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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|ranking = 7
|ranking = 7
}}
}}
'''Falco''' ({{ja|ファルコ|Faruko}}, ''Falco'') is a playable character 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''' ({{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 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 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==
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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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*{{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, it is significantly lower, as it has gone from the 3rd highest to just the 20th highest.}}
*{{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.}}
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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
|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Wing Chop ({{ja|ウイングチョップ|Uingu Choppu}}) / Reverse Chop ({{ja|リバースチョップ|Ribāsu Choppu}}) / Gyro Cutter ({{ja|ジャイロカッター|Jairo Kattā}})
|neutralname= 
|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=Bird Whip ({{ja|バードウィップ|Bādo Uippu}})
|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=Flap Upper ({{ja|フラップアッパー|Furappu Appā}})
|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=Tail Cutter ({{ja|テイルカッター|Teiru Kattā}})
|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=Jump Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}})
|dashname= 
|dashdmg=9% (clean), 6% (late)
|dashdmg=9% (clean), 6% (late)
|dashdesc=Jumps slightly off the ground while running and performs a kick. It has very fast startup lag and covers a good amount of distance, making it a good approach tool. If Falco connects the dash attack during its first active frame, he can cancel it into an up smash for extra damage/shield pressure (known as the gatling combo), further increasing its utility.
|dashdesc=Jumps slightly off the ground while running and performs a kick. It has very fast startup lag and covers a good amount of distance, making it a good approach tool. If Falco connects the dash attack during its first active frame, he can cancel it into an up smash for extra damage/shield pressure (known as the gatling combo), further increasing its utility.
|fsmashname=Wing Edge ({{ja|ウィングエッジ|Uingu Ejji}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|10}} (late)
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|10}} (late)
|fsmashdesc=Brings his wings back behind himself and slam-chops with them in a forward lean, slashing anyone who is caught in it. Decent knockback and good range, although it comes out slowly compared to Falco's other moves.
|fsmashdesc=Brings his wings back behind himself and slam-chops with them in a forward lean, slashing anyone who is caught in it. Decent knockback and good range, although it comes out slowly compared to Falco's other moves.
|usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault Kick'')
|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=Ground Kick ({{ja|グラウンドキック|Guraundo Kikku}})
|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=Spinning Falco Chop ({{ja|スピニングファルコチョップ|Supiningu Faruko Choppu}})
|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=Beak Drill ({{ja|ビークドリル|Bīku Doriru}})
|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=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}})
|bairname= 
|bairdmg=13% (clean sweetspot), 9% (clean sourspot), 7% (late)
|bairdmg=13% (clean sweetspot), 9% (clean sourspot), 7% (late)
|bairdesc=A backwards kick. Has very fast startup lag, decent range, with the move lasting a decent amount of time and it covers both sides of Falco (although the front hit is weaker). The move also has decent knockback which along with its fast startup lag, makes it one of his better KO options. The move can be hard to land in some situations however due to Falco's poor mobility.
|bairdesc=A backwards kick. Has very fast startup lag, decent range, with the move lasting a decent amount of time and it covers both sides of Falco (although the front hit is weaker). The move also has decent knockback which along with its fast startup lag, makes it one of his better KO options. The move can be hard to land in some situations however due to Falco's poor mobility.
|uairname=Reverse Overhead ({{ja|リバースオーバーヘッド|Ribāsu Ōbāheddo}})
|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 moderate startup lag coming out on frame 10, but 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.
|uairdesc=An overhead vertical flip kick. Falco's legs have decent knockback although his body acts as an extremely weak sourspot. The move has moderate startup lag coming out on frame 10, but 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=Corkscrew Meteor ({{ja|メテオスクリュー|Meteo Sukuryū}}, ''Meteor Screw'')
|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=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Grabs the opponent.
|grabdesc=Grabs the opponent.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A quick knee strike.
|pummeldesc=A quick knee strike.
|fthrowname=Smash Elbow ({{ja|スマッシュエルボー|Sumasshu Erubō}})
|fthrowname= 
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=Bashes the opponent forward. A decent option to get opponents off stage although it is not particularly effective at KOing.
|fthrowdesc=Bashes the opponent forward. A decent option to get opponents off stage although it is not particularly effective at KOing.
|bthrowname=Close Range Blaster H ({{ja|クローズレンジブラスターH|Kurōzu Renji Burasutā Ecchi}})
|bthrowname= 
|bthrowdmg=2% (throw), 2% (shots)
|bthrowdmg=2% (throw), 2% (shots)
|bthrowdesc=Throws the foe backwards and then fires three shots with his Blaster. The blaster shots can be avoided with good [[DI]] making the throw rather ineffective outside of getting opponents off stage.
|bthrowdesc=Throws the foe backwards and then fires three shots with his Blaster. The blaster shots can be avoided with good [[DI]] making the throw rather ineffective outside of getting opponents off stage.
|uthrowname=Close Range Blaster V ({{ja|クローズレンジブラスターV|Kurōzu Renji Burasutā Vī}})
|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=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= 
|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.
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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.
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 82
|rweight    = 30-31
|dash      = 1.9
|rdash      = 3
|run        = 1.432
|rrun      = 22
|walk      = 1.28
|rwalk      = 7
|trac      = 0.065
|rtrac      = 9
|airfric    = 0.013
|rairfric  = 15
|air        = 0.893
|rair      = 24-26
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.07
|raddaccel  = 19-24
|gravity    = 0.112
|rgravity  = 4
|fall      = 1.708
|rfall      = 6
|ff        = 2.3912
|rff        = 6
|jumpsquat  = 6
|rjumpsquat = 27-35
|jumpheight = 50.52007143
|rjumpheight= 1
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}


===[[Announcer]] call===
===[[Announcer]] call===
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable"
{{Crowd
|-
|char=Falco
!{{{name|}}}
|game=Brawl
!Cheer (English)
|desc-us=Fal - Co!
!Cheer (Japanese)
|desc-jp=Fal - Co!
!Cheer (German)
|pitch-us=Group chant
!Cheer (Korean)
|pitch-jp=Group chant}}
|-
! scope="row"|Cheer
|[[File:Falco Cheer English SSBB.ogg|center]]||[[File:Falco Cheer Japanese SSBB.ogg|center]]||[[File:Falco Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Falco Cheer Korean SSBB.ogg|center]]
|-
! scope="row"|Description
|Fal - co! || Fal - co! || Fal - co!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:Falco Cheer French SSBB.ogg|center]]||[[File:Falco Cheer Italian SSBB.ogg|center]]||[[File:Falco Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|Fal - co ! || Fal - co! || Fal - co! || Faaal - co!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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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===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Falco professionals (SSBB)]]''
:''See also: [[:Category:Falco players (SSBB)]]''
*{{Flag|Japan}} [[Smasher:Aki (Japan)|Aki]]
*{{Flag|Japan}} [[Smasher:Aki (Japan)|Aki]]
*{{Sm|Bloodcross|USA}}
*{{Sm|Bloodcross|USA}}
Line 382: Line 325:
*{{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, and the greatest Falco player of all time.
*{{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.
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Falco can appear as an opponent or ally in Stage 7 if he has been unlocked along with {{SSBB|Fox}}, {{SSBB|Wolf}}, and {{SSBB|Captain Falcon}} on [[Lylat Cruise]]. Falco can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 7.
===[[All-Star Mode]]===
In All-Star Mode, Falco is fought in Stage 16 alongside {{SSBB|Fox}} and {{SSBB|Wolf}} on [[Lylat Cruise]].
===[[Event Match]]es===
====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}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Falco Classic Mode Congratulations Screen Brawl.png|Classic Mode
Falco Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace falco.png|thumb|250px|Falco in ''[[SSE]]''.]]
[[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 & 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|King Dedede}}, and joins them in the Great Maze. He aids them in the fight against Tabuu.
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 & 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|King Dedede}}, and joins them in the Great Maze. He aids them in the fight against Tabuu.
Line 436: Line 354:
===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 Oikonny: Launch Resistance +7
*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
Line 456: Line 374:
*Wolfen (Star Fox: Assault): [Tail] Attack +30
*Wolfen (Star Fox: Assault): [Tail] Attack +30


===Using stickers===
==In [[Event Matches]]==
Falco mainly benefits from energy stickers as his Blaster and Reflector as well as all of his throws except his forward throw are energy attacks. He has exclusive access to a few tail stickers which covers his down tilt. He's most benefited from arm and leg stickers due to the majority of his attacks are punches and kicks. He also benefits from slash stickers as much of his standard moves as well as his Falco Phantasm are slash attacks. Flame stickers can cover his Fire Bird special move.
===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]]==
==[[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.


{{Trophy/Fighter
:'''Falco'''
|name=Falco
::''{{Flag|North America}} A Team 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 the Star Fox team is second to none. He once left the team to fly solo for a time.<br>{{Flag|Europe}} A Team Star Fox pilot whose full 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 the Star Fox team is second to none. He once left the team to fly solo for a time.''
|image=Falco - Brawl Trophy.png
 
|mode=Classic
{{Trophy games|console1=SNES|game1_pal=Starwing|game1_ntsc=[[lylatwiki:Star Fox|Star Fox]]|console2=DS|game2=[[lylatwiki:Star Fox Command|Star Fox Command]]}}
|desc-ntsc=A Team 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 the Star Fox team is second to none. He once left the team to fly solo for a time.
 
|desc-pal=A Team Star Fox pilot whose full 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 the Star Fox team is second to none. He once left the team to fly solo for a time.
:'''Landmaster (Falco)'''
|gamelist-ntsc={{Trophy games|console1=SNES|game1={{iw|lylatwiki|Star Fox}}|console2=DS|game2={{iw|lylatwiki|Star Fox Command}}}}
::''{{Flag|North America}} 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.<br>{{Flag|Europe}} Falco's Final Smash. He jumps aboard the Landmaster high-spec, anti-aircraft 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.''
|gamelist-pal={{Trophy games|console1=SNES|game1=Starwing|console2=DS|game2=Star Fox Command}}
 
|game=Brawl
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Landmaster (Falco)
<gallery>
|image=Landmaster (Falco) - Brawl Trophy.png
Falco - Brawl Trophy.png|Classic
|desc-ntsc=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.
Landmaster (Falco) - Brawl Trophy.png|[[Landmaster]]
|desc-pal=Falco's Final Smash. He jumps aboard the Landmaster high-spec, anti-aircraft 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.
</gallery>
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
</center>
|game=Brawl
}}
{{clrl}}


==[[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}}
|}
|}
==Gallery==
<gallery>
SSBBDojoFalco1.jpg|Posing on [[Frigate Orpheon]].
SSBBDojoFalco2.jpg|Using [[Falco Phantasm]] on [[Bridge of Eldin]].
SSBBDojoFalco3.jpg|Using his [[neutral attack]] on {{SSBB|Samus}} on [[Rumble Falls]].
SSBBDojoFalco4.jpg|Using {{b|Blaster|Falco}} alongside {{SSBB|Fox}} on [[Distant Planet]].
</gallery>


==Trivia==
==Trivia==

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