Falco (SSB4): Difference between revisions
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==Changes from ''Brawl''== | ==Changes from ''Brawl''== | ||
While he has received miscellaneous buffs, Falco has been nerfed overall from ''Brawl'' to ''Smash 4''. Falco has increased KO ability in several of his attacks, | While he has received miscellaneous buffs, Falco has been nerfed overall from ''Brawl'' to ''Smash 4''. Falco has technically been buffed in all other regards, with increased KO ability in several of his attacks, an above-average selection of throws, all of which serve some practical use outside of inferior strings and situational high-damage kills, and a harder to edgeguard recovery due to the buffs to [[Falco Phantasm]] and the removal of edgehogging, but at the cost of losing effective neutral, approaching, and damage racking abilities. His most significant nerf was to his [[Blaster]]; formerly the crux of his neutral game, the shots can no longer autocancel, weakening his approaches and his ability to pressure from afar. The removal of [[DACUS]] only exacerbates this as Falco now lacks any safe, quick way to approach enemies on the ground and follow up on combos or strings. His down aerial, which was a staple in his playstyle in previous games, has also been significantly nerfed, weakening his ability to close out stocks quickly. It also weakens his ability to approach with down aerial, a relatively effective strategy in past games, unless the player frame cancels the move (which is extremely difficult to do consistently in tournament settings). The removal of chain grabs is also a double-edged sword for Falco; while Falco is no longer an easy victim to it, its removal means that he loses his down throw chain grab, which impairs his ability to rack up damage quickly. | ||
Thus, while Falco's punish game besides down aerial has been left relatively untouched, Falco is now more easily camped and must work much harder to win neutral exchanges, which are disadvantages he cannot afford to endure at high-level play due to his fast falling speed and the ease in which he can be comboed by other characters. | Thus, while Falco's punish game besides down aerial has been left relatively untouched, Falco is now more easily camped and must work much harder to win neutral exchanges, which are disadvantages he cannot afford to endure at high-level play due to his fast falling speed and the ease in which he can be comboed by other characters. | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Forward and neutral aerials connect better (Nair | *{{buff|Forward and neutral aerials connect better (Nair uses the autolink angle now).}} | ||
*{{nerf|Neutral aerial has more landing lag (9 frames → 15 frames).}} | *{{nerf|Neutral aerial has more landing lag (9 frames → 15 frames).}} | ||
*{{buff|Last hit of forward aerial has significantly increased knockback (80 base/60 growth → 55 base/145 growth), making it a very reliable KO move offstage and has much less landing lag (33 frames → 25 frames).}} | *{{buff|Last hit of forward aerial has significantly increased knockback (80 base/60 growth → 55 base/145 growth), making it a very reliable KO move offstage and has much less landing lag (33 frames → 25 frames).}} | ||
*{{nerf|Forward aerial deals less damage (11 → 9%) and has 4 frames extra start-up (6 frames → 10 frames).}} | *{{nerf|Forward aerial deals less damage (11 → 9%) and has 4 frames extra start-up (6 frames → 10 frames).}} | ||
*{{buff|Forward aerial has an added landing hitbox that deals 3%.}} | *{{buff|Forward aerial has an added landing hitbox that deals 3%.}} | ||
*{{buff|New [[Sweet spot (hitbox)|sweet spotted]] back aerial has much more growth (103 → 130).}} | *{{buff|New [[Sweet spot (hitbox)|sweet spotted]] back aerial has much more growth (103 → 130), making it a very powerful KO move both onstage and offstage.}} | ||
*{{nerf|New back aerial has less range, lost its lingering hitbox and no longer hits in front of Falco.}} | *{{nerf|New back aerial has less range, lost its lingering hitbox and no longer hits in front of Falco.}} | ||
*{{nerf|Down aerial's [[meteor smash]] has much weaker growth (100 → 80), and the move has significantly more startup (frame 5 → 16) and landing lag (12 frames → 26 frames), drastically worsening its utility.}} | *{{nerf|Down aerial's [[meteor smash]] has much weaker growth (100 → 80), and the move has significantly more startup (frame 5 → 16) and landing lag (12 frames → 26 frames), drastically worsening its utility.}} | ||
Line 76: | Line 76: | ||
*{{buff|Blaster shots now deal consistent 3% damage as they travel farther.}} | *{{buff|Blaster shots now deal consistent 3% damage as they travel farther.}} | ||
*{{buff|[[Reflector]] starts and ends slightly faster. Because of ''Smash 4'''s higher hitstun, it is a better poking option than in the previous game, as Falco can now use another move once Reflector ends while the opponent is stunned.}} | *{{buff|[[Reflector]] starts and ends slightly faster. Because of ''Smash 4'''s higher hitstun, it is a better poking option than in the previous game, as Falco can now use another move once Reflector ends while the opponent is stunned.}} | ||
*{{nerf|Because Reflector is faster, the window that Falco gets to reflect projectiles is slightly shorter, making timing of the move crucial.}} | *{{nerf|Because Reflector is faster, the window that Falco gets to reflect projectiles is slightly shorter, making timing of the move more crucial than in ''Brawl''.}} | ||
*{{change|Falco's Reflector animation is more fluid, and he now catches the device with his wing once the move ends.}} | *{{change|Falco's Reflector animation is more fluid, and he now catches the device with his wing once the move ends.}} | ||
*{{nerf|[[Landmaster]] is less powerful and lasts a shorter duration.}} | *{{nerf|[[Landmaster]] is less powerful and lasts a shorter duration.}} |
Revision as of 12:11, July 13, 2015
Falco in Super Smash Bros. 4 | |
---|---|
Universe | Star Fox |
Other playable appearances | in Melee in Brawl |
Availability | Unlockable |
Final Smash | Landmaster |
Falco (ファルコ, Falco) returns as a playable character in Super Smash Bros. 4. Falco was officially confirmed on October 3rd, 2014, alongside Ness and Wario, coinciding with the the North American and European release of Super Smash Bros. for Nintendo 3DS. His moveset appears to be largely unchanged from its Brawl incarnation.
In Japanese, he is once again voiced by Hisao Egawa. In English, he is voiced by Mark Lund, his voice actor from Star Fox 64 3D.
How to Unlock
Super Smash Bros. for Nintendo 3DS
- Play 20 VS Matches.
- Complete Classic Mode without using any continues.
Falco must then be defeated on Corneria.
Super Smash Bros. for Wii U
- Play 10 VS Matches.
- Clear Classic Mode on any intensity.
Falco must then be defeated on Orbital Gate Assault.
Changes from Brawl
While he has received miscellaneous buffs, Falco has been nerfed overall from Brawl to Smash 4. Falco has technically been buffed in all other regards, with increased KO ability in several of his attacks, an above-average selection of throws, all of which serve some practical use outside of inferior strings and situational high-damage kills, and a harder to edgeguard recovery due to the buffs to Falco Phantasm and the removal of edgehogging, but at the cost of losing effective neutral, approaching, and damage racking abilities. His most significant nerf was to his Blaster; formerly the crux of his neutral game, the shots can no longer autocancel, weakening his approaches and his ability to pressure from afar. The removal of DACUS only exacerbates this as Falco now lacks any safe, quick way to approach enemies on the ground and follow up on combos or strings. His down aerial, which was a staple in his playstyle in previous games, has also been significantly nerfed, weakening his ability to close out stocks quickly. It also weakens his ability to approach with down aerial, a relatively effective strategy in past games, unless the player frame cancels the move (which is extremely difficult to do consistently in tournament settings). The removal of chain grabs is also a double-edged sword for Falco; while Falco is no longer an easy victim to it, its removal means that he loses his down throw chain grab, which impairs his ability to rack up damage quickly.
Thus, while Falco's punish game besides down aerial has been left relatively untouched, Falco is now more easily camped and must work much harder to win neutral exchanges, which are disadvantages he cannot afford to endure at high-level play due to his fast falling speed and the ease in which he can be comboed by other characters.
In recent patches, Falco has been given improvements to his punish game, particularly his aerials, due to the increased versatility of his neutral aerial and greatly decreased startup lag of his up aerial. Additionally, his throws have improved. While this does not improve Falco's worsened neutral game, it does give him more options on the offensive and improves his previously nerfed damage racking ability, making him slightly more viable.
Aesthetics
- As part of the aesthetic used in SSB4, Falco's overall color scheme is brighter compared to how it looked in Brawl (which, like Fox, is based off his appearance in Star Fox: Command). Additionally, his eye reticle is smaller than it was in Brawl.
Attributes
- Falco's dashing speed is slightly faster (from 1.432 in Brawl to 1.472 in Smash 4).
- Falco's falling speed is slightly faster (from 1.708 in Brawl to 1.8 in Smash 4) making him slightly more susceptible to combos.
Ground attacks
- Neutral infinite now transitions into a finisher.
- Dash attack is slightly slower, with an extra 4 frames of start-up (hitting on frame 8 instead of 4).
- Down tilt sweet-spotted has more base knockback (25 → 50), restoring its KO potential from Melee.
- Up smash hits twice, deals more damage (14 → 16) and has no sourspot behind Falco.
- Up smash has more endlag and the removal of DACUS removes the potential of Falco's up smash as an approach option, followup option, and KO setup from his down throw. Falco can also no longer perform the Gatling Combo, removing its combo potential.
- Down smash has slightly more growth (70 → 76). Falco's feet are now intangible during start-up (including the charging period).
- Forward smash deals more knockback (40 base/88 growth → 42 base/96 growth).
- Forward smash hits 1 frame later (16 frames → 17 frames) and has less reach.
Aerial attacks
- Forward and neutral aerials connect better (Nair uses the autolink angle now).
- Neutral aerial has more landing lag (9 frames → 15 frames).
- Last hit of forward aerial has significantly increased knockback (80 base/60 growth → 55 base/145 growth), making it a very reliable KO move offstage and has much less landing lag (33 frames → 25 frames).
- Forward aerial deals less damage (11 → 9%) and has 4 frames extra start-up (6 frames → 10 frames).
- Forward aerial has an added landing hitbox that deals 3%.
- New sweet spotted back aerial has much more growth (103 → 130), making it a very powerful KO move both onstage and offstage.
- New back aerial has less range, lost its lingering hitbox and no longer hits in front of Falco.
- Down aerial's meteor smash has much weaker growth (100 → 80), and the move has significantly more startup (frame 5 → 16) and landing lag (12 frames → 26 frames), drastically worsening its utility.
- Up air no longer has a sourspot and consistently sends upwards, leading to more followups.
- Up air deals 1% less damage (11 → 10%).
Throws/other attacks
- All of Falco's laser-based throws now consist of 1 strong blaster shot instead of 3 weak blaster shots, making them more reliable for damage racking, especially at high percentages.
- Up throw's new vertical trajectory along with its aforementioned single, strong shot makes it better for follow-ups, and it is arguably his best throw to string with at mid to high percentages.
- Back throw deals more damage and knockback, just barely making it a viable kill throw at around 140% near the edge.
- Down throw deals less damage and has lost its chain grabbing ability, removing one of his best strategies from Brawl as well as harming Falco's damage racking game.
Special moves
- Falco Phantasm no longer leaves Falco helpless when used in mid-air, and can no longer dash over edges when used on the ground. It also has less landing lag when used while airborne, and gives Falco some slight forward momentum after the move ends.
- Falco Phantasm has more startup (17 → 19).
- Falco Phantasm has a new animation, involving Falco spreading his arms out.
- Falco Phantasm can no longer be canceled, removing recovery mix-ups with it.
- Fire Bird gains more recovery distance.
- Blaster loses practicality as an approach option as shots no longer auto-cancel, cannot be fired as frequently, and aerial Blaster shots barely get a noticeable increase in attack speed. The height of Falco's short hop often shoots the lasers over the opponent's heads. It also covers significantly less range (not even the full Final Destination length).
- Blaster shots now deal consistent 3% damage as they travel farther.
- Reflector starts and ends slightly faster. Because of Smash 4's higher hitstun, it is a better poking option than in the previous game, as Falco can now use another move once Reflector ends while the opponent is stunned.
- Because Reflector is faster, the window that Falco gets to reflect projectiles is slightly shorter, making timing of the move more crucial than in Brawl.
- Falco's Reflector animation is more fluid, and he now catches the device with his wing once the move ends.
- Landmaster is less powerful and lasts a shorter duration.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Falco does a jab, another jab, and then tilts diagonally and spins very quickly with his arms out. | ||
2% | ||||
0.4% (loop), 3% (last) | ||||
Forward tilt | 9% | Kicks his leg out. Can be angled. Below-average knockback. | ||
Up tilt | 4% (hit 1 most), 3% (hit 1 late tip), 5% (hit 2) | Swings both of his wings above his head, hitting twice. The tip of the first hit is a meteor smash, although it is very hard to land consistently in normal gameplay as both attacks chain well into each other. | ||
Down tilt | 12% (near), 11% (mid), 9% (far) | Falco performs a quick tail swipe. Surprisingly good knockback for its speed, being a reliable KO move around 120% if sweetspotted. | ||
Dash attack | 9% (clean), 6% (late) | Falco jumps slightly off the ground while running and performs a kick. | ||
Forward smash | 15% (clean), 10% (late) | Falco swings his wings in an overhead powerful swipe, slashing anyone who is caught in it. High knockback. Sweetspot is at the hands. | ||
Up smash | 4% (hit 1), 12% (hit 2) | Falco does a backflip, kicking out with both feet. Hits twice with moderate knockback. | ||
Down smash | 15% (feet), 12% (legs) | Falco does a split kick that comes out decently quickly. His legs are intangible for a short time before the attack strikes. Below-average range. Has a very small sourspot in the center of his body that deals weak vertical knockback. | ||
Neutral aerial | 3% (hits 1-2), 2% (hit 3), 4% (hit 4) | Falco does a series of spinning swipes with his wings, hitting four times. The final hit knocks opponents away. | ||
Forward aerial | 1% (loop), 4% (last), 3% (landing) | Falco turns horizontally and spins, hitting multiple times with his beak, similar to Pikachu's or Sonic's forward aerial. All attacks chain well into each other, and the final hit does massive knockback, KOing offstage around 100% while not being particularly hard to land. Landing while the move is used causes a shockwave that knocks opponents away with decently strong knockback, making this move one of Falco's best finishing moves both onstage and offstage. | ||
Back aerial | 13% (clean), 7% (late) | Falco does a backwards flying kick with one leg outstretched. Excellent start-up and knockback scaling, but fairly low range. | ||
Up aerial | 11% | Falco does a forwards flip kick into the air. Juggles well at low percentages and can KO at higher percentages. Knockback is somewhat lacking compared to Fox's, but Falco's high jumps allow it to be used from very high up near the blast line. | ||
Down aerial | 13% (clean), 8% (late) | Falco turns diagonally and spins. High startup lag, and hits once with a meteor smash. Significantly nerfed from Brawl, although it benefits from frame cancelling. | ||
Grab | — | Grabs the opponent. | ||
Pummel | 2% | A quick knee strike. | ||
Forward throw | 4% (hit 1), 3% (throw) | Falco bashes the opponent forward. Can combo into a forward air at low to mid percentages if the opponent's jump is read, which can lead to a KO at particularly high percents. | ||
Back throw | 6% (throw), 3% (shots) | Falco throws the foe backwards and then blasts them once with his blaster. Can KO at around 140% near the edge if opponent is hit by the blaster shot, slightly weaker than Mario's back throw. | ||
Up throw | 4% (throw), 4% (shots) | Falco throws the foe upwards and shoots them with a blaster shot. Arguably Falco's best combo throw at mid to high percentages, due to his high jumps. | ||
Down throw | 2% (shots), 3% (throw) | The opponent is thrown on the ground and shot in the chest with Falco's blaster. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Falco lunges and kicks backwards and forwards. | ||
Floor attack (back) Floor getups (back) |
7% | Falco extends to attack in front and in back. | ||
Floor attack (trip) Floor getups (trip) |
5% | Falco spins around, kicking those who are near. | ||
Edge attack Edge getups |
7% | Falco lunges at the opponent with a kick. | ||
Neutral special | Default | Blaster | 3% | Falco fires his blaster. Unlike Fox's Blaster, it is slow but can stun the opponent. The blaster fires a bit faster in the air, although not really noticeable. |
Custom 1 | Explosive Blaster | 1% (loop), 2% (last) | Falco fires a shot that slows down as it travels and explodes right before it stops. It pushes opponents while traveling, but does not do damage until the shot explodes. | |
Custom 2 | Burst Blaster | 2% | Falco fires more rapid shots, but with less power and range. Similar to Fox's Blaster. | |
Side special | Default | Falco Phantasm | 7% (ground), 6% (airborne opponents when used in air) | Falco becomes invisible and suddenly dashes through opponents, leaving behind after-images. Unlike Fox Illusion, Falco Phantasm will launch airborne opponents straight downwards on contact, and it has faster startup. |
Custom 1 | Falco Phase | 0% | Falco is intangible for the duration of the move, but cannot hit opponents either. | |
Custom 2 | Falco Charge | 4% (early), 12% (clean), 4% (late) | A shorter dash that hits much harder at the beginning of the move. | |
Up special | Default | Fire Bird | 2% (charging loop), 3% (launch hit 1), 2% (launch hits 2-8), 2% (launch hit 9) | Falco charges up and suddenly fires himself in any direction, depending on what direction is held. The attack hits multiple times. |
Custom 1 | Fast Fire Bird | 2% | Falco instantly fires himself in any direction, but travels a shorter distance. | |
Custom 2 | Distant Fire Bird | 8% (first hit), 2% (loop) | Falco charges up for a longer period of time, but travels further. The initial part of the attack launches opponents while the rest of the attack hits opponents multiple times, dealing weak knockback and can't link hits very well. | |
Down special | Default | Reflector | 5% (reflector), 1.2x (reflection) | Falco activates his Reflector and kicks it away from him, reflecting any projectiles and shocking any enemies it comes in contact with. It then returns to him as if magnetized. The move can be used as a poking tool that trips low-damage opponents and can start combos. |
Custom 1 | Accele-Reflector | 2% (reflector), 1.0x (reflection) | The reflector can only reflect projectiles while moving forwards, but increases the speed of the reflected shots which deal the same damage as before. The Accele-Reflector is colored green, and deactivates once it stops moving forwards. | |
Custom 2 | Reflector Void | 9% (reflector), 0.7x (reflection) | The reflector nullifies most projectiles instead of reflecting them, but deals more damage on contact. Reflected projectiles deal less damage than before. The Reflector Void is colored purple. | |
Final Smash | Landmaster | 12%/11%/10%/8% (movement), 10% (roll), 8%/12% (shot) | Falco summons his Landmaster. It has more aerial mobility than Fox's, but does not last as long, and its blasts are weaker. |
Taunts
- Kicks his reflector around like a hackey sack and says "Piece of cake!"
- Poses by standing on one foot with his wing raised before saying "Get some."
- Like in Melee, he spins once and crosses one arm before saying "Hands off my prey!"
- Smash Taunt: When fighting as Falco on the Corneria stage, quickly tap down on the directional pad once and he will kneel down and seem as though he's trying to communicate with someone through a device, and then stand back up, at which point a conversation will begin with another character from the Star Fox universe.
On-Screen Appearance
Falco ejects from an upside-down Arwing.
Victory Fanfare
A flourished remix directly from Brawl based on the theme that would play at the title screen in Star Fox 64. It is shared with Fox.
Victory Poses
- FalcoPose1WiiU.png
- FalcoPose2WiiU.png
- FalcoPose3WiiU.png
- Jumps high into the air and poses on the ground.
- Does rapid kicks and poses, saying "Had enough already?".
- If Fox is present after a match, there is a chance he will instead say "You're off your game, Fox."
- Crosses arms and looks away, saying "You aren't worth the trouble."
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Falco | 1123 | 1121 | 1133 | 1131 | 3123 |
3121 | 3133 | 3131 | 2123 | 2133 |
In event matches
Solo Events
- All-Star Battle: Melee: Falco is one of the eight opponents fought in this event. All the opponents debut in Melee and reappeared in Smash 4 as veterans.
- Duck Hunt!: As Duck Hunt, the player must defeat 10 ducks which appear in the stage background. Falco can interfere with the progress with Giant Falco appearing after some time has passed.
- Great Fox Defense: Falco must prevent a group of Mr. Game & Watches from landing on the stage. The Mr. Game & Watches have more stock on higher difficulties.
- Up to Speed: As Sonic, the player must defeat Fox, Falco, and Captain Falcon in a high-speed 1 stock match.
Co-op Events
- Keep 'Em off the Ship!: Fox and Falco team up to prevent a larger wave of Mr. Game & Watches from landing on the stage.
- Sky Pirates: Meta Knight and Dark Pit must team up to defeat Captain Falcon and Falco before the plane returns to the airfield.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
- Visiting Onett: Falco is one of the opponents Ness and Villager must fight against. The opponents are space characters or characters from other planets.
Trophies
- Falco
- A talented pilot and part of the Star Fox team, Falco can be a bit rough around the edges. He once led his own galactic gang before joining up with Fox. In Smash Bros., his ability to jump high and deal damage in the air makes him a powerful threat, and his thrown Reflector can catch foes by surprise.
- Ex-gang leader, ace pilot and comrade of Fox, Falco Lombardi might play it cool, but he's burning with passion on the inside. In this game, he excels at jumping and aerial combat, and the way his Reflector move flies forwards can catch foes off guard. Add to that his balanced array of attacks, and it's clear that Falco's a real threat.
- Falco (Alt.)
- Falco's Blaster looks identical to Fox's at first glance, but they are actually quite different. Most notably, Falco's version causes enemies to flinch, which can be invaluable when warding off approaching foes. It also deals more damage and has a slower fire rate - though its fire rate actually increases when used in mid-air.
- Landmaster (Falco)
- Falco jumps aboard his landmaster for his Final Smash, This powerful combat vehicle sports an explosive cannon and a heavily armored exterior. Falco can blast other fighters or simply drive into them with his tank. This landmaster also flies higher than Fox's, letting Falco give his rivals a pick-me-up...off the stage!
- With immense firepower and tough armour, the Landmaster makes for a mighty Final Smash. Falco can use this fine combat vehicle to run down and roll into rivals, as well as inundate them with cannon blasts. His Landmaster can hover a bit higher than Fox's making it easier to pick rivals up and give them a nice comfy ride off the stage!
- FalcoAllStarTrophy3DS.png
Alt. (3DS)
Update history
- Blaster can shoot faster.
- Landing hit of Forward Air does 5% damage, up from 2%.
- Fixed Reflector Void failing to reflect Timber properly.
- Jab improved; it locks opponents more reliably for all hits, and all hits have slightly larger hitboxes.
- Up smash's second hitbox starts up 1 frame sooner, and lasts two frames longer.
- Neutral aerial significantly improved; it has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces; significantly improving its followup capabilities.
- Forward aerial has 2 frames faster startup, and overall completes about 9 frames faster, giving it followup capabilities. It also deals 1% more damage if all aerial hits connect. It additionally has reduced landing lag.
- Its landing hit deals 2% less damage.
- Up aerial's startup was decreased by 3 frames, and its hitboxes deal more vertical based knockback, making it more combo-friendly. Its hitboxes are also slightly larger.
- Up aerial deals 1% less damage.
- All of up aerial's hitboxes deal the same knockback now, removing its sourspot.
- Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
- Down aerial's sweetspot no longer meteors grounded opponents, now sending opponents at a slightly diagonal vertical trajectory. While this removes its followup potential at high damages, it can no longer be teched by grounded opponents.
Technical changelist
Change | Old value | New value |
---|---|---|
Jab 1 hitboxes 0 and 2 switched | ||
Jab 1 base knockback | 30 | 35 |
Jab 1 angle (hitboxes 0-1) | 80° | 68°/77° |
Jab 1 size (hitboxes 0-1) | 2/3 | 2.5/3.2 |
Jab 1 Z-offset (hitbox 0) | 0 | -0.5 |
Jab 2 hitbox 2 angle | 50° | 45° |
Jab 2 hitbox 2 size | 2 | 5 |
Jab 2 Z-offset (hitbox 2) | 0 | -0.5 |
Transition from Jab 2 to Jab 3 | frame 10 | frame 9 |
Rapid jab loop hitbox sizes | 2/3 | 2.7/3.2 |
Up smash final hit longevity | frames 13-20 | frames 12-21 |
Neutral air weight-based knockback increased | ||
Neutral air range increased | ||
Neutral air (hit 2) damage | 3% | 2% |
Neutral air hits now auto link | ||
Neutral air's final hit now forces front-facing knockback | ||
Animation speed 1.33x for frames 0-37 | ||
Looping hits refresh time | 6 | 4 |
Number of looping hits | 3 | 5 |
Forward air landing damage | 5% | 3% |
Forward air base knockback | 30 | 50 |
Up air damage | 11% | 10% |
Up air angle | 68°/68°/80° | 65°/75°/85° |
Up air base knockback | 27/27/30 | 35/35/35 |
Up air knockback growth | 100/100/20 | 90/90/90 |
Up air hitbox 0 size | 4.8 | 5 |
Animation speed 1.5x for frames 0-8 | ||
Up air startup | 10 frames | 7 frames |
Down air sweetspot produces a different hitbox with a nonmeteor angle on grounded opponents | 280° | 80° |
Down air sourspot replaces sweetspot one frame later | 19 | 20 |
Down air sourspot hitbox size | 5 | 5.3 |
Alternate costumes
Gallery
Kicking Little Mac.
Readying his Blaster.
Attacking Bowser with Diddy Kong, Fox, and Takamaru.
Riding on an Arwing with Captain Falcon, Little Mac, and Fox.
Staring down Fox.
Posing with Pikachu.
In his Landmaster attacking Samus.
Using Falco Phantasm on Greninja.
On Boxing Ring with Captain Falcon, Luigi, and Shulk.
Hitting Lucario while wearing a Bunny Hood.
Using Falco Phantasm.
Slashing Pit.
Uses Falco Phantasm on Pit and Yoshi.
Hitting Charizard.
Fires his blaster.
Jabs on Olimar.
Forward aerial attack on Mega Man.
Poses with Peach.
Attacking Toon Link.
Attacking Greninja.
Aerial attack with Andross.
Poses with Captain Falcon.
Trivia
- Falco has three English voice actors between both versions of Super Smash Bros. 4. He has Marc Lund for his battle voice and the Orbital Gate Assault Smash taunts, Dex Manley for the Lylat Cruise Smash taunts, and Ben Cullum for the Corneria Smash taunts.
- Interestingly, the custom move set for his neutral special, Blaster will actually influence the throws in which Falco uses it. The same applies to Fox.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Star Fox universe | |
---|---|
Fighters | Fox (SSB · SSBM · SSBB · SSB4 · SSBU) · Falco (SSBM · SSBB · SSB4 · SSBU) · Wolf (SSBB · SSBU) |
Assist Trophies | Andross · Krystal |
Stages | Sector Z · Corneria · Venom · Lylat Cruise · Orbital Gate Assault |
Items | Smart Bomb |
Other | Leon Powalski · Panther Caroso · Peppy Hare · ROB 64 · Slippy Toad |
Vehicles | Arwing · Great Fox · Landmaster · Wolfen |
Trophies, Stickers, and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | Star Fox 64 |