So, opinions, for
. Nair or bair for efficient spacing?
Please head over to the Falco boards for this:
http://smashboards.com/forums/falco.496/. Specifically, ask here next time:
http://smashboards.com/threads/falco-king-of-the-birds-game-play-discussion.367184/. Also, read the stickied threads, please. They're stickied for a reason.
Short answer is Ftilt and Dtilt for ground, Bair for low aerial, and Nair for high aerial. NEVER use Fair. People are only getting away with it because people still don't understand that it has a landing hit and why should it? The animation does not show that. Falco's Fair landing hit is a disgusting hitbox that needs to be removed. Anyway, once people realize that it has 25 frames of landing lag and they should just shield it all the way, it's punishable even if you drift out since the most commonly used and well-placing characters have above-average ground speed against Falco's poor overall movement speed.
Falco is def nota zoner though he's the opposite lol. His boxing game is pretty solid. I honestly think he's super underdeveloped.
Yes, he's an anti-zoner by design - good close-range, a projectile to play at range, and a reflector to counter projectiles -, however, he fails at that when he's limited to being incapable of offensively challenging (Blaster) zoners and reliant on defensively challenging (Reflector) zoners. Both having high recovery compared to other offensive and defensive (anti-)zoning tools hurts. Also, moving slow hurts too when other anti-zoners tend to be fast like Fox and the Pits or have better projectiles to challenge at range like Dr. Mario, Lucas, Ness, and maybe even Luigi.
He has side b as a approach option that you should use sparingly. He's like a Luigi to me. Luigi does have a fireball which is vastly more useful than side b, side b is still an option. And his mobility problems are kinda overrate imo. And can't you shorten up his side b uses
Ffamran
Smash 4 removed the ability to shorten any of Falco and Fox's Side Specials. Why? I don't know. They should have just shortened Falco Phantasm if they weren't going to bother giving it a full hitbox and why should they when it's the longest spike in the game. It's weak, it's telegraphed, but it covers a huge amount of range which even with half its range, is really difficult to balance and stupid in modes like FFA and 2v2 and up. They should have just given him (a variant of) Wolf Flash if they wanted to kept the idea Falco spikes with his Side Special or just make a better-tuned Falco Charge or Phase the default. Hell, a horizontal Fast Fire Bird could work too. Also, Illusion should be doing more than 3%... It did 7% in Melee, 4% in Brawl, and now? 3%. I get it being "spammable" and 7% might be too "much", but what was wrong with 4%? Why you gotta bring a pilot down?
As Gamegenie222 said, Falco Phantasm is not an approach option. This isn't Fox and this isn't Brawl Falco. All you have to do is move back or stand back to hit him. There is absolutely no threat when Falco uses Falco Phantasm to recover or move forward when it only has a hitbox on half its distance. Approaching with Falco Phantasm is like approaching with an uncharged Quick Draw if Quick Draw didn't have a hitbox in front or a complete one. People need to understand which I still don't know why since both Illusion and Phantasm have the same travel distance, is that Falco's does not have a hitbox for the last half and everyone should know how the Star Fox characters' Side Specials work by now considering how prolific Fox is. If you know the distance, then you should never panic shield; you should also hard punish him.
Regarding Rosalina's average run/walk speeds:
Her fantastic ranged burst options + the way she zones in general + her top tier fox trot and pivot movement/attack options... these all diminish the relevance of her ground speed.
No character with this much range has the combination of an amazing dash attack (disjoint, hurtbox manipulation, quickness [frame 6], distance covered) amazing RAR'd bair range, 3-frame Luma upair, and 3-frame Luma nair that all work together to cover most angles. She easily has the best overall burst range:quickness ratio of any of what I'd consider true sword characters.
Adding, Rosalina in my opinion, along with Greninja, Sheik, Toon Link, Yoshi, and ZSS have the highest overall movement speed in the game. For Greninja, Sheik, and ZSS, it's the highest overall movement speed in the game as fast fallers. DK would be a runner-up for this since his air acceleration is slightly below-average. For Rosalina, Toon Link and Yoshi, it's the highest overall movement speed as floaties. The runner-up for that would be... Ehh... Wii Fit Trainer? She's kind of near the middle ground, though. I don't count Sonic since he's average fall speed which I'd rather have him, Mario, Marth?, Mewtwo, and Ryu in. Still iffy about Mewtwo since his air acceleration is really poor compared to say Yoshi's whose air acceleration, 0.068, is just slightly below-average. Cloud's also another one for fast fallers, but I don't know the exact numbers for his meter stats.