Ehhhh, I hate typing into an edit box, so I'm-a type it up here and you guys can copy/paste it in whenever and format it how you like.
Up+B
Firebird
-Description: Falco combusts into flames and after a moment of staying in place, he will charge in the direction that you are holding, hitting multiple times with the final hit knocking the opponent away. There are 16 different possible angles to Firebird.
-Summary: The Firebird is a rather poor special. There is a long start up time and the hit box does not come out as soon as you think it would. It also does not cover a lot of distance. It should never be used as an attack. Not even as a mixup, bait, or a mindgame. It can be predicted very easily; it is even easier to punish; it does not deal enough damage or knock back to warrant taking the risk of attacking with it; it does not KO. There are very few things that you should "never" do, and this is one of them.
The Firebird is also Falco's secondary option of vertical recovery, his first option being his jump. UpB should really only be used as a recovery when it is absolutely necessary, though the very rare mixup from phantasm is okay. Because of it's long start up time and short distance, it is easy to for opponents to edge hog when using the Firebird to recover from below.
When finished in the air, the Firebird will lead into free fall that can be DI'd very slightly forwards and slightly more backwards. Because of the greater amount of backwards DI, it is suggested that when recovering from below, you input the Firebird Up and away from the stage and then Firebird vertically so you have a chance of landing on the stage if the opponent edge hogs.
When finished parallel to the floor, Falco will land and you can act after a small amount of cool down. When "crashed" into the ground, Falco will bounce off and then land, increasing the amount of lag. However, if you crash into a slope, it may result in a Flamedash (link).
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I don't know what else to put in other than damage statistics. Range? Stars? Frames?