Swamp]]).


With the exception of the third method, Falco must then be defeated on [[Lylat Cruise]].
With the exception of the third method, Falco must then be defeated on [[Lylat Cruise]].
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**{{buff|The introduction of the [[DACUS]] turns Falco's up smash into a much better [[approach]] and followup option, as well as a quick move that can deal damage in excess of 20% at lower percentages (via the [[Gatling Combo]]). Its late hit also deals more knockback (10 (base)/100 (scaling) → 18/98).}}
**{{buff|The introduction of the [[DACUS]] turns Falco's up smash into a much better [[approach]] and followup option, as well as a quick move that can deal damage in excess of 20% at lower percentages (via the [[Gatling Combo]]). Its late hit also deals more knockback (10 (base)/100 (scaling) → 18/98).}}
**{{nerf|Up smash has more startup (frame 7 → 8) and no longer grants [[intangibility]] on Falco's head. Its clean hit also has less knockback (25 (base)/100 (scaling) → 20/98), although this is mitigated by the generally slower falling speeds in ''Brawl''.}}
**{{nerf|Up smash has more startup (frame 7 → 8) and no longer grants [[intangibility]] on Falco's head. Its clean hit also has less knockback (25 (base)/100 (scaling) → 20/98), although this is mitigated by the generally slower falling speeds in ''Brawl''.}}
*[[Down smash]]:
*{{nerf|[[Down smash]] has more startup with a shorter duration (frames 6-10 → 7-9), more ending lag (frame 46 → 47), deals less damage on its sweetspots (16% → 15%), and has less range, greatly decreasing its utility. Combined with the loss of [[intangible]] frames on the leg hurtboxes when charging, it is less effective as an edgeguarding option.}}
**{{nerf|[[Down smash]] has more startup with a shorter duration (frames 6-10 → 7-9), more ending lag (frame 46 → 47), deals less damage on its sweetspots (16% → 15%), and has less range, greatly decreasing its utility. Combined with the loss of [[intangible]] frames on the leg hurtboxes when charging, it is less effective as an edgeguarding option.}}


===Aerial attacks===
===Aerial attacks===
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**{{change|Up aerial's angles have been altered (70°/90° → 68°/80°).}}
**{{change|Up aerial's angles have been altered (70°/90° → 68°/80°).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit deals more damage (12% → 13%), improving its KO potential. The move also autocancels earlier (frame 30 → 27), allowing it to autocancel in a short hop. Additionaly, Falco's significantly slower falling speed makes the move much safer to use off-stage.}}
**{{buff|Down aerial's clean hit deals more damage (12% → 13%), improving its KO potential. The move also autocancels earlier (frame 30 → 27), allowing it to autocancel in a short hop, and can be used more safely offstage due to Falco's much slower falling speed.}}
**{{nerf|Down aerial can now be [[meteor cancel]]ed, and no longer [[meteor smash]]es with the late hit (290° → 361°). While the latter was also the case in the PAL version of ''Melee'', the clean hit in ''Brawl'' has a much shorter duration as well (frames 5-14 (clean)/15-24 (late) → 5-7/8-21), making the move harder to meteor smash with, although it remains one of Falco's most powerful edgeguarding options. The late hit also deals less damage (9% → 8%) with less knockback scaling (100 → 90).}}
**{{nerf|Down aerial can now be [[meteor cancel]]ed, and no longer [[meteor smash]]es with the late hit (290° → 361°). While the latter was also the case in the PAL version of ''Melee'', the clean hit in ''Brawl'' has a much shorter duration as well (frames 5-14 (clean)/15-24 (late) → 5-7/8-21), making the move harder to meteor smash with, although it remains one of Falco's most powerful edgeguarding options. The late hit also deals less damage (9% → 8%) with less knockback scaling (100 → 90).}}
**{{change|Down aerial's clean hit's angle has been altered (290° → 280°).}}
**{{change|Down aerial's clean hit's angle has been altered (290° → 280°).}}
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*[[Blaster (Falco)|Blaster]]
*[[Blaster (Falco)|Blaster]]
**{{nerf|Falco can no longer fast fall while firing lasers, hindering his ability to control their height precisely. In particular, Falco can no longer short hop laser lower than a grounded laser and cannot fire consecutive low lasers as frequently. This makes his lasers less effective for pressuring and approaching since he cannot get to the ground as quickly after firing them. However, it remains one of his best options, still gives him among the best neutrals in ''Brawl'', and is still considered one of the best moves in the game.}}
**{{nerf|Falco can no longer fast fall while firing lasers, hindering his ability to control their height precisely. In particular, Falco can no longer short hop laser lower than a grounded laser and cannot fire consecutive low lasers as frequently. This makes his lasers less effective for pressuring and approaching since he cannot get to the ground as quickly after firing them. However, it remains one of his best options, still gives him among the best neutrals in ''Brawl'', and is still considered one of the best moves in the game.}}
**{{nerf|Falco can no longer control his horizontal aerial momentum while firing a laser with his Blaster.}}
**{{change|Falco's lasers are blue instead of red.}}
**{{change|Falco's lasers are blue instead of red.}}
**{{buff|Falco can now shoot two lasers in a short hop, making them better for tacking on damage, especially against aerial opponents. The [[lock]] mechanics in ''Brawl'' also allow them to rack up damage very effectively via [[laser lock]]ing. Furthermore, due to [[powershield]]ing no longer [[reflect]]ing [[projectile]]s, lasers are safer to use for [[camping]].}}
**{{buff|Falco can now shoot two lasers in a short hop, making them better for tacking on damage, especially against aerial opponents. The [[lock]] mechanics in ''Brawl'' also allow them to rack up damage very effectively via [[laser lock]]ing. Furthermore, due to [[powershield]]ing no longer [[reflect]]ing [[projectile]]s, lasers are safer to use for [[camping]].}}
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==Moveset==
==Moveset==
''For a gallery of Falco's hitboxes, see [[Falco (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
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|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=2%
|neutral2dmg=2%
|neutralinfdmg=1%(loop)
|neutralinfdmg=1%
|neutraldesc=Falco does a jab, another jab, and then tilts diagonally and spins very quickly with his arms out. Has very low startup lag coming out on frame 2, surprisingly great range and it has low ending lag, making it a great move to use at close range or in pressure situations. Falco has no guaranteed followups out of jab, although it does have great mixup potential, potentially leading into another set of jabs, a grab or even a smash attack. The neutral infinite can easily be escaped and punished, although it has low ending lag.
|neutraldesc=Falco does a jab, another jab, and then tilts diagonally and spins very quickly with his arms out. Has very low startup lag coming out on frame 2, surprisingly great range and it has low ending lag, making it a great move to use at close range or in pressure situations. Falco has no guaranteed followups out of jab, although it does have great mixup potential, potentially leading into another set of jabs, a grab or even a smash attack. The neutral infinite can easily be escaped and punished, although it has low ending lag.
|ftiltname= 
|ftiltname= 
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===[[Event Match]]es===
===[[Event Match]]es===
====Solo Events====
===Solo Events===
*'''[[Event 32: Bird in Darkest Night]]''': As Falco (with a dark [[Palette swap (SSBB)|alternative costume]]), the player must defeat {{SSBB|Mr. Game & Watch}} on [[Brinstar]]. The stage gets dark very frequently throughout the match.
*'''[[Event 32: Bird in Darkest Night]]''': As Falco (with a dark [[Palette swap (SSBB)|alternative costume]]), the player must defeat {{SSBB|Mr. Game & Watch}} on [[Brinstar]]. The stage gets dark very frequently throughout the match.
*'''[[Event 34: All-Star Battle Melee]]''': Falco is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''.
*'''[[Event 34: All-Star Battle Melee]]''': Falco is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''.
*'''[[Event 38: The Wolf Hunts the Fox]]''': As {{SSBB|Wolf}}, the player must defeat {{SSBB|Fox}} and Falco on [[Lylat Cruise]].
*'''[[Event 38: The Wolf Hunts the Fox]]''': As {{SSBB|Wolf}}, the player must defeat {{SSBB|Fox}} and Falco on [[Lylat Cruise]].


====Co-op Events====
===Co-op Events===
*'''[[Co-Op Event 19: Shadow of Andross]]''': {{SSBB|Fox}} and Falco team up to defeat {{SSBB|Wolf}} on [[Lylat Cruise]] while an [[Andross]] [[assist trophy]] is used against them.
*'''[[Co-Op Event 19: Shadow of Andross]]''': {{SSBB|Fox}} and Falco team up to defeat {{SSBB|Wolf}} on [[Lylat Cruise]] while an [[Andross]] [[assist trophy]] is used against them.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.


===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
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