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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 | |caption = [[File:StarFoxSymbol.svg|50px|class=invert]] | ||
|game = SSBB | |game = SSBB | ||
|ssbgame1 = SSBM | |ssbgame1 = SSBM | ||
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|ranking = 7 | |ranking = 7 | ||
}} | }} | ||
'''Falco''' ({{ja|ファルコ|Faruko}}, ''Falco'') is a | '''Falco''' ({{ja|ファルコ|Faruko}}, ''Falco'') is a character appearing in ''[[Super Smash Bros. Brawl]]''. He was confirmed to return as a playable character on February 20, 2008. | ||
Hisao Egawa reprises his role in the Japanese version from ''[[Melee]]'', providing new voice clips, while he is now voiced by Dex Manley in the English version of the game. | |||
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 | Falco still has significant problems, however. While his vertical mobility is excellent, his horizontal mobility is sub-par as Falco has lackluster dashing speed and air speed. 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== | ||
Complete one of the following: | Complete one of the following: | ||
*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 [[ | *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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==Attributes== | ==Attributes== | ||
[[File:SSBB Falco Chaingrab Meteor.gif|thumb|A demonstration of Falco following up his down throw [[chaingrab]] with a down aerial [[meteor smash]].]] | [[File:SSBB Falco Chaingrab Meteor.gif|thumb|A demonstration of Falco following up his down throw [[chaingrab]] with a down aerial [[meteor smash]].]] | ||
Falco has a diverse moveset featuring quick attacks, great follow-up ability, capable finishers, the ability to wall jump, the highest initial jump in the game, and a fantastic projectile. Outside of his forward aerial, all of his aerials cancel quickly upon landing, including his down aerial. Falco's [[Blaster (Falco)|Blaster]] has great range, transcendent priority, and decent speed. The ending lag of aerial blaster shots also cancel quickly upon landing. This gives him an incredible ability to approach or shutdown approaches, as short-hopped Blaster cancels can be immediately chained into many of Falco's other attacks at close or mid range. Although he has a great camping game, he also has a very good close-range game. He has a very fast jab which is can be used to rack up damage or set up for a grab, and his spot dodge is one of the fastest in the game. Falco can also bolster his approach with his dash attack, a quick, strong move that is difficult to defend against. Falco has a chance to forcibly trip opponents with his quick down special, Reflector to further harass their approach due its great range, although it is unsafe on shields and spot dodges due its fairly long ending lag and low amount of shield stun. Reflector can go through walls and also has the ability to reflect uncommon projectiles, such as {{SSBB|Pikachu}}'s {{b|Thunder|Pokémon}}. It can also be used in conjunction with his blaster to safely disrupt recovering opponents from a distance. | Falco has a diverse moveset featuring quick attacks, great follow-up ability, capable finishers, the ability to wall jump, the highest initial jump in the game, and a fantastic projectile. Outside of his forward aerial, all of his aerials cancel quickly upon landing, including his down aerial. Falco's [[Blaster (Falco)|Blaster]] has great range, transcendent priority, and decent speed. The ending lag of aerial blaster shots also cancel quickly upon landing. This gives him an incredible ability to approach or shutdown approaches, as short-hopped Blaster cancels can be immediately chained into many of Falco's other attacks at close or mid range. Although he has a great camping game, he also has a very good close-range game. He has a very fast jab which is can be used to rack up damage or set up for a grab, and his spot dodge is one of the fastest in the game. Falco can also bolster his approach with his dash attack, a quick, strong move that is difficult to defend against. Falco has a chance to forcibly trip opponents with his quick down special, Reflector to further harass their approach due its great range, although it is unsafe on shields and spot dodges due its fairly long ending lag and low amount of shield stun. Reflector can go through walls and also has the ability to reflect uncommon projectiles, such as {{SSBB|Pikachu}}'s {{b|Thunder|Pokémon}}. It can also be used in conjunction with his blaster to safely disrupt recovering opponents from a distance. | ||
One of Falco's most potent moves is his down throw. Although impractical for KOs, it instead provides Falco with an excellent and easy to use chain-throw, chaining into itself up to damage percentages as high as 50% on most characters including the down aerial finish, and it affects more characters than {{SSBB|King Dedede}}'s down throw chain. When Falco gets to the edge during the chain-throw, he can unavoidably [[meteor smash]] opponents to their doom; should they be able to recover, he can simply [[edge-hog]] at the right time to prevent their return (on some characters, it doesn't work against most characters). This attack chain is particularly fatal to all the [[space animals]], including himself, due to the delay and movement limitations in their up specials, though Fox can still recover thanks to his buffed up midair jump in the form of Rising Fair. Falco's down throw also combines well into down aerial and dash attack, and a popular alternative finish to the chain-throw is the Gatling Combo where Falco will hit with dash attack before instantly canceling into an up smash. As for characters on which he cannot initiate his chaingrab, his down throw still makes for a good setup move as he can follow up the throw with a wide range of attacks from his arsenal, such as his neutral and down aerials, side smash, DACUS, Blaster, Reflector, jab, and forward tilt. However, Falco's grab range is sub-par at best and as such, he can have trouble grabbing nimble characters who can potentially out-camp him such as {{SSBB|Meta Knight}} or {{SSBB|Fox}}, who would otherwise be helpless against Falco's chain grab. It should be noted though that if Falco lands close to his opponents after successfully connecting a [[Short hop laser|short hopped double laser]], he is almost guaranteed a free grab. | One of Falco's most potent moves is his down throw. Although impractical for KOs, it instead provides Falco with an excellent and easy to use chain-throw, chaining into itself up to damage percentages as high as 50% on most characters including the down aerial finish, and it affects more characters than {{SSBB|King Dedede}}'s down throw chain. When Falco gets to the edge during the chain-throw, he can unavoidably [[meteor smash]] opponents to their doom; should they be able to recover, he can simply [[edge-hog]] at the right time to prevent their return (on some characters, it doesn't work against most characters). This attack chain is particularly fatal to all the [[space animals]], including himself, due to the delay and movement limitations in their up specials, though Fox can still recover thanks to his buffed up midair jump in the form of Rising Fair. Falco's down throw also combines well into down aerial and dash attack, and a popular alternative finish to the chain-throw is the Gatling Combo where Falco will hit with dash attack before instantly canceling into an up smash. As for characters on which he cannot initiate his chaingrab, his down throw still makes for a good setup move as he can follow up the throw with a wide range of attacks from his arsenal, such as his neutral and down aerials, side smash, DACUS, Blaster, Reflector, jab, and forward tilt. However, Falco's grab range is sub-par at best and as such, he can have trouble grabbing nimble characters who can potentially out-camp him such as {{SSBB|Meta Knight}} or {{SSBB|Fox}}, who would otherwise be helpless against Falco's chain grab. It should be noted though that if Falco lands close to his opponents after successfully connecting a [[Short hop laser|short hopped double laser]], he is almost guaranteed a free grab. | ||
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For finishing moves, one of Falco's lackluster areas, Falco can use his forward and up smashes to good effect, though his forward smash is slow and is weak in the tip (although it has a fast charge release, has fairly long range and the hitbox lasts some frames with the weak hitbox being during the last frames). His up smash has strong, purely vertical knockback if it hits during the upswing of his kick, and can be used as a [[DACUS]] to gain the jump on opponents further away, though its hitboxes have poor range. The hitboxes of the latter portion of Falco's up smash have little knockback and cannot KO below 200%. However, at high percentages, it acts as a somewhat effective semispike, which can prove fatal to opponents with poor recoveries. Falco is also armed with a fast and powerful meteor smash in his down aerial that can KO at percentages as low as 50%. However, although this move has a slight horizontal disjoint, it has little range with only a small sweetspot the very start on the move spikes, and sourspotting the attack knocks back horizontally with fairly low knockback and lasts a long time while in the air, which makes it dangerous to use off the edge given Falco's fast falling speed. Falco's down aerial excels at spikes near the edge and at spiking opponents above the stage, setting them up for punishment or even a different finisher as they get up from the floor. Falco also has an infinite in the form of his [[laser lock]] which can be set up up somewhat easily with his down aerial or down throw followed by a buffered jab (see the [[Falco (SSBB)#Techniques|techniques]] section below for more thorough information). It can also potentially set up KOs from his [[BDACUS]]. | For finishing moves, one of Falco's lackluster areas, Falco can use his forward and up smashes to good effect, though his forward smash is slow and is weak in the tip (although it has a fast charge release, has fairly long range and the hitbox lasts some frames with the weak hitbox being during the last frames). His up smash has strong, purely vertical knockback if it hits during the upswing of his kick, and can be used as a [[DACUS]] to gain the jump on opponents further away, though its hitboxes have poor range. The hitboxes of the latter portion of Falco's up smash have little knockback and cannot KO below 200%. However, at high percentages, it acts as a somewhat effective semispike, which can prove fatal to opponents with poor recoveries. Falco is also armed with a fast and powerful meteor smash in his down aerial that can KO at percentages as low as 50%. However, although this move has a slight horizontal disjoint, it has little range with only a small sweetspot the very start on the move spikes, and sourspotting the attack knocks back horizontally with fairly low knockback and lasts a long time while in the air, which makes it dangerous to use off the edge given Falco's fast falling speed. Falco's down aerial excels at spikes near the edge and at spiking opponents above the stage, setting them up for punishment or even a different finisher as they get up from the floor. Falco also has an infinite in the form of his [[laser lock]] which can be set up up somewhat easily with his down aerial or down throw followed by a buffered jab (see the [[Falco (SSBB)#Techniques|techniques]] section below for more thorough information). It can also potentially set up KOs from his [[BDACUS]]. | ||
Falco's major weaknesses lie in recovery and finish ability. Although [[Falco Phantasm]] (side special) gives moderately good horizontal distance, [[Fire Bird]] (up special) has very short distance, leaves Falco vulnerable during the charge, and is easily edgeguarded, and its only real use is recovering from below or diagonally. His falling speed has some hindrances, such as making him a candidate for {{SSBB|Pikachu}}'s 0%-100% chain-grab (although he has resistance against chain-grabs that are ineffective against lightweights such as {{SSBB|King Dedede}}'s down throw chain-grab). Although [[planking]] can pose a problem for Falco, this issue is ameliorated in the tournament scene where it's usually limited or banned altogether. The main causes of Falco's poor finish ability stem not from a lack of KO moves, but rather his difficulty in landing them, particularly against quick, mobile characters, due to the fact that some of his moves used for racking up damage also happen to be his only KO moves, have poor range, and stale when his foes get within KO percentages, and his forward smash has its aforementioned power though slow start-up and ending lag. | Falco's major weaknesses lie in recovery and finish ability. Although [[Falco Phantasm]] (side special) gives moderately good horizontal distance, [[Fire Bird]] (up special) has very short distance, leaves Falco vulnerable during the charge, and is easily edgeguarded, and its only real use is recovering from below or diagonally. His falling speed has some hindrances, such as making him a candidate for {{SSBB|Pikachu}}'s 0%-100% chain-grab (although he has resistance against chain-grabs that are ineffective against lightweights such as {{SSBB|King Dedede}}'s down throw chain-grab). Although [[planking]] can pose a problem for Falco, this issue is ameliorated in the tournament scene where it's usually limited or banned altogether. The main causes of Falco's poor finish ability stem not from a lack of KO moves, but rather his difficulty in landing them, particularly against quick, mobile characters, due to the fact that some of his moves used for racking up damage also happen to be his only KO moves, have poor range, and stale when his foes get within KO percentages, and his forward smash has its aforementioned power though slow start-up and ending lag. | ||
Other than his recovery and poor finishing ability, Falco has no critical problems. Smart, experienced Falco players have overcome these setbacks with his defense and adaptability. | Other than his recovery and poor finishing ability, Falco has no critical problems. Smart, experienced Falco players have overcome these setbacks with his defense and adaptability. | ||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
Unlike in ''Melee'' where Falco was a clone of Fox, Falco's moveset received a massive overhaul, to the point where is now a semi-clone rather than a full clone. | Unlike in ''Melee'' where Falco was a clone of Fox, Falco's moveset received a massive overhaul, to the point where is now a semi-clone rather than a full clone. | ||
While Falco is still a top tier character in ''Brawl'', he has been significantly nerfed from ''Melee'' with little to no compensation, albeit to a lesser extent than Fox. | While Falco is still a top tier character in ''Brawl'', he has been significantly nerfed from ''Melee'' with little to no compensation, albeit to a lesser extent than Fox. | ||
His overall endurance has been worsened; his much slower falling speed and the changes to knockback formula have made him more frail despite his increased weight, similar to Fox. His [[Reflector (Falco)|Reflector]] has lost a lot of its utility: it can no longer be jump-cancelled, and the changes to [[hitstun]] have removed his high damaging combos and KO setups from ''Melee''. Falco's overall KO power has been weakened, as his back aerial, down tilt, and forward smash are weaker. Down aerial is slightly stronger during its early hitbox; however, it now only [[meteor smash]]es during the first few frames, instead of throughout the whole move, similarly to how it was in the PAL version of ''Melee.'' Also, due to the removal of [[spike]]s, it is now meteor-cancellable, significantly worsening its KOing potential. | His overall endurance has been worsened; his much slower falling speed and the changes to knockback formula have made him more frail despite his increased weight, similar to Fox. His [[Reflector (Falco)|Reflector]] has lost a lot of its utility: it can no longer be jump-cancelled, and the changes to [[hitstun]] have removed his high damaging combos and KO setups from ''Melee''. Falco's overall KO power has been weakened, as his back aerial, down tilt, and forward smash are weaker. Down aerial is slightly stronger during its early hitbox; however, it now only [[meteor smash]]es during the first few frames, instead of throughout the whole move, similarly to how it was in the PAL version of ''Melee.'' Also, due to the removal of [[spike]]s, it is now meteor-cancellable, significantly worsening its KOing potential. | ||
Falco's new moves have overall poorer utility than their previous iterations. Neutral aerial is less effective for approaching, pressuring, and comboing, forward aerial has very high landing lag, and up aerial deals less damage and is weaker. Forward smash's sweetspot is hard to land. His already poor recovery has been both buffed and nerfed: he can maneuver more effectively offstage due to his lower falling speed and faster air speed, and [[Falco Phantasm]] goes farther, but [[Fire Bird]] travels an even shorter distance than before. | Falco's new moves have overall poorer utility than their previous iterations. Neutral aerial is less effective for approaching, pressuring, and comboing, forward aerial has very high landing lag, and up aerial deals less damage and is weaker. Forward smash's sweetspot is hard to land. His already poor recovery has been both buffed and nerfed: he can maneuver more effectively offstage due to his lower falling speed and faster air speed, and [[Falco Phantasm]] goes farther, but [[Fire Bird]] travels an even shorter distance than before. | ||
However, Falco has received notable buffs. His grab game has better utility. Down throw can no longer be teched by opponents, and allows for easy and highly damaging chain-grabs, partially making up for the loss of his Shine combos. The addition of the [[DACUS]] gives Falco a new and reliable approach option, and aids his damage racking ability. The more defensive gameplay in ''Brawl'' has indirectly boosted his already strong camping game; the loss of several mobility options makes it much harder to overcome Falco's [[Blaster (Falco)|Blaster]], and he has gained a few notable laser techniques, and he can also fire two lasers from a short-hop. | However, Falco has received notable buffs. His grab game has better utility. Down throw can no longer be teched by opponents, and allows for easy and highly damaging chain-grabs, partially making up for the loss of his Shine combos. The addition of the [[DACUS]] gives Falco a new and reliable approach option, and aids his damage racking ability. The more defensive gameplay in ''Brawl'' has indirectly boosted his already strong camping game; the loss of several mobility options makes it much harder to overcome Falco's [[Blaster (Falco)|Blaster]], and he has gained a few notable laser techniques, and he can also fire two lasers from a short-hop. | ||
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*{{change|Similar to Fox, Falco's design is based off his appearance in ''Star Fox Command''. The boost in graphics also gives Falco much more detail.}} | *{{change|Similar to Fox, Falco's design is based off his appearance in ''Star Fox Command''. The boost in graphics also gives Falco much more detail.}} | ||
*{{change|Falco has a new running animation.}} | *{{change|Falco has a new running animation.}} | ||
*{{change|Falco's taunt from ''Melee'' has been moved to down taunt, and is dubbed in English | *{{change|Falco's taunt from ''Melee'' has been moved to down taunt, and is dubbed in English with he now consistently says "Hands off my prey!" ({{ja|俺の獲物に手を出すな!|Ore no emono ni te wo dasu na!}})}} | ||
*{{change|Falco has received two new [[alternate costume]]s, Yellow Jumpsuit & Black Jumpsuit.}} | *{{change|Falco has received two new [[alternate costume]]s, Yellow Jumpsuit & Black Jumpsuit.}} | ||
*{{change|As on | *{{change|As on screen appearances were not present in ''Melee'', Falco now receives one}}. | ||
===Attributes=== | ===Attributes=== | ||
*{{ | *{{nerf|Falco is slightly [[weight|heavier]] (80 → 82). However, like {{SSBB|Fox}}, due to ''Brawl''{{'}}s changes to the knockback formula (knockback is now also based on a character's gravity), Falco's vertical endurance is still drastically worse, to the point he has the 14th worst vertical endurance out of 39 characters with [[momentum canceling]], whereas in ''Melee'', he had the 3rd best vertical endurance out of 26 characters.}} | ||
*{{nerf|Falco [[walk]]s slower (1.4 → 1.28).}} | *{{nerf|Falco [[walk]]s slower (1.4 → 1.28).}} | ||
*{{nerf|Falco [[dash]]es slower (1.5 → 1.432).}} | *{{nerf|Falco [[dash]]es slower (1.5 → 1.432).}} | ||
*{{buff|Falco's [[air speed]] is slightly faster (0.83 → 0.893).}} | *{{buff|Falco's [[air speed]] is slightly faster (0.83 → 0.893).}} | ||
*{{buff|Falco's additional [[air acceleration]] is higher (0.05 → 0.07), increasing the total amount (0.07 → 0.08) despite his base air acceleration being lower (0.02 → 0.01). Relative to the cast however, | *{{buff|Falco's additional [[air acceleration]] is higher (0.05 → 0.07), increasing the total amount (0.07 → 0.08) despite his base air acceleration being lower (0.02 → 0.01). Relative to the cast however, it has gone from the 3rd highest to the 20th highest.}} | ||
*{{buff|Falco's [[traction]] is lower (0.08 → 0.065), going from the 7th highest in Melee to the 9th highest. Compared to the returning veterans, however, Falco's traction is higher, making it easier for him to punish out of shield.}} | *{{buff|Falco's [[traction]] is lower (0.08 → 0.065), going from the 7th highest in Melee to the 9th highest. Compared to the returning veterans, however, Falco's traction is higher, making it easier for him to punish out of shield.}} | ||
*{{change|As with the returning veterans, Falco's [[falling speed]] is drastically slower (3.1 → 1.708). Compared to the returning veterans, however, Falco falls much slower going from having the highest falling speed to the 6th highest, improving his recovery and making him less vulnerable to combos, while drastically weakening his vertical endurance despite being heavier.}} | *{{change|As with the returning veterans, Falco's [[falling speed]] is drastically slower (3.1 → 1.708). Compared to the returning veterans, however, Falco falls much slower going from having the highest falling speed to the 6th highest, improving his recovery and making him less vulnerable to combos, while drastically weakening his vertical endurance despite being heavier.}} | ||
*{{change|Falco's [[gravity]] is lower (0.17 → 0.112) going from the second highest to the 4th highest.}} | *{{change|Falco's [[gravity]] is lower (0.17 → 0.112) going from the second highest to the 4th highest.}} | ||
*{{nerf|[[Jumpsquat]] is one frame slower (5 → 6 frames).}} | *{{nerf|[[Jumpsquat]] is one frame slower (5 → 6 frames).}} | ||
*{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}} | *{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}} | ||
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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''.}} | ||
*{{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 | **{{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.}} | ||
**{{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== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
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|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutralinfdmg=1% | |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= | ||
|ftiltdmg=9% | |ftiltdmg=9% | ||
|ftiltdesc=Kicks his leg out. Can be angled. Has decent range, making it a solid spacing option. | |ftiltdesc=Kicks his leg out. Can be angled. Has decent range, making it a solid spacing option. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=4% (hit 1), 3% (hit 1 tip), 5% (hit 2) | |utiltdmg=4% (hit 1), 3% (hit 1 tip), 5% (hit 2) | ||
|utiltdesc=Swings both of his wings above his head in a tip-toed turn, hitting twice. Good for racking up damage as it is fast and can potentially combo into itself at lower percents. Can KO at very high percents. | |utiltdesc=Swings both of his wings above his head in a tip-toed turn, hitting twice. Good for racking up damage as it is fast and can potentially combo into itself at lower percents. Can KO at very high percents. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% (near), 9% (far) | |dtiltdmg=12% (near), 9% (far) | ||
|dtiltdesc=A quick tail swipe. It has decent vertical knockback although it cannot KO until very high percents. It is not a highly useful move although it is a usable mixup in some situations. | |dtiltdesc=A quick tail swipe. It has decent vertical knockback although it cannot KO until very high percents. It is not a highly useful move although it is a usable mixup in some situations. | ||
|dashname= | |dashname= | ||
|dashdmg=9% (clean), 6% (late) | |dashdmg=9% (clean), 6% (late) | ||
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|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|14}} (clean), {{ChargedSmashDmgSSBB|12}} (late) | |usmashdmg={{ChargedSmashDmgSSBB|14}} (clean), {{ChargedSmashDmgSSBB|12}} (late) | ||
|usmashdesc=A bicycle kick. Weaker than Fox's up smash but better for juggling. Below average knockback (although it can still easily KO at high percents) but it has fast startup lag and good range. When used as a [[DACUS]], Falco will slide a long distance along the stage, making it a great approach/followup option. Overall a very useful move due to its DACUS properties, along with its ability to be used after a dash attack. | |usmashdesc=A bicycle kick. Weaker than Fox's up smash but better for juggling. Below average knockback (although it can still easily KO at high percents) but it has fast startup lag and good range. When used as a [[DACUS]], Falco will slide a long distance along the stage, making it a great approach/followup option. Overall a very useful move due to its DACUS properties, along with its ability to be used after a dash attack. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (feet), {{ChargedSmashDmgSSBB|13}} (legs) | |dsmashdmg={{ChargedSmashDmgSSBB|15}} (feet), {{ChargedSmashDmgSSBB|13}} (legs) | ||
|dsmashdesc=A split kick that comes out relatively quickly. His legs are intangible for a short time before the attack strikes. It is his fastest smash attack in terms of startup lag and it hits on both sides, making it a decent option however, its knockback is unspectacular and it can easily be punished. | |dsmashdesc=A split kick that comes out relatively quickly. His legs are intangible for a short time before the attack strikes. It is his fastest smash attack in terms of startup lag and it hits on both sides, making it a decent option however, its knockback is unspectacular and it can easily be punished. | ||
|nairname= | |nairname= | ||
|nairdmg=3% (hits 1-2), 2% (hit 3), 4% (hit 4) | |nairdmg=3% (hits 1-2), 2% (hit 3), 4% (hit 4) | ||
|nairdesc=Does a series of spinning swipes with his wings, hitting four times. The final hit knocks opponents away. The move has very low startup and landing lag, and it can potentially lead into Falco's other moves if Falco lands after the early hits, making it a solid landing option. | |nairdesc=Does a series of spinning swipes with his wings, hitting four times. The final hit knocks opponents away. The move has very low startup and landing lag, and it can potentially lead into Falco's other moves if Falco lands after the early hits, making it a solid landing option. | ||
|fairname= | |fairname= | ||
|fairdmg=2% (hits 1-4), 3% (hit 5) | |fairdmg=2% (hits 1-4), 3% (hit 5) | ||
|fairdesc=Turns horizontally and spins, hitting multiple times with his beak, similar to Pikachu's or Sonic's forward aerial. The move starts off with weaker multi hits, which then progress into a final strong hit. The loop hits deal pitiful knockback, to the point where they don't chain into each other until mid percents or even high percents depending on the character. Falco's opponent can air dodge out of the move or even hit him before the loop hits connect, assuming that they don't just fall out of it outright. The move has very high ending lag and landing lag, making it dangerous to use in most situations, especially when landing. The final hit does have high base knockback, so it can potentially be used for an early percent stage spike, although this can be avoided. Easily Falco's worst aerial and it is even a contender for the worst aerial in the entire game, with Falco's neutral aerial being a much better multi hit option. | |fairdesc=Turns horizontally and spins, hitting multiple times with his beak, similar to Pikachu's or Sonic's forward aerial. The move starts off with weaker multi hits, which then progress into a final strong hit. The loop hits deal pitiful knockback, to the point where they don't chain into each other until mid percents or even high percents depending on the character. Falco's opponent can air dodge out of the move or even hit him before the loop hits connect, assuming that they don't just fall out of it outright. The move has very high ending lag and landing lag, making it dangerous to use in most situations, especially when landing. The final hit does have high base knockback, so it can potentially be used for an early percent stage spike, although this can be avoided. Easily Falco's worst aerial and it is even a contender for the worst aerial in the entire game, with Falco's neutral aerial being a much better multi hit option. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean sweetspot), 9% (clean sourspot), 7% (late) | |bairdmg=13% (clean sweetspot), 9% (clean sourspot), 7% (late) | ||
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|uairname= | |uairname= | ||
|uairdmg=11% | |uairdmg=11% | ||
|uairdesc=An overhead vertical flip kick. Falco's legs have decent knockback although his body acts as an extremely weak sourspot. The move has | |uairdesc=An overhead vertical flip kick. Falco's legs have decent knockback although his body acts as an extremely weak sourspot. The move has very slow startup lag, coming out on frame 10 and it has unimpressive range. The hitbox also launches opponents at a fairly unfavourable vertical angle. As a result, Falco's up aerial is not a great move, as it be avoided fairly easily, although it can be used for vertical KOes as well as [[momentum cancel]]ling. | ||
|dairname= | |dairname= | ||
|dairdmg=13% (clean), 8% (late) | |dairdmg=13% (clean), 8% (late) | ||
|dairdesc=Turns diagonally and spins. At the start of this attack, the hitbox from his knee to his lower body, can execute a [[meteor smash]] at his spinning heel. It has extremely fast start-up lag for a meteor smash, it has good knockback for a meteor smash despite its fast startup lag and it has low landing lag with a decent [[auto-cancel]] window. The move can set up combos (or be used in combos) at low percents and it can set up tech chases at higher percents. It is also naturally good at edgeguarding, due to it being a fast and powerful meteor smash. The move does have high ending lag however, so it can be risky offstage, especially when combined with Falco's fast falling speed. Its late hit also launches opponents horizontally with low knockback, making it less effective overall. It is still overall one of Falco's most useful tools however, being a good combo, edgeguarding and landing option. | |dairdesc=Turns diagonally and spins. At the start of this attack, the hitbox from his knee to his lower body, can execute a [[meteor smash]] at his spinning heel. It has extremely fast start-up lag for a meteor smash, it has good knockback for a meteor smash despite its fast startup lag and it has low landing lag with a decent [[auto-cancel]] window. The move can set up combos (or be used in combos) at low percents and it can set up tech chases at higher percents. It is also naturally good at edgeguarding, due to it being a fast and powerful meteor smash. The move does have high ending lag however, so it can be risky offstage, especially when combined with Falco's fast falling speed. Its late hit also launches opponents horizontally with low knockback, making it less effective overall. It is still overall one of Falco's most useful tools however, being a good combo, edgeguarding and landing option. | ||
|grabname= | |grabname= | ||
|grabdesc=Grabs the opponent. | |grabdesc=Grabs the opponent. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A quick knee strike. | |pummeldesc=A quick knee strike. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 3% (throw) | |fthrowdmg=4% (hit 1), 3% (throw) | ||
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|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (throw), 2% (shots) | |uthrowdmg=2% (throw), 2% (shots) | ||
|uthrowdesc=Throws the foe upwards and fires three shots with his Blaster. Much like his back throw, Falco's opponents can DI to avoid the laser shots. It is overall Falco's least useful throw as it does not achieve anything notable. | |uthrowdesc=Throws the foe upwards and fires three shots with his Blaster. Much like his back throw, Falco's opponents can DI to avoid the laser shots. It is overall Falco's least useful throw as it does not achieve anything notable. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=2% (shots), 1% (throw) | |dthrowdmg=2% (shots), 1% (throw) | ||
|dthrowdesc=Tosses opponent upward, then fires four very quick Blaster shots. The throw has low knockback and very low ending lag. Because of this, it can [[chain grab]] most characters at low percentages, and may be finished with a down aerial meteor smash at the edge of the stage or with a down aerial, up smash or even a gatling combo. Even at [[tumble]] percents, Falco still has multiple mixups against his opponents depending on their DI (including an unavoidable Jab at mid percents against no DI/DI down) and at high percents, it can even lead into a DACUS for a KO setup. Because of this, Falco's down throw is easily his best throw, as well as one of the best throws in the game. It is one of the main reasons why Falco is considered to be a top/high tier character. | |dthrowdesc=Tosses opponent upward, then fires four very quick Blaster shots. The throw has low knockback and very low ending lag. Because of this, it can [[chain grab]] most characters at low percentages, and may be finished with a down aerial meteor smash at the edge of the stage or with a down aerial, up smash or even a gatling combo. Even at [[tumble]] percents, Falco still has multiple mixups against his opponents depending on their DI (including an unavoidable Jab at mid percents against no DI/DI down) and at high percents, it can even lead into a DACUS for a KO setup. Because of this, Falco's down throw is easily his best throw, as well as one of the best throws in the game. It is one of the main reasons why Falco is considered to be a top/high tier character. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
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|ssname=Falco Phantasm | |ssname=Falco Phantasm | ||
|ssdmg=7% (ground), 6% (airborne opponents when used in air) | |ssdmg=7% (ground), 6% (airborne opponents when used in air) | ||
|ssdesc=Falco dashes forward, leaving an afterimage behind him. Unlike [[Fox Illusion]], Falco Phantasm launches opponents downwards (at least the aerial version) and has slightly less startup lag and landing lag. It is a great recovery option, as well as a great approach option and it is a good tool to escape pressure, as it travels a great distance in a short amount of time and it can be very difficult to punish if spaced well. Similar to [[Mach Tornado]], Falco is considered to be grounded and airborne during the move, which means that both ground moves and aerials will clash with the move (unless they out-priotise it), meaning that most moves cannot punish it while Falco is travelling forwards. It can also be shortened, which grants it mixup potential as the opponent might be expecting Falco to perform the full version. The move can be punished if Falco poorly spaces it however, and it can be [[edge hog]]ged although overall, it is one of Falco's most useful moves, being a great move to use for recovering and approaching or to use as an escape tool to set up laser pressure. | |ssdesc=Falco dashes forward, leaving an afterimage behind him. Unlike [[Fox Illusion]], Falco Phantasm launches opponents downwards (at least the aerial version) and has slightly less startup lag and landing lag. It is a great recovery option, as well as a great approach option and it is a good tool to escape pressure, as it travels a great distance in a short amount of time and it can be very difficult to punish if spaced well. Similar to [[Mach Tornado]], Falco is considered to be grounded and airborne during the move, which means that both ground moves and aerials will clash with the move (unless they out-priotise it), meaning that most moves cannot punish it while Falco is travelling forwards. It can also be shortened, which grants it mixup potential as the opponent might be expecting Falco to perform the full version. The move can be punished if Falco poorly spaces it however, and it can be [[edge hog]]ged although overall, it is one of Falco's most useful moves, being a great move to use for recovering and approaching or to use as an escape tool to set up laser pressure. | ||
|usname=Fire Bird | |usname=Fire Bird | ||
|usdmg=2% (charging loop), 3% (launch hit 1), 2% (launch hits 2-9) | |usdmg=2% (charging loop), 3% (launch hit 1), 2% (launch hits 2-9) | ||
|usdesc=Falco charges up and suddenly fires himself in any direction, depending on what direction is held. The attack hits multiple times. The move is slow and it travels a very short distance making it an easily exploitable recovery move, while also being ineffective as an attack. The move should only be used either as an occasional recovery mixup or when it is required for Falco to survive offstage. | |usdesc=Falco charges up and suddenly fires himself in any direction, depending on what direction is held. The attack hits multiple times. The move is slow and it travels a very short distance making it an easily exploitable recovery move, while also being ineffective as an attack. The move should only be used either as an occasional recovery mixup or when it is required for Falco to survive offstage. | ||
|dsname=Reflector | |dsname=Reflector | ||
|dspage=Reflector (Falco) | |dspage=Reflector (Falco) | ||
|dsdmg=6% (reflector), 1.5x damage for reflected projectiles | |dsdmg=6% (reflector), 1.5x damage for reflected projectiles | ||
|dsdesc=Falco activates his Reflector and kicks it away from him, reflecting any projectiles and shocking any enemies it comes in contact with. The reflector is active throughout the entire animation, making it a good option to deal with projectiles. As an attack it can be used as a long range poking tool that trips low-damage opponents, although it has high ending lag and very low knockback, making it easily punishable on hit if the opponent does not trip. It is not a great attack although it can be a used as a long range mixup and it is naturally useful against characters with projectiles. | |dsdesc=Falco activates his Reflector and kicks it away from him, reflecting any projectiles and shocking any enemies it comes in contact with. The reflector is active throughout the entire animation, making it a good option to deal with projectiles. As an attack it can be used as a long range poking tool that trips low-damage opponents, although it has high ending lag and very low knockback, making it easily punishable on hit if the opponent does not trip. It is not a great attack although it can be a used as a long range mixup and it is naturally useful against characters with projectiles. | ||
|fsname=Landmaster | |fsname=Landmaster | ||
|fsdmg=5-19% (movement), 15-16% (turn), 13% (shot), 13% (roll), 14% (fall) | |fsdmg=5-19% (movement), 15-16% (turn), 13% (shot), 13% (roll), 14% (fall) | ||
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*Laser Cancelling: Using Falco's Blaster before touching the ground cancels landing lag and shortens response time upon landing. The optimal timing is noticeable because Falco will draw his laser, but not fire a shot. This is used for mind games, because of its look of Falco immediately becoming neutral. It is more useful for flail recovery than tapping the shield button upon landing because there are no frames on landing, and Falco is able to attack more quickly. In ''Melee'', the response time reduction is more significant, but it lacks in flail recovery. In ''Brawl'', the flail recovery is better, but the response time reduction is almost unnoticeable. They both cancel flail (assuming the player has control) equally. | *Laser Cancelling: Using Falco's Blaster before touching the ground cancels landing lag and shortens response time upon landing. The optimal timing is noticeable because Falco will draw his laser, but not fire a shot. This is used for mind games, because of its look of Falco immediately becoming neutral. It is more useful for flail recovery than tapping the shield button upon landing because there are no frames on landing, and Falco is able to attack more quickly. In ''Melee'', the response time reduction is more significant, but it lacks in flail recovery. In ''Brawl'', the flail recovery is better, but the response time reduction is almost unnoticeable. They both cancel flail (assuming the player has control) equally. | ||
*[[Laser lock]]: Some of Falco's moves have enough hit stun to cause opponents to bounce on the ground. If one's reflexes allow it, Falco can use his lasers to trap opponents in the bouncing animation, effectively giving him a potent and inescapable lock. | *[[Laser lock]]: Some of Falco's moves have enough hit stun to cause opponents to bounce on the ground. If one's reflexes allow it, Falco can use his lasers to trap opponents in the bouncing animation, effectively giving him a potent and inescapable lock. | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
===[[Wii Remote selection sound]]=== | |||
{{SelectSound|char=Falco|desc=Falco says "Piece of cake!" like one of his taunts.}} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|victory-theme=StarFoxUniverseTheme.ogg | |victory-theme=StarFoxUniverseTheme.ogg | ||
|victory-desc=This victory theme comes from the main theme of ''Star Fox 64''. | |victory-desc=This victory theme comes from the main theme of ''Star Fox 64''. | ||
|desc-up=Jumps extremely high and lands kneeling. He then looks up at the camera. | |desc-up=Jumps extremely high and lands kneeling. He then looks up at the camera. | ||
|desc-left=Rapidly kicks and says "Had enough already?" ({{ja|くたばるのはまだ早いぜ。|Kutabaru no wa mada hayai ze.}}, ''Too early to kick the bucket just yet.'') Then puts his foot down and crosses his body over to look at the camera. | |desc-left=Rapidly kicks and says "Had enough already?" ({{ja|くたばるのはまだ早いぜ。|Kutabaru no wa mada hayai ze.}}, ''Too early to kick the bucket just yet.'') Then puts his foot down and crosses his body over to look at the camera. | ||
:*If Fox is present after a match, 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, 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]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|falco=yes}} | |||
Falco has great matchups in ''Brawl''. According to [[character matchup (SSBB)|the current SmashBoards matchup chart]], Falco's matchup spread has the fourth highest unweighted rank, fourth highest total (tied with {{SSBB|Marth}}), and sixth highest weighted total. Falco is [[counter (matchup)|counter]]ed in two matchups, [[soft counter]]ed by one matchup, and has seven even matchups. He soft counters ten characters, counters nine characters, [[hard counter]]s six characters, and has one close-to-unloseable matchup. He does have trouble against some other top/high tiers, being countered by {{SSBB|Ice Climbers}}, whom Falco lacks safe options to [[approach]] without getting [[grab]]bed (allowing their [[0-death]] [[chaingrab]]), and {{SSBB|Pikachu}}, who can take advantage of his fast falling speed acceleration attribute by chaingrabbing him (if started at 20%, which can be reached with two forward throws, it can also buffer down throws and finish with a [[Thunderspike]], as a 0-death combo). Falco is one of the few characters to have an arguably even matchup against {{SSBB|Meta Knight}}, due to his ability to [[projectile camp]] against him, though this is stage specific, with him only coming close on neutral stages, specifically {{SSBB|Final Destination}}. One major disadvantage against said character is that he can easily be [[gimp]]ed and [[edgeguard]]ed. | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Falco professionals (SSBB)]]'' | |||
:''See also: [[:Category:Falco | |||
*{{Flag|Japan}} [[Smasher:Aki (Japan)|Aki]] | *{{Flag|Japan}} [[Smasher:Aki (Japan)|Aki]] | ||
*{{Sm|Bloodcross|USA}} | *{{Sm|Bloodcross|USA}} | ||
*{{Sm|Kasper|UK}} | *{{Sm|Kasper|UK}} | ||
*{{Sm|Keitaro|USA}} | *{{Sm|Keitaro|USA}} | ||
*{{Sm|Kismet|USA}} | *{{Sm|Kismet|USA}} | ||
*{{Sm|Larry Lurr|USA}} - Widely considered to be the best Falco player in the world | *{{Sm|Larry Lurr|USA}} - Widely considered to be the best Falco player in the world. | ||
*{{Sm|Masha|Japan}} - Considered to be one of Japan's two best Falco players, along with {{Sm|SLS}}. | *{{Sm|Masha|Japan}} - Considered to be one of Japan's two best Falco players, along with {{Sm|SLS}}. | ||
*{{Sm|Pelca|USA}} - Co-mains Falco with {{SSBB|Meta Knight}}. | *{{Sm|Pelca|USA}} - Co-mains Falco with {{SSBB|Meta Knight}} and is considered the best active Falco player in the world. | ||
*{{Sm|RAIN|Japan}} | *{{Sm|RAIN|Japan}} | ||
*{{Sm|Shugo|USA}} | *{{Sm|Shugo|USA}} | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
Falco has always been seen as a top-tier character in ''Brawl'', though he is ranked slightly lower in the most recent tier lists than in the previous ones. Falco was ranked 5th place on the first tier list (September 2008) in the top tier, and rose to 3rd in the second (January 2009; his highest position so far). He then remained at 4th from the third tier list to the sixth, before dropping to 6th on the seventh (April 2012), then 7th on the eighth and current list, as of April 2013. While Falco has had many notable players contributing to his [[metagame]], as well as having always had great [[matchup]]s against the majority of the cast, he does have trouble against some top/high tiers, and his less successful recent tournament results hold him back, though he still remains a top tier character. | Falco has always been seen as a top-tier character in ''Brawl'', though he is ranked slightly lower in the most recent tier lists than in the previous ones. Falco was ranked 5th place on the first tier list (September 2008) in the top tier, and rose to 3rd in the second (January 2009; his highest position so far). He then remained at 4th from the third tier list to the sixth, before dropping to 6th on the seventh (April 2012), then 7th on the eighth and current list, as of April 2013. While Falco has had many notable players contributing to his [[metagame]], as well as having always had great [[matchup]]s against the majority of the cast, he does have trouble against some top/high tiers, and his less successful recent tournament results hold him back, though he still remains a top tier character. | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:Subspace falco.png|thumb|250px|Falco in '' | [[File:Subspace falco.png|thumb|250px|Falco in ''SSE'']] | ||
Ejecting from his Arwing, Falco shows up just in time to save {{SSBB|Fox}} from trophyization at the hands of {{SSBB|Bowser}} and a [[Shadow Bug]] clone of {{SSBB|Diddy Kong}} by flip-kicking the [[Dark Cannon]] from Bowser's hands and destroying it with dual lasergun fire, forcing Bowser to leave. He is shown to use two blasters, but only uses one when he is used in-game. This makes Falco the only character who destroys a Dark Cannon in SSE, no matter which princess the player rescues. The Diddy clone begins to absorb more Shadow Bugs, becoming gigantic, and after Fox revives the real Diddy, the three fight the giant clone. Falco then turns to leave, but is dragged back by Diddy and reluctantly comes along. A stupefied Fox shrugs his shoulders and walks off after them as he received the same treatment from Diddy earlier. | Ejecting from his Arwing, Falco shows up just in time to save {{SSBB|Fox}} from trophyization at the hands of {{SSBB|Bowser}} and a [[Shadow Bug]] clone of {{SSBB|Diddy Kong}} by flip-kicking the [[Dark Cannon]] from Bowser's hands and destroying it with dual lasergun fire, forcing Bowser to leave. He is shown to use two blasters, but only uses one when he is used in-game. This makes Falco the only character who destroys a Dark Cannon in SSE, no matter which princess the player rescues. The Diddy clone begins to absorb more Shadow Bugs, becoming gigantic, and after Fox revives the real Diddy, the three fight the giant clone. Falco then turns to leave, but is dragged back by Diddy and reluctantly comes along. A stupefied Fox shrugs his shoulders and walks off after them as he received the same treatment from Diddy earlier. | ||
As {{SSBB|Captain Falcon}} and {{SSBB|Olimar}} look down at the ship carrying {{SSBB|Donkey Kong}}'s trophy, Falco's [[Arwing]] shows up, ejecting Diddy Kong from the cockpit. Diddy then activates his Rocket Barrel Jet Pack and shoots the ship with his [[Peanut Popgun]]s. Landing on the ship, he quickly detrophifies DK, and after DK, Diddy, Captain Falcon, and Olimar defeat the [[Primid]]s that board the ship, Falco gives Diddy and Donkey Kong a thumbs up as he leaves. | As {{SSBB|Captain Falcon}} and {{SSBB|Captain Olimar}} look down at the ship carrying {{SSBB|Donkey Kong}}'s trophy, Falco's [[Arwing]] shows up, ejecting Diddy Kong from the cockpit. Diddy then activates his Rocket Barrel Jet Pack and shoots the ship with his [[Peanut Popgun]]s. Landing on the ship, he quickly detrophifies DK, and after DK, Diddy, Captain Falcon, and Olimar defeat the [[Primid]]s that board the ship, Falco gives Diddy and Donkey Kong a thumbs up as he leaves. | ||
He makes his next appearance in the battle against [[Duon]] on the [[Halberd]], where he teams up with {{SSBB|Fox}}, {{SSBB|Peach}}, {{SSBB|Zelda}}, {{SSBB|Snake}}, and {{SSBB|Lucario}}. When it's defeated, Peach revives {{SSBB|Mr. Game | He makes his next appearance in the battle against [[Duon]] on the [[Halberd]], where he teams up with {{SSBB|Fox}}, {{SSBB|Peach}}, {{SSBB|Zelda}}, {{SSBB|Snake}}, and {{SSBB|Lucario}}. When it's defeated, Peach revives {{SSBB|Mr. Game and Watch}} as {{SSBB|Meta Knight}} takes back control of his ship. He uses his Arwing during the attack on the [[Subspace Gunship]] and maneuvers effectively to avoid the cannons. He enters Subspace and stands loftily, as if he is above this. When he is turned into a trophy, he is rescued by {{SSBB|Luigi}}, {{SSBB|Ness}} and {{SSBB|Dedede}}, and joins them in the Great Maze. He aids them in the fight against Tabuu. | ||
===Playable appearances=== | ===Playable appearances=== | ||
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*[[The Swamp]] | *[[The Swamp]] | ||
*[[Battleship Halberd Bridge]] | *[[Battleship Halberd Bridge]] | ||
*[[Entrance to Subspace]] | *[[Entrance to Subspace]] | ||
*[[The Great Maze]] - If he's rescued in [[Subspace (Part I)]] | *[[The Great Maze]] - If he's rescued in [[Subspace (Part I)]] | ||
===Exclusive [[sticker]]s=== | ===Exclusive [[sticker]]s=== | ||
These stickers can only be used by Falco or a select few including him. | These stickers can only be used by Falco or a select few including him. | ||
*Andrew | *Andrew: Launch Resistance +7 | ||
*Arwing: [Leg] Attack +6 | *Arwing: [Leg] Attack +6 | ||
*Falco (Star Fox 64): [Weapon] Attack +11 | *Falco (Star Fox 64): [Weapon] Attack +11 | ||
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*Krystal (Star Fox Command): [Energy] Attack +12 | *Krystal (Star Fox Command): [Energy] Attack +12 | ||
*Krystal (Star Fox: Assault): [Tail] Attack +17 | *Krystal (Star Fox: Assault): [Tail] Attack +17 | ||
*Miniature Dachshund: [Tail] Attack +28 | *Miniature Dachshund: [Tail] Attack +28 | ||
*Panther: [Tail] Attack +18 | *Panther: [Tail] Attack +18 | ||
*Pigma: [Arm] Attack +7 | *Pigma: [Arm] Attack +7 | ||
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*Wolfen (Star Fox: Assault): [Tail] Attack +30 | *Wolfen (Star Fox: Assault): [Tail] Attack +30 | ||
=== | ==In [[Event Matches]]== | ||
Falco | ===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 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]]. | |||
==[[ | ===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 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | |||
==Trophies== | |||
Falco's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Falco. | Falco's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Falco. | ||
:'''Falco''' | |||
::''A Star Fox pilot whose real name is Falco Lombardi. He once roamed the starways as the head of a galactic gang, and his piloting skills are superb. He affects an air of cool disdain and is sometimes uncooperative, but in reality his passion for Star Fox is second to none. He once left the team to fly solo for a time.'' | |||
{{Trophy games|console1=SNES|game1_pal=Starwing|game1_ntsc=[[lylatwiki:Star Fox|Star Fox]]|console2=DS|game2=[[lylatwiki:Star Fox Command|Star Fox Command]]}} | |||
:'''Landmaster (Falco)''' | |||
::''Falco's Final Smash. He jumps aboard the Landmaster high-spec, antiaircraft tank. With the tank's powerful cannon blasts and rolling ability, it's possible to take out all enemies at once. The Landmaster is based on actual production vehicles, but Team Star Fox's Landmaster was customized by the team's mechanic, [[Slippy Toad]].'' | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
<center> | |||
<gallery> | |||
Falco - Brawl Trophy.png|Classic | |||
Landmaster (Falco) - Brawl Trophy.png|[[Landmaster]] | |||
</gallery> | |||
</center> | |||
| | |||
==[[Alternate costume (SSBB)#Falco|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Falco|Alternate costumes]]== | ||
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|{{Head|Falco|g=SSBB|s=25px|cl=Black}} | |{{Head|Falco|g=SSBB|s=25px|cl=Black}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
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*The lasers fired during Falco's up, down and back throws can be reflected, and damage Falco instead, if his opponent is wearing a [[Franklin Badge]]. | *The lasers fired during Falco's up, down and back throws can be reflected, and damage Falco instead, if his opponent is wearing a [[Franklin Badge]]. | ||
*All of Falco's smash attacks can hit on both sides of him. | *All of Falco's smash attacks can hit on both sides of him. | ||
*Owing to his thick {{s|wikipedia|Brooklyn accent}} in the English dub of ''Brawl'', Falco's down taunt, where he says "Hands off my prey", is [[wikipedia:mondegreen|thought to sound]] like "Hands off my bread" to a number of players; this inspired a number of jokes, image macros, and [[:File:Business Time poster.jpg|references]] in the ''Smash'' community. | *Owing to his thick {{s|wikipedia|Brooklyn accent}} in the English dub of ''Brawl'', Falco's down taunt, where he says "Hands off my prey", is [[wikipedia:mondegreen|thought to sound]] like "Hands off my bread" to a number of players; this inspired a number of jokes, image macros, and [[:File:Business Time poster.jpg|references]] in the ''Smash'' community. | ||
*Falco is the only character who has a [[Codec Conversations|codec conversation]] that does not feature Colonel Roy Campbell, [[Otacon]], nor [[Mei Ling]]; instead, his Codec Conversation features [[Slippy]], who is implied to have hacked onto Colonel's channel. | *Falco is the only character who has a [[Codec Conversations|codec conversation]] that does not feature Colonel Roy Campbell, [[Otacon]], nor [[Mei Ling]]; instead, his Codec Conversation features [[Slippy]], who is implied to have hacked onto Colonel's channel. | ||
*Despite wearing a scanner on his headgear in his game model, Falco does not wear this in his official artwork. | *Despite wearing a scanner on his headgear in his game model, Falco does not wear this in his official artwork. | ||
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*[http://www.smashbros.com/wii/en_us/characters/hidden04.html Falco's page at Smash Bros. DOJO!!.] | *[http://www.smashbros.com/wii/en_us/characters/hidden04.html Falco's page at Smash Bros. DOJO!!.] | ||
*[http://www.smashboards.com/showthread.php?t=221988 Falco character guide on SmashBoards] | *[http://www.smashboards.com/showthread.php?t=221988 Falco character guide on SmashBoards] | ||
*[http://www.youtube.com/watch?v=4j1k-I_bo6A Falco's hitbox size of each of his moves] | *[http://www.youtube.com/watch?v=4j1k-I_bo6A&feature=related Falco's hitbox size of each of his moves] | ||
{{SSBBCharacters}} | {{SSBBCharacters}} |