Enochuout
Smash Journeyman
Din Peregrine, a SSBB Falco Guide
None of the “Advanced Techniques” in this guide were discovered by me; however, the descriptions and explanations are my own. If you would like to be credited for the discovery of anything here, please pm me and link to the initial discovery thread. If you feel I’ve reported anything inaccurately, feel free to pm me. I will ignore anyone not civil. I am providing this guide as a service to the Falco community.
Information contributed by anyone other than myself will have the source's name appended to it. For example, [Blad01]. Unless I specifically quote the source, the descriptions and explanations are still my own.
I want to give a special thanks to Massiveguns for creating quality video demonstrations for the advanced techniques section.
Updates:
Table of Contents:
1. Pros/Cons
2. List of Terms
3. Moveset
4. Advanced Techniques
6. Matchups
7. Videos
Navigation: Ctrl+f, then enter in the section number you desire preceded by the # sign. For example, press ctrl+f and enter #1 to reach the Pros/Cons section.
#1: Pros/Cons
Pros:
1. Crazy horizontal recovery
2. Quick vertical aerial movement
3. Great ground mobility
4. Incredible approach options
5. Spammable projectile
6. Great spikes
7. Chain grab
8. Reflector
9. Wall jump
10. The possibility to humiliate your opponent with a laser lock
Cons:
1. Can be hard to get kills
2. Awful ^B
3. Can be hard to recover from spikes
4. Slow horizontal aerial movement
5. Relatively Light
#2: List of Terms
Term (abbreviation) = Meaning
1. Final Destination (FD) = The new Final Destination stage in Brawl.
2. Short Hop (SH) = When you tap the jump button softly and the character only jumps a fraction of the height it’s capable of.
3. Short Hop Double Laser (SHDL) = When you short hop and fire two lasers before you land again.
4. Short Hop Laser (SHL) = When you short hop and fire one laser just before you land again.
5. Illusion () = Falco's side B.
6. Reverse Aerial Rush (RAR) = When you perform a pivot jumped aerial attack.
7. Craq Walking (cwalking) = See the “Advanced Techniques” section below.
8. Directional Influence (DI) = While in the air, you can use the analog stick and the c-stick to alter your aerial momentum.
9. Reverse Jump Canceled (RJC) = When running in one direction, you can reverse directions, keep the momentum, and cancel the lag by jumping. Before you actually leave the ground, you have an opportunity to initiate an attack, which will cancel the jump.
#3: Moveset
I will not be reporting anything about diminishing returns. It’s not too difficult to figure out that your attacks will do slightly less damage and knockback if you use the same ones often. If you have any information you’d like to share about Falco’s attack’s priority, please pm me.
All frame data comes from 3GOD's post here.
Example Layout
Frame Breakdown:
Damage: Behind you (4%, 2%, 1%, 1%, ...) In front of you (3%) If an attack varies in damage depending on where you hit, each variable will be labeled and reported in a separate parentheses. If an attack hits multiple times, each hit’s damage will be separated by commas within the parentheses. For smashes, fully charged damage will be reported as (10%-21%).
Priority: The level of precedence the attack has. 1-10.
Range: How far away the attack will hit. 1-10.
Knockback: How far the attack can send an opponent, and in what direction.
0-3 (doesn’t kill)
4 (kills around 150%+)
5 (kills around 130%-150%)
6 (kills around 110%-130%)
7 (kills around 90%-110%)
8 (kills around 90% and bellow)
9-10 (Falco doesn't have these)
Notes: Any other relevant information about the attack.
Ledge Attack
Damage: Below 100% (8%) Above 100% (10%)
Get-Up Attack
Damage: (6%)
Jab
Frame Breakdown:
Priority: 8
Range: 7
Knockback: 0
Notes: Falco's jab is ****ing fantastic. You can throw them out to disrupt almost any attack your opponent can throw at you. This is invaluable when you need to slow the pace of the game and regain control of the situation. You can jab cancel into grab, which can open up many more damage opportunities. It's odd, but whenever I'm doing poorly in tournament, people cheering me on are yelling "more jab, jab that fool, jab him!" as opposed to any of the flashy techniques. Seriously though, more jab.
Dash Attack
Frame Breakdown:
Priority: 4
Range: 5. While the initial attack doesn’t hit much ahead of him, as he flies forward, his leg will remain out and still hit.
Knockback: 4. Note that the 9% hit knocks you mostly up and a little over while the 6% hit has mostly horizontal knockback.
Notes: Because of the duration, this can be a great attack for punishing spot-dodges. It also works very well in conjunction with d-throw in that after your opponent is past the re-grabbing threshold, you can dash attack after them and it'll often last long enough to hit them even if they air dodge. Also see the “Boost Smashing” and “Gatling Combo” sections in “Advanced Techniques” to see some neat ways of utilizing this attack.
Up Tilt
Frame Breakdown:
Priority: 4
Range: 3
Knockback: 3
Notes: This is a great attack for juggling or setting up into aerials. The duration and multiple hits of the attack can catch spot-dodging opponents off guard. Also note that this reaches up to platforms above you, meaning you have a 4 frame attack to punish people above you and send them up into the air where you can quickly follow and molest them with your fantastic aerials.
Down Tilt
Frame Breakdown:
Priority: 2
Range: 4
Knockback: 4
Notes: You almost always have better options than this for damage and knockback. You can sometimes slip it in under your opponent's shield, but since it has a very small hitbox, it has little utility overall.
Forward Tilt
Frame Breakdown:
Priority: 5
Range: 7
Knockback: 5
Notes: This is a great attack for spacing and positioning. It has nice horizontal knockback, so when you're near an edge, don't underestimate the usefulness of simply putting your opponent off the stage, even if it's not far out there. Falco has tons of options to inhibit recovery, so if nothing else, you'll have the opportunity to rack up some decent damage. See the “Laser Locking” section under “Advanced Techniques” to see a neat way of utilizing this attack.
Up Smash
Frame Breakdown:
Priority: ?
Range: 6. Hits right in front of him and then just above/behind as the feet flip over.
Knockback: 6. Hitting someone right in front of him or as they are falling will send them up. Hitting someone with the tip of his feet as they pass above or behind him will send them flying with horizontal knockback.
Notes: Falco’s best smash by far. See the “Boost Smashing,” “Gatling Combo,” and "Reverse Jump Canceled Up Smashing "sections in “Advanced Techniques” to understand just how insane this attack can be.
Down Smash
Frame Breakdown:
Priority: ?
Range: 4
Knockback: 5. Sends the opponent flying horizontally.
Notes: The range on this drops its utility a lot. The up side is that if you do happen to get this out at higher percentages, its horizontal knockback can help quite a bit against some characters. I've recently found that the hit-box behind you is slightly longer, and almost seems disjointed. I've got no way of actually testing this, so if someone can prove me wrong, please do.
Forward Smash
Frame Breakdown:
Priority: 6
Range: 8. Even if he doesn’t connect with the main swipe, the tips of his wings can still push your opponent back.
Knockback: 8 with the main swipe, 5 if you just hit with the tip.
Notes: The range on this attack make it one of those smashes you can hold down and hope your opponent drops their shield, spot dodges, or runs right at you. I don't really know exactly why this attack works so well, but it does. The range on this smash also allows you to hit opponents hanging on the edge, often without them being able to throw out an aerial to disrupt you. See the “Stutter Stepping” section in “Advanced Techniques” to increase this attack’s range even more.
Neutral Air
Frame Breakdown:
Priority: 7
Range: 5
Knockback: 4
Notes: This attack is ****. It'll drag your opponent in and sends them flying if you hit with the last hitbox. If you fast-fall it so as to avoid the last hitbox, you can often follow up with just about anything, including grabs, jabs, whatever. It's also great for molesting opponents standing above you on platforms. I also like to use this when rising from the edge sometimes because if your opponent is within the proper percentage range, and you fast fall it to avoid the last hit, you can then grab and proceed however you please.
Up Air
Frame Breakdown:
Priority: 4
Range: 5
Knockback: 6 if you connected with the tips of his feet. You can also hit near the middle of your body, in which case your opponent just gets juggled up a bit.
Notes: Falco has many ways of getting the opponent into the air. Never underestimate this attack as a kill move, it's a great follow up. I'd venture to say that I get most of my kills after and instant illusion pops my opponent up and then I follow with a well placed u-air, before or after their air-dodge, **** either way.
Down Air
Frame Breakdown:
Priority: 6
Range: 2
Knockback: 7 as a spike, 4 otherwise.
Notes: In order to get the spike, you need to initiate the attack almost on top of your opponent. As long as the part you hit with is covering them right when you do the attack, it’ll spike. This applied to the toes, the legs, or right at his waist. If you can get a grounded d-air in on an opponent, you can often bait their tech/get-up-attack with another short-hopped d-air.
Forward Air
Frame Breakdown:
Priority: 5
Range: 3. Falco juts out horizontally and his beak can catch your opponent and allow you to DI closer so you can connect with the rest of the hits.
Knockback: 3. There is no real potential for killing with this conventionally; however, if you follow an opponent off the stage or jump out as they’re recovering, the horizontal knockback on this can gimp their return.
Notes: If you connect with this against a DK or Bowser using their up-b, it can gimp them pretty nicely. You can throw out full-hopped f-airs to act as a susstaining hitbox wall. You can also RAR f-airs on opponents off the stage to drag them down and potentially stage spike them.
Back Air
Frame Breakdown:
Priority: 7
Range: 4
Knockback: 6. If you hit with the latter portion of the attack, the knockback is substantially diminished.
Notes: Great for everything. One of the best options Falco has for edgeguarding is to grab the edge and drop down double jump b-air. Another thing to make note of is that you can jump off the ledge (not drop down double jump) and then DI away from the stage to meet the recovering opponent. This way, you still have a second jump with which you can use at your leisure. Also note that hitting with the softer second hit-box can lead into jab/grab/etc.
Grab
Frame Breakdown:
Notes: See the “Boost Pivot Grab” section in “Advanced Techniques” to learn more about improving his grab mobility.
Pummel
Damage: (2%)
Notes: You can usually safely get 1 of these off even with your opponent struggling.
Up Throw
Damage: (8%)
Notes: At higher percents, you won’t get all 8% damage. Can be useful for setting up juggling.
Down Throw
Damage: (9%)
Notes: See the “Chain Grabbing” section in “Advanced Techniques” to learn how to link this into other grabs/attacks. Also see the
“Gatling Combo” section because you can gatling combo out of this at lower percentages.
Forward Throw
Damage: (7%)
Notes: Can be used to get your opponent out off the stage if you grab near the edge.
Back Throw
Damage: (8%)
Notes: At higher percents, you won’t get all 8% damage. Can be used to get your opponent out off the stage if you grab near the edge.
Neutral B
Frame Breakdown:
Priority: 10
Range: 10
Notes: See the “Laser Locking” and “Laser Usage” sections in “Advanced Techniques” to see how to fully utilize this attack.
Side B
Frame Breakdown:
Priority: ?
Range: 10
Knockback: 4. This attack can't kill a grounded opponent. When you hit an opponent midair with it, it spikes.
Notes: See the “Illusion Stuff” section in “Advanced Techniques” for a better understanding of how to use this attack to its full potential.
Down B
Frame Breakdown:
Priority: ?
Range: 10
Knockback: 2. This attack has a set amount of knockback.
Notes: You can still change (or keep) aerial momentum when using this attack in the air. There is a good chance of tripping your opponent if it hits. The hitbox is the smallest of the hexagons and only hits on the way out. It can be used to hit through walls. All of the hexagons will reflect as long as they are visible, including the first and last few frames of the attack (which cover behind him). Reflected projectiles do 1.5x damage. If your opponent's attack can reach you before the reflector reaches them, your attack will be canceled.
Up B
Frame Breakdown:
Priority: ?
Range: Very little for an up B.
Knockback: 3
Notes: If you have to use this in recovery, do your best to sweet spot it because while you are flaming, your reach is extended. Also be aware that if you're recovering from directly below the ledge, you should face away from the stage because after you start falling, your feet stick out behind you and can land on the edge. This helps a lot when people are trying to edge hog you.
Misc Frame Data
#4.1 Input Buffering
This is a concept that likely has more applications for Falco than I am aware of at the moment. As I become informed of them all, I will try to update the relevant sections in this guide. For now, you can find applications in the "Boost Smashing" and "Chain Grabbing" sections.
Buffering allows you to input commands before your current action is complete. Those commands will then go through as soon as your character is able to perform them. You can only do this during certain frames. For a more in depth look at buffering, see Doval's guide at the link below:
http://www.smashboards.com/showthread.php?t=167109
The reason this is such a valuable tool is because if you're on the offensive using input buffering, it means that in order to defend or counter attack, your opponent must be able to predict and react just as fast... which isn't likely since your attacks are coming out the instant they are possible. If your opponent is using an innately faster character than Falco, you can still run into snags; however, input buffering still provides you with a leg up in terms of reaction time, which can only help you.
A great example of this is using input buffering to turn yourself around after short hopping an aerial. For example, if you approach your opponent with an aerial attack and land in front of them, you can be shield grabbed. To avoid this, you can attempt to land the aerial attack behind them, but then you will need to turn around before you can attack again. Buffering the turn can shave off enough time to land an attack or grab before your opponent can react to the situation. For Falco, this is particularly important because it often allows you to continue a chain grab past the usual 45% damage threshold. To demonstrate:
Input Buffering 1
Falco's jab is an incredibly useful attack. It comes out very fast and will almost always push your opponent far enough away so that they can't retaliate. With this in mind, you can use techniques such as:
Input Buffering 2
#4.2 Reverse Aerial Rushing
A RAR allows you to quickly turn and jump so that you are facing backwards as you move through the air. Although RARing is one of the easier AT's to implement, it can be put to great use by Falco because of his fantastic back air. To perform a RAR, while moving in one direction on the ground, smash the opposite direction on the analog stick to perform a pivot, then jump.
Video soon to come.
#4.3 Boost Smashing
The boost smash allows you to slide across the level with an up smash. Falco is able to travel about half the distance of FD with the ability to release the smash at any place along the way. To demonstrate:
Boost Smash Distances
To perform this, turn tap jump off. The idea is to do a dash attack (I dash and then use down-c to initiate the dash attack) and then immediately up smash (I use Z + up on the analog stick). How long you have been running has no influence on the speed or distance of the boost smash. The key is canceling the dash attack with the up smash. The quicker they are done in succession, the faster and further your boost smash will come out. The reason tap jump should be off is so that if you hit up on the analog stick too soon, you don't accidentally jump instead of up smash.
Since Falco’s running speed is sub-par, this adds a lot to his ground mobility. When you start a chain grab too far back from the edge to get your opponent off the stage for a spike, you can follow the last grab with a boost smash. You can also use it to punish your opponent’s mistakes, to tech chase, or even as an approach. The uses for this technique are endless.
After a jump, you can air dodge right before you land and buffer a boost smash so that you will shoot out immediately after landing. This is a particularly useful application of this technique. To demonstrate:
Boost Smashing
#4.4 Gatling Combo:
The gatling combo is similar to the boost smash in that you use an up smash to cancel a dash attack. The difference is that you let the dash attack hit before you cancel into the up smash. To perform the gatling combo, you simply hit someone with the first few frames of your dash attack, and as soon as you hit them, immediately up smash. If you hit too late with the dash attack, or don't initiate the up smash fast enough, you won't be able to follow into the gatling combo. The technique can punish shields very well. You'll often be able to up smash your opponent if they try to shield grab your dash attack. Be weary though, because it is possible to shield grab before the up smash comes out. If you connect with the dash attack, this technique is only effective at lower percentages; otherwise the dash attack can send your opponent out of range of the up smash. To demonstrate:
Gatling Combo
#4.5 Proper Laser Usage:
This technique allows you to SHDL so that your lasers don’t always go over your opponent’s head. This method will hit taller characters twice and most small characters at least once (can’t hit some characters when they are crawling).
To use the technique, SH and wait until the pinnacle of the jump, then tab B twice. If you want to change direction before you shoot the lasers, simply tap the opposite direction immediately before you start tapping B. If you don’t start tapping B until after the peak, or you tap B more than twice, you’ll shoot another laser on the ground.
My best advice for getting the timing down for a SHL is to SH, then tap B on the way down when Falco’s gun is where his beak normally is when he stands.
As you land after performing a SHDL or SHL, you can hold the shield button down to shield immediately. This can protect from both melee and projectile counter attacks. It can also allow you to grab instantly upon landing by tapping the attack button while still holding up your shield. Because you can jump out of your shield, using this method doesn't inhibit your lasering speed whatsoever. To demonstrate:
Proper Laser Usage
#4.6 Laser Locking:
When someone has bounced prone on the ground, Falco can shoot lasers at them and lock them into a prone position over and over until they bounce out of harms way (usually off the stage). In competitive play, this situation will rarely just come up... people tend to tech or right themselves before bouncing prone. There are however, very small windows of opportunity that will come up at certain percentages where you can hit your opponent with a certain attack that will put them into a position where you have a very good chance to get a laser lock.
I will list the situations below with the name of the attack you need to use, the damage your opponent needs to be at, and any other notes on how to get it to work.
If you know of any other Falco controlled situations that allow for a laser lock, please PM me so I can add them and give credit. These percentages are based on my ability, so if I’m off on any of them, feel free to let me know.
Neutral Air (55%-85%)
The last hit from this attack can send your opponent at a horizontal angle. As soon as you land, start spamming lasers to catch them before they can react. These percentages are assuming your opponent is on the ground and that you are only connecting with the last hit of the attack. If you hit with more of the attack, as long as the last hit connects at 55% or more, you’ll be fine. If you hit with more of the attack at 85%, this won’t likely work.
Forwards Tilt (75%-95%)
Just forward tilt during these percentages and immediately start spamming lasers.
To demonstrate:
Laser Locking
None of the “Advanced Techniques” in this guide were discovered by me; however, the descriptions and explanations are my own. If you would like to be credited for the discovery of anything here, please pm me and link to the initial discovery thread. If you feel I’ve reported anything inaccurately, feel free to pm me. I will ignore anyone not civil. I am providing this guide as a service to the Falco community.
Information contributed by anyone other than myself will have the source's name appended to it. For example, [Blad01]. Unless I specifically quote the source, the descriptions and explanations are still my own.
I want to give a special thanks to Massiveguns for creating quality video demonstrations for the advanced techniques section.
Updates:
*10/16/09
- Guide reintroduced.
- Guide reintroduced.
Table of Contents:
1. Pros/Cons
2. List of Terms
3. Moveset
4. Advanced Techniques
4.1. Input Buffering
4.2. Reverse Aerial Rushing
4.3. Boost Smashing
4.4. Gatling Combo
4.5. Proper Laser Usage
4.6. Laser Locking
4.7. Chain Grabbing
4.8. Boost Pivot Grabbing
4.9. Illusion Stuff
4.10. Stutter Stepping
4.11. Craq Walking
4.12. Reverse Jump Canceled Up Smashing
5. Stage Selection 4.2. Reverse Aerial Rushing
4.3. Boost Smashing
4.4. Gatling Combo
4.5. Proper Laser Usage
4.6. Laser Locking
4.7. Chain Grabbing
4.8. Boost Pivot Grabbing
4.9. Illusion Stuff
4.10. Stutter Stepping
4.11. Craq Walking
4.12. Reverse Jump Canceled Up Smashing
6. Matchups
7. Videos
Navigation: Ctrl+f, then enter in the section number you desire preceded by the # sign. For example, press ctrl+f and enter #1 to reach the Pros/Cons section.
#1: Pros/Cons
Pros:
1. Crazy horizontal recovery
2. Quick vertical aerial movement
3. Great ground mobility
4. Incredible approach options
5. Spammable projectile
6. Great spikes
7. Chain grab
8. Reflector
9. Wall jump
10. The possibility to humiliate your opponent with a laser lock
Cons:
1. Can be hard to get kills
2. Awful ^B
3. Can be hard to recover from spikes
4. Slow horizontal aerial movement
5. Relatively Light
#2: List of Terms
Term (abbreviation) = Meaning
1. Final Destination (FD) = The new Final Destination stage in Brawl.
2. Short Hop (SH) = When you tap the jump button softly and the character only jumps a fraction of the height it’s capable of.
3. Short Hop Double Laser (SHDL) = When you short hop and fire two lasers before you land again.
4. Short Hop Laser (SHL) = When you short hop and fire one laser just before you land again.
5. Illusion () = Falco's side B.
6. Reverse Aerial Rush (RAR) = When you perform a pivot jumped aerial attack.
7. Craq Walking (cwalking) = See the “Advanced Techniques” section below.
8. Directional Influence (DI) = While in the air, you can use the analog stick and the c-stick to alter your aerial momentum.
9. Reverse Jump Canceled (RJC) = When running in one direction, you can reverse directions, keep the momentum, and cancel the lag by jumping. Before you actually leave the ground, you have an opportunity to initiate an attack, which will cancel the jump.
#3: Moveset
I will not be reporting anything about diminishing returns. It’s not too difficult to figure out that your attacks will do slightly less damage and knockback if you use the same ones often. If you have any information you’d like to share about Falco’s attack’s priority, please pm me.
All frame data comes from 3GOD's post here.
Example Layout
Frame Breakdown:
Damage: Behind you (4%, 2%, 1%, 1%, ...) In front of you (3%) If an attack varies in damage depending on where you hit, each variable will be labeled and reported in a separate parentheses. If an attack hits multiple times, each hit’s damage will be separated by commas within the parentheses. For smashes, fully charged damage will be reported as (10%-21%).
Priority: The level of precedence the attack has. 1-10.
Range: How far away the attack will hit. 1-10.
Knockback: How far the attack can send an opponent, and in what direction.
0-3 (doesn’t kill)
4 (kills around 150%+)
5 (kills around 130%-150%)
6 (kills around 110%-130%)
7 (kills around 90%-110%)
8 (kills around 90% and bellow)
9-10 (Falco doesn't have these)
Notes: Any other relevant information about the attack.
Ledge Attack
Damage: Below 100% (8%) Above 100% (10%)
Get-Up Attack
Damage: (6%)
Jab
Frame Breakdown:
Hits on: 2
Shield hit lag: 6
Shield stun: 7
1st jab total: 16
1st jab advantage: -13
2nd jab hits on: 10 (counting frame 1 as first frame of 1st jab)
Linking to 2nd jab advantage: -7 (opponent has 7 frames between shield stun and 2nd jab hit box)
Damage: (4%, 2%, 1%, 1% ...) Shield hit lag: 6
Shield stun: 7
1st jab total: 16
1st jab advantage: -13
2nd jab hits on: 10 (counting frame 1 as first frame of 1st jab)
Linking to 2nd jab advantage: -7 (opponent has 7 frames between shield stun and 2nd jab hit box)
Priority: 8
Range: 7
Knockback: 0
Notes: Falco's jab is ****ing fantastic. You can throw them out to disrupt almost any attack your opponent can throw at you. This is invaluable when you need to slow the pace of the game and regain control of the situation. You can jab cancel into grab, which can open up many more damage opportunities. It's odd, but whenever I'm doing poorly in tournament, people cheering me on are yelling "more jab, jab that fool, jab him!" as opposed to any of the flashy techniques. Seriously though, more jab.
Dash Attack
Frame Breakdown:
Hits on: 4
Shield hit lag: 8
Shield stun: 10
Advantage: -29
Total: 35
Linking to Usmash hit box advantage: -6 (opponent has 6 frames between shield stun and Usmash hit box)
Damage: End of the attack (6%) Everything else (9%) Shield hit lag: 8
Shield stun: 10
Advantage: -29
Total: 35
Linking to Usmash hit box advantage: -6 (opponent has 6 frames between shield stun and Usmash hit box)
Priority: 4
Range: 5. While the initial attack doesn’t hit much ahead of him, as he flies forward, his leg will remain out and still hit.
Knockback: 4. Note that the 9% hit knocks you mostly up and a little over while the 6% hit has mostly horizontal knockback.
Notes: Because of the duration, this can be a great attack for punishing spot-dodges. It also works very well in conjunction with d-throw in that after your opponent is past the re-grabbing threshold, you can dash attack after them and it'll often last long enough to hit them even if they air dodge. Also see the “Boost Smashing” and “Gatling Combo” sections in “Advanced Techniques” to see some neat ways of utilizing this attack.
Up Tilt
Frame Breakdown:
Hits on: 4
Second hit on: 12
Shield hit lag: 6 (second hit)
Shield stun: 11 (second hit)
Advantage: -19 (second hit)
Total: 36
Damage: (4%, 5%) Second hit on: 12
Shield hit lag: 6 (second hit)
Shield stun: 11 (second hit)
Advantage: -19 (second hit)
Total: 36
Priority: 4
Range: 3
Knockback: 3
Notes: This is a great attack for juggling or setting up into aerials. The duration and multiple hits of the attack can catch spot-dodging opponents off guard. Also note that this reaches up to platforms above you, meaning you have a 4 frame attack to punish people above you and send them up into the air where you can quickly follow and molest them with your fantastic aerials.
Down Tilt
Frame Breakdown:
Hits on: 7
Shield hit lag: 9
Shield stun: 13
Advantage: -16
Total: 27
Damage: Tip of the tail (9%) Up close (12%) Shield hit lag: 9
Shield stun: 13
Advantage: -16
Total: 27
Priority: 2
Range: 4
Knockback: 4
Notes: You almost always have better options than this for damage and knockback. You can sometimes slip it in under your opponent's shield, but since it has a very small hitbox, it has little utility overall.
Forward Tilt
Frame Breakdown:
Hits on: 6
Shield hit lag: 8
Shield stun: 11
Advantage: -17
Total: 26
Damage: (9%) Shield hit lag: 8
Shield stun: 11
Advantage: -17
Total: 26
Priority: 5
Range: 7
Knockback: 5
Notes: This is a great attack for spacing and positioning. It has nice horizontal knockback, so when you're near an edge, don't underestimate the usefulness of simply putting your opponent off the stage, even if it's not far out there. Falco has tons of options to inhibit recovery, so if nothing else, you'll have the opportunity to rack up some decent damage. See the “Laser Locking” section under “Advanced Techniques” to see a neat way of utilizing this attack.
Up Smash
Frame Breakdown:
Hits on: 8
Shield hit lag: 9
Shield stun: 13
Advantage: -32
Total: 44
Damage: Above on a platform or behind him (12%-16%) Everywhere else (14%-19%) Shield hit lag: 9
Shield stun: 13
Advantage: -32
Total: 44
Priority: ?
Range: 6. Hits right in front of him and then just above/behind as the feet flip over.
Knockback: 6. Hitting someone right in front of him or as they are falling will send them up. Hitting someone with the tip of his feet as they pass above or behind him will send them flying with horizontal knockback.
Notes: Falco’s best smash by far. See the “Boost Smashing,” “Gatling Combo,” and "Reverse Jump Canceled Up Smashing "sections in “Advanced Techniques” to understand just how insane this attack can be.
Down Smash
Frame Breakdown:
Hits on: 7
Shield hit lag: 11
Shield stun: 15
Advantage: -35
Total: 46
Damage: (15%-21%) Shield hit lag: 11
Shield stun: 15
Advantage: -35
Total: 46
Priority: ?
Range: 4
Knockback: 5. Sends the opponent flying horizontally.
Notes: The range on this drops its utility a lot. The up side is that if you do happen to get this out at higher percentages, its horizontal knockback can help quite a bit against some characters. I've recently found that the hit-box behind you is slightly longer, and almost seems disjointed. I've got no way of actually testing this, so if someone can prove me wrong, please do.
Forward Smash
Frame Breakdown:
Hits on: 16 – 18 at least
Shield hit lag: 5
Shield stun: 14
Advantage: -22
Total: 49
Damage: At the very tip (10%-14%) Everywhere else in front or right behind (15%-21%) Shield hit lag: 5
Shield stun: 14
Advantage: -22
Total: 49
Priority: 6
Range: 8. Even if he doesn’t connect with the main swipe, the tips of his wings can still push your opponent back.
Knockback: 8 with the main swipe, 5 if you just hit with the tip.
Notes: The range on this attack make it one of those smashes you can hold down and hope your opponent drops their shield, spot dodges, or runs right at you. I don't really know exactly why this attack works so well, but it does. The range on this smash also allows you to hit opponents hanging on the edge, often without them being able to throw out an aerial to disrupt you. See the “Stutter Stepping” section in “Advanced Techniques” to increase this attack’s range even more.
Neutral Air
Frame Breakdown:
Hits on: 3
Landing lag: 9
Shield hit lag: 6
Shield stun: 7
Advantage: -8
Damage: (3%, 3%, 2%, 4%) Landing lag: 9
Shield hit lag: 6
Shield stun: 7
Advantage: -8
Priority: 7
Range: 5
Knockback: 4
Notes: This attack is ****. It'll drag your opponent in and sends them flying if you hit with the last hitbox. If you fast-fall it so as to avoid the last hitbox, you can often follow up with just about anything, including grabs, jabs, whatever. It's also great for molesting opponents standing above you on platforms. I also like to use this when rising from the edge sometimes because if your opponent is within the proper percentage range, and you fast fall it to avoid the last hit, you can then grab and proceed however you please.
Up Air
Frame Breakdown:
Hits on: 10
Landing lag: 15
Shield hit lag: 9
Shield stun: 12
Advantage: -12
Damage: (11%) Landing lag: 15
Shield hit lag: 9
Shield stun: 12
Advantage: -12
Priority: 4
Range: 5
Knockback: 6 if you connected with the tips of his feet. You can also hit near the middle of your body, in which case your opponent just gets juggled up a bit.
Notes: Falco has many ways of getting the opponent into the air. Never underestimate this attack as a kill move, it's a great follow up. I'd venture to say that I get most of my kills after and instant illusion pops my opponent up and then I follow with a well placed u-air, before or after their air-dodge, **** either way.
Down Air
Frame Breakdown:
Hits on: 5
Landing lag: 12
Shield hit lag: 10
Shield stun: 14
Advantage: -8
Damage: Initial hit at feet or near middle of your body (13%) Later or outside your body (8%) Landing lag: 12
Shield hit lag: 10
Shield stun: 14
Advantage: -8
Priority: 6
Range: 2
Knockback: 7 as a spike, 4 otherwise.
Notes: In order to get the spike, you need to initiate the attack almost on top of your opponent. As long as the part you hit with is covering them right when you do the attack, it’ll spike. This applied to the toes, the legs, or right at his waist. If you can get a grounded d-air in on an opponent, you can often bait their tech/get-up-attack with another short-hopped d-air.
Forward Air
Frame Breakdown:
Hits on: 6
Landing lag: 33
Shield hit lag:
Shield stun:
Advantage: lol
Damage: (2%, 2%, 2%, 2%, 3%) Landing lag: 33
Shield hit lag:
Shield stun:
Advantage: lol
Priority: 5
Range: 3. Falco juts out horizontally and his beak can catch your opponent and allow you to DI closer so you can connect with the rest of the hits.
Knockback: 3. There is no real potential for killing with this conventionally; however, if you follow an opponent off the stage or jump out as they’re recovering, the horizontal knockback on this can gimp their return.
Notes: If you connect with this against a DK or Bowser using their up-b, it can gimp them pretty nicely. You can throw out full-hopped f-airs to act as a susstaining hitbox wall. You can also RAR f-airs on opponents off the stage to drag them down and potentially stage spike them.
Back Air
Frame Breakdown:
Hits on: 4
Landing lag: 15
Shield hit lag: 10
Shield stun: 14
Advantage: -11
Damage: Initial attack (13%) Later in the attack (7%) Landing lag: 15
Shield hit lag: 10
Shield stun: 14
Advantage: -11
Priority: 7
Range: 4
Knockback: 6. If you hit with the latter portion of the attack, the knockback is substantially diminished.
Notes: Great for everything. One of the best options Falco has for edgeguarding is to grab the edge and drop down double jump b-air. Another thing to make note of is that you can jump off the ledge (not drop down double jump) and then DI away from the stage to meet the recovering opponent. This way, you still have a second jump with which you can use at your leisure. Also note that hitting with the softer second hit-box can lead into jab/grab/etc.
Grab
Frame Breakdown:
Standing Grab:
Grabs on: 6
Total: 29
Dash Grab:
Grabs on: 11
Total: 39
Pivot Grab:
Grabs on: 9
Total: 35
Range: 4 Grabs on: 6
Total: 29
Dash Grab:
Grabs on: 11
Total: 39
Pivot Grab:
Grabs on: 9
Total: 35
Notes: See the “Boost Pivot Grab” section in “Advanced Techniques” to learn more about improving his grab mobility.
Pummel
Damage: (2%)
Notes: You can usually safely get 1 of these off even with your opponent struggling.
Up Throw
Damage: (8%)
Notes: At higher percents, you won’t get all 8% damage. Can be useful for setting up juggling.
Down Throw
Damage: (9%)
Notes: See the “Chain Grabbing” section in “Advanced Techniques” to learn how to link this into other grabs/attacks. Also see the
“Gatling Combo” section because you can gatling combo out of this at lower percentages.
Forward Throw
Damage: (7%)
Notes: Can be used to get your opponent out off the stage if you grab near the edge.
Back Throw
Damage: (8%)
Notes: At higher percents, you won’t get all 8% damage. Can be used to get your opponent out off the stage if you grab near the edge.
Neutral B
Frame Breakdown:
Grounded Laser:
Hits on: 12
Airborne Laser:
First hits on frame 10
Shield stun: 5
Silent Laser lag: 2
Advantage: +3
Damage: (3%) [Starts at 3%, though often comes out at 1% since it’s used so frequently] Hits on: 12
Airborne Laser:
First hits on frame 10
Shield stun: 5
Silent Laser lag: 2
Advantage: +3
Priority: 10
Range: 10
Notes: See the “Laser Locking” and “Laser Usage” sections in “Advanced Techniques” to see how to fully utilize this attack.
Side B
Frame Breakdown:
Hits on: 17
Damage: While opponent is in midair (6%) While opponent is on the ground (7%)
Priority: ?
Range: 10
Knockback: 4. This attack can't kill a grounded opponent. When you hit an opponent midair with it, it spikes.
Notes: See the “Illusion Stuff” section in “Advanced Techniques” for a better understanding of how to use this attack to its full potential.
Down B
Frame Breakdown:
Hits on: 4 – 6 at least
Shield hit lag: 0
Shield stun: 9
Advantage: -34
Total: 51
Damage: (6%) Shield hit lag: 0
Shield stun: 9
Advantage: -34
Total: 51
Priority: ?
Range: 10
Knockback: 2. This attack has a set amount of knockback.
Notes: You can still change (or keep) aerial momentum when using this attack in the air. There is a good chance of tripping your opponent if it hits. The hitbox is the smallest of the hexagons and only hits on the way out. It can be used to hit through walls. All of the hexagons will reflect as long as they are visible, including the first and last few frames of the attack (which cover behind him). Reflected projectiles do 1.5x damage. If your opponent's attack can reach you before the reflector reaches them, your attack will be canceled.
Up B
Frame Breakdown:
First hits on frame 21
Damage: (2%-20%) **Unsure about this as I couldn’t get the whole thing to ever hit**
Priority: ?
Range: Very little for an up B.
Knockback: 3
Notes: If you have to use this in recovery, do your best to sweet spot it because while you are flaming, your reach is extended. Also be aware that if you're recovering from directly below the ledge, you should face away from the stage because after you start falling, your feet stick out behind you and can land on the edge. This helps a lot when people are trying to edge hog you.
Misc Frame Data
Jump is airborne on: 7
SH airborne for: 37
SH fast fall airborne for: 27
Spot Dodge:
Lasts 22 Frames
Invincible Frames 2 – 20
Roll Backward:
Lasts 31 Frames
Invincible Frames 4 – 19
Roll Forward:
Lasts 31 Frames
Invincible Frames 4 – 19
Air Dodge:
Lasts 49 Frames
Invincible Frames 4 – 31
#4: Advanced Techniques SH airborne for: 37
SH fast fall airborne for: 27
Spot Dodge:
Lasts 22 Frames
Invincible Frames 2 – 20
Roll Backward:
Lasts 31 Frames
Invincible Frames 4 – 19
Roll Forward:
Lasts 31 Frames
Invincible Frames 4 – 19
Air Dodge:
Lasts 49 Frames
Invincible Frames 4 – 31
#4.1 Input Buffering
This is a concept that likely has more applications for Falco than I am aware of at the moment. As I become informed of them all, I will try to update the relevant sections in this guide. For now, you can find applications in the "Boost Smashing" and "Chain Grabbing" sections.
Buffering allows you to input commands before your current action is complete. Those commands will then go through as soon as your character is able to perform them. You can only do this during certain frames. For a more in depth look at buffering, see Doval's guide at the link below:
http://www.smashboards.com/showthread.php?t=167109
The reason this is such a valuable tool is because if you're on the offensive using input buffering, it means that in order to defend or counter attack, your opponent must be able to predict and react just as fast... which isn't likely since your attacks are coming out the instant they are possible. If your opponent is using an innately faster character than Falco, you can still run into snags; however, input buffering still provides you with a leg up in terms of reaction time, which can only help you.
A great example of this is using input buffering to turn yourself around after short hopping an aerial. For example, if you approach your opponent with an aerial attack and land in front of them, you can be shield grabbed. To avoid this, you can attempt to land the aerial attack behind them, but then you will need to turn around before you can attack again. Buffering the turn can shave off enough time to land an attack or grab before your opponent can react to the situation. For Falco, this is particularly important because it often allows you to continue a chain grab past the usual 45% damage threshold. To demonstrate:
Input Buffering 1
Falco's jab is an incredibly useful attack. It comes out very fast and will almost always push your opponent far enough away so that they can't retaliate. With this in mind, you can use techniques such as:
Input Buffering 2
#4.2 Reverse Aerial Rushing
A RAR allows you to quickly turn and jump so that you are facing backwards as you move through the air. Although RARing is one of the easier AT's to implement, it can be put to great use by Falco because of his fantastic back air. To perform a RAR, while moving in one direction on the ground, smash the opposite direction on the analog stick to perform a pivot, then jump.
Video soon to come.
#4.3 Boost Smashing
The boost smash allows you to slide across the level with an up smash. Falco is able to travel about half the distance of FD with the ability to release the smash at any place along the way. To demonstrate:
Boost Smash Distances
To perform this, turn tap jump off. The idea is to do a dash attack (I dash and then use down-c to initiate the dash attack) and then immediately up smash (I use Z + up on the analog stick). How long you have been running has no influence on the speed or distance of the boost smash. The key is canceling the dash attack with the up smash. The quicker they are done in succession, the faster and further your boost smash will come out. The reason tap jump should be off is so that if you hit up on the analog stick too soon, you don't accidentally jump instead of up smash.
Since Falco’s running speed is sub-par, this adds a lot to his ground mobility. When you start a chain grab too far back from the edge to get your opponent off the stage for a spike, you can follow the last grab with a boost smash. You can also use it to punish your opponent’s mistakes, to tech chase, or even as an approach. The uses for this technique are endless.
After a jump, you can air dodge right before you land and buffer a boost smash so that you will shoot out immediately after landing. This is a particularly useful application of this technique. To demonstrate:
Boost Smashing
#4.4 Gatling Combo:
The gatling combo is similar to the boost smash in that you use an up smash to cancel a dash attack. The difference is that you let the dash attack hit before you cancel into the up smash. To perform the gatling combo, you simply hit someone with the first few frames of your dash attack, and as soon as you hit them, immediately up smash. If you hit too late with the dash attack, or don't initiate the up smash fast enough, you won't be able to follow into the gatling combo. The technique can punish shields very well. You'll often be able to up smash your opponent if they try to shield grab your dash attack. Be weary though, because it is possible to shield grab before the up smash comes out. If you connect with the dash attack, this technique is only effective at lower percentages; otherwise the dash attack can send your opponent out of range of the up smash. To demonstrate:
Gatling Combo
#4.5 Proper Laser Usage:
This technique allows you to SHDL so that your lasers don’t always go over your opponent’s head. This method will hit taller characters twice and most small characters at least once (can’t hit some characters when they are crawling).
To use the technique, SH and wait until the pinnacle of the jump, then tab B twice. If you want to change direction before you shoot the lasers, simply tap the opposite direction immediately before you start tapping B. If you don’t start tapping B until after the peak, or you tap B more than twice, you’ll shoot another laser on the ground.
My best advice for getting the timing down for a SHL is to SH, then tap B on the way down when Falco’s gun is where his beak normally is when he stands.
As you land after performing a SHDL or SHL, you can hold the shield button down to shield immediately. This can protect from both melee and projectile counter attacks. It can also allow you to grab instantly upon landing by tapping the attack button while still holding up your shield. Because you can jump out of your shield, using this method doesn't inhibit your lasering speed whatsoever. To demonstrate:
Proper Laser Usage
#4.6 Laser Locking:
When someone has bounced prone on the ground, Falco can shoot lasers at them and lock them into a prone position over and over until they bounce out of harms way (usually off the stage). In competitive play, this situation will rarely just come up... people tend to tech or right themselves before bouncing prone. There are however, very small windows of opportunity that will come up at certain percentages where you can hit your opponent with a certain attack that will put them into a position where you have a very good chance to get a laser lock.
I will list the situations below with the name of the attack you need to use, the damage your opponent needs to be at, and any other notes on how to get it to work.
If you know of any other Falco controlled situations that allow for a laser lock, please PM me so I can add them and give credit. These percentages are based on my ability, so if I’m off on any of them, feel free to let me know.
Neutral Air (55%-85%)
The last hit from this attack can send your opponent at a horizontal angle. As soon as you land, start spamming lasers to catch them before they can react. These percentages are assuming your opponent is on the ground and that you are only connecting with the last hit of the attack. If you hit with more of the attack, as long as the last hit connects at 55% or more, you’ll be fine. If you hit with more of the attack at 85%, this won’t likely work.
Forwards Tilt (75%-95%)
Just forward tilt during these percentages and immediately start spamming lasers.
To demonstrate:
Laser Locking