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]].
'''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]].


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 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 ''[[Melee]]'', ''[[Brawl]]'', and ''Smash 4''.
 
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==
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==Attributes==
==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.
Falco is a 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 [[Dash|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 insane vertical 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.
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 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, putting offstage opponents in a very bad spot. 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.
Although Falco's ground game looks 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, great coverage, 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 burst KO grounded opponents or call out low recoveries aiming for the ledge. Forward smash has a wide front hitbox and can kill fairly early if performed near the ledge, while down smash comes out quick and sends at a [[semi-spike]] angle, working as another burst 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 spacing 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 sending opponents at a much lower angle for 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.
Complementing Falco's aerials and tilts is his grab game, as overshielding his feared up tilt and aerials provides Falco the opportunity to make use of his highly damaging throws. Up throw is Falco's best throw, 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. Forward throw and down throw, while lacking true combos, can lead into follow-ups lower near the ground at low to mid percents. Finally, back throw's first hit is a semispike that sets up for Falco's strong edgeguarding game, while its second hit can outright KO at high percents near the blast line.


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.
Considering his special 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 greatly reduced ending lag. Its shots can be used to pressure, provoke or halt approaches, snipe double jumps, or even outright gimp poor recoveries. [[Falco Phantasm]] has Falco dash 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. [[Fire Bird]] is his main recovery option and grants respectable distance in any chosen direction. It can also work as a niche damage option due to having damaging hitboxes throughout and can deal well over 30% if all hits connect. Lastly, [[Reflector]] activates on frame 1, making reacting against quick 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.
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 escape options. Although Falco's recovery grants respectable distance, it is very linear. Falco Phantasm no longer passes shields, making it far easier to corner him from his recovery. Without his double jump, Falco is in great danger offstage due to the nerfs to air dodging and how Fire Bird is still 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.
Regarding his moveset, Falco has several moves that do not function properly and can even work against him. Up tilt has a sourspot near the end of its first hit with set knockback, making it unsafe on hit. Up smash, despite having fast startup and high vertical reach, has large blindspots that only allow medium-sized or larger characters that are only directly next to and in front of Falco to be hit, leaving him extremely vulnerable from behind and against small or crouching opponents (even if they're directly in front of Falco). Additionally, plaguing him since ''Smash 4'', both up tilt and up smash are prone to failing to properly connect against aerial opponents. Despite its looks, 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 failing to connect than it was 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 prone to being DI'd than before, allowing opponents to survive in excess of what would've been a 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''.
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 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.
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 faster opponents and as well as against those who have large disjoints. 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.
Likely owing to his low-tier placement in ''SSB4'', Falco has received a mix of buffs and nerfs in the transition to ''Ultimate'', being greatly buffed overall.


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.
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, fires at a faster rate while grounded, 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 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. Falco's 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. Finally, the nerfs to air dodging further compliment 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''.


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 noticeable nerfs, which worsen some of his worst traits, including his [[recovery]]. Though he does possess 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. Meanwhile, Falco's other recovery option in [[Fire Bird]] is also still extremely linear and easy to exploit. Furthermore, the nerfs to air dodges make both of his recovery options even more linear and exploitable than before. 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 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. Finally, {{b|Reflector|Falco}} no longer has a bonus chance to [[trip]] opponents, removing its utility for follow-ups and worsening its overall safety. As a result, while Falco may have more effective combos and spacing abilities than before, many of his weaknesses are even more defined.


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.
Overall, Falco is considered to be much better than his appearance in ''SSB4'', since his key strengths are more threatening than before, and his neutral game has seen noticeable improvements. Although his player base is still somewhat small, he has nonetheless achieved very good results thanks to many good players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, {{Sm|PiXL}}, {{Sm|Juice}}, and {{Sm|Tilde}}. The general consensus is that he is an upper-mid/lower-high tier character.
 
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''.


{{SSB4 to SSBU changelist|char=Falco}}
{{SSB4 to SSBU changelist|char=Falco}}


==Update history==
==Update history==
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.
Falco has been buffed significantly 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.
 
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.
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.


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.
In update 13.0.1, Falco was buffed one last time. His dash attack deals 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.


Overall, Falco fares better than he did at ''Ultimate''{{'}}s launch, and he is now generally seen a lower high tier character.
Due to his buffs, Falco fares significantly better than he did at ''Ultimate''{{'}}s launch, and he is generally seen a lower high tier character instead of a low tier character like in ''SSB4''.


'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
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|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Wing Chop ({{ja|ウイングチョップ|Uingu Choppu}}) / 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, 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.
|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 (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.
|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 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.  
|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=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.
|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=10.5% (clean), 7.5% (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. 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%.
|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 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%.
|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 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%.
|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. 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.
|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% (hit 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 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.
|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 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%.
|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=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.
|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 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.
|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 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.
|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=1.3%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=Knees the opponent.
|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 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.
|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 easily [[DI]] out of it. It is otherwise used to send opponents offstage, much 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 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.
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|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%, 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.
|dsname=Reflector
|dsname=Reflector
|dspage=Reflector (Falco)
|dspage=Reflector (Falco)
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|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 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.
}}
}}
===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]]===
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Turns his torso towards the camera (away from it if he is facing left).
*Turns his torso towards the camera (away from it if he's facing left).
*Similar to the first one, but he flaps his left wing in front of his face after turning.
*Similar to the first one, but he flaps his left wing in front of his face after turning.
<gallery>
<gallery>
SSBUFalcoIdle1.gif|Falco's first idle pose.
SSBUFalcoIdle1.gif|Falco's first idle pose
SSBUFalcoIdle2.gif|Falco's second idle pose.
SSBUFalcoIdle2.gif|Falco's second idle pose
</gallery>
</gallery>


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*'''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.'').
*'''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.'').
**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’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.
*'''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.
*'''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]] animation.
*'''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.'').
*'''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.'').
[[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.]]
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
Before release, many players immediately took notice of Falco's drastic improvements from the previous game. This was thanks to several factors, such as the mechanics of the game being greatly in his favor, the improvements to his already potent combo game, and his improved neutral game due to his improved blaster and speed. In addition, some of Falco's worst matchups in ''Smash 4'' (most notably {{SSBU|Sheik}}, {{SSBU|Bayonetta}}, {{SSBU|Luigi}}, and {{SSBU|Cloud}}) were nerfed and made less problematic for him. Due to this, Falco was greatly anticipated to be a very strong character in ''Ultimate'', with many top professionals stating that he could potentially be a top-tier character.
 
Unfortunately, opinions on Falco quickly dwindled when the game released as the buffs he received were seen to be "overhyped." On the other hand, players believed Falco's fellow spacies {{SSBU|Fox}} and {{SSBU|Wolf}} were significantly better, seemingly worsening Falco value to other players as they believed one could play a rather similar character with better success. As such, Falco initially saw low results, with his dedicated players failing to obtain notable results with the character, leading the general consensus to assess him as a mid or low-tier character.
 
As the metagame progressed, however, opinions of Falco began to improve thanks to the efforts of players such as {{Sm|Kofi}}, {{Sm|Ismon}}, and, most notably, {{Sm|Juice}}, all of whom saw great placements at national tournaments. His improved representation led to a small but positive shift in perception: although several players such as {{Sm|ESAM}} maintained that Falco was at best mid-tier, others believed that Falco had potential to be high-tier. This perception only continued to improve thanks to the buffs Falco received in patch 8.0.0, which improved his combo and kill potential, as well as the efforts of {{Sm|Tilde}} and {{Sm|MASA}}, both of whom have placed highly in several major tournaments since the return of offline competitive play. As of now, Falco's overall viability remains debatable, but it is widely agreed upon that he is much better than his ''Smash 4'' counterpart.
 
===Most historically significant players===
===Most historically significant players===
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<!--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 -->


''See also: [[:Category:Falco players (SSBU)]]''
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
 
*{{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|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===
''See also: [[:Category:Falco professionals (SSBU)]]''
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.
*{{Sm|Active|USA}} - Placed 13th at both {{Trn|Play With Heart}} and {{Trn|Emerald City 8}}, 17th at {{Trn|Port Priority 5}}, and 65th at {{Trn|GENESIS 7}} with wins over players such as {{Sm|Moxi}}, {{Sm|Duwang}}, and {{Sm|Remi}}. Currently ranked 4th on the [[Oregon Power Rankings]].
*{{Sm|FILIP|Japan}} - One of the best Falco players in Japan. Placed 2nd at {{Trn|TSC 13}}, 25th at {{Trn|Sumabato SP 2}}, 17th at {{Trn|Seibugeki 8}}, and 33rd at both {{Trn|Umebura SP 4}} and {{Trn|Umebura SP 5}}.
*{{Sm|Ismon|USA}} - Co-mains Falco alongside {{SSBU|Wario}}. Placed 5th at {{Trn|Standoff 2019}}, 13th at {{Trn|Low Tier City 7}}, 17th at {{Trn|Glitch 7 - Minus World}}, and 25th at {{Trn|The Big House 9}} with a win over {{Sm|MVD}}. Currently ranked 2nd on the [[Texas Power Rankings]].
*{{Sm|Jaxter|UK}} - The best Falco player in Europe. Placed 5th at {{Trn|Bailrigg 8}}, 9th at {{Trn|Manchester Conquest 6}}, 13th at {{Trn|Super SmashPoint 3}}, and 33rd at {{Trn|Valhalla III}} with wins over players such as {{Sm|marisa}} and {{Sm|Lucky|p=Germany}}. Currently ranked 7th on the [[England Power Rankings]].
*{{Sm|Juice|USA}} - Co-mains Falco with {{SSBU|Greninja}} and is one of the best Falco players in the world. Placed 7th at {{Trn|Smashadelphia 2019}}, 13th at {{Trn|Shine 2019}}, 17th at {{Trn|Glitch 6}}, and 33rd at both {{Trn|Smash 'N' Splash 5}} and {{Trn|Glitch 8 - Missingno}} with wins over players such as {{Sm|Light|p=Connecticut}}, {{Sm|LeoN}}, and {{Sm|Scend}}. Currently ranked 1st on the [[Philadelphia Power Rankings#Super Smash Bros. Ultimate Rankings|Philadelphia Ultimate Power Rankings]].
*{{Sm|Kofi|USA}} - One of the best Falco players in the United States. Placed 7th at {{Trn|Return to Yoshi's Island}}, 9th at {{Trn|Smash at The Paramount}}, 33rd at both {{Trn|Glitch 7 - Minus World}} and {{Trn|Smash 'N' Splash 5}}, and 49th at {{Trn|GENESIS 7}} with wins over players such as {{Sm|Mr.E}}, {{Sm|Sinji}}, {{Sm|UtopianRay}}.
*{{Sm|Larry Lurr|USA}} - Co-mains Falco with {{SSBU|Wolf}}. Placed 2nd at {{Trn|Super Splat Bros}}, 7th at {{Trn|The Kid, the Goat, and the Mang0}}, 9th at {{Trn|DreamHack Dallas 2019}}, and 17th at {{Trn|2GG: Prime Saga}} with wins over players such as {{Sm|VoiD}}, {{Sm|Sparg0}}, and {{Sm|Lui$}}.
*{{Sm|MASA|Japan}} - The best Falco player in Japan. Placed 5th at both {{Trn|Kagaribi}} and {{Trn|Seibugeki 9}}, 7th at {{Trn|Seibugeki 8}}, and 33rd at both {{Trn|Umebura SP 7}} and {{Trn|Sumabato SP 11}} with wins over players such as {{Sm|kameme}}, {{Sm|Jagaimo}}, and {{Sm|huto}}.
*{{Sm|PiXL|USA}} - Placed 3rd at {{Trn|The Dungeon}}, 9th at both {{Trn|Ascension VI}} and {{Trn|Super Smashed Fest}}, 17th at {{Trn|Crown}}, and 33rd at {{Trn|Low Tier City 7}}.
*{{Sm|Tilde|USA}} - Currently the best Falco player in the world. Placed 4th at {{Trn|Momentous}}, 9th at {{Trn|Glitch 8.5 - Konami Code}}, 13th at {{Trn|Temple: Hermès Edition}}, 17th at {{Trn|Riptide}}, and 25th at {{Trn|Defend the North 2019}} with wins over players such as {{Sm|Light|p=Connecticut}}, {{Sm|Gen}}, and {{Sm|NickC}}. Online, placed 4th at {{Trn|The Box: Lunch Box 11}} and 9th at {{Trn|Frame Perfect Series 4: ONLINE}}. Currently ranked 38th on the [[Wi-Fi Warrior Rank v7]].


=={{SSBU|Classic Mode}}: Soar Above the Darkness==
=={{SSBU|Classic Mode}}: Soar Above the Darkness==
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|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|| {{CharHead|Captain Falcon|SSBU|hsize=20px|color=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 {{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]], as well as the opponent that was fought in two of Falco's [[Bird in Darkest Night|event]] [[Great Fox Defense|matches]] in ''Brawl'' and ''Smash 4''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 353: Line 320:
|''{{SSBUMusicLink|Star Fox|Space Armada}}''
|''{{SSBUMusicLink|Star Fox|Space Armada}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
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|•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]]''
|•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}}
|{{SSBUMusicLink|Metroid|Psycho Bits}}
|Red Chozo Soldier (Red costume)<br>Silver Chozo Soldiers (Black costumes)
|
|}
|}


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SSBUWebsiteFalco5.jpg|Attacking {{SSBU|Captain Falcon}} with Falco Phantasm on [[Lylat Cruise]].
SSBUWebsiteFalco5.jpg|Attacking {{SSBU|Captain Falcon}} with Falco Phantasm on [[Lylat Cruise]].
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.
SSBUWebsiteTerry4.jpg|{{SSBU|Terry}} using [[Power Geyser]] on {{SSBU|Link}} and {{SSBU|Villager}} on [[King of Fighters Stadium]].
</gallery>
</gallery>


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==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 also represents Revali in his Spirit battle.
*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<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.
Line 730: Line 695:
*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, the gaps in his wings were made smaller, 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}}, {{SSBU|Duck Hunt}} 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'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'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.
**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.
*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]].
*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.
*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.

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