Editing Falco (SSBU)

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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B+
|ranking = 35
}}
}}
'''Falco''' ({{ja|ファルコ|Faruko}}, ''Falco'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside fellow ''Star Fox'' fighter {{SSBU|Fox}} and the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Falco is classified as [[Fighter number|Fighter #20]].
{{cquote|''He's a talented aerial fighter with amazing jumping ability, but Falco is a bit slower on the ground. His final smash is an all-out attack using an unorthodox formation of Arwings!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Falco''' ({{ja|ファルコ|Faruko}}, ''Falco'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Falco is classified as fighter #20.


Mark Lund reprises his role from ''[[Super Smash Bros. 4]]'' with new voice clips, sounding more akin to his appearances in ''Star Fox Zero'' and ''Starlink: Battle for Atlas''. In the Japanese version, Falco is now voiced by Kōsuke Takaguchi, reprising his role from ''Star Fox 64 3D'' and ''Star Fox Zero'' and who also voiced {{SSBU|Wolf}}, replacing Hisao Egawa from ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''Smash 4''.
Mark Lund and Kōsuke Takaguchi, Falco's voice actors from ''Star Fox 64 3D'', ''Star Fox Zero'', and, for the former, ''Starlink: Battle for Atlas'' reprise their roles with new voice clips.
 
Falco is ranked 35th out of 82 on the current [[tier list]], placing him in the B+ tier. This is a significant improvement over his low tier placement in ''SSB4'', where he was ranked 46th out of 54 characters. Falco, unlike his fellow ''Star Fox'' brethren, is more centered on combos and advantage state, with his aerial combos being formidable and highly damaging. His up tilt is one of the best combo starters in the game, courtesy of him having the highest jump and vertical mobility in the game along with excellent aerial followups. Falco's edgeguarding is also very effective due to his aerials having either long-lasting hitboxes (neutral aerial and forward aerial) or being strong KO tools (back aerial and down aerial). His [[Blaster]] helps to force approaches and can aid with some defensive play and [[Falco Phantasm]] serves as a solid burst option to surprise opponents. His [[Reflector (Falco)|Reflector]] is his main anti-zoning tool, which can also help set up niche edgeguards and combos.
 
Despite these strengths, Falco has some weaknesses. Like Fox and Wolf, his endurance is not the greatest; in Falco's case, he is a lightweight character with the same predictable recovery issues as the other space animals due to [[Fire Bird]] and Falco Phantasm's linear angles. While Falco possesses one of the best vertical mobilities in the game, his horizontal mobility is not as formidable, as he lacks the grounded mobility of Fox and the air mobility of Wolf, giving him difficulty approaching and staying in [[neutral]]. While his combo game is strong, he lacks strong KO moves, making him reliant on moves such as down tilt, back air, or edgeguarding.
 
Overall, Falco's drastic improvements has resulted in him seeing significantly better representation in comparison to ''Smash 4''. While the size of his playerbase pales compared to the other ''Star Fox'' fighters, Falco still sees solid results from players such as {{Sm|MASA}}, {{Sm|M0tsunabE}}, and {{Sm|Tilde}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Falco being the 32nd character to be unlocked.
*Play [[VS. match]]es, with Falco being the 32nd character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Peach}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the fourth character unlocked after {{SSBU|Peach}}.
*Have Falco join the player's party in [[World of Light]].
*Have Falco join the player's party in [[World of Light]].
With the exception of the third method, Falco must then be defeated on [[Corneria]]. In World of Light, he is fought on the [[Ω form]] of [[Lylat Cruise]].
With the exception of the third method, Falco must then be defeated on [[Corneria]].
 
==Attributes==
Falco is a [[weight|lightweight]] character with the highest [[jump]] in the game, a fast [[initial dash]] speed, the 7th highest [[gravity]], the 10th fastest [[walking speed]], the 11th fastest [[falling speed]], the 12th highest [[traction]] and the 9th best [[air acceleration]], but in contrast has average [[dashing]] speed and the 23rd slowest [[air speed]]. This makes his movement somewhat polarizing as he has overall mediocre horizontal movement (especially while airborne), but excels in reaching impressive heights.
 
Owing to his status as a "talented aerial fighter" with an "amazing jumping ability" and fast falling speed, Falco's greatest strengths lie in his strong combo, juggling, and edgeguarding capabilities; with his aerials being most evident of these traits. Up aerial in particular, is his primary juggling tool, thanks to its quick startup, wide hitbox that can hit opponents on landing, and low overall lag and knockback. These traits make it very effective at starting and extending juggles, and as well as being capable of comboing into itself and other aerials. Additionally, it can KO at high percents near the upper blast line. Neutral aerial has a large, lasting hitbox that covers Falco and is a fast multi-hit, making it a good disruptor and combo extender/finisher. It can also drag opponents downward, allowing it to start combos on stage. Forward aerial has decent horizontal range and is also a lasting multi-hit, allowing it to edgeguard and KO reliably. Like his neutral aerial, it can drag opponents downward as well, potentially leaving offstage opponents in a very vulnerable position. Back aerial is one of the strongest aerials of its kind and can reliably KO even from center-stage. Lastly, down aerial, while nowhere near as notorious as its previous iterations, comes out fast and is a lasting hitbox; with its clean hit being a powerful meteor smash, giving it the ability to start combos onstage and score early KOs against poor recoveries.
 
Although Falco's ground game appears limited, he has a handful of respectable options at his disposal. Up tilt, in particular is Falco's staple in initiating combos thanks to its very quick startup, large hitboxes, and low ending lag and knockback. It can combo into itself and any of his aerials, and even setup for KO's into back aerial or up aerial at high percents. Down tilt, despite being Falco's most powerful tilt, is also capable of follow-ups into aerials thanks to its sourspots' lower power. Additionally, it covers a good distance in front of himself, allowing him to KO grounded opponents with ease or 2-frame many recoveries. Forward smash has considerable range and respectable KO power, while down smash starts up quickly and sends at a [[semi-spike]] angle, working as another quick KO option and heavily threatening those with poor recoveries. His other moves, although more situational, still have their uses: neutral attack comes out exceedingly quick and its first two hits can [[lock]], forward tilt can be angled and is relatively fast, allowing it to be used as a decent neutral option, and dash attack has a long duration, enabling it to catch dodges and landings, with its clean hit sending at a favorable angle for juggles and its late hit setting up for potential edgeguards.
 
Complementing Falco's aerials and tilts is his grab game, as shielding too often provides Falco the opportunity to make use of his highly damaging throws. Up throw is highly useful, as much like up tilt, it is an effective combo starter into any of his aerials at all percents and can perform KO setups or even outright KO with its second hit. Down throw combos into forward aerial at low percents and forward, while lacking true combos, is useful for setting up edgeguards and tech-chases. Finally, back throw's first hit is a semi-spike that sets up for Falco's strong edgeguarding game, while its second hit can outright KO at high percents near the ledge.
 
Considering his versatile moveset, Falco's specials can provide unique benefits. [[Blaster]] is his primary ranged option, with it being an effective disruptor due to its fast projectile and surprisingly low ending lag. Its shots can be used to pressure, provoke or halt approaches, snipe double jumps, or even outright gimp poor recoveries. [[Falco Phantasm]] propels Falco a significant distance very quickly, making it great for horizontal recovery. Its grounded version can start combos at low to mid percents and even set up KOs with back aerial at high percents, while its aerial version can meteor smash careless edgeguarders and even 2-frame low recoveries. [[Fire Bird]] is his primary recovery option and grants respectable distance in any chosen direction. Falco can notably use it in conjuction with [[footstool]] as an [[out of shield]] option; it has damaging hitboxes throughout and can deal up to 40% if all hits connect. Lastly, [[Reflector]] activates on frame 1, making reacting to projectiles less of a liability for Falco; it also has a hitbox which activates slightly later that serves as a decent poking tool.
 
In spite of Falco's well-balanced strengths, he has numerous weaknesses. His most prominent flaws are his survivability and his inconsistency. Despite being a lightweight, Falco is vulnerable to combos due to his fast falling speed and lack of reliable escape options. Although Falco's recovery grants respectable distance, it is very linear. Falco Phantasm no longer passes through shields, making it far easier to corner him and force him offstage as a result. Without his double jump, Falco is in great danger offstage due to the nerfs to air dodging and his two recovery options each being slow and predictable.
 
Regarding his moveset, Falco has several moves that do not function properly and can even work against him. Up smash, despite having fast startup and high vertical reach, has large blind spots that often miss outright against many grounded opponents, leaving him extremely vulnerable from behind and against small or crouching opponents (even if they're directly in front of Falco). Plaguing him since ''Smash 4'', both up tilt and up smash are prone to failing to properly connect against aerial opponents. Despite its appearance, neutral aerial has difficulty hitting opponents from behind, and due to changes in the game's engine, the move's looping hits are more prone to missing than they were in the previous installment. While Blaster and Reflector have reduced lag, the former is still unsafe on hit even from a distance, while the latter still has a misleadingly small hitbox and its removed trip chance ironically makes it even more unsafe on hit overall than in ''Smash 4''. Most notoriously, however, are Falco's back and up throws. Due to changes in the game's physics, the laser from both throws are even more susceptible to [[DI]] than before, allowing opponents to survive what otherwise would effortlessly KO.
 
These aforementioned problems compound Falco's other, more defined weakness of struggling to secure a KO. Like fellow ''Star Fox'' fighters {{SSBU|Fox}} and {{SSBU|Wolf}}, Falco's strongest moves are also his slowest in terms of startup and/or endlag, requiring careful execution in order to avoid heavy punishment. Lastly, Falco's damage output and range have been nerfed from ''Smash 4''. This is especially noteworthy due to most of the cast receiving various buffs not limited to these aspects and the prominence of swordfighters and zoners in ''Ultimate''.
 
Overall, Falco has the tools that let him defensively pressure his opponent, then effectively capitalize on their errors with his strong combo and edgeguarding capabilities. However, he can struggle keeping up with opponents who can outmaneuver or outrange his options. Although he can score early KOs through a well-executed edgeguard or hard read, Falco must be careful not to let opponents take advantage of his own weaknesses to avoid being combo'd and KO'd early himself.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Falco was previously considered a lackluster character in ''SSB4'', due to the harsh nerfs he received in the previous game as well as gameplay mechanics working adversely towards him. Likely owing to this, Falco has received a mix of buffs and nerfs in the transition to ''Ultimate'', being greatly buffed overall.
Falco has been significantly buffed in the transition from SSB4 to Ultimate where he was at the low-tier placement in ''SSB4''. His buffs mainly address his weakened tools that affected his previous transition from ''Brawl'' to ''Smash 4'', notably to his notoriously nerfed {{b|Blaster|Falco}} and [[down aerial]]: Blaster is significantly faster when firing and has much lower ending lag in midair, drastically improving one of his staple moves and making it less punishable. Additionally, down aerial is much faster (now being half as fast as in ''Brawl'') and has regained its ability to [[autocancel]] from a short hop. These changes allow both to function as tools for approaching or walling once again, instead of being limited to [[edgeguarding]] and hard reads. Many of his other moves have been made more usable as well: his [[neutral attack]]'s first two hits can [[lock]], and its infinite portion connects more consistently. [[Down tilt]], [[forward smash]] and [[up smash]] deal more damage, while [[forward tilt]] and [[up tilt]] have reduced ending lag (greatly improving their spacing and combo potential, respectively), and [[forward aerial]] starts faster. Finally, Falco's grounded movement is slightly faster, and the universal 3-frame jumpsquat and reduction to [[landing lag]] improve his strong aerial game, allowing him to easily juggle aerial foes while leaving him less vulnerable when landing; this also makes his short hop combos more effective. As a result, Falco's [[neutral game]] is more consistent.
 
Falco's buffs mainly address his weakened tools that affected his previous transition from ''Brawl'' to ''SSB4'', notably to his notoriously nerfed {{b|Blaster|Falco}} and [[down aerial]]; Blaster has faster startup, now fires at the same rate while grounded as it does in the air, and has much lower ending lag, drastically improving one of his staple moves and making it less punishable. Additionally, down aerial is much faster (now being half as fast as in ''Brawl'') and has regained its ability to [[autocancel]] from a short hop. These changes allow both to function as tools for approaching or walling once again, instead of being limited to only [[edgeguarding]] and hard reads. Many of Falco's other moves have been made more usable as well. [[Neutral attack]]'s first two hits can [[lock]], and its infinite portion connects more consistently; [[down tilt]], [[forward smash]] and [[up smash]] deal more damage, while [[forward tilt]] and [[up tilt]] have reduced ending lag (greatly improving their spacing and combo potential, respectively), and [[forward aerial]] starts faster.
 
Changes to gameplay mechanics have been kind to Falco. His grounded movement is noticeably faster, and the universal 3-frame jumpsquat and reduction to [[landing lag]] improve his strong aerial game, allowing him to easily juggle aerial foes while leaving him less vulnerable when landing; this also makes his short hop combos more effective. The nerfs to air dodging further strengthen his aerial game, allowing him to once again abuse his edgeguarding capabilities. As a result, Falco's [[neutral game]] is more consistent, improving on one of his biggest weaknesses from ''SSB4''.
 
However, Falco has also received numerous nerfs, which worsen a few of his worst traits and give him more defined weaknesses. Though he possesses the highest jump in the game, Falco has had his already poor recovery nerfed as [[Falco Phantasm]] now travels slightly less distance and no longer passes through shields, making it even easier to intercept and more punishable. Additionally, while many of his combo-centric moves were made more effective through reduced lag, they have also been weakened (forward tilt, up tilt and [[up aerial]]), requiring him to deal more hits to acquire damage. This ties in with Falco's KO ability, which has also been toned down: moves such as forward aerial and [[back throw]] do less knockback, while his strongest attacks have higher startup lag (down tilt, [[down smash]], and most notably [[back aerial]]), making it harder for him to close a stock.
 
Certain moves such as neutral attack and forward smash no longer move him forward as much, reducing their range, while up smash's hitbox was altered to such an extent that it will completely miss against grounded opponents unless they are right in front of Falco. {{b|Reflector|Falco}} no longer has a bonus chance to [[trip]] opponents, removing its utility for follow-ups and worsening its overall safety. Finally, although the changes to air dodging help Falco more than they hinder him, they make both of his recovery options even more linear and exploitable than before.


In the end, Falco is considered to be much better than his appearance in ''SSB4'', with his key strengths being more threatening than before, and his neutral game has seen noticeable improvements, though at the cost of worse KO ability, recovery and disadvantage. This overall amounts to Falco being a much better character than he was in ''SSB4''.
However, Falco has received significant nerfs as well, which worsen some of his weakest traits, including his [[recovery]]. Though he does possess the highest jump in the game, Falco has had his already poor recovery ability nerfed as [[Falco Phantasm]] now travels slightly less distance and stops on shield, making it even easier to intercept and more punishable. Meanwhile, Falco's other recovery option in [[Fire Bird]] is also still extremely linear and easy to exploit. Additionally, while many of his combo-centric moves were made more effective through reduced lag, they have also been weakened (forward tilt, up tilt, [[up aerial]]), requiring him to deal more hits to acquire damage. This ties in with Falco's KO ability, which has also been toned down: moves such as forward aerial and [[back throw]] do less knockback, while his strongest attacks have higher startup lag (down tilt, [[down smash]], and most notably [[back aerial]]), making it even harder for him to close a stock. Moves such as neutral attack and forward smash no longer move him forward, reducing their range, while up smash's hitbox was altered to such an extent that it will completely miss against grounded opponents unless they are right in front of Falco. Finally, {{b|Reflector|Falco}} no longer has a bonus chance to [[trip]] opponents, removing its utility for followups. As a result, while Falco may have more effective combos and spacing abilities than before, his weaknesses are even more defined.


{{SSB4 to SSBU changelist|char=Falco}}
Overall, Falco is considered to be much better than his appearance in ''SSB4'' since his key strengths are much more threatening than before. Although his player base is still small, he has still achieved good results thanks to many players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, and {{Sm|PiXL}}. Several top players also think very highly of Falco as they believe that he has the tools to be a viable threat in the metagame. This, however, is debatable.


==Update history==
===Aesthetics===
Falco has been noticeably buffed via game updates. Curiously, he was left totally unchanged throughout several updates until update 7.0.0, which enlarged his shield as part of a near-universal buff. Following this, update 8.0.0 granted Falco a number of noteworthy buffs. His infamous up smash became significantly more consistent, thanks to hitbox and knockback adjustments, and its respectable power was increased even further. Neutral aerial, which was also somewhat notable for being inconsistent, was noticeably improved via hitbox adjustments and its last hit being sped up.
*{{change|Falco now wears his flight suit and headset from ''Star Fox Zero'' and his eyes are now colored green, although he still retains some elements of his appearance in ''Super Smash Bros. 4''. His feathers feature simple detailing, similar to ''[[Brawl]]''. Lastly, the aesthetic used in ''Ultimate'' has resulted in Falco's overall color scheme being more subdued.}}
Down tilt's overall lag was decreased and its angle was adjusted; these changes not only improved both its KO and combo potential, but also reduced its susceptibility to DI. Down aerial also became more useful, as its excessive ending lag and landing lag were both decreased. Lastly, [[Falco Phantasm]] was sped up and its hitboxes were improved, which improved its trapping potential and even granted it utility as a set-up option.
*{{change|Falco's holster has been redesigned indigo with vegas gold tints, and his headset is now entirely gray. These changes are unique to ''Ultimate''.}}
*{{change|[[Idle]], [[sidestep]], and [[roll]] animations have changed slightly. However, he will revert to his idle poses from ''Brawl'' while holding a small [[item]].}}
*{{change|Falco's initial and secondary falling animations have been altered.}}
*{{change|Falco now says "Come on!" during his side taunt instead of "Get some!".}}
*{{change|Falco now does a different pose in his jumping in the air victory animation.}}
*{{change|Falco has a new [[victory pose]]. He walks up to the camera, shrugs, and says "Sorry! Gotta jet!" while crossing his arms. This line replaces his "You aren't worth the trouble." line from previous games.}}


Update 13.0.1 buffed Falco one last time. His dash attack deals more damage on both of its hitboxes with compensated knockback, making it KO slightly earlier. And finally, his forward smash now has added hitboxes on frame 17, making it better match the animation and giving it slightly longer hitbox detection.
===Attributes===
*{{buff|Like all characters, Falco's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Falco [[run]]s much faster (1.472 → 1.619).}}
**{{buff|His [[initial dash]] speed is faster (1.9 → 2.035).}}
*{{buff|Falco [[walk]]s slightly faster (1.28 → 1.344).}}
*{{buff|Falco's [[air speed]] is slightly higher (0.93 → 0.977).}}
*{{buff|Falco's [[traction]] is significantly higher (0.065 → 0.127).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag ([[FAF]] 30 → 35).}}
*{{nerf|[[Spot dodge]] has more startup (frame 2 → 3).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-26 → 2-27).}}
*{{nerf|Air dodge has more ending lag (FAF 32 → 44).}}


Overall, Falco fares better than he did at ''Ultimate''{{'}}s launch, and he is now generally seen a lower high tier character.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit transitions into the second faster (frame 9 → 5), which transitions into the neutral infinite faster (frame 10 → 7). The second hit's automatic transition into the infinite (by holding the button when it hits) is also faster (frame 18 → 7).}}
**{{buff|The neutral infinite has faster startup (frame 8 → 5), a much shorter gap between hits (5 frames → 2), and deals less [[hitlag]], in addition to keeping opponents on the ground, allowing it to connect much more reliably and making it harder to escape.}}
**{{change|The neutral infinite's finisher has a new animation: Falco performs a spinning downwards kick instead of a knifehand strike, and backflips upon finishing the attack.}}
**{{buff|Neutral infinite's finisher connects better due to its hitbox change, as it was prone to missing in ''Smash 4''.}}
**{{nerf|All hits except the finisher deal less damage (3% → 1.5% (hit 1), 2% → 1.5% (hit 2), 0.4% → 0.3% (infinite)).}}
**{{nerf|Falco no longer moves forward when performing each hit of neutral attack, decreasing its range. Additionally, the first two hits have a shorter duration (frames 2-4 → 2 (hit 1), frames 3-5 → 3-4 (hit 2)).}}
**{{nerf|The neutral infinite's finisher has one frame more ending lag (FAF 40 → 41).}}
**{{change|The first and second hits have altered angles (68°/77°/80° (hit 1), 80°/50°/45° (hit 2) → 361°/180° (both)) and knockback (35 (base), 30 (scaling) (hit 1), 30/30 (hit 2) → (25/20)/(30/25/20) (both)) to keep opponents close to Falco, akin to other neutral attacks. This allows them to connect better and [[jab lock]], but hinders their guaranteed [[jab cancel]] setups.}}
**{{change|Neutral infinite has a much larger "wind" particle around Falco while he spins.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag (FAF 28 → 25).}}
**{{nerf|It deals less damage (9% → 6%), with altered knockback (0 (base), 100 (scaling) → 42/60). While this makes forward tilt slightly safer at lower percents, it hinders its locking potential and greatly reduces its KO potential to the point it can no longer KO under 300% from center stage.}}
*[[Up tilt]]:
**{{buff|Up tilt has much less ending lag (FAF 37 → 30), significantly improving its combo potential.}}
**{{nerf|It deals less damage (4% → 3.5% (hit 1), 3% → 2.7% (hit 1, late tip), 5% → 4% (hit 2)).}}
***{{change|The second hit's knockback was not compensated, further aiding in combos but reducing its KO potential.}}
*[[Down tilt]]:
**{{buff|All of down tilt's hitboxes deal more damage (12%/11%/9% (near/mid/far) → 13%/12%/10.5%) and the mid hits have higher base knockback (35 → 40). This improves the move's KO potential, while keeping its combo potential intact due to Falco's faster jumpsquat.}}
**{{nerf|Down tilt has more startup (frame 7 → 10), with its total duration increased as well to match the change to startup (FAF 29 → 32).}}
*[[Forward smash]]:
**{{buff|Forward smash deals more damage (15% → 16% (clean), 10% → 12% (late)), with its knockback scaling not fully compensated (90/93/96 → 89/91/93), improving its KO potential.}}
**{{nerf|It has an altered animation where Falco doesn't move as far forward, hindering its range.}}
*[[Up smash]]:
**{{change|Up smash has a new animation: a [https://en.m.wikipedia.org/wiki/540_kick 540 kick] while facing the camera (if facing left, his back is toward the camera). In terms of execution, it is similar to {{SSBU|Captain Falcon}}'s up smash.}}
**{{buff|Up smash's second hit deals slightly more damage (12% → 13%), although with its knockback compensated (31 (base), 104 (scaling) → 28/102).}}
**{{nerf|Its animation change lifts its hitboxes much higher from the ground. This prevents it from hitting behind Falco, and reduces its horizontal reach in front of him, with up tilt's first hit having more range. This significantly reduces up smash's utility.}}
**{{nerf|The second hit has a shorter duration (frames 13-20 → 13-18).}}
*[[Down smash]]:
**{{buff|Down smash has one extra frame of [[intangibility]] (frames 3-7 → 3-8).}}
**{{nerf|It has more startup lag (frame 7 → 8).}}
**{{change|The sourspot's angle has been altered (80° → 361°).}}
**{{change|Falco's torso faces the camera while performing down smash. He also spreads his palms out towards the camera, with one arm on the ground.}}


'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
===Aerial attacks===
{{UpdateList (SSBU)/7.0.0|char=Falco}}
*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, up), 25 → 15 (forward), 15 → 13 (back), 23 → 14 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's third and fourth hits have less startup lag (frame 14 → 10 (hit 3), frame 23 → 19 (hit 4)).}}
***{{nerf|However, the move's total duration remains the same, thus increasing its ending lag. This worsens its ability to combo into other attacks without landing.}}
**{{buff|Its reduced landing lag allows it to combo into itself repeatedly near the ground from low to mid percents, drastically improving its damage racking potential.}}
**{{nerf|Due to Falco rising faster from his jumps, opponents are more likely to fall out of neutral aerial's looping hits, making it harder to connect.}}
**{{change|It has a larger "wind" particle around Falco while he spins.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup lag (frame 10 → 7).}}
***{{nerf|However, its total duration remains the same, thus slightly increasing its ending lag.}}
**{{buff|It [[auto-cancel]]s earlier (frame 46 → 42).}}
**{{buff|The landing hit deals more base knockback (30 → 50), allowing it to KO more reliably near edges.}}
**{{nerf|The initial auto-cancel window is shorter (frames 1-5 → 1-4).}}
**{{nerf|The last hit has lower knockback scaling (145 → 137).}}
*[[Back aerial]]:
**{{nerf|Back aerial has significantly increased startup lag (frame 4 → 9). This makes it harder to hit opponents out of a short hop, and it is no longer one of the fastest-starting back aerials in the game.}}
***{{buff|However, its total duration remains the same, thus reducing its ending lag compared to the hitbox, slightly improving its followup potential.}}
**{{nerf|It auto-cancels later (frame 15 → 20).}}
**{{change|It has a slightly altered animation, with one of Falco's arms facing the camera while he looks back over his shoulder.}}
*[[Up aerial]]:
**{{nerf|Up aerial does less damage (10% → 9%), with its knockback compensated (35 (base), 90 (scaling) → 38/95).}}
**{{change|It has an altered animation where Falco's body faces the side of the screen more than in ''Smash 4'', matching the hitboxes more closely.}}
*[[Down aerial]]:
**{{buff|Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in ''Brawl''.}}
***{{nerf|However, its total duration remains the same, thus increasing its ending lag.}}
**{{buff|It auto-cancels earlier (frame 38 → 30), restoring its ability to auto-cancel from a short hop. Combined with its faster startup, this significantly improves its previously situational use, making it more reliable for approaching and contesting opposing attacks.}}
**{{change|Down aerial's clean hit on grounded opponents has more base knockback, but less knockback scaling (10 (base), 80 (scaling) → 55/50). This allows it to start combos at a wider range of percents, but hinders its KO potential.}}


'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
===Throws and other attacks===
{{UpdateList (SSBU)/8.0.0|char=Falco}}
*{{buff|All [[grab]]s have less startup lag (frame 8 → 6 (standing), frame 10 → 9 (dash), frame 11 → 10 (pivot).}}
*{{nerf|Standing and dash grab have more ending lag (FAF 32 → 35 (standing), 40 → 43 (dash)).}}
*[[Pummel]]:
**{{nerf|Pummel deals less damage (2% → 1.3%).}}
**{{change|It deals more hitlag (4 frames → 14), but has much less startup (frame 5 → 1) and ending lag (FAF 16 → 7).}}
*{{nerf|As a consequence of the faster knockback physics, [[back throw]] and [[up throw]]'s lasers stop connecting earlier.}}
*[[Back throw]]:
**{{nerf|Back throw's release deals less knockback. However, due to the aforementioned change, this fails to make it connect better into the laser, while reducing the move's KO potential.}}
*[[Up throw]]:
**{{buff|Up throw has increased combo ability due to Falco's faster jumpsquat and jump speed.}}
*[[Down throw]]:
**{{change|Down throw has an altered animation. Falco lays the opponent on the ground and fires a point-blank Blaster shot without slamming the opponent downwards.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
===Special moves===
{{UpdateList (SSBU)/13.0.1|char=Falco}}
*{{b|Blaster|Falco}}:
**{{buff|Grounded Blaster fires faster (frame 11 → 8) and has significantly lowered ending lag (FAF 59 → 42).}}
**{{buff|Aerial Blaster fires faster (frame 9 → 7) and has drastically lowered ending lag (FAF 50 → 39). As a result, short hop Blaster shots now cause Falco to experience only 6 frames of landing lag.}}
**{{buff|The grounded version has a shorter delay between consecutive shots (29 frames → 26).}}
**{{change|Blaster has different sound effects when fired and when hitting an opponent.}}
*[[Falco Phantasm]]:
**{{buff|Grounded Falco Phantasm has less ending lag on the ground (FAF 61 → 56).}}
**{{buff|The grounded version has altered knockback (40 (base), 100 (scaling) → 83/50). Combined with the aforementioned change, and Falco's faster jumpsquat and jump speed, this grants it combo potential from low to mid percents if it hits near the end of the dash.}}
**{{nerf|Aerial Falco Phantasm travels a slightly shorter distance.}}
**{{nerf|Due to the changes to [[jostle]] mechanics, it no longer travels through shields, making it extremely unsafe if blocked.}}
*[[Fire Bird]]:
**{{buff|The charging portion's looping hits launch opponents towards Falco instead of away from him, allowing them to connect much more reliably.}}
**{{buff|The dashing portion's looping hits connect significantly more consistently, due to using a different [[autolink angle]] that lifts opponents off the ground, though it is still prone to launching opponents away at very high percents.}}
**{{buff|Fire Bird is able to deal more damage (31% → 33%)}}
*{{b|Reflector|Falco}}:
**{{buff|Reflector has reduced ending lag (FAF 51 → 47), improving its safety both defensively and offensively.}}
**{{buff|It can no longer be [[reflect]]ed.}}
**{{nerf|It no longer has a bonus [[trip]] chance, removing its followups.}}
**{{change|Reflector's ending animation has been altered, with Falco standing upright to catch his Reflector while turned slightly.}}
*Final Smash:
**{{change|Falco has a new [[Final Smash]], [[Team Star Fox]], which involves him leading an Arwing strike in a similar manner to {{SSBU|Fox}}'s Final Smash, but with a more erratic and aggressive flight pattern. Unlike Fox's version, Falco's sends opponents almost vertically.}}
**{{change|Upon activating, Falco yells, "Showtime!" If the Arwings successfully catch their target, Falco yells, "Time for a little payback!", one of Falco's famous quotes from ''Star Fox 64'' with it captioned on screen during the cinematic.}}
***{{change|If the Final Smash hits multiple opponents, he will yell "We've got multiple bogies inbound!".}} [https://youtu.be/KtieIQtonwA?t=147]
**{{buff|Team Star Fox can potentially deal more damage than Landmaster (although it could also deal a lot less), and the single hit has increased KO power, making it more consistent.}}
**{{nerf|It is much easier to avoid compared to Landmaster, and is overall less versatile.}}
**{{buff|Due to being a cutscene Final Smash, Falco can no longer accidentally [[self-destruct]] like he could in the Landmaster.}}


==Moveset==
==Moveset==
*Falco can [[wall jump]].
*Falco can [[wall jump]].
''For a gallery of Falco's hitboxes, see [[Falco (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|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}}) / Finish Kick ({{ja|フィニッシュキック|Finisshu Kikku}})
|neutralname= 
|neutral1dmg=1.5%
|neutral1dmg=1.5%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutralinfdmg=0.3% (loop), 3% (last)
|neutralinfdmg=0.3% (loop), 3% (last)
|neutraldesc=Performs two knifehanded strikes before spinning his whole body to perform a series of knifehand strikes, ending with a downward axe kick that sends the opponent away. The first two hits can [[lock]]. The first hit starts on frame 2, making it one of the fastest neutral attacks in the game. At mid percents, it can be followed up with {{b|Blaster|Falco}} to lock opponents who miss a tech. As Falco's neutral attack will only transition into an infinite and has high ending lag if canceled on the second hit, it can be punishable on shield. Regardless, its speed makes it a reliable close-range interceptor.
|neutraldesc=Performs two knifehanded strikes before spinning his whole body to perform a series of knifehand strikes, with a final downward axe kick that sends the opponent away. The first two jabs can [[lock]]. The first hit starts on frame 2, making it one of the fastest neutral attacks in the game. At mid percents, it can be followed up with [[Blaster (Falco)|Blaster]] to lock opponents who miss a tech. As Falco's neutral attack will only transition into an infinite and has high ending lag if canceled on the second hit, it can be punishable on shield. Regardless, its speed makes it a reliable close-range interceptor.
|ftiltname=Bird Whip ({{ja|バードウィップ|Bādo Uippu}})
|ftiltname= 
|ftiltdmg=6%
|ftiltdmg=6%
|ftiltdesc=A roundhouse kick that can be angled both up and down. The angled versions send Falco's leg at very strong angles, being capable of missing medium-sized characters like {{SSBU|Mario}} if aimed up, but being able to hit any grounded character when aimed down. It is fast (frame 6) and has rather low ending lag (17 frames), but will not cause tumbling until around 70%, making it more suited for creating space at lower percents. At higher percents, it can set up a tech-chase situation.
|ftiltdesc=A roundhouse kick that can be angled both up and down. The angled versions send Falco's leg at very strong angles, being capable of missing medium-sized characters like {{SSBU|Mario}} if aimed up, but being able to hit any grounded character when aimed down. It is fast (frame 6) and has rather low ending lag (19 frames), but will not cause tumbling until around 70%, making more suited for creating space at lower percents. At higher percents, it can set up a tech-chase situation.
|utiltname=Flap Upper ({{ja|フラップアッパー|Furappu Appā}})
|utiltname= 
|utiltdmg=3.5% (hit 1), 2.7% (hit 1 sourspot), 4% (hit 2)
|utiltdmg=3.5% (hit 1), 2.7% (hit 1 sourspot), 4% (hit 2)  
|utiltdesc=Swings his wings up in the air, one after the other. Very fast (frame 5) with wide hitboxes that can hit prone opponents in front, and medium-sized characters from behind. One of Falco's staple moves and his best combo initiator due to its speed, low ending lag, and low knockback, allowing him to follow up with his capable aerial moves. It can combo into itself or neutral aerial at low percents, most aerials at mid percents, and, most notoriously, a reliable KO confirm into back aerial starting potentially as low as 80%, and even as high as 120%. Hit 1 has a sourspot near the end of its hitbox duration that deals 2.7% and has [[set knockback]] with no followups. One of the best up tilts in the game due to its fast startup, low ending lag, combo starting ability, and wide ranged hitboxes.  
|utiltdesc=Swings his wings up in the air, one after the other. Very fast (frame 5) with wide hitboxes that can hit prone opponents in front, and medium-sized characters from behind. One of Falco's best combo initiators due to its speed, low ending lag and low knockback, allowing him to follow up with his capable aerial moves. It can combo into itself or neutral aerial at low percents, most aerials at mid percents, and even up aerial at around 110% as a KO setup. Hit 1 has a sourspot near the end of its hitbox duration that deals 2.7%, and has [[set knockback]] with no followups.
|dtiltname=Tail Cutter ({{ja|テイルカッター|Teiru Kattā}})
|dtiltname=Tail Cutter
|dtiltdmg=13% (near), 12% (mid), 10.5% (far)
|dtiltdmg=13% (near), 12% (mid), 10.5% (far)
|dtiltdesc=Kneels down and swipes his tail feathers across the ground. As of update 8.0.0, it is the 2nd strongest down tilt in the game (right after {{SSBU|Mr. Game & Watch}}'s), with the sweetspot (which is on the base of Falco's tail feathers) killing Mario at 122% anywhere on Final Destination without rage. It deals more damage the closer the opponent is to Falco. As mentioned, the sweetspot turns it into a kill move, whereas the sourspots can be used to start aerial combos.
|dtiltdesc=Crouches on the floor and swipes with his tail feathers. A very strong down tilt with high damage and knockback, though it is rather slow (frame 10). Deals more damage and knockback the closer the opponent is to Falco, with the sweetspot being capable of KOing Mario at around 128%, and the soupspots being able to start aerial combos.
|dashname=Jump Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}})
|dashname= 
|dashdmg=10.5% (clean), 7.5% (late)
|dashdmg=9% (clean), 6% (late)
|dashdesc=A flying kick. It has decent knockback and is a useful approach option due to its speed (frame 8) and the distance Falco moves. The clean hit sends at a diagonal trajectory, while the late hit sends at a [[semi-spike]] angle. However, it's punishable on shield and can't KO until around 190%.
|dashdesc=A flying kick. Has decent knockback and is a usable approach option due to its speed (frame 8) and the distance Falco moves. The clean hit sends at a diagonal trajectory, while the late hit sends at a [[semi-spike]] angle. However, it is punishable on shield and cannot KO until extremely high percentages.
|fsmashname=Wing Edge ({{ja|ウィングエッジ|Uingu Ejji}})
|fsmashname= 
|fsmashdmg=16% (clean), 12% (late)
|fsmashdmg=16% (clean), 12% (late)
|fsmashdesc=Uses both wings to perform a wide knifehanded swing in front of himself. Hits on frame 17. Unlike the version in ''SSB4'', Falco does not move forward as much, reducing its range. Regardless, the clean hit is Falco's strongest finisher, killing Mario at 100% from the middle of [[Final Destination]]. The late hit sends at a semi-spike angle and still has respectable KO potential near the ledge, doing so at around 130%.
|fsmashdesc=Uses both wings to perform a wide knifehanded swing in front of himself. Hits on frame 17. Unlike the version in ''SSB4'', Falco does not move forward as much, reducing its range. Regardless, the clean hit is one of Falco's strongest finishers, KOing Mario at 100% from the middle of [[Final Destination]]. The late hit sends at a semi-spike angle and still has respectable KO potential near the ledge, doing so at around 130%.
|usmashname=Double Somersault Kick ({{ja|ダブルサマーソルトキック|Daburu Samāsoruto Kikku}})
|usmashname= 
|usmashdmg=4% (hit 1), 13% (hit 2)
|usmashdmg=4% (hit 1), 13% (hit 2)
|usmashdesc=Performs a 540 kick while facing towards/away from the camera (the former if he is facing right). Very fast for a smash attack, hitting on frame 7. However, its hitbox has been moved significantly upwards, heavily reducing its utility from ''SSB4'' as it will now completely miss medium-sized opponents touching his back, opponents one character length away from him, and even fully prone opponents directly next to Falco's legs. As a result, it is mostly used to punish landings from above Falco, and can no longer be used as an all-purpose smash attack, Furthermore, up smash is known to occasionally fail in the conversion from the first hit to the second, which weakens it as a finishing move. The second hit KOs Mario at 117%.
|usmashdesc=Performs a 540 kick while facing towards/away from the camera (the former if he is facing right). Very fast for a smash attack, hitting on frame 7. However, its hitbox has been moved significantly upwards, heavily reducing its utility from ''SSB4'' as it will now completely miss medium-sized opponents touching his back, opponents one character length away from him, and even fully prone opponents directly next to Falco's legs. As a result, it is mostly used as to punish landings from above Falco, and can no longer be used as an all-purpose smash attack. The second hit KOs Mario at 117%.
|dsmashname=Ground Kick ({{ja|グラウンドキック|Guraundo Kikku}})
|dsmashname= 
|dsmashdmg=15% (feet), 12% (legs)
|dsmashdmg=15% (feet), 12% (legs)
|dsmashdesc=A split kick. Falco's feet are [[intangible]] during the attack. It comes out fast (frame 8) and sends at a semi-spike angle with reasonable knockback, making it effective against fighters with poor horizontal recovery. However, its range is extremely lacking, with both his forward and down tilts outranging it. KOs Mario at 104% from the edge of Final Destination. It has a sourspot on Falco's legs, though this is very hard to land due to the sweetspot out prioritizing it.
|dsmashdesc=A split kick. Falco's feet are [[intangible]] during the attack. Comes out fast (frame 8) and sends at a semi-spike angle with reasonable knockback, making it effective against fighters with poor horizontal recovery. However, its range is extremely lacking, with both his forward and down tilts outranging it. KOs Mario at 104% from the edge of Final Destination. It has a sourspot on Falco's legs, though this is very hard to land due to the sweetspot outprioritizing it.
|nairname=Spinning Falco Chop ({{ja|スピニングファルコチョップ|Supiningu Faruko Choppu}})
|nairname=Spinning Falco Chop
|nairdmg=3% (hit 1), 2% (hit 2-3), 4% (hit 4)
|nairdmg=3% (hits 1), 2% (hit 2-3), 4% (hit 4)
|nairdesc=Spins his entire body clockwise to perform a series of four spinning knifehanded strikes. Despite its looks, it has difficulty hitting opponents from behind. Extremely fast startup (frame 3) with low landing lag (9 frames), hitboxes that cover most of his upper body, and good damage output. It is an overall effective move for aerial offense, as it can be used out of a short hop as a walling option, follow up into other moves, catch opponents [[out of shield]], and KO offstage at around 90%. The looping hits use the [[autolink angle]], allowing it to start combos while falling; however, the hits now transition faster, making this difficult to do consistently. Opponents may also fall out of the move if Falco fast-falls. [[Auto-cancel]]s from a full hop fast-fall, though the timing is rather strict.
|nairdesc=Spins his entire body clockwise to perform a series of spinning knifehanded strikes. Despite its looks, it has difficulty hitting opponents from behind. Extremely fast startup (frame 3) with low landing lag (9 frames), hitboxes that cover most of his upper body, and a good damage output. It is an overall effective move for aerial offense, as it can be used out of a short hop as a walling option, follow up into other moves, catch opponents [[out of shield]], and KO offstage at around 90%. The looping hits use the [[autolink angle]], allowing it to start combos while falling; however, the hits now transition faster, making this difficult to do consistently. Opponents may also fall out of the move if Falco fast-falls. [[Auto-cancel]]s from a full hop fast-fall, though the timing is rather strict.
|fairname=Beak Drill ({{ja|ビークドリル|Bīku Doriru}})
|fairname= 
|fairdmg=1% (hits 1-5), 4% (hit 6), 3% (landing hit)
|fairdmg=1% (hits 1-5), 4% (hit 6), 3% (landing hit)
|fairdesc=Spins in a drill-like formation, hitting multiple times with his beak. It is relatively fast (frame 7) with a further-reaching hitbox than neutral aerial. The hits use the auto-link angle and therefore connect reliably, and can be used to [[gimp]] recovering opponents while falling; trading hits with forward aerial usually results in the opponent being sent diagonally downwards. The final hit deals decent knockback and can KO at 135% near the edge. This move has high landing lag (15 frames) and cannot auto-cancel; instead, landing causes a grounded hit in front of Falco with moderate knockback. This makes it safer on shield, and can KO at the edge of the stage from 154%.
|fairdesc=Spins in a drill-like formation, hitting multiple times with his beak. It is relatively fast (frame 7) with a further-reaching hitbox than neutral aerial. The hits use the auto-link angle and therefore connect reliably, and can be used to [[gimp]] recovering opponents while falling; trading hits with forward aerial usually results in the opponent being sent diagonally downwards. The final hit deals decent knockback and can KO at 135% near the edge. This move has rather high landing lag (15 frames) and cannot auto-cancel; instead, landing causes a grounded hit in front of Falco which deals moderate knockback. This makes it safer on shield, and can KO at the edge of the stage from 154%.
|bairname=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}})
|bairname= 
|bairdmg=13% (clean), 7% (late)
|bairdmg=13% (clean), 7% (late)
|bairdesc=A back kick. Its renowned power from ''SSB4'' has been retained, being one of the strongest back aerials in the game. This makes it Falco's best aerial KO option, doing so on Mario at 85% at the edge of Final Destination. However, its utility has been toned back due to an increase of startup lag, now making its speed rather average (frame 9) and makes it more difficult to hit most characters out of a short hop. Back aerial is also a [[sex kick]], allowing it to wall out opponents while landing. Auto-cancels from a short hop.
|bairdesc=Faces backwards to perform a kick behind himself. Its renowned power from ''SSB4'' has been retained, being one of the strongest back aerials in the game. This makes it Falco's best aerial KO option, doing so on Mario at 85% at the edge of Final Destination. However, its utility has been toned back due to an increase of startup lag, now making its speed rather average (frame 9) and makes it more difficult to hit most characters out of a short hop. Back aerial is also a [[sex kick]], allowing it to wall out opponents while landing. Auto-cancels from a short hop.
|uairname=Reverse Overhead ({{ja|リバースオーバーヘッド|Ribāsu Ōbāheddo}})
|uairname= 
|uairdmg=9%
|uairdmg=9%
|uairdesc=A somersault kick from back to the front above himself. Sends at a slightly diagonal trajectory upwards. Hits on frame 7, auto-cancels from a short hop, has low landing lag (9 frames) and possesses a deceptively wide hitbox that can catch opponents if used right before landing. These factors make it an excellent aerial juggling tool, as it can knock opponents into the air for additional followups, including into itself. Due to Falco's impressive jump height, it can act as a KO option at around 130% near the upper blast line. However, it will not hit medium-sized characters during a short hop unless Falco directly touches his foe.
|uairdesc=A somersault kick from back to front above himself. Sends at a slightly diagonal trajectory upwards. Hits on frame 7, auto-cancels from a short hop, has low landing lag (9 frames) and possesses a deceptively wide hitbox which can catch opponents if used right before landing. These factors make it an excellent aerial juggling tool, as it can knock opponents into the air for additional followups, including into itself. Due to Falco's impressive jump height, it can act as a KO option at around 130% near the upper blast line. However, it will not hit medium-sized characters during a short hop unless Falco directly touches his foe.
|dairname=Corkscrew Meteor ({{ja|メテオスクリュー|Meteo Sukuryū}}, ''Meteor Screw'')
|dairname=Corkscrew Meteor
|dairdmg=13% (clean), 8% (late)
|dairdmg=13% (clean), 8% (late)
|dairdesc=A downwards diagonal corkscrew kick that hits once. Has sex kick properties, with the clean hit dealing a powerful diagonal [[meteor smash]] against aerial opponents. Previously infamous for being heavily nerfed from ''Brawl'' to ''SSB4'', down aerial has been significantly buffed in ''Ultimate'': it now auto-cancels in a short hop and has twice the startup of the iteration in ''Brawl'' (frame 10). As a result, it is an excellent tool in the [[neutral game]], allowing Falco to put out a lasting hitbox with little risk of punishment. It is also a potent [[edgeguarding]] tool due to the meteor smash's sheer speed. On grounded opponents, the move instead launches them directly upward at a slight angle with higher base knockback but much lower knockback scaling, granting it combo potential at a wide variety of percents, including into a second down aerial as a KO combo. However, the move has very poor horizontal range and low knockback scaling. Regardless of these factors, down aerial is once again one of Falco's staple moves.
|dairdesc=A downward corkscrew kick that hits once. Has sex kick properties, with the clean hit dealing a powerful diagonal [[meteor smash]] against aerial opponents. Previously infamous for being heavily nerfed from ''Brawl'' to ''SSB4'', down aerial has been significantly buffed in ''Ultimate'': it now auto-cancels in a short hop and has twice the startup of the iteration in ''Brawl'' (frame 10). As a result, it is an excellent tool in the [[neutral game]], allowing Falco to put out a lasting hitbox with little risk of punishment. It is also a potent [[edgeguarding]] tool due to the meteor smash's sheer speed. On grounded opponents, the move instead launches them directly upward at a slight angle with higher base knockback but much lower knockback scaling, granting it combo potential at a wide variety of percents, including into a second down aerial as a KO combo. However, the move has notably high ending lag, noticeable landing lag (14 frames) and very poor horizontal range. Regardless of these factors, down aerial is once again one of Falco's staple moves.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches forward with his right wing.
|grabdesc=Reaches forward with his right wing. A fast grab.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.2%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=Knees the opponent. Rather slow for a pummel.
|fthrowname=Smash Elbow ({{ja|スマッシュエルボー|Sumasshu Erubō}})
|fthrowname= 
|fthrowdmg=4% (hit), 3% (throw)
|fthrowdmg=4% (hit), 3% (throw)
|fthrowdesc=Slams the opponent forward with his right arm. Has no true follow-ups at 0%, though it can follow-up with dash attack. At around 40%, it causes opponents to tumble, allowing setups such as a lock from neutral attack or Blaster, or tech chases if the opponent rolls. Otherwise, this throw is mostly used to send opponents offstage.
|fthrowdesc=Slams the opponent forward with his right arm. Has no true followups at 0%, though it can followup with dash attack. At around 40%, it causes opponents to tumble, allowing setups such as a lock from neutral attack or Blaster, or tech chases if the opponent rolls. Otherwise, this throw is mostly used to send opponents offstage.
|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= 6% (throw), 3% (Blaster shot)
|bthrowdmg= 6% (throw), 3% (Blaster shot)
|bthrowdesc=Throws the opponent behind him before firing a Blaster shot towards them. The laser can KO at extremely high percentages near the edge, though opponents can easily [[DI]] out of it. It is otherwise used to send opponents offstage, much like forward throw.
|bthrowdesc=Throws the opponent behind him before firing a Blaster shot towards them. The laser can KO at extremely high percentages near the edge, though opponents can [[DI]]'d out of it. It is otherwise used to send opponents offstage, like forward throw.
|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=4% (throw), 4% (Blaster shot)
|uthrowdmg=4% (throw), 4% (Blaster shot)
|uthrowdesc=Throws the opponent above him before firing a Blaster shot towards them. An effective aerial combo initiator, as it can combo into aerials from 0% till as high as 120% if the laser connects. At high percents, up aerial can KO an opponent after an up throw. However, opponents can DI away from the laser, much like back throw.
|uthrowdesc=Throws the opponent above him before firing a Blaster shot towards them. An effective aerial combo initiator, as it can combo into aerials from 0% till as high as 120% if the laser connects. At high percents, up aerial can KO an opponent after an up throw. However, opponents can DI away from the laser, much like back throw.  
|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% (throw), 3% (Blaster shot)
|dthrowdmg=2% (throw), 3% (Blaster shot)
|dthrowdesc=Lays the opponent on the ground before firing a point-blank Blaster shot. It is an effective combo throw like up throw, though it is more focused on grounded follow-ups. Combos into neutral attack, dash attack, forward tilt, up smash, neutral aerial, forward aerial, Blaster, and [[Falco Phantasm]]. It can also set up for Blaster locks.
|dthrowdesc=Lays the opponent on the ground before firing a point blank Blaster shot. It is an effective combo throw like up throw, though it is more focused on grounded followups. Combos into neutral attack, dash attack, forward tilt, up smash, neutral aerial, forward aerial, Blaster, and [[Falco Phantasm]]. Can also set up for Blaster locks.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 154: Line 231:
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Does a sweep kick forward, then backward.
|floortdesc=Does a sweep kick forward, then backwards.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
Line 164: Line 241:
|ssname=Falco Phantasm
|ssname=Falco Phantasm
|ssdmg=7% (grounded), 6% (aerial)
|ssdmg=7% (grounded), 6% (aerial)
|ssdesc=Rears back before launching himself forward in a blue blur of afterimages. The grounded move will stop if Falco reaches a ledge. Compared to [[Fox Illusion]], Falco Phantasm starts up faster and deals less knockback when grounded, but will weakly meteor smash aerial opponents, allowing it to be used for gimps. As the grounded version moves opponents slightly towards Falco, it can be used to initiate combos. It is also an excellent horizontal recovery option, as it does not cause [[helplessness]]. However, it can only be used once in midair before landing, will cause Falco to stop in front of a shielding opponent, and has a predictable trajectory. As a result, it is easily punishable if used carelessly. Despite its looks, the hitbox stops short near the end of the move when Falco begins to slow down. After concluding the dash, Falco does a cancellable animation where he fist pumps both his arms towards his sides.
|ssdesc=Rears back before launching himself forward in a blue blur of afterimages. The grounded move will stop if Falco reaches a ledge. Compared to [[Fox Illusion]], Falco Phantasm starts up faster and deals less knockback when grounded, but will weakly meteor smash aerial opponents, allowing it to be used for gimps. As the grounded version moves opponents slightly towards Falco, it can be used to initiate combos. It is also an excellent horizontal recovery option, as it does not cause [[helplessness]]. However, it can only be used once in midair before landing, will cause Falco to stop in front of a shielding opponent, and has a predictable trajectory. As a result, it is easily punishable if used carelessly. Despite its looks, the hitbox stops short near the end of the move when Falco begins to slow down. After concluding the dash, Falco does a cancelable animation where he fist pumps both his arms towards his sides.
|usname=Fire Bird
|usname=Fire Bird
|usdmg=2% (charging loop), 3% (tackle startup), 2% (tackle loop)
|usdmg=2% (charging loop), 3% (tackle startup), 2% (tackle loop)
|usdesc=Engulfs himself in an aura of [[flame]] before launching himself in a fiery tackle. The trajectory of the move can be chosen before Falco launches himself, with over 40 angles to choose from. After the move ends, Falco becomes helpless. Compared to [[Fire Fox]], Fire Bird travels less distance, deals multiple hits and has almost no KO potential, though it does a high amount of total damage if every hit lands (does a maximum of 33%, being one of the most damaging up specials in the game). It can, therefore, be used as a niche damage-racking option, though the looping hits sometimes have issues keeping the opponent trapped in the move.
|usdesc=Engulfs himself in an aura of [[flame]] before launching himself in a fiery tackle. The trajectory of the move can be chosen before Falco launches himself, with up to 16 angles to choose from. After the move ends, Falco becomes helpless. Compared to [[Fire Fox]], Fire Bird travels less distance, deals multiple hits and has almost no KO potential, though it does a high amount of total damage if every hit lands (does a maximum of 33%). It can therefore be used as a niche damage-racking option, though the looping hits sometimes have issues keeping the opponent trapped in the move.
|dsname=Reflector
|dsname=Reflector
|dspage=Reflector (Falco)
|dspage=Reflector (Falco)
Line 174: Line 251:
|fsname=Team Star Fox
|fsname=Team Star Fox
|fsdmg=3% (trapping hit), 30% (Arwings), 10% (end)
|fsdmg=3% (trapping hit), 30% (Arwings), 10% (end)
|fsdesc=Upon activation, Falco announces "Showtime!" and targets in front of himself with a green reticle. Three Arwings fly in an unorthodox formation from behind the screen in the area where the reticle is located. Upon hit, both Falco and his victims are sent skywards, and a cinematic begins with Falco and his team flying in a group of Arwings. Falco then announces "Time for a little payback!" (single opponent), or "We've got multiple bogies inbound!" (multiple opponents), as all of the members then fire lasers at the trapped opponents, damaging them heavily. Compared to Fox's version, Falco's Arwing flight has a more erratic flight pattern, and the launching hit causes vertical knockback.
|fsdesc=Upon activation, Falco announces "Showtime!" and targets in front of himself with a green reticle. Three Arwings fly in an unorthodox formation from behind the screen in the area where the reticle is located. Upon hit, both Falco and his victims are sent skywards, and a cinematic begins with Falco and his team flying in a group of Arwings. Falco then announces "Time for a little payback!" (single victim), or "We've got multiple bogeys inbound!" (multiple targets), as all of the members then fire lasers at the trapped opponents, damaging them heavily. Compared to Fox's version, Falco's Arwing flight has a more erratic flight pattern, and the launching hit causes vertical knockback.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=82 | rweight=74-75
| dash=2.035 | rdash=25-27
| run=1.619 | rrun=56
| walk=1.344 | rwalk=11
| trac=0.127 | rtrac=13
| airfric=0.01 | rairfric=40-51
| air=0.977 | rair=64
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.09 | raddaccel=7-10
| gravity=0.13 | rgravity=8-9
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=50.51 | rjumpheight=1
| shorthop=17.34 | rshorthop=22
| djump=50.51 | rdjump=3
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Falco English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Falco French Announcer SSBU.wav|French
Falco Russian Announcer SSBU.wav|Russian
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Ejects from an upside-down [[Arwing]].
Ejects from an upside-down [[Arwing]].
<gallery>
FalcoOnScreenAppearanceSSBU.gif|Falco's on-screen appearance
</gallery>
 
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Kicks his {{b|Reflector|move}} around like a hacky sack, saying "Piece of cake." ({{ja|楽勝だぜ。|Rakushō da ze.}}, ''An easy win.'') before catching it.
*'''Up taunt''': Kicks his {{b|reflector|move}} around and says "Piece of cake." ({{ja|楽勝だぜ。|Rakushō da ze.}}, ''An easy win.'') before catching it.
*'''Side taunt''': Holds out his hand and slowly raises it in a beckoning gesture, saying "Come on!" ({{ja|かかってきな。|Kakatte ki na.}}, ''Come bring it.'')
*'''Side taunt''': Holds out his hand and slowly raises it, saying "Come on!" ({{ja|かかってきな。|Kakatte ki na.}}, ''Come bring it.'')
*'''Down taunt''': Spins on one foot, then poses with one of his arms/wings before him, saying "Hands off my prey!" ({{ja|俺の獲物に手を出すな!|Ore no emono ni te wo dasu na!}}, ''Get your hands off my prey!'') while doing so.
*'''Down taunt''': Spins on one foot, then poses with one of his arms/wings before him, stating "Hands off my prey!" ({{ja|俺の獲物に手を出すな!|Ore no emono ni te wo dasu na!}}, ''Get your hands off my prey!'') while doing so.
**'''[[Smash Taunt]]''': Kneels down before [[Star Fox Smash Taunt|contacting Team Star Fox]]. This can only be done on ''Star Fox'' stages and is performed by tapping the down taunt command. Falco will hold a pose for a few seconds, then a conversation will begin. This can only be done once each round and if the player is hit while Falco is holding his pose before the conversation starts, it is canceled.
**'''[[Smash Taunt]]''': Kneels down before [[Star Fox Smash Taunt|contacting Team Star Fox]]. This can only be done on ''Star Fox'' stages, and is performed by tapping the down taunt command. Falco will hold a pose for a few seconds, then a conversation will begin. This can only be done once each round and if the player is hit while Falco is holding his pose before the conversation starts, it is canceled.
<gallery>
SSBUFalcoTaunt1.gif|Falco's up taunt.
SSBUFalcoTaunt2.gif|Falco's side taunt.
SSBUFalcoTaunt3.gif|Falco's down taunt.
</gallery>
 
===[[Idle pose]]s===
===[[Idle pose]]s===
*Turns his torso towards the camera (away from it if he is facing left).
*Slightly turns to his side.
*Similar to the first one, but he flaps his left wing in front of his face after turning.
*Moves his wing in front of his face.
<gallery>
SSBUFalcoIdle1.gif|Falco's first idle pose.
SSBUFalcoIdle2.gif|Falco's second idle pose.
</gallery>
 
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Falco Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Falco Cheer English PAL SSBU.ogg|center]]||[[File:Falco Cheer Japanese SSBU.ogg|center]]||[[File:Falco Cheer Italian SSBU.ogg|center]]||[[File:Falco Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Falco Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Falco Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Fal - co! || Fal - co! || Fal - co! *claps 3 times* || Fal - co! || Fal - co!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Falco Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Falco Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Falco Cheer Spanish PAL SSBU.ogg|center]]||[[File:Falco Cheer Russian SSBU.ogg|center]]||[[File:Falco Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Fal - co! || Faaaaal - co! || Fal - co! Fal - co! || Fal - co!
|}
</div>
</div>
 
===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Does a flurry of rapid kicks and then poses, saying "Had enough already?" ("{{ja|くたばるのはまだ早ぇぜ。|Kutabaru no wa mada hae~ze.}}", ''Too early to kick the bucket just yet.'').
*Does a flurry of rapid kicks then poses, saying "Had enough already?" ({{ja|くたばるのはまだ早ぇぜ。|Kutabaru no wa mada hae~ze.}}, ''Too early to kick the bucket just yet.'').
**If Fox was present in the match, there's a chance he’ll say "You're off your game, Fox!" ("{{ja|腕が落ちたな、フォックス。|Ude ga ochita na, Fokkusu.}}", ''Your skills have fallen off, Fox.'') instead.
**If Fox was present in the match, there's a chance he will say "You're off your game, Fox!" ({{ja|腕が落ちたな、フォックス。|Ude ga ochita na, Fokkusu.}}, ''Your skills have fallen off, Fox.'').
*'''Up:''' Jumps high into the air while scoffing, then poses on the ground while forcing a laugh. His ending pose is reminiscent of his artwork in ''Smash 4'', as well as his old [[spot dodge|spot dodging]] animation.
*Jumps high into the air and poses on the ground, scoffing. His ending pose is reminiscent of his artwork in ''Smash 4''.
*'''Right:''' Walks up towards the camera, shrugs, and crosses his arms, saying "Sorry! Gotta jet!" ("{{ja|付き合ってらんねぇな。|Tsukiatte ran ne~na.}}", ''Not worth associating with.'').
*Walks up towards the camera, shrugs, and crosses his arms, saying "Sorry! Gotta jet!" ({{ja|付き合ってらんねぇな。|Tsukiatte ran ne~na.}}, ''Not worth associating with.'').
[[File:StarFoxUniverseTheme.ogg|thumb|This victory theme is based upon the main theme of ''{{s|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.]]
[[File:StarFoxUniverseTheme.ogg|thumb|This victory theme is based upon the main theme of ''{{s|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.]]
<gallery>
<gallery>
Line 281: Line 276:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
 
*{{Sm|Juice|USA}} - Co-main {{SSBU|Zero Suit Samus}} with Falco and placed 17th at {{Trn|Glitch 6}} and 33rd at {{Trn|Smash 'N' Splash 5}} with both characters.
''See also: [[:Category:Falco players (SSBU)]]''
*{{Sm|Kofi|USA}} - One of the best Falco players in the world. Placed 9th at both {{Trn|Overclocked Ultimate}} and {{Trn|Smash at The Paramount}}, 17th at {{Trn|Suplex City Smash}}, and 65th at {{Trn|GENESIS 6}}.
 
*{{Sm|Larry Lurr|USA}} - The best Falco player in the world. Placed 2nd at {{Trn|Super Splat Bros}}, 7th at both {{Trn|Goodwill of Orange County's Charity Invitational}} and {{Trn|The Kid, the Goat, and the Mang0}}, 9th at {{Trn|DreamHack Dallas 2019}}, and 17th at {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|VoiD}}, {{Sm|Charlie}}, {{Sm|Prodigy}}, {{Sm|YB}}, and {{Sm|Lui$}}.
*{{Sm|Juice|USA}} - The best Falco player in the early metagame, placing 13th at {{Trn|Shine 2019}} defeating {{Sm|Light|p=Connecticut}} and 25th at {{Trn|Glitch 7 - Minus World}}. He was also ranked 81st on the [[OrionRank 2019]], the highest-ranking player who primarily played Falco. He dropped Falco in favor of {{SSBU|Roy}} following the pandemic.
*{{Sm|PiXL|USA}} - Placed 7th at {{Trn|Pre-Genesix}} and 17th at {{Trn|Crown}}.
*{{Sm|Larry Lurr|USA}} - One of the best Falco players in the United States, playing the character alongside {{SSBU|Wolf}}. Although somewhat inconsistent, he has still placed highly at many events, including winning {{Trn|DreamHack Rotterdam 2022}} using solo-Falco and placing 13th at {{Trn|Get On My Level 2023}} and 17th at {{Trn|Battle of BC 4}} primarily using Falco.
*{{Sm|MASA|Japan}} - One of the best Falco players in the world in the post-online metagame. He is the second Falco player ranked in the top 50, with his highest being 38th on the [[LumiRank 2023]]. He regularly places highly at majors despite some dips, most notably placing 4th at both {{Trn|Maesuma TOP 8}} and {{Trn|Wave 4}} as well as 5th at {{Trn|Sumabato SP Ultimate}}.
*{{Sm|M0tsunabE|Japan}} - The second-best Falco player in Japan in the post-online metagame, especially since mid-2023, where despite inconsistencies he had several notable peaks at majors, including placing 5th at {{Trn|Seibugeki 15}} and 7th at both {{Trn|DELTA 4}} and {{Trn|UltCore}}.
*{{Sm|Tilde|USA}} - One of the best Falco players in the world, and the definitive best in 2021. He is the first Falco player ranked in the top 50, with his highest being 29th on the [[OrionRank Ultimate: Eclipse]]. He notably won {{Trn|Riptide 2022}}, the largest tournament win for a Falco player, and has also performed strongly at majors such as 4th at {{Trn|E-Caribana}} and 7th at {{Trn|Super Smash Con: Fall Fest}}. Although he has since become less active outside his region, he is still considered one of the best Falco players, most notably placing 3rd at {{Trn|Get On My Level 2023}}, the best Falco placement at a major/supermajor.
 
===Tier placement and history===
Before release, many players immediately took notice of Falco's drastic improvements from the previous game, as the mechanics of the game being greatly in his favor and he received improvements to his combo and neutral games. However, upon release many quickly believed that Falco's buffs seemed "overhyped", and Falco was largely overshadowed by his other fellow Spacies, both of which were considered top tier. Despite this, Falco still found success in the early metagame thanks to players such as {{Sm|Kofi}} and {{Sm|Juice}}. As a result Falco's representation in the metagame still remained around average, and he was widely considered a mid-tier character.
 
In the post-online metagame, although many of Falco's older players either dropped the character or saw worse results, new Falco players began making their marks on the metagame, most notably {{Sm|MASA}}, {{Sm|M0tsunabE}}, and {{Sm|Tilde}}. These players became known for using Falco's powerful combos and KO confirms to secure strong results at majors. Falco's improving results and representation helped gradually improve the community's perception on him, with some players believing the character has the potential to be high-tier. As it stands, Falco is currently ranked 35th on the current tier list.


=={{SSBU|Classic Mode}}: Soar Above the Darkness==
=={{SSBU|Classic Mode}}: Soar Above the Darkness==
[[File:SSBU Congratulations Falco.png|thumb|Falco's congratulations screen.]]
All of Falco's battles are against "dark" forms of main characters. Referencing how [[Crazy Hand]] is the chaotic version of [[Master Hand]], he is encountered instead of Master Hand on lower difficulties.
All of Falco's battles are against "dark" forms of main characters. Referencing how [[Crazy Hand]] is the chaotic version of [[Master Hand]], he is encountered instead of Master Hand on lower difficulties.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1|| {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''||
|1||{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''||
|-
|-
|2|| {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|2||{{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|-
|-
|3|| {{CharHead|Link|SSBU|hsize=20px|color=Black}} and {{CharHead|Toon Link|SSBU|hsize=20px|color=Black}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||References [[Dark Link]] from various ''Legend of Zelda'' titles.
|3||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Black}} and {{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Black}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||References Dark Link from various ''Legend of Zelda'' titles.
|-
|-
|4|| {{CharHead|Lucas|SSBU|hsize=20px|color=Grey}}||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Porky's Theme}}''||References the Masked Man from ''Mother 3''.
|4||{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Grey}}||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Porky's Theme}}''||References the Masked Man from ''Mother 3''.
|-
|-
|5|| {{CharHead|Captain Falcon|SSBU|hsize=20px|color=Red}}||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Devil's Call in Your Heart}}''||References Blood Falcon.
|5||{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Devil's Call in Your Heart}}''||References Blood Falcon.
|-
|-
|6||Giant {{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}||[[Find Mii]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||References Mr. Game & Watch's status as a corrupted character in [[The Subspace Emissary]].
|6||Giant {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}||[[Find Mii]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Crazy Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(7.0 or higher intensity)</small>||On intensity 7.0 or higher, {{SSBU|Master Hand}} teams up with Crazy Hand.
|Final||{{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Crazy Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(7.0 or higher intensity)</small>||On intensity 7.0 or higher, {{SSBU|Master Hand}} teams up with Crazy Hand.
|}
|}
 
Credits roll after completing Classic Mode. Completing it as Falco has ''{{SSBUMusicLink|Star Fox|Main Theme - Star Fox 64 (Brawl)}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Falco has ''{{SSBUMusicLink|Star Fox|Main Theme - Star Fox 64 (Brawl)}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
Line 329: Line 312:
Falco was among the fighters summoned to the cliffside to fight an army of [[Master Hand]]s.
Falco was among the fighters summoned to the cliffside to fight an army of [[Master Hand]]s.


During the opening cutscene, Falco was present on the cliffside when [[Galeem]] unleashed his beams of light. Falco attempted to flee the scene immediately, as he was already seated in his Arwing; however, Galeem destroyed his aircraft and vaporized him, placing him under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}.
During the opening cutscene, Falco was present when [[Galeem]] unleashed his beams of light. Falco attempted to flee the scene immediately, as he was already seated in his Arwing; however, Galeem destroyed his aircraft and vaporized him, placing him under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}.


Falco is unlocked in the space area of the World of Light on the planet resembling Titania, a callback to the Star Fox games where Fox rescues a teammate on the said planet if they were shot down at certain levels. The player must have a [[Slippy Toad|Slippy]] [[List of spirits (Star Fox series)|Toad]] or [[List of spirits (Star Fox series)|ROB 64]] spirit to ride the [[Great Fox]] to navigate this sector. Then, the player must defeat the [[List of spirits (Super Mario series)|Starship Mario]] and the [[List of spirits (Star Fox series)|Aparoid]] spirits to access his unlock stage.
Falco is unlocked in the space area of the World of Light on the planet resembling Titania, a callback to the Star Fox games where Fox rescues a teammate on said planet if they were shot down in certain levels. The player must have a [[Slippy Toad]] or ROB 64 spirit to ride the [[Great Fox]] to navigate this sector. Then, the player must defeat the Starship Mario and the Aparoid spirits to access his unlock stage.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|20
| 20
|[[File:Falco SSBU.png|center|64x64px]]
| [[File:Falco SSBU.png|center|108x108px]]
|Falco
| {{SSBU|Falco}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{color|#dc1029|Attack}}
|7,500
| 7,500
|[[Lylat Cruise]] ([[Ω form]])
| [[Lylat Cruise]] ([[Ω form]])
|''{{SSBUMusicLink|Star Fox|Space Armada}}''
| ''{{SSBUMusicLink|Star Fox|Space Armada}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
Falco's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Falco has been unlocked. Unlocking Falco in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Falco's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Falco in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Falco Lombardi.png|383. '''''Falco Lombardi'''''
Falco Spirit.png|383. '''''Falco Lombardi'''''
</gallery>
</gallery>
</center>
</center>
Line 367: Line 350:
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 382: Line 365:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|153
|153
|{{SpiritTableName|Expresso|size=64}}
|[[File:Expresso spirit.png|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Expresso}}Expresso
|''Donkey Kong series''
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|[[Green Hill Zone]]
|[[Green Hill Zone]]
Line 394: Line 377:
|•The stage's platforms are very slippery<br>•The enemy has increased move speed<br>•The enemy falls slowly
|•The stage's platforms are very slippery<br>•The enemy has increased move speed<br>•The enemy falls slowly
|{{SSBUMusicLink|Donkey Kong|The Map Page / Bonus Level (Remix)}}
|{{SSBUMusicLink|Donkey Kong|The Map Page / Bonus Level (Remix)}}
|
|-
|-
|186
|186
|{{SpiritTableName|Cucco|link=y|size=64}}
|[[File:Cucco Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Cucco}}[[Cucco]]
|•Tiny {{SSBU|Falco}} Team {{Head|Falco|g=SSBU|s=20px|cl=White}}×5
|''The Legend of Zelda series''
|{{SpiritType|Grab}}
|•Tiny {{SSBU|Falco}} Team {{Head|Falco|g=SSBU|s=20px|cl=White}} (×5)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,200
|2,200
|[[Skyloft]] (hazards off)
|[[Skyloft]] (hazards off)
|•Item: Cucco
|•Item: [[Cucco]]
|•The enemy favors neutral air attacks<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy is easily distracted by items
|•The enemy favors neutral air attacks<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|The Legend of Zelda|Village of the Blue Maiden}}
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|
|-
|-
|231
|231
|{{SpiritTableName|Loftwing|size=64}}
|[[File:Loftwing.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Loftwing}}Loftwing
|''The Legend of Zelda series''
|•Giant {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Red}}
|•Giant {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,800
|2,800
|[[Skyloft]] ([[Battlefield form]])
|[[Skyloft]]
|•Hazard: Heavy Wind
|•Hazard: Heavy Wind
|•Dangerously high winds are in effect<br>•The enemy is giant
|•Dangerously high winds are in effect<br>•The enemy is giant
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}
|
|-
|-
|241
|241
|{{SpiritTableName|Revali|size=64}}
|[[File:Revali.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Revali}}Revali
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}} (100 HP)
|''The Legend of Zelda series''
|{{SpiritType|Grab}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,400
|4,400
|[[Skyloft]] ([[Battlefield form]])
|[[Skyloft]] ([[Battlefield form]])
Line 430: Line 413:
|•Dangerously high winds are in effect<br>•[[Stamina battle]]
|•Dangerously high winds are in effect<br>•[[Stamina battle]]
|{{SSBUMusicLink|The Legend of Zelda|Kass's Theme}}
|{{SSBUMusicLink|The Legend of Zelda|Kass's Theme}}
|
|-
|-
|334
|334
|{{SpiritTableName|Coo|size=64}}
|[[File:CooSpirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Coo}}Coo
|''Kirby series''
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,100
|4,100
|{{SSB|Dream Land}}
|{{SSB|Dream Land}}
Line 442: Line 425:
|•Dangerously high winds are in effect<br>•The enemy loves to jump<br>•The enemy falls slowly
|•Dangerously high winds are in effect<br>•The enemy loves to jump<br>•The enemy falls slowly
|{{SSBUMusicLink|Kirby|Forest/Nature Area}}
|{{SSBUMusicLink|Kirby|Forest/Nature Area}}
|
|-
|-
|442
|442
|{{SpiritTableName|Farfetch'd|size=64}}
|[[File:FarfetchdSpirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Farfetch'd}}Farfetch'd
|''Pokémon series''
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|[[Golden Plains]] (hazards off)
|[[Golden Plains]] (hazards off)
Line 454: Line 437:
|•The enemy starts the battle with a [[Lip's Stick]]
|•The enemy starts the battle with a [[Lip's Stick]]
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|
|-
|-
|478
|478
|{{SpiritTableName|Skarmory|size=64}}
|[[File:Skarmory.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Skarmory}}Skarmory
|•Metal {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}} (120 HP)
|''Pokémon series''
|{{SpiritType|Shield}}
|•Metal {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,500
|2,500
|[[Unova Pokémon League]] ([[Battlefield form]])
|[[Unova Pokémon League]] ([[Battlefield form]])
Line 466: Line 449:
|•[[Stamina battle]]<br>•The enemy is metal
|•[[Stamina battle]]<br>•The enemy is metal
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|
|-
|-
|484
|484
|{{SpiritTableName|Lugia|link=y|size=64}}
|[[File:Lugia2.png|center|64x64px]]
|''Pokémon'' Series
|[[Lugia]]
|''Pokémon series''
|•Giant {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}
|•Giant {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|10,000
|10,000
|[[Pirate Ship]]
|[[Pirate Ship]]
|•Hazard: Heavy Wind
|•Hazard: Heavy Wind
|•Dangerously high winds are in effect after a little while<br>•Only certain Pokémon will emerge from Poké Balls (Lugia)<br>•The enemy is giant
|•Dangerously high winds are in effect after a little while<br>•Only certain Pokémon will emerge from Poké Balls ([[Lugia]])<br>•The enemy is giant
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|
|-
|-
|838
|838
|{{SpiritTableName|Gulliver|size=64}}
|[[File:Gulliver.png|center|64x64px]]
|''Animal Crossing'' Series
|Gulliver
|''Animal Crossing series''
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,200
|4,200
|[[Tortimer Island]]
|[[Tortimer Island]]
Line 490: Line 473:
|•Dangerously high winds are in effect after a little while
|•Dangerously high winds are in effect after a little while
|{{SSBUMusicLink|Animal Crossing|Town Hall and Tom Nook's Store - Animal Crossing: Wild World}}
|{{SSBUMusicLink|Animal Crossing|Town Hall and Tom Nook's Store - Animal Crossing: Wild World}}
|
|-
|-
|852
|852
|{{SpiritTableName|Brewster|iw=nookipedia|size=64}}
|[[File:Brewster Spirit.png|center|64x64px]]
|''Animal Crossing'' Series
|Brewster
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Cyan}}{{Head|Villager|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Purple}}
|''Animal Crossing series''
|{{SpiritType|Shield}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Villager}} (x2) ({{Head|Villager|g=SSBU|s=20px|cl=Cyan}}{{Head|Villager|g=SSBU|s=20px|cl=Blue}})<br>•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|8,800
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
|•Item Tidal Wave ([[Food]])
|•Item Tidal Wave
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle<br>•Certain items will appear in large numbers after a little while
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle<br>•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|Animal Crossing|The Roost - Animal Crossing: Wild World}}
|{{SSBUMusicLink|Animal Crossing|The Roost - Animal Crossing: Wild World}}
|
|-
|-
|870
|870
|{{SpiritTableName|Beat|link=y|size=64}}
|{{anchor|Beat}}[[File:Beat.png|center|64x64px]]
|''Mega Man'' Series
|[[Beat]]
|''Mega Man series''
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,900
|3,900
|[[Wily Castle]] ([[Ω form]])
|[[Wily Castle]] ([[Ω form]])
Line 514: Line 497:
|•Dangerously high winds are in effect<br>•The enemy favors grabs and throws
|•Dangerously high winds are in effect<br>•The enemy favors grabs and throws
|{{SSBUMusicLink|Mega Man|Mega Man 4 Medley}}
|{{SSBUMusicLink|Mega Man|Mega Man 4 Medley}}
|
|-
|-
|1,323
|1,323
|{{SpiritTableName|Owl|size=64}}
|[[File:Owl Spirit.jpg|center|64x64px]]
|''The Legend of Zelda'' Series
|Owl
|''The Legend of Zelda series''
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Wuhu Island]] (Swaying Bridge)
|[[Wuhu Island]] (Swaying Bridge)
Line 526: Line 509:
|•Only certain Pokémon will emerge from Poké Balls ([[Kyogre]])<br>•The enemy falls slowly
|•Only certain Pokémon will emerge from Poké Balls ([[Kyogre]])<br>•The enemy falls slowly
|{{SSBUMusicLink|The Legend of Zelda|Woodlands - The Legend of Zelda: Tri Force Heroes}}
|{{SSBUMusicLink|The Legend of Zelda|Woodlands - The Legend of Zelda: Tri Force Heroes}}
|
|-
|1,407
|{{SpiritTableName|Orville & Wilbur|size=64}}
|''Animal Crossing'' Series
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}{{Head|Falco|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|9,500
|[[Pilotwings]]
|•Item: [[Cucco]]
|•The enemy has increased attack power<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Animal Crossing|Plaza / Title Theme - Animal Crossing: City Folk / Animal Crossing: Wild World}}
|Orville (Orange costume)<br>Wilbur (White costume)
|-
|1,499
|{{SpiritTableName|Chozo Soldier|size=64}}
|''Metroid'' series
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Black}}×2
|{{SpiritType|Neutral}}
|3,900
|[[Brinstar]]
|N/A
|•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Killing Edge]]<br>•''The enemy starts the battle with a [[Back Shield]]''<br>•''The enemy starts the battle with a [[Death's Scythe]]''
|{{SSBUMusicLink|Metroid|Psycho Bits}}
|Red Chozo Soldier (Red costume)<br>Silver Chozo Soldiers (Black costumes)
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 573: Line 532:
|-
|-
|238
|238
|{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
|[[File:Botwzelda.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Zelda (Breath of the Wild)}}Zelda (Breath of the Wild)
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}} (30 HP)<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (50 HP)
|''The Legend of Zelda series''
|{{SpiritType|Shield}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,200
|9,200
|[[Great Plateau Tower]]
|[[Great Plateau Tower]]
Line 585: Line 545:
|-
|-
|386
|386
|{{SpiritTableName|Peppy Hare|link=y|size=64}}
|[[File:Peppy Hare Spirit.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Peppy Hare}}[[Peppy Hare]]
|''Star Fox series''
|•Bunny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}
|•Bunny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|8,800
|[[Venom]]
|[[Venom]]
Line 597: Line 558:
|-
|-
|387
|387
|{{SpiritTableName|Krystal|link=y|size=64}}
|[[File:Krystal.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Krystal}}[[Krystal]]
|''Star Fox series''
|•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|13,100
|13,100
|[[Corneria]]
|[[Corneria]]
|•Assist Trophy Enemies (Krystal)
|•Assist Trophy Enemies ([[Krystal]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Star Fox|Theme from Area 6 / Missile Slipstream}}
|{{SSBUMusicLink|Star Fox|Theme from Area 6 / Missile Slipstream}}
Line 609: Line 571:
|-
|-
|388
|388
|{{SpiritTableName|ROB 64|link=y|size=64}}
|[[File:Rob 64.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|ROB 64}}[[ROB 64]]
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} (120 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}} (50 HP)<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Orange}} (50 HP)
|''Star Fox series''
|{{SpiritType|Shield}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Orange}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,300
|3,300
|[[Corneria]] ([[Battlefield form]])
|[[Corneria]] ([[Battlefield form]])
Line 621: Line 584:
|-
|-
|1,053
|1,053
|{{SpiritTableName|Maria Renard|size=64}}
|[[File:Maria DX.PNG|center|64x64px]]
|''Castlevania'' Series
|Maria Renard
|''Castlevania series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,700
|3,700
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
Line 630: Line 594:
|•The enemy starts the battle with a [[Cucco]]
|•The enemy starts the battle with a [[Cucco]]
|{{SSBUMusicLink|Castlevania|Slash}}
|{{SSBUMusicLink|Castlevania|Slash}}
|[https://castlevania.fandom.com/wiki/Cardinal Cardinal]
|[https://castlevania.fandom.com/wiki/Cardinal Suzaku]
|-
|-
|1,130
|1,130
|{{SpiritTableName|Donbe & Hikari|customname=[https://nintendo.fandom.com/wiki/Donbe Donbe] & [https://nintendo.fandom.com/wiki/Hikari Hikari]|size=64}}
|{{anchor|Donbe & Hikari}}[[File:Donbe hikari.png|center|64x64px]]
|''Famicom Mukashibanashi'' Series
|Donbe & Hikari
|''Famicom Mukashibanashi Series''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,500
|3,500
|{{b|Duck Hunt|stage}} (hazards off)
|{{b|Duck Hunt|stage}} (hazards off)
|N/A
|N/A
|•Defeat an army of fighters
|•Defeat an army of fighters
|{{SSBUMusicLink|Other|Shin Onigashima Medley}}
|{{SSBUMusicLink|Nintendo|Shin Onigashima Medley}}
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Ohana]
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Ohana]
|-
|1,365
|{{SpiritTableName|Nakoruru|size=64}}
|''SAMURAI SHODOWN'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} (140 HP)<br>•Tiny {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}} (40 HP)
|{{SpiritType|Shield}}
|3,800
|{{SSBB|Yoshi's Island}} (winter)
|•Attack Power ↑<br>•Item: Swords
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Fatal Fury|Banquet of Nature - SAMURAI SHODOWN}}
|[https://snk.fandom.com/wiki/Mamahaha Mamahaha]
|}
|}


===As an ally===
===As an ally===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 677: Line 631:
|-
|-
|395
|395
|{{SpiritTableName|Leon Powalski|link=y|size=64}}
|[[File:Powalski.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Leon Powalski}}[[Leon Powalski]]
|''Star Fox series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Green}}<br>•Ally: {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Green}}<br>•Ally: {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,700
|3,700
|[[Venom]] ([[Ω form]])
|[[Venom]] ([[Ω form]])
|N/A
|N/A
|•You lose if your CPU ally is KO'd
|•You lose if your CPU ally is KO'd
|{{SSBUMusicLink|Star Fox|Star Wolf's Theme / Sector Z (for 3DS / Wii U)}}
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|{{s|lylatwiki|Falco Lombardi}}
|{{s|lylatwiki|Falco Lombardi}}
|}
|}
Line 707: Line 662:
<gallery>
<gallery>
SSBU Falco Number.png|Falco's fighter card.
SSBU Falco Number.png|Falco's fighter card.
Falco unlock notice SSBU.jpg|Falco's unlock notice.
SSBUWebsiteFalco1.jpg|Falco on {{SSBU|Battlefield}} after catching his {{b|Reflector|Falco}}.
SSBUWebsiteFalco1.jpg|Falco on {{SSBU|Battlefield}} after catching his {{b|Reflector|Falco}}.
SSBUWebsiteFalco2.jpg|Firing his [[Blaster]] on [[Pokémon Stadium 2]].
SSBUWebsiteFalco2.jpg|Firing his [[Blaster]] on [[Pokémon Stadium 2]].
SSBUWebsiteFalco3.jpg|Performing [[Falco Phantasm]] next to {{SSBU|Sonic}} on [[Prism Tower]].
SSBUWebsiteFalco3.jpg|Performing [[Falco Phantasm]] next to {{SSBU|Sonic}} on [[Prism Tower]].
SSBUWebsiteFalco4.jpg|[[Air dodging]] on [[The Great Cave Offensive]].
SSBUWebsiteFalco4.jpg|[[Air dodging]] on [[The Great Cave Offensive]].
SSBUWebsiteFalco5.jpg|Attacking {{SSBU|Captain Falcon}} with Falco Phantasm on [[Lylat Cruise]].
SSBUWebsiteFalco5.jpg|Attacking {{SSBU|Captain Falcon}} with Falco Phantasm on [[Pokémon Stadium]].
SSBUWebsiteFalco6.jpg|Performing [[Fire Bird]] on the [[Great Plateau Tower]].
SSBUWebsiteFalco6.jpg|Performing [[Fire Bird]] on the [[Great Plateau Tower]].
SSBUWebsiteDarkPit2.jpg|Falco attacking {{SSBU|Dark Pit}} on [[Spirit Train]].
SSBUWebsite21.jpg|Taunting on [[Lylat Cruise]].
SSBUWebsite21.jpg|Taunting on Lylat Cruise.
ShovelKnight1.jpg|[[Buried]] with {{SSBU|Villager}} and {{SSBU|Wii Fit Trainer}} by [[Shovel Knight]] on [[Garden of Hope]].
SSBUWebsiteTerry4.jpg|{{SSBU|Terry}} using [[Power Geyser]] on {{SSBU|Link}} and {{SSBU|Villager}} on [[King of Fighters Stadium]].
</gallery>
</gallery>


===Fighter Showcase Video===
=== Character Showcase Video ===
{{#widget:YouTube|id=rJj9J5MW8xg}}
{{#widget:YouTube|id=rJj9J5MW8xg}}


==Trivia==
==Trivia==
*Unlike in previous ''Smash'' games, where he was confirmed post-release, Falco was the 8th character to be confirmed for ''Ultimate'', and the second outside of the [[perfect-attendance crew]].
*Unlike in previous ''Smash'' games, where he was confirmed post-release, Falco was the 8th character to be confirmed for ''Ultimate'', and the second outside of the [[perfect-attendance crew]].
*One of the pictures of Falco from [https://www.smashbros.com/en_US/fighter/20.html his fighter page] on the ''Ultimate'' website features him using [[Fire Bird]] above the [[Great Plateau Tower]]. This is a likely homage to {{s|zeldawiki|Revali}}, a similar-looking character from ''{{s|zeldawiki|The Legend of Zelda: Breath of the Wild}}''. Falco also represents Revali in his Spirit battle.
*One of the pictures of Falco from [https://www.smashbros.com/en_US/fighter/20.html his fighter page] on the ''Ultimate'' website features him using [[Fire Bird]] above the [[Great Plateau Tower]]. This is a likely homage to {{s|zeldawiki|Revali}}, a similar looking character from ''{{s|zeldawiki|The Legend of Zelda: Breath of the Wild}}''. Falco is used to represent Revali in Spirits mode.
*A section of Falco's trailer pictures him showing frustration by charging [[Fire Bird]] once he notices a roast chicken [[food]] item on the ground. This is a recurring joke from ''Super Smash Bros. for Wii U'', as {{SSB4|Falco}}'s clear movie shows him crouching near the roast chicken food item, as well as {{SSB4|Roy}}'s clear movie, where he is seen "turning" into a roast chicken item upon being hit by [[Flare Blade]].
*A section of Falco's trailer pictures him showing frustration by charging [[Fire Bird]] once he notices a roast chicken [[food]] item on the ground. This is a recurring joke from ''Super Smash Bros. for Wii U'', as {{SSB4|Falco}}'s clear movie shows him crouching near the roast chicken food item, as well as {{SSB4|Roy}}'s clear movie, where he is seen "turning" into a roast chicken item upon being hit by [[Flare Blade]].
*In Falco's character showcase video, frame-by-frame inspection reveals that the hitbox visualization of Falco's {{b|Blaster|Falco}} lasers and [[Falco Phantasm]] are visible while Falco fights Cloud<ref>[https://i.imgur.com/qsfT2se.jpg]</ref><ref>[https://i.imgur.com/tJWcR2t.png]</ref>. This is likely an error that went unnoticed during editing.
*In Falco's character showcase video, frame-by-frame inspection reveals that the hitbox visualization of Falco's {{b|Blaster|Falco}} lasers and [[Falco Phantasm]] are visible while Falco fights Cloud. [https://i.imgur.com/qsfT2se.jpg][https://i.imgur.com/tJWcR2t.png]. This is likely an error that went unnoticed during editing.
*Falco and {{SSBU|Dark Pit}} are the only clones in World of Light that appear in the opening cutscene. In Falco's case, he appears alongside all the other fighters and later tries to escape from the beam of light.
*Falco and {{SSBU|Dark Pit}} are the only clones in World of Light that appears in the opening cutscenes. In Falco's case, he briefly appears when he is trying to escape from the beam of light.
*Falco's artwork was one of the three that have been updated on the official site, alongside {{SSBU|Palutena}} and {{SSBU|Shulk}}. In his case, he is covered with more feathers, his forehead appears slightly larger, the gaps in his wings were made smaller, and his body and beak have more saturated colors.
*Falco's artwork was one of the three that have been updated on the official site, alongside {{SSBU|Palutena}} and {{SSBU|Shulk}}. In his case, he is covered with more feathers, his forehead appears slightly larger, and his body and beak have more saturated colors.
*Due to an error on the American official site blog, Falco does not have his own Fighter tag nor the general "Fighter" tag on his blog entry, thus not being listed when sorting the "By Fighter" category. The former also applies to {{SSBU|Incineroar}}.
*Due to an error on the American official site blog, Falco does not have his own Fighter tag nor the general "Fighter" tag on his blog entry, thus not being listed when sorting the "By Fighter" category. The former also applies to {{SSBU|Incineroar}}.
*The afterimages of Falco's [[Falco Phantasm]] still use his model from ''SSB4'' rather than his ''Ultimate'' model. This is shared with Fox's [[Fox Illusion]].
*The afterimages of Falco's [[Falco Phantasm]] still uses his model from ''Smash 4'' rather than his ''Ultimate'' model. This is shared with Fox's [[Fox Illusion]].
*Falco's zipper will sometimes detach from his jacket on certain animations such as hanging on an edge. This also happens with {{SSBU|Wolf}}.<ref>[https://imgur.com/fCU3NvX]</ref>
*Falco's zipper will sometimes detach from his jacket on certain animations such as hanging on an edge. This also happens with {{SSBU|Wolf}}. <ref>[https://imgur.com/fCU3NvX]</ref>
*Strangely, the [[footstool jump]] sound effect does not play if Falco is on the receiving end, unless it is a phantom footstool.
*Falco, {{SSBU|Peach}}, {{SSBU|Zelda}}, {{SSBU|Olimar}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.  
*Falco, {{SSBU|Peach}}, {{SSBU|Zelda}}, {{SSBU|Olimar}}, {{SSBU|Duck Hunt}} and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.
*Falco and {{SSBU|Squirtle}} are the only fighters not to receive any changes through updates, as of [[3.1.0 (SSBU)|3.1.0]].
*Falco's Classic Mode route is vaguely similar to {{SSBU|Ken}}'s, as both of their routes fight "dark" forms/rivals of main characters as opponents, and both of their routes have the same opponents in some rounds.
**Falco and Ken are the only two fighters to face [[Crazy Hand]] by himself as their final boss in Classic Mode under Intensity 7.0.
*If Falco uses Falco Phantasm in the air and lands without any action, the move's special landing animation will play but with no sound and landing effects.
*Falco's down taunt in English ("Hands off my prey!") has become notorious in the community, especially since interrupting it at the right time with Falco's down smash (where Falco himself in English makes a grunt that sounds like "Caw!") can make it sound like he is saying "Hands off my cock". None of this applies to his Japanese voice.
*When Falco performs a forward smash with the Home-Run Bat, he grunts during the windup rather than during the swing. This is a carryover from ''Brawl'', where all characters would grunt during the windup. He shares this distinction with [[Ice Climbers (SSBU)|Nana]].
*In the Sound Test, Falco's special victory quote against Fox is ordered before his generic victory quotes. This is unlike Fox and Wolf, who have their special victory quotes ordered after their generic ones.
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
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[[Category:Falco (SSBU)| ]]
[[Category:Falco (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Falco (SSBU)]]

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