Falco (SSB4)
Falco in Super Smash Bros. 4 | |
---|---|
Universe | Star Fox |
Other playable appearances | in Melee in Brawl |
Availability | Unlockable |
Final Smash | Landmaster |
Tier | F (38) |
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 North American and European release of Super Smash Bros. for Nintendo 3DS. In Japanese, he is once again voiced by Hisao Egawa. In English, Mark Lund, Falco's voice actor from Star Fox 64 3D and Star Fox Zero, now voices him, replacing Dex Manley from Brawl.
Falco is currently ranked 38th out of 56th on the tier list, a huge drop from Brawl, where he is ranked 7th out of 38 and his worst placement in the series. All of his moves have high speed, decent range and favourable angles, granting him a very resilient combo game and strong juggling capabilities. These are further aided by his good grab game and strong jumps, with the latter remaining the highest in the game. However, Falco's neutral game has been drastically weakened, with his two staple moves, Blaster and down aerial, now being much slower. Both are also incapable of autocancelling in a short hop, eliminating Falco's ability to approach safely. Back aerial has less range and shorter duration, making it less effective at spacing. Finally, even though the changes to hitstun cancelling makes down throw much better for combos, it can no longer lead into the Gatling Combo or rack up damage on its own. In the end, while Falco is technically better overall, the sheer weakening of the tools that gave him a powerful neutral game has resulted in low tournament representation and poor results for him. His tier drop from Brawl is the third largest, with his presence in this game being almost completely overshadowed by that in the last two games, in an identical fashion to Marth.
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.
Attributes
Falco is a light character with polarized movement. He has the strongest jumps, a fast walking speed, fast falling speed and high air acceleration, but a rather slow dashing speed, below average air speed and very high gravity. These stats give Falco slow horizontal movement, but proficient vertical movement. They also give him good vertical survivability for a character of his weight.
Falco's greatest strength is the resilience of his moveset. His neutral attack and forward tilt are both exceedingly quick, while up tilt and down tilt can be used to combo into another attack or KO at high percentages. His smash attacks are all powerful and have decent range as well. Down smash is also a semi-spike, making it very good at edgeguarding. His aerial moves are also powerful in their own way. Neutral aerial is very quick and deals 11% if all hits connect, making it excellent at disrupting the opponent's moves and a great combo finisher. Forward aerial is powerful and can easily KO offstage. It also has a strong landing hitbox which sends the opponent away if the move wasn't over. Up aerial sends opponents vertically and is a great move for comboing and KOing off the top, thanks to Falco's high jumps. Back aerial is Falco's strongest aerial, as well as his second fastest, making it a great choice in any case. Lastly, down aerial, while significantly nerfed from Brawl, can still be useful for KOing offstage, as it is a meteor smash. All these grant Falco a very versatile combo game.
Another advantage Falco possesses is his grab game. His pummel is quick and decently damaging, making it great at racking up damage. Forward throw is decently strong and can set up a dash attack or an edgeguard. Back throw is great for giving Falco some breathing space, since the first hit is a semi-spike, and when combined with the laser's hit, the throw can even KO at high percentages. Up throw sends opponents straight up, and can be used to combo into any aerial or KO with the aid of a platform. Finally, down throw can combo into dash attack and any aerial at low percentages, or tech-chase if the opponent is past combo percentages, like in Brawl. Coupled with his fast rolls and sidestep, with the former being long-distanced, as well as the aforementioned combo abilities, Falco has an impressive out of shield game.
His special moveset also has some interesting options. Blaster is Falco's main projectile and, while extremely unsafe at close range, is an invaluable move for pressuring, gimping recoveries (especially those of Ganondorf and Little Mac) and halting or even preventing approaches (like Palutena's). Reflector is, like the name implies, a move capable of reflection, allowing Falco to actively combat camping. It also carries a damaging hitbox that has a high chance of tripping opponents, even at percentages over 400%, allowing potential tech-chases. Falco Phantasm involves Falco quickly dashing sideways, making it great for horizontal recovery. The aerial version also meteor smashes aerial opponents and has little landing lag, making it useful for gimping recoveries and repositioning, respectively. Lastly, Fire Bird is his primary recovery move, granting him respectable distance in any direction chosen. It also makes Falco slide across the air, letting him mix up his positioning, and has damaging hitboxes throughout (dealing 31% if all hits connect), making up for its low speed.
However, Falco has numerous weaknesses. His most prominent flaws are his recovery and his neutral game. About his neutral game, and as mentioned before, Falco's horizontal mobility is fairly slow, limiting his movement across the stage. This gives him significant trouble approaching and pressuring opponents, since Blaster, his best reliable tool at doing so, can no longer autocancel. In addition, while Falco's moves are overall very quick startup-wise, many of them are slow endlag-wise, making misused moves heavily susceptible to punishment. When combined with his overall poor range on his melee attacks and the fact that most of his moves' sweetspots are close to his body, Falco has significant trouble both in a neutral position and at KOing, despite his overall high power. As for his recovery, while his high jumps, Falco Phantasm, wall jump and Fire Bird give him a very long-distanced recovery, it is extremely predictable because of how linear it is. These four options are also very ineffective on their own, making his recovery easy to gimp. Outside of low percentages, Falco's combo-oriented moves are prone to being DIed, making it harder for him to rack up damage effectively, which is further exacerbated by the removal of chain grabbing, DACUS and the Gatling Combo. Despite being light, Falco is susceptible to combos, because of his fast falling speed and lack of escape options. His survivability is also below average at best, mainly because of Falco's low weight, high gravity, and predictable recovery.
Falco has a number of useful custom moves. Burst Blaster has less range, but is much faster, forcing bad approaches from the opponent much more easily. Falco Phase cannot hit opponents and does not grant any momentum, like in Melee, but Falco cannot be hurt either, and the move is also faster. Distant Fire Bird is slower and has no charging hitbox, like in Melee, but it moves further and has more momentum, considerably improving his recovery. Reflector Void destroys most projectiles instead of reflecting them, but deals more damage on contact, and is the optimal choice against certain characters like Villager or if the opponent lacks projectiles. His other custom moves are either very situational, or do not have many advantages over the default.
Due to his neutral game being severely nerfed from Brawl, Falco's weaknesses tend to outweigh his strengths, resulting in infamously low tournament representation and similar results outside of Keitaro's and Cyro's efforts.
Changes from Brawl
Falco has received a mix of buffs and nerfs, with the former being more than the latter. However, because his neutral game was weakened, he is nerfed overall.
Falco's overall power has been improved significantly, removing his main weakness from Brawl. His down tilt has regained its lost power from Melee and his smash attacks are stronger. His forward aerial is stronger and unaffected by SDI, his up aerial has consistent power and more vertical knockback, and his back aerial has much more power, to the point of being one of the strongest of its kind. In addition, his grab game has had its consistency drastically improved, with up throw and down throw having comboing abilities, and back throw having KO power. His recovery, another severe weakness he had ever since Melee, has been heavily buffed. While Falco Phantasm can no longer be interrupted, it no longer puts Falco in helpless state, allowing Fire Bird to be used immediately after, with the latter also granting more distance. Due to being slow, both moves also benefit a lot from the removal of edge-hogging.
However, the few nerfs Falco received were harsh enough to cripple his neutral game. The removal of DACUS (and subsequently the Gatling Combo) prevents his newly buffed up smash to be used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer affected adversely by it, the threat of him easily racking up large amounts of damage is no longer present. Down aerial, a staple in Melee and Brawl, has been drastically slowed down, to the point where it is now useless outside of edgeguarding. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. Due to these nerfs, Falco is now much less of a threat in the neutral game, as it is considerably harder for him to put his high power to good use, making him a much less effective character than he was in Brawl, similarly to Meta Knight, King Dedede, Jigglypuff and Marth, though the former is still a formidable character in competitive play, while Falco is not.
Aesthetics
- As part of the aesthetic used in SSB4, Falco's overall color scheme is brighter compared to how it looked in Brawl. Additionally, his eye reticle is smaller than it was in Brawl.
- Falco now says "Get some!" when he performs his side taunt, instead of "Don't try me."
Attributes
- Falco's dashes faster (1.432 → 1.472).
- Falco's air speed is faster (0.893 → 0.93).
- Falco's falling speed is faster (1.708 → 1.8), which makes him harder to KO, but more susceptible to combos.
- The above change and the general physics changes in SSB4 result in Falco having a higher fast-falling speed (2.3912 → 2.88), which improves his defense against juggling.
- Falco's gravity is higher (0.112 → 0.13). This somewhat makes up for his faster falling speed giving him better vertical endurance, and also makes him more susceptible to combos.
- Falco's rolls have less ending lag (IASA 31 → 30).
- Falco's rolls provide less intangibility frames (15 frames → 12).
- Falco's spot dodge provides less intangibility frames (18 frames → 14), and has more ending lag (IASA 22 → 26).
- Falco's air dodge has less start-up (frame 4 → 2), and less ending lag (IASA 49 → 32).
- Falco's air dodge provides less intangibility frames (25 frames → 24).
- Falco's soft landing is 1 frame faster (3 frames → 2).
- Falco's item throw is weaker (1 → 0.94).
- The removal of chain grabbing weakens Falco's approach, as he can no longer chain grab with his down throw. However, it also improves his overall endurance, as he is no longer vulnerable to chain grabs himself.
Ground attacks
- Neutral attack now transitions into a finisher, where Falco swipes his wing across.
- The first and second hit of neutral attack no longer have set knockback (5 set/100 growth → 35 base/30 growth (first hit), 20 set/100 growth → 30 base/30 growth (second hit)), and the second hit has less reach (6u → 5u). The first and rapid hits also deal less damage (4% → 3% (first hit), 1% → 0.4 (rapid hits)).
- The first and second hit of neutral attack have altered knockback angles (80° → 68°/77°/80° (first hit), 50° → 80°/50°/45° (second hit)).
- Dash attack has increased knockback (40/30 base/90 growth → 80/70/70).
- Dash attack has doubled startup lag (frame 4 → 8).
- Up tilt has less startup (frame 6 → 5).
- Down tilt has more base knockback (25 → 50/35), restoring its KOing potential from Melee. The changes to hitstun cancelling also makes it a good combo starter at low percents.
- The sourspot hitboxes of down tilt have less knockback growth (90 → 88), and the middle hitbox deals less damage (12% → 11%).
- Forward smash has increased knockback (40 base/88 growth → 42/90/93/96 (clean hit), 10 base → 30 (late hit)).
- Forward smash hits 1 frame later (frame 16 → 17) and the late hit has less reach (9u → 6u).
- Forward smash has increased hitlag (0.5x → 1x (clean hit), 0.3x → 0.5x (late hit)). This makes it safer on shield, but easier to DI.
- Falco has a new up smash, a backflip kick. It deals 2% more damage (14% → 16%) and hits twice instead of once, with the first hit leading into the second and leaving no sourspot behind Falco, and dealing more knockback than his previous up smash (20 base/98 growth → 31/104). It also comes out 1 frame earlier (frame 8 → 7), hits better against crouching opponents and grants intangibility frames on Falco's legs. These changes make it stronger overall.
- Up smash has more ending lag. The removal of DACUS also eliminates its use as an approach option, combo finisher (in the form of the Gatling Combo) or KO follow-up after a down throw.
- Down smash has higher knockback growth (70 → 78). It also has intangibility on his legs, restoring the move's usefulness from Melee.
- Sourspotted down smash deals less damage (13% → 12%).
Aerial attacks
- All loop hits of neutral and forward aerials connect better, as they use the autolink angle.
- The final hit of neutral aerial, all hits of forward aerial, and the clean of down aerial have increased hitlag (1x → 2x (neutral), 0.7x → 1x (forward aerial looping hits), 2x → 2.5x (forward aerial final hit), 1x → 2x (down)). This makes them safer on shield, but easier to DI.
- Each hit of neutral aerial has more reach (5u → 6u (multi-hits), 5u → 8u (final hit)). The final hit also has increased knockback (40 base/100 growth → 55/130).
- Neutral aerial has more landing lag (9 frames → 15).
- Forward aerial deals 2% less damage (11% → 9%) and has more startup (6 frames → 10). The final hit also has an increased SDI multiplier (0x → 1x) and less reach (8u → 6u).
- The final hit of forward aerial deals more knockback (80 base/60 growth → 55/145), making it a very reliable KOing option offstage. Its also has less landing lag (33 frames → 25) and a new landing hitbox that deals 3% and high knockback (30 base/160 growth) that can KO at 160% near the ledge.
- Falco has a new back aerial, where he kicks behind him while shortening more his body. It has much higher knockback growth (103 → 130), now being one of the strongest of its kind if landed clean.
- Back aerial has less reach (6u → 4.8u), and its lingering hitbox has been shortened by 8 frames.
- Up aerial deals 1% less damage (11% → 10%).
- Up aerial has less startup (frame 10 → 7), deals more knockback (27/30 base/100/20 growth → 35/90), and has more reach (4.8u → 5u). Each hitbox also now launches opponents at a more vertical angle (68°/80° → 65°/75°/85°), improving its follow-up and KO potential. All of this also removes it's sourspot.
- The clean hit of down aerial has a different launch angle on aerial opponents (280° → 285°), allowing it to gimp offstage opponents more easily. Due to its 2x hitlag multiplier, the move also benefits heavily from frame cancelling upon landing.
- The clean hit of down aerial has a different launch angle on grounded opponents (280° → 80°). This makes it stronger and prevents teching, but also removes its follow-ups at high percentages.
- Down aerial has drastically more startup (frame 5 → 16) and increased landing lag (12 frames → 23). These drastically worsen its utility and prevent it from autocancelling in a short hop. Its clean hit also has lower knockback growth (100 → 80) and less reach (5.5u → 4.2u (clean hit), 5.5u → 5.3u (late hit)).
Throws/other attacks
- Standing and pivot grabs have slower startup (standing: frame 6 → 8, pivot: frame 9 → 11).
- Dash grab's startup has been lowered by one frame (frame 11 → 10).
- Excluding forward throw, all throws now consist of one strong Blaster shot instead of three weak shots, making them more reliable for damage racking, especially at high percentages.
- Back throw deals 1% more damage (8% → 9%) and more knockback. When combined with the previous point, this makes it a reliable KO throw at around 150% near the edge.
- Along with its aforementioned single strong shot, up throw's new vertical trajectory makes it much better for follow-ups at mid to high percents. It also benefits from the new rage mechanic, which makes it a reliable KO throw on stages with platforms.
- The changes to hitstun canceling makes down throw a better combo starter at low to medium percents, particularly into dash attack, neutral aerial, or forward aerial.
- Down throw now hits only twice, dealing less damage in total (9% → 5%). It also has more knockback (45 base/130 growth → 60/110), making it more difficult to follow up on at higher percents.
Special moves
- Blaster can no longer autocancel, removing silent lasers. It also fires slower and the aerial speed increase is less significant than in Brawl. While it can still be used to jab reset, laser locking is no longer possible. These changes have removed all of this move's utility in approaching.
- Blaster has less startup (frame 12 → 11 (grounded), frame 10 → 9 (aerial)), and the shots now deal a consistent 3% damage regardless of distance.
- Falco Phantasm no longer dashes over edges when used on the ground. It also has less landing lag when used in the air. It no longer leaves Falco helpless when used in midair and gives Falco some forward momentum after the move ends. The introduction of ledge-trumping also allows it to be used for gimping opponents after trumping the edge.
- Falco Phantasm has increased startup (17 frames → 19). It can also no longer be interrupted, removing Falco's recovery mix-up options.
- Falco Phantasm has a new animation, with Falco now spreading his wings out when performing it.
- Fire Bird covers more distance, has less startup (frame 21 → 20), and has a decreased SDI multiplier (1.5x → 0.8x).
- Reflector starts and ends faster. The increase in shieldstun also make it a better poking option than in Brawl. It also has more reach (3u → 3.5u).
- Reflector deals less damage (6% → 5%) and now deactivates once Falco grabs the device, shortening the window that Falco gets to reflect projectiles and making timing of the move more crucial than in Brawl. Its reflection multiplier has also been decreased significantly (1.5x → 1.2x).
- Reflector has a more fluid animation. Falco will also catch the device with his wing once the animation ends.
- Landmaster is weaker and does not last as long.
Update history
Falco has been buffed via game updates. In update 1.0.4, his Blaster's firing rate was increased, which slightly improved his neutral game. Update 1.0.8 buffed Falco's punishing game by making his neutral aerial more versatile, as well as increasing the speed of his up and forward aerials. The same update also slightly improved his aerial mobility by increasing his air speed and acceleration. Update 1.1.4 increased his down smash's knockback, while improving his up smash by decreasing its start-up, increasing its knockback, and granting intangibility to its first hit. Lastly, the new shield mechanics also aid some of Falco's moves without harming others. These changes gave Falco more offensive options and improved his previously nerfed damage racking ability, making him better than he was in the game's initial release. However, since none of them have improved his very weak neutral game, Falco still remains at a large disadvantage compared to most of the cast.
- Forward aerial's landing hit deals considerably more damage (2% → 5%). Its knockback values were not compensated, drastically improving its KO potential.
- Forward aerial's landing hit extends farther horizontally (z offsets: 11/8 → 12/7), increasing its horizontal range.
- Down aerial has less ending lag (FAF 58 → 52) and landing lag (26 frames → 23).
- Blaster has a more generous repeat window (frames 7-14 → 7-17).
- Grounded Blaster has a shorter delay between shots (34 frames → 29).
- Grounded Blaster has less ending lag (FAF 64 → 59).
- Fixed a glitch in which Reflector Void failed to reflect Timber properly.
- Landmaster's falling hitbox can no longer hit damageable floors.
- Falco's air speed increased: 0.893 → 0.93.
- Falco's air acceleration increased: 0.07 → 0.09.
- Neutral attack has been improved. It keeps opponents in place more reliably for all of its hits and its hitboxes' sizes increased.
- Neutral aerial has been improved. It keeps opponents in place more reliably for all of its hits, its hitboxes' sizes increased and it always deals knockback toward the direction Falco faces, significantly improving its follow-up potential.
- Neutral aerial deals 1% less damage: 12% → 11%.
- Forward aerial deals 1% more damage if all aerial hits connect: 5% → 6%.
- Forward aerial's start-up and landing lag decreased: 12 frames → 10 (start-up), 32 frames → 25 (landing).
- Forward aerial overall lag decreased: 58 frames → 50, giving it follow-up potential.
- Forward aerial's landing hit deals 2% less damage: 5% → 3%.
- Up aerial's start-up decreased: 10 frames → 7.
- Up aerial's hitboxes' sizes increased and deal more vertical knockback.
- Up aerial's sourspot removed, leaving it with a single hitbox that deals 1% less damage than its previous sweetspot: 11% → 10%. This makes its utility much more consistent at the cost of an extra powerful hitbox.
- Sweetspotted down aerial's duration increased by 1 frame.
- Sourspotted down aerial's hitboxes' sizes increased.
- Sweetspotted down aerial no longer meteor smashes grounded opponents. Instead, it now launches opponents at a slightly diagonal vertical trajectory. This makes it incapable of being teched at the cost of removing its follow-up potential at high percentages.
- Falco Phantasm's start-up increased: frame 18 → 19.
Technical changelist 1.0.8
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 |
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 | 285° | 80° |
Down air sourspot replaces sweetspot one frame later | 19 | 20 |
Down air sourspot hitbox size | 5 | 5.3 |
- Up smash's first hit has less startup lag with a longer duration (frame 8 → 7-8). The animation was unchanged, giving the move considerably more range below Falco.
- During up smash, Falco now has intangibility on his attacking leg while the hitboxes are active.
- Up smash's first hit has altered knockback (60/80 (base near/far), 25/30 (scaling near/far) → 70/18).
- Up smash's first hit now has weight independent knockback.
- Up smash's Middle hitbox has been moved slightly forwards (x offset: 1.5 → 2).
- Up smash's far hitbox is positioned further away from Falco (x offset: 5 → 7.7 (hit 1 early)/7 (hit 1 late/hit 2)), giving the move more range.
- Up smash's second hit deals more knockback (30 (base), 98 (scaling) → 31/104), improving its KO potential.
- Down smash has higher knockback scaling (76 → 78), slightly improving its KO potential.
- Down Throw Ledge Spike Bug removed.
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Performs two knifehand strikes, then tilts diagonally and spins very quickly with his wings spread out before finishing with another knifehand strike. | ||
2% | ||||
0.4% (loop), 3% (last) | ||||
Forward tilt | 9% | A roundhouse kick. It can be angled, but has below average knockback. | ||
Up tilt | 4% (hit 1 most), 3% (hit 1 late tip), 5% (hit 2) | Slightly twists around and swings both of his wings upward. The tip of the first hit is a meteor smash, although it is very hard to land consistently in normal gameplay as both attacks connect well with each other. Useful for comboing. It also functions as a fast, though somewhat weak KOing option, dealing enough vertical knockback to KO at around 160%. | ||
Down tilt | 12% (near), 11% (mid), 9% (far) | Swipes across the floor with his tail feathers. Surprisingly good knockback for its speed, reliably KOing at 120% if sweetspotted. It also has combo potential depending on the knockback it deals. | ||
Dash attack | 9% (clean), 6% (late) | A flying kick. The late hit launches the opponent at a lower angle. | ||
Forward smash | 15% (clean), 10% (late) | A two-handed overhead slash. Has high knockback and its sweetspot is at his hands. KOs at 102%. | ||
Up smash | 4% (hit 1), 12% (hit 2) | A backflip kick. Falco's leg has intangibility during the first hit. KOs at 130%. | ||
Down smash | 15% (feet), 12% (legs) | A split kick. Comes out rather quickly and Falco's feet are intangible for a short time before the attack. However, it has below average range. There is a very small sourspot in the center of his body that deals weak vertical knockback, but its ending lag renders the move practically unusable for combos. | ||
Neutral aerial | 3% (hits 1-2), 2% (hit 3), 3% (hit 4) | Spins and swipes repeatedly his wings, hitting four times. A good combo move, the last hit launches opponents away. | ||
Forward aerial | 1% (loop), 4% (last), 3% (landing) | Spins in a horizontal corkscrew to perform a drilling peck. It is similar to Pikachu and Sonic's forward aerials. Can KO around 100% offstage while not being particularly hard to land. Landing while the move is in use causes a shockwave that launches opponents away with decently strong knockback, making this move one of Falco's most reliable KOing options overall. | ||
Back aerial | 13% (clean), 7% (late) | A back kick. Its very fast startup and incredibly high knockback growth make it a great KOing option despite its fairly low range and its hitbox no longer lasting as long as it did in Brawl. | ||
Up aerial | 10% | A somersault kick. Juggles well at low percentages and can KO at higher percents. Its 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, where it can KO at around 115%. | ||
Down aerial | 13% (clean), 8% (late) | A downward corkscrew stomp. A decently strong meteor smash on aerial opponents. Though very situational, frame cancelling is highly effective due to the clean hit's 2.0x hitlag multiplier. Its late hit can also jab reset floored opponents. | ||
Grab | — | An average grab. | ||
Pummel | 2% | Knee strikes the opponent. Decent speed. | ||
Forward throw | 4% (hit 1), 3% (throw) | Bashes the opponent forward. Can combo into a dash attack at until medium percentages if the opponent does not react. | ||
Back throw | 6% (throw), 3% (shots) | Throws the opponent backwards and then shoots them once with his Blaster. Can KO at around 150% near the edge if the opponent is hit by the laser. | ||
Up throw | 4% (throw), 4% (shots) | Throws the opponent upwards and then shoots them once with his Blaster. A reliable combo starter until high percentages thanks to Falco's high jumps. It can combo into any aerial (except down aerial) and, with a proper read, lead into a KO with up aerial. The throw itself can KO at high percentages if performed on stages with platforms. | ||
Down throw | 2% (shots), 3% (throw) | Throws the opponent to the ground and shoots them with his Blaster. Like his up throw, it is a very reliable combo starter. It can lead into an up smash, a dash attack or either a neutral, forward, or down aerial at low percentages, as well as a back aerial at medium percentages. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Lunges and kicks backward and forward. | ||
Floor attack (back) Floor getups (back) |
7% | Extends to attack in front and in back. | ||
Floor attack (trip) Floor getups (trip) |
5% | Spins around while kicking. | ||
Edge attack Edge getups |
7% | A corkscrew dropkick. | ||
Neutral special | Default | Blaster | 3% | Fires his Blaster. Unlike Fox's variant, it is slow, but can make the opponent flinch and is slightly more powerful. The Blaster fires slightly faster in the air, although this speed increase is negligible. Due to the lasers' low fixed knockback, any floored opponent will be jab reset if hit by one. |
Custom 1 | Explosive Blaster | 1% (loop), 2% (last) | The Blaster's laser slows down as it travels and explodes right before it stops. It pushes opponents while traveling, but does not deal damage until the laser explodes. | |
Custom 2 | Burst Blaster | 2% | Acts similarly to Fox's Blaster in that it fires faster, but has lower power, range, and loses its ability to make the opponent flinch. Additionally, it still fires slower than Fox's, though its ending lag is significantly lower. | |
Side special | Default | Falco Phantasm | 7% (ground), 6% (airborne opponents when used in air) | Dashes forward at a blinding speed, leaving behind afterimages. Unlike Fox Illusion, Falco Phantasm will launch airborne opponents straight downward on contact, and it has 2 less startup. On grounded opponents, it sends them upwards with favorable force to combo into a back aerial. |
Custom 1 | Falco Phase | 0% | Falco is intangible for the duration of the move, but it cannot hit opponents either. It does not give Falco any momentum. | |
Custom 2 | Falco Charge | 4% (early), 12% (clean), 4% (late) | The dash's range is shorter, but it 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) | Cloaks himself in flames and suddenly fires himself in any direction, depending on what direction is held. The attack hits multiple times. It also travels a shorter distance than Fox's Fire Fox. |
Custom 1 | Fast Fire Bird | 2% | Instantly fires himself in any direction, but at the cost of a shortened distance. | |
Custom 2 | Distant Fire Bird | 8% (first hit), 2% (loop) | The charging time is longer, but Falco travels further. The initial part of the attack launches opponents while the rest of the attack hits opponents multiple times, dealing weak knockback and having a 1.5x SDI multiplier. | |
Down special | Default | Reflector | 5% (Reflector), 1.2x (reflection) | 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 damaged opponents and can start combos. |
Custom 1 | Accele-Reflector | 2% (Reflector), 1x (reflection) | The Reflector deals less damage, can only reflect while moving forward and does not increase the reflected projectiles' damage output, but doubles the speed of the reflected projectiles. The Accele-Reflector is colored green. | |
Custom 2 | Reflector Void | 9% (Reflector), 0.75x (reflection) | The Reflector deals more damage and destroys absorbable projectiles instead of reflecting them. Non-absorbable projectiles are still reflected, but deal less damage due to its lowered reflection multiplier. Its angle and knockback are almost identical to his Reflector in Melee. The Reflector Void is colored purple. | |
Final Smash | Landmaster | 12%/11%/10%/8% (movement), 10% (roll), 8%/12% (shot) | Calls in a Landmaster. Like Fox's Landmaster, Falco's version can shoot laser blasts and damage opponents while maneuvering around. Unlike Fox's however, it has better aerial mobility at the cost of weaker blasts. |
On-screen appearance
- Ejects from an upside-down Arwing.
Taunts
- Up taunt: Kicks his Reflector around like a hacky sack and says "Piece of cake!" (楽勝だぜ。, That was an easy win.) before catching it.
- Side taunt: Poses by standing on one foot with his wing raised before saying "Get some!" (かかってきな。, Come at me.)
- Down taunt: Spins once and crosses one wing before saying "Hands off my prey!" (俺の獲物に手を出すな!, Get your hands off of my prey!)
- Smash taunt: When fighting as Falco on the Corneria stage in Super Smash Bros. for Nintendo 3DS or Lylat Cruise in Super Smash Bros. for Wii U, quickly tap down on the directional pad once and he will kneel down and seem as though he is 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.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Slightly turns to his side.
- Moves his wing in front of his face.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Fal-co! | Fal-co! |
Pitch | Group chant | Group chant |
Victory poses
- Jumps high into the air and then performs a crouching pose upon descending to the ground.
- Performs a rapid series of kicks and then 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 weren'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 |
Notable players
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)
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.
Alternate costumes
Gallery
Falco's amiibo.
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. He shares this with Fox.
- Interestingly, the custom move set for his neutral special, Blaster will actually influence the throws in which Falco uses it. He also shares this with Fox.
- This is Falco's first appearance where he is not unlocked by completing 100-Man Smash. This unlock criteria goes to Wario instead.
- Falco is the last non-DLC character amiibo to be released in the Super Smash Bros. amiibo lineup.
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 |