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|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |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}}) | ||
|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutralinfdmg=1%(loop) | |neutralinfdmg=1%(loop) | ||
|neutraldesc=Falco does a jab, another jab, and then tilts diagonally and spins very quickly with his arms out. Has very low startup lag coming out on frame 2, surprisingly great range and it has low ending lag, making it a great move to use at close range or in pressure situations. Falco has no guaranteed followups out of jab, although it does have great mixup potential, potentially leading into another set of jabs, a grab or even a smash attack. The neutral infinite can easily be escaped and punished, although it has low ending lag. | |neutraldesc=Falco does a jab, another jab, and then tilts diagonally and spins very quickly with his arms out. Has very low startup lag coming out on frame 2, surprisingly great range and it has low ending lag, making it a great move to use at close range or in pressure situations. Falco has no guaranteed followups out of jab, although it does have great mixup potential, potentially leading into another set of jabs, a grab or even a smash attack. The neutral infinite can easily be escaped and punished, although it has low ending lag. | ||
|ftiltname= | |ftiltname=Bird Whip ({{ja|バードウィップ|Bādo Uippu}}) | ||
|ftiltdmg=9% | |ftiltdmg=9% | ||
|ftiltdesc=Kicks his leg out. Can be angled. Has decent range, making it a solid spacing option. | |ftiltdesc=Kicks his leg out. Can be angled. Has decent range, making it a solid spacing option. | ||
|utiltname= | |utiltname=Flap Upper ({{ja|フラップアッパー|Furappu Appā}}) | ||
|utiltdmg=4% (hit 1), 3% (hit 1 tip), 5% (hit 2) | |utiltdmg=4% (hit 1), 3% (hit 1 tip), 5% (hit 2) | ||
|utiltdesc=Swings both of his wings above his head in a tip-toed turn, hitting twice. Good for racking up damage as it is fast and can potentially combo into itself at lower percents. Can KO at very high percents. | |utiltdesc=Swings both of his wings above his head in a tip-toed turn, hitting twice. Good for racking up damage as it is fast and can potentially combo into itself at lower percents. Can KO at very high percents. | ||
|dtiltname= | |dtiltname=Tail Cutter ({{ja|テイルカッター|Teiru Kattā}}) | ||
|dtiltdmg=12% (near), 9% (far) | |dtiltdmg=12% (near), 9% (far) | ||
|dtiltdesc=A quick tail swipe. It has decent vertical knockback although it cannot KO until very high percents. It is not a highly useful move although it is a usable mixup in some situations. | |dtiltdesc=A quick tail swipe. It has decent vertical knockback although it cannot KO until very high percents. It is not a highly useful move although it is a usable mixup in some situations. | ||
|dashname= | |dashname=Jump Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}}) | ||
|dashdmg=9% (clean), 6% (late) | |dashdmg=9% (clean), 6% (late) | ||
|dashdesc=Jumps slightly off the ground while running and performs a kick. It has very fast startup lag and covers a good amount of distance, making it a good approach tool. If Falco connects the dash attack during its first active frame, he can cancel it into an up smash for extra damage/shield pressure (known as the gatling combo), further increasing its utility. | |dashdesc=Jumps slightly off the ground while running and performs a kick. It has very fast startup lag and covers a good amount of distance, making it a good approach tool. If Falco connects the dash attack during its first active frame, he can cancel it into an up smash for extra damage/shield pressure (known as the gatling combo), further increasing its utility. | ||
|fsmashname= | |fsmashname=Wing Edge ({{ja|ウィングエッジ|Uingu Ejji}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|10}} (late) | |fsmashdmg={{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|10}} (late) | ||
|fsmashdesc=Brings his wings back behind himself and slam-chops with them in a forward lean, slashing anyone who is caught in it. Decent knockback and good range, although it comes out slowly compared to Falco's other moves. | |fsmashdesc=Brings his wings back behind himself and slam-chops with them in a forward lean, slashing anyone who is caught in it. Decent knockback and good range, although it comes out slowly compared to Falco's other moves. | ||
|usmashname= | |usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault Kick'') | ||
|usmashdmg={{ChargedSmashDmgSSBB|14}} (clean), {{ChargedSmashDmgSSBB|12}} (late) | |usmashdmg={{ChargedSmashDmgSSBB|14}} (clean), {{ChargedSmashDmgSSBB|12}} (late) | ||
|usmashdesc=A bicycle kick. Weaker than Fox's up smash but better for juggling. Below average knockback (although it can still easily KO at high percents) but it has fast startup lag and good range. When used as a [[DACUS]], Falco will slide a long distance along the stage, making it a great approach/followup option. Overall a very useful move due to its DACUS properties, along with its ability to be used after a dash attack. | |usmashdesc=A bicycle kick. Weaker than Fox's up smash but better for juggling. Below average knockback (although it can still easily KO at high percents) but it has fast startup lag and good range. When used as a [[DACUS]], Falco will slide a long distance along the stage, making it a great approach/followup option. Overall a very useful move due to its DACUS properties, along with its ability to be used after a dash attack. | ||
|dsmashname= | |dsmashname=Ground Kick ({{ja|グラウンドキック|Guraundo Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (feet), {{ChargedSmashDmgSSBB|13}} (legs) | |dsmashdmg={{ChargedSmashDmgSSBB|15}} (feet), {{ChargedSmashDmgSSBB|13}} (legs) | ||
|dsmashdesc=A split kick that comes out relatively quickly. His legs are intangible for a short time before the attack strikes. It is his fastest smash attack in terms of startup lag and it hits on both sides, making it a decent option however, its knockback is unspectacular and it can easily be punished. | |dsmashdesc=A split kick that comes out relatively quickly. His legs are intangible for a short time before the attack strikes. It is his fastest smash attack in terms of startup lag and it hits on both sides, making it a decent option however, its knockback is unspectacular and it can easily be punished. | ||
|nairname= | |nairname=Spinning Falco Chop ({{ja|スピニングファルコチョップ|Supiningu Faruko Choppu}}) | ||
|nairdmg=3% (hits 1-2), 2% (hit 3), 4% (hit 4) | |nairdmg=3% (hits 1-2), 2% (hit 3), 4% (hit 4) | ||
|nairdesc=Does a series of spinning swipes with his wings, hitting four times. The final hit knocks opponents away. The move has very low startup and landing lag, and it can potentially lead into Falco's other moves if Falco lands after the early hits, making it a solid landing option. | |nairdesc=Does a series of spinning swipes with his wings, hitting four times. The final hit knocks opponents away. The move has very low startup and landing lag, and it can potentially lead into Falco's other moves if Falco lands after the early hits, making it a solid landing option. | ||
|fairname= | |fairname=Beak Drill ({{ja|ビークドリル|Bīku Doriru}}) | ||
|fairdmg=2% (hits 1-4), 3% (hit 5) | |fairdmg=2% (hits 1-4), 3% (hit 5) | ||
|fairdesc=Turns horizontally and spins, hitting multiple times with his beak, similar to Pikachu's or Sonic's forward aerial. The move starts off with weaker multi hits, which then progress into a final strong hit. The loop hits deal pitiful knockback, to the point where they don't chain into each other until mid percents or even high percents depending on the character. Falco's opponent can air dodge out of the move or even hit him before the loop hits connect, assuming that they don't just fall out of it outright. The move has very high ending lag and landing lag, making it dangerous to use in most situations, especially when landing. The final hit does have high base knockback, so it can potentially be used for an early percent stage spike, although this can be avoided. Easily Falco's worst aerial and it is even a contender for the worst aerial in the entire game, with Falco's neutral aerial being a much better multi hit option. | |fairdesc=Turns horizontally and spins, hitting multiple times with his beak, similar to Pikachu's or Sonic's forward aerial. The move starts off with weaker multi hits, which then progress into a final strong hit. The loop hits deal pitiful knockback, to the point where they don't chain into each other until mid percents or even high percents depending on the character. Falco's opponent can air dodge out of the move or even hit him before the loop hits connect, assuming that they don't just fall out of it outright. The move has very high ending lag and landing lag, making it dangerous to use in most situations, especially when landing. The final hit does have high base knockback, so it can potentially be used for an early percent stage spike, although this can be avoided. Easily Falco's worst aerial and it is even a contender for the worst aerial in the entire game, with Falco's neutral aerial being a much better multi hit option. | ||
|bairname= | |bairname=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}}) | ||
|bairdmg=13% (clean sweetspot), 9% (clean sourspot), 7% (late) | |bairdmg=13% (clean sweetspot), 9% (clean sourspot), 7% (late) | ||
|bairdesc=A backwards kick. Has very fast startup lag, decent range, with the move lasting a decent amount of time and it covers both sides of Falco (although the front hit is weaker). The move also has decent knockback which along with its fast startup lag, makes it one of his better KO options. The move can be hard to land in some situations however due to Falco's poor mobility. | |bairdesc=A backwards kick. Has very fast startup lag, decent range, with the move lasting a decent amount of time and it covers both sides of Falco (although the front hit is weaker). The move also has decent knockback which along with its fast startup lag, makes it one of his better KO options. The move can be hard to land in some situations however due to Falco's poor mobility. | ||
|uairname= | |uairname=Reverse Overhead ({{ja|リバースオーバーヘッド|Ribāsu Ōbāheddo}}) | ||
|uairdmg=11% | |uairdmg=11% | ||
|uairdesc=An overhead vertical flip kick. Falco's legs have decent knockback although his body acts as an extremely weak sourspot. The move has moderate startup lag coming out on frame 10, but it has unimpressive range. The hitbox also launches opponents at a fairly unfavourable vertical angle. As a result, Falco's up aerial is not a great move, as it be avoided fairly easily, although it can be used for vertical KOes as well as [[momentum cancel]]ling. | |uairdesc=An overhead vertical flip kick. Falco's legs have decent knockback although his body acts as an extremely weak sourspot. The move has moderate startup lag coming out on frame 10, but it has unimpressive range. The hitbox also launches opponents at a fairly unfavourable vertical angle. As a result, Falco's up aerial is not a great move, as it be avoided fairly easily, although it can be used for vertical KOes as well as [[momentum cancel]]ling. | ||
|dairname= | |dairname=Corkscrew Meteor ({{ja|メテオスクリュー|Meteo Sukuryū}}, ''Meteor Screw'') | ||
|dairdmg=13% (clean), 8% (late) | |dairdmg=13% (clean), 8% (late) | ||
|dairdesc=Turns diagonally and spins. At the start of this attack, the hitbox from his knee to his lower body, can execute a [[meteor smash]] at his spinning heel. It has extremely fast start-up lag for a meteor smash, it has good knockback for a meteor smash despite its fast startup lag and it has low landing lag with a decent [[auto-cancel]] window. The move can set up combos (or be used in combos) at low percents and it can set up tech chases at higher percents. It is also naturally good at edgeguarding, due to it being a fast and powerful meteor smash. The move does have high ending lag however, so it can be risky offstage, especially when combined with Falco's fast falling speed. Its late hit also launches opponents horizontally with low knockback, making it less effective overall. It is still overall one of Falco's most useful tools however, being a good combo, edgeguarding and landing option. | |dairdesc=Turns diagonally and spins. At the start of this attack, the hitbox from his knee to his lower body, can execute a [[meteor smash]] at his spinning heel. It has extremely fast start-up lag for a meteor smash, it has good knockback for a meteor smash despite its fast startup lag and it has low landing lag with a decent [[auto-cancel]] window. The move can set up combos (or be used in combos) at low percents and it can set up tech chases at higher percents. It is also naturally good at edgeguarding, due to it being a fast and powerful meteor smash. The move does have high ending lag however, so it can be risky offstage, especially when combined with Falco's fast falling speed. Its late hit also launches opponents horizontally with low knockback, making it less effective overall. It is still overall one of Falco's most useful tools however, being a good combo, edgeguarding and landing option. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Grabs the opponent. | |grabdesc=Grabs the opponent. | ||
|pummelname= | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A quick knee strike. | |pummeldesc=A quick knee strike. | ||
|fthrowname= | |fthrowname=Smash Elbow ({{ja|スマッシュエルボー|Sumasshu Erubō}}) | ||
|fthrowdmg=4% (hit 1), 3% (throw) | |fthrowdmg=4% (hit 1), 3% (throw) | ||
|fthrowdesc=Bashes the opponent forward. A decent option to get opponents off stage although it is not particularly effective at KOing. | |fthrowdesc=Bashes the opponent forward. A decent option to get opponents off stage although it is not particularly effective at KOing. | ||
|bthrowname= | |bthrowname=Close Range Blaster H ({{ja|クローズレンジブラスターH|Kurōzu Renji Burasutā Ecchi}}) | ||
|bthrowdmg=2% (throw), 2% (shots) | |bthrowdmg=2% (throw), 2% (shots) | ||
|bthrowdesc=Throws the foe backwards and then fires three shots with his Blaster. The blaster shots can be avoided with good [[DI]] making the throw rather ineffective outside of getting opponents off stage. | |bthrowdesc=Throws the foe backwards and then fires three shots with his Blaster. The blaster shots can be avoided with good [[DI]] making the throw rather ineffective outside of getting opponents off stage. | ||
|uthrowname= | |uthrowname=Close Range Blaster V ({{ja|クローズレンジブラスターV|Kurōzu Renji Burasutā Vī}}) | ||
|uthrowdmg=2% (throw), 2% (shots) | |uthrowdmg=2% (throw), 2% (shots) | ||
|uthrowdesc=Throws the foe upwards and fires three shots with his Blaster. Much like his back throw, Falco's opponents can DI to avoid the laser shots. It is overall Falco's least useful throw as it does not achieve anything notable. | |uthrowdesc=Throws the foe upwards and fires three shots with his Blaster. Much like his back throw, Falco's opponents can DI to avoid the laser shots. It is overall Falco's least useful throw as it does not achieve anything notable. | ||
|dthrowname= | |dthrowname=Close Range Blaster Down ({{ja|クローズレンジブラスターダウン|Kurōzu Renji Burasutā Daun}}) | ||
|dthrowdmg=2% (shots), 1% (throw) | |dthrowdmg=2% (shots), 1% (throw) | ||
|dthrowdesc=Tosses opponent upward, then fires four very quick Blaster shots. The throw has low knockback and very low ending lag. Because of this, it can [[chain grab]] most characters at low percentages, and may be finished with a down aerial meteor smash at the edge of the stage or with a down aerial, up smash or even a gatling combo. Even at [[tumble]] percents, Falco still has multiple mixups against his opponents depending on their DI (including an unavoidable Jab at mid percents against no DI/DI down) and at high percents, it can even lead into a DACUS for a KO setup. Because of this, Falco's down throw is easily his best throw, as well as one of the best throws in the game. It is one of the main reasons why Falco is considered to be a top/high tier character. | |dthrowdesc=Tosses opponent upward, then fires four very quick Blaster shots. The throw has low knockback and very low ending lag. Because of this, it can [[chain grab]] most characters at low percentages, and may be finished with a down aerial meteor smash at the edge of the stage or with a down aerial, up smash or even a gatling combo. Even at [[tumble]] percents, Falco still has multiple mixups against his opponents depending on their DI (including an unavoidable Jab at mid percents against no DI/DI down) and at high percents, it can even lead into a DACUS for a KO setup. Because of this, Falco's down throw is easily his best throw, as well as one of the best throws in the game. It is one of the main reasons why Falco is considered to be a top/high tier character. |
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