Ffamran
The Smooth Devil Mod
- Joined
- Aug 25, 2014
- Messages
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Got a video or a gif for that?Similar to Airdodge glitch, Falco can Land with zero frames of landing lag if he uses his fair again after his FH Fair. Could be useful for mixups.
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Got a video or a gif for that?Similar to Airdodge glitch, Falco can Land with zero frames of landing lag if he uses his fair again after his FH Fair. Could be useful for mixups.
I'll do it when i get home from school.Got a video or a gif for that?
honestly I'm pretty surprised. I thought he was slow as molasses because of what you mentioned. That still doesn't make me feel any better though honestly.So, Falco's pretty damn fast: http://smashboards.com/threads/smash-4-frame-data-rankings.402294; 16th out of 53 characters or 9 if you only count the fastest five normals everyone has. He'd be faster if his Dash Attack wasn't twice as slow, his grab wasn't slower than Ganondorf's, and maybe if Dair was frame 12-14 instead of 16.
Movement-wise, he's slow as molasses which is the opposite of apparently, Robin and Captain Falcon, but for the Capt. he, like Ganondorf, have some moves that skew their hit frame speeds like their Smashes as their aerials are fast and tilts are average for Ganondorf and we all know about the Capt.'s jab. Falco on the other hand is overall a fast hitter and has been like this since Melee, but he just moves so slow. Blaster allowed him to deal with his poor horizontal mobility, but it was broken by design since Melee - the auto-cancel. Now, he's stuck with bad end lag on Blaster which is similar to Melee and Brawl's, but auto-canceling meant nobody cared or noticed and no way around his poor horizontal mobility. I mean, look at Ike, he runs slightly faster than in Brawl which actually makes him faster than Falco now and his air speed is much faster than in Brawl. Falco had the same air speed as Fox in Brawl, but now he's slower, either nerfed or Fox's was buffed, and his dash speed is pretty much the same as in Brawl. If Falco ran as fast as Samus, he probably wouldn't have as much trouble - Samus is slightly faster than Ike if I remember correctly.honestly I'm pretty surprised. I thought he was slow as molasses because of what you mentioned. That still doesn't make me feel any better though honestly.
that would make things easier if his movement speed was buffed. All of the top tiers would be less of a pain if that were the case.Movement-wise, he's slow as molasses which is the opposite of apparently, Robin and Captain Falcon, but for the Capt. he, like Ganondorf, have some moves that skew their hit frame speeds like their Smashes as their aerials are fast and tilts are average for Ganondorf and we all know about the Capt.'s jab. Falco on the other hand is overall a fast hitter and has been like this since Melee, but he just moves so slow. Blaster allowed him to deal with his poor horizontal mobility, but it was broken by design since Melee - the auto-cancel. Now, he's stuck with bad end lag on Blaster which is similar to Melee and Brawl's, but auto-canceling meant nobody cared or noticed and no way around his poor horizontal mobility. I mean, look at Ike, he runs slightly faster than in Brawl which actually makes him faster than Falco now and his air speed is much faster than in Brawl. Falco had the same air speed as Fox in Brawl, but now he's slower, either nerfed or Fox's was buffed, and his dash speed is pretty much the same as in Brawl. If Falco ran as fast as Samus, he probably wouldn't have as much trouble - Samus is slightly faster than Ike if I remember correctly.
I need to send you a gif of me in a 2v1 situation. This dark pit just charged at me and instead of punishing him, I just lazered him in the face lol. My partner was like "why?". Its just the dumbest thing to do and the hitstun just makes it even more hilarious. Especially for gimping or when they are in an animation. I usually do a jump laser after a fair at high percents.Anyone tried adding Blaster to their follow ups? So, say Dash Attack sends them high up and you feel like Falco can't get there in time or you just want to mix things up, fire off a laser. Fox can do the same thing. The main issue is that Falco could get more out of another move, but the fact his Blaster can gimp can make it worthwhile. I think hitstun stops people from grabbing the ledge and Falco's Blaster has hitstun. So, it can take away any momentum from a jump if it hits right at that moment, but it can also just stall people from grabbing the ledge. More experienced players can deal with that situation, but it does set them up in a bad situation.
Also, it's just funny. Oh, you're in the air? Laser. Yeah, how do you like that? People probably expect something else, but just launching someone with Fox's Dash Attack only to run up and shoot one laser is just trolly.
Or you could post the gif here for all of us to see.I need to send you a gif of me in a 2v1 situation. This dark pit just charged at me and instead of punishing him, I just lazered him in the face lol. My partner was like "why?". Its just the dumbest thing to do and the hitstun just makes it even more hilarious. Especially for gimping or when they are in an animation. I usually do a jump laser after a fair at high percents.
at least we aren't as bad as fox players who get like one laser hit when their opponent is off stage. That just looks really stupid.
Edit: dang you beat me to the fox laser joke lol.
this is all I face online on anthers ladder or any 1v1 site. And you know what? I love it. They all follow the same basic pattern that its usually just so damn easy to see what they do next. People don't want to put in the work behind the character and just go to "win". You already know the flaw in that logic.Or you could post the gif here for all of us to see.
Then I remembered a lot of players online and even offline are cookie cutters where they copy and perform moves not understanding why and how it should be used.
Eh, I don't like it since it's monotonous and if it works - I blame and call johns with lag -, it's stupid. It's also bad because it can influence newcomers to basically do the same thing and get away with it. When I see a Little Mac incorporate his "bad" aerials, I'm amazed since it's just so cool. Then I fight Little Macs who roll to move...this is all I face online on anthers ladder or any 1v1 site. And you know what? I love it. They all follow the same basic pattern that its usually just so damn easy to see what they do next. People don't want to put in the work behind the character and just go to "win". You already know the flaw in that logic.
honestly some stupid stuff is just so bizarre and unexpected that its crazy enough to lead you in the right direction in a match. Hell stupid discoveries lead to some crazy things in smash 4 and other smash games. With characters that have no setups sometimes you just gotta wing it. Thats why training mode and studying move sets is important ( I train for an hour or less before playing).
My partner is making the gif now
it is very boring/tedious, you are right. I'm just ok with it in tourneys because its usually an easy win, but online when i'm trying to get better or have fun? Its frustrating. Unfortunately smash 4 is filled with that both competitively and casually. My partner constantly complains about that stuff lol. Its even more annoying when the cookie cutter stuff works (with top tiers thats going to happen).Eh, I don't like it since it's monotonous and if it works - I blame and call johns with lag -, it's stupid. It's also bad because it can influence newcomers to basically do the same thing and get away with it. When I see a Little Mac incorporate his "bad" aerials, I'm amazed since it's just so cool. Then I fight Little Macs who roll to move...
The thing that I like about Falco is that because he doesn't have (known) hit confirms and even his D-throw to Dash Attack doesn't always work means you have to be creative and you have to fight on the fly. At the same time, all of his moves combo and even combo into themselves. So, one time you'll be Dtilt to Bair, another it'll be Dtilt to Nair, and another it'll be Dtilt to Blaster, or jab, pause, grab, F-throw, Dash Attack. It's like free-form combat, but the main issue is that without easy ways to confirm kills, Falco does have it rough, but then you hit someone and they die.
The reason I was able to figure out Fast Fire Bird's slide was just by messing around and then when I saw Falco just land at idle, I was like, "What? What just happened?", and I tried it again, and BOOM! Falco has a tech that's difficult to use, but amazing. The person who figured out that Ganondorf's reverse Uair gimps probably did it by accident or by doing stupid things before finding out it's a powerful tool. Ditto with Wolf's Up Smash in PM. Or Wolf's Bair in Brawl which lead to Bair Walls of Doom brought you by Wolf in Brawl. Sometimes, being stupid is actually a good thing.
Well, Plain Yogurt noticed that Falco can land without any end or landing lag out of Fire Bird if you angle it right and someone else figured this out for Fox's Fire Fox which was ignored. I just found out how Fast Fire Bird's momentum affects it and that you could do it with Fast Fire Bird. I couldn't record it or make a gif, so I asked Lavani and he showed it with Down Smash out of that and I think either Lavani or Balgorxz found out it works for Flying Fox too. I called it "Fire Slide", but nobody ever calls it that since it's like "Fast Fire Bird Perfect Landing" or something. If you hold down while using Fire Bird and Fire Fox on the ground, Falco and Fox will roll for their end lag which isn't much for their defaults, Distant Fire Bird, and I think Twisting Fox, but it does change how and when Fast Fire Bird ends and I'm assuming this is the same for Flying Fox. What happens is that if you hold down while on the ground with Fast Fire Bird, Falco stops without sliding and stops shorter than a normal, horizontal Fast Fire Bird. It could be used as a mindgame and to stop before where someone thinks you'll be and it's basically the closest thing to canceling Falco Phantasm and Fox Illusion. I also called this "Fire Roll", but nobody ever delved into this and it never caught on...it is very boring/tedious, you are right. I'm just ok with it in tourneys because its usually an easy win, but online when i'm trying to get better or have fun? Its frustrating. Unfortunately smash 4 is filled with that both competitively and casually. My partner constantly complains about that stuff lol. Its even more annoying when the cookie cutter stuff works (with top tiers thats going to happen).
you didn't tell me you discovered that tech! Kudos! Just wish you named the tech something stupid lol.
Ffamran's chili bird special
Burning pizza cake blaze
Over cooked untouchable bread deluxe
here is the gif: http://gfycat.com/PointlessTidyIrishterrier
and one cool one to balance it out: http://gfycat.com/ContentShallowHedgehog
lucario kind of has the same thing (like falco's and fox's normal recovery) where the normal lag from it is gone if you angle it right. Otherwise he just goes into this horrible crouch that basically says "kill me". I don't think he can act out of as as fast as fast fire bird per-say, but its there. I need to mess with that custom more honestly. Might be somewhat useful against sonic and diddy, and since I want to use the knock back reflector against diddy's just to test it out, the only eve custom set that has that is paired with the fast fire bird. Even if I don't want to use it, I'll have to if I want to use the reflector. Not really a fan of falco's other customs.Well, Plain Yogurt noticed that Falco can land without any end or landing lag out of Fire Bird if you angle it right and someone else figured this out for Fox's Fire Fox which was ignored. I just found out how Fast Fire Bird's momentum affects it and that you could do it with Fast Fire Bird. I couldn't record it or make a gif, so I asked Lavani and he showed it with Down Smash out of that and I think either Lavani or Balgorxz found out it works for Flying Fox too. I called it "Fire Slide", but nobody ever calls it that since it's like "Fast Fire Bird Perfect Landing" or something. If you hold down while using Fire Bird and Fire Fox on the ground, Falco and Fox will roll for their end lag which isn't much for their defaults, Distant Fire Bird, and I think Twisting Fox, but it does change how and when Fast Fire Bird ends and I'm assuming this is the same for Flying Fox. What happens is that if you hold down while on the ground with Fast Fire Bird, Falco stops without sliding and stops shorter than a normal, horizontal Fast Fire Bird. It could be used as a mindgame and to stop before where someone thinks you'll be and it's basically the closest thing to canceling Falco Phantasm and Fox Illusion. I also called this "Fire Roll", but nobody ever delved into this and it never caught on...
Any attack prevents ledge grabbing for 50 frames. This includes ftilt, dtilt, and reflector, all of which can be extremely useful in edge guarding and gimping. I'll go over those attacks a bit later.I think hitstun stops people from grabbing the ledge and Falco's Blaster has hitstun.
Does the reflector have a hitbox that goes under the ledge? If it does then it must be an amazing edgeguard tool, but you still need to be very exact with the timing to land the hit.Safe to say, Falco is my main now for two big reasons: he really tests my fundamentals (can't go on winning with some gimmicky or obscure stuff), and because there is just so little development for him at the moment, you really have to pave and find your own way to play this guy to have any success.
Any attack prevents ledge grabbing for 50 frames. This includes ftilt, dtilt, and reflector, all of which can be extremely useful in edge guarding and gimping. I'll go over those attacks a bit later.
As for blaster, you can prevent them from grabbing the ledge far away, then go for the snap break b-air as they try to recover. That, and every one of you already knows about stealing double jumps with blasters .
A lower angled ftilt prevents ledge grabbing if they're slightly above it and looking to snap, but it doesn't send them very high vertically while still knocking them back horizontally. This can be an excellent setup for fairs and whatnot, keep an eye out. That, or go for the snap break wall spike b-air if they don't have a double jump and have to up-B.
Dtilt only really works for edge denial on 0% because otherwise those 50 frames won't matter with how far d-tilt will launch them. Still, a move to consider in some weird scenarios.
Reflector is an EXCELLENT edge denial move in vs Fox and Falco dittos. I strongly believe that if the enemy Fox/Falco has used their second jump already and are still aiming for the ledge instead of recovering high, you, the Falco player, should get a guaranteed gimp/kill on them. When they Illusion/Phantasm for the edge, you use Reflector and deny them the ledge grab for those juicy 50 frames. Without the second jump, they are then forced to Fire Fox/Bird. This is probably the easiest recovery to d-air in the entire game, go for it. It will kill even at 10%. For other characters, replace d-air with a wall spiking b-air since their Up-B may not be as easy to d-air.
In case you don't know what snap break is: https://www.youtube.com/watch?v=YnaXWfUjPTA (Well, they call it snap back here). At any rate, I have successfully and consciously hit Sheik out of Vanish, Zelda out of Teleport, Meta Knight out of shuttle loop, and even Puff out of simply grabbing the ledge with a lot of practice on this technique. Falco's b-air is an excellent candidate because of its insane knockback and trajectory, making for an extremely quick wall spike that is very hard to tech. I haven't tried it with dair too much yet because that is much harder to time and position but, unlike the bair, you can't tech a dair spike, so that may be worth looking into for me. This is a colossal part of Falco's edge guarding and, if you aren't already implementing this in your play, you are failing to take advantage of one of Falco's strongest assets in his game: edge guarding (he is incredibly versatile in how he can edge guard). Combine this with ledge trumping, and a rather solid Zelda I was facing was absolutely dreading having to recover. Hell, she started recovering and landing ON stage instead of going just for the edge, which is often considered suicide in Sm4sh lol.
Falco lasers in the neutral... you don't even want to bother versus any somewhat fast character (which most top tiers are lol). It's like trying to use Q's taunt against Ken, you don't ever do it unless Ken is faceplanted because otherwise he will punish you even if he's halfway across the map.
For the whole Fox vs Falco thing... Fox is the better character, period. Falco has a much stronger edge guarding game, period. If you aren't taking full advantage of Falco's edge guarding, you may as well be playing Fox.
I'm going to be repeating myself a bit but, let's go over what Falco has:
- Snap breaking b-air into wall spike, this is a huge deal.
- Ledge denial (via blaster, reflector, ftilt, jab) for 50 frames -> leads into your other options depending on enemy's options: 1.) enemy has no double jump and slow up-B, you can go for the d-air spike at your leisure, 2.) enemy has double jump or faster up-B, you are better off going for b-air wall spike; however, if they DI away from the edge for some reason (they fear your wall spike or want to angle better for edge grab or something), you can go for the fair instead
- Fair catches airdodges, we know that. Fast fall fair into footstool is a thing, we know that too. Fair, fair, fair, it's just good.
- Threaten a fair (feint) to bait airdodge, then dair them, ala Captain Falcon. ZeRo is very good at doing these sorts of plays on his Falcon, and Falco's equivalent is this basically. He even has these variations for on-stage air play/juggle play, though I am focusing on edge guarding right now with this post.
- lol N-air, sometimes needed as an edge-guard because it's faster than fair and dair and doesn't have the same positional requirements as bair.
- Ledge trump -> 1.) ledge drop jump into bair, though this is avoidable, in which case there is also option 2, 2.) after ledge trump, get back on stage and take full advantage of the enemy's lack of invincibility frames on ledge grabbing. Some characters' recoveries force them to grab the ledge, you can charge a D-Smash or even time a d-air if their recovery is bad enough for the timing to be limited and clockwork (e.g. Marth and MK have difficult recoveries to d-smash, instead, d-air their no-invincibility ledge grab. They can buffer a getup, so it can be 50/50 in that sense). Some players will opt for a landing on-stage recovery with their renewed double jump. Play accordingly.
- And sometimes, a simple RAR bair or ledge drop off bair works.
In my opinion, for Falco to be tournament worthy, not only does he have to master the above techniques, he also has to master Perfect Pivots. PPing really opens up like four very good options for him: PP ftilt, PP utilt, PP dtilt, and PP Fsmash. PP ftilt is a very safe maneuver, even if the enemy shields it due to the space created. Same concept applies to PP dtilt. PP utilt is good for simply catching enemies with a launcher without having to deal with the cumbersomeness of walking to them, limited use but useful. However, PP Fsmash is the biggest gain to be had when mastering Perfect Pivot. You can still sort of achieve what PP ftilt and PP dtilt does with normal pivot tilts. However, PP allows Fsmash to be a RELIABLE punish rather than something you reserve for super omega YOLO reads (Fsmash is so unsafe in the neutral, I really wish people would stop spamming it nilly willy, almost as embarassing as using sh fair and dair in the neutral haphazardly). You PP back -> CONFIRM that the enemy threw out a whiffed aerial -> Fsmash as a REACTION rather than as a prediction. Bam, you land your strongest Smash on them safely, no reads involved outside of a non-committed retreating Perfect Pivot (which still allows you to shield or tilt or something if you were indeed threatened). Against the top tiers, Falco needs every single kill conversion he can get. With merely the basics and the underdeveloped tech of today's meta, Falco players simply aren't using him to his fullest in converting situations into KOs.
Edit: Expanding on Reflector edge denial...
If you reflector someone to ledge deny, almost everyone's reaction is to double jump and grab the ledge or up B and do likewise. This is an excellent opportunity to land a ledge trump on them. From then on, you know what to do...
F-Smash also hits non-invincible ledge grabs. I don't know if this is character specific (e.g. lands on Falcon, but will it land on Sheik who hangs much lower from the edge?) or universal. Not instant like dsmash, but obviously very strong and has more range, possibly a better option against stuff like ledge-trumped shuttle loop or Dolphin Slash if it reaches them. That, and no chance for flubbing up the spacing like Dsmash popping them straight up instead of sideways.
Does Luma have disjointed jabs? Falco has no way around this tactic on omega stages or FD outside of bypassing the ledge, and that's almost a free up-smash for Rosy. That's just awful.Welp... Yeah... I don't really know what to say. I have no idea if you can DI or SDI out of this.
Attribute||
Air Speed|0.893; rank 42|1; rank 26-28
Fall Speed|1.8|1.8; rank 5-7
Walk Speed|1.28; rank 10| 1.32; rank 8
Run Speed|1.472; rank 38|2.24; rank 3
Weight|82|82; rank 39-40
Shulk changes direction much better in Jump. Its in all other modes and vanilla when his inertia is terrible. This applies to the ground too, he's horrible at switching directions in a dash, but in Speed, he's much faster about it and has incredibly good pivots.Funny thing I found out thanks to Reflex: Falco and Little Mac share fall speed and weight, but Little Mac has a faster air speed, walk speed, and run speed.
For reference, they also have the same fall speed as Mega Man, Little Mac's air speed is the same as Rosalina and Robin, Little Mac is barely slower than Captain Falcon and faster than Fox when running, Little Mac is barely slower than Sonic when walking while Falco is barely slower than Donkey Kong. So... Can the developers swap Falco's walk speed and air speed with Little Mac's? It's not like he needs them.
Edit: Note that Little Mac's air control or inertia and acceleration is bad. It's like how Shulk can fly through the air with Jump Art, but he can't change direction well.
Luigi's most notable increase is running speed which he shares with Ike and I think 2 others. 1.5 used to be Falco's run speed in Melee. In Brawl it was 1.432 while in Smash 4, it's 1.472. Was it so difficult to just give him 1.5? It's not even that fast, but it feels like a slap in the face to make him 0.030 slower than his Melee run speed, but boost others. Fox's air speed was buffed to 0.96 from a shared 0.893 with Falco; Falco's was left alone.Attribute|||
Air speed|0.68|0.7332|0.73418
Fall speed|1.6|1.22|1.25
Walk speed|1.1|1.08|1.08
Running speed|1.34|1.34|1.5
The more I delve into the inner workings of SSB, the more it hurts and confuses me how Falco was designed like this in Smash 4. His Dair being nerfed in spike power while being fast would have been cool as nobody has an incredibly fast spike, but now he has a slow one like everyone else. That extra frame on Side Smash was unnecessary.Minus Falco... His dash speed increased from 1.432 to 1.472, walk speed stayed the same at 1.28, air speed stayed the same 0.893 while Fox's was increased from 0.89 to 0.96, and fall speed 1.708 went up to 1.8 which is Wolf's fall speed. Well, that's okay, right? Wrong: double the startup on Dash Attack and Fair, from 4 to 8 and 6 to 12; Dair gaining 11 frames of startup from 5 to 16 - Wolf's Dair startup -, Dair also gained 14 frames of landing lag, Side Smash gained 1 frame of start up from 16 to 17, Reflector, I think, gained 1 frame of startup from 4 to 5, standing grab gained 2 frames of startup from 6 to 8 making his grab slower than Smash 4 Ganondorf and Melee Falco's grab by 1, Nair gained 6 frames of landing lag, Fair lost 1, and Blaster lost its auto-cancel ability and kept its crap end lag which might have increased from Brawl. If anything, Falco became slower by "60%" and I bet Mewtwo became faster since it has little end lag on its moves like Down Smash, but then again, I didn't play as the bobblehead Pokémon in Melee a lot.
I agree that dair should be stronger if its going to be so slow and have a big sourspot. Wolf's dair had two big, overlapping sweetspot hitboxes and no sourspot in Brawl, which made up for its startup and low meteor power. Falco's new dair feels cooler to land and feels much stronger, but is actually weaker or about the same.Little Mac's air speed is average, but it's hindered by a slow acceleration and inertia which is balance since if Little Mac's air speed was good, then his "recovery" would be decent.
For Falco, I'm starting to feel like he was the shoe-in character compared to everyone else because of weird design choices and that a lot of characters feel faster when they're not or if they are, then it's subtle like Ganondorf or Luigi which lead to this when someone said Luigi's mobility improved from the series.
Luigi's most notable increase is running speed which he shares with Ike and I think 2 others. 1.5 used to be Falco's run speed in Melee. In Brawl it was 1.432 while in Smash 4, it's 1.472. Was it so difficult to just give him 1.5? It's not even that fast, but it feels like a slap in the face to make him 0.030 slower than his Melee run speed, but boost others. Fox's air speed was buffed to 0.96 from a shared 0.893 with Falco; Falco's was left alone.
The double startup on Dash Attack, the Wolf Bair, the Captain Falcon, Ganondorf, and Wolf Dair startup, how Up Smash works, and even his fall speed was buffed to match Wolf's. Falco's design in Smash 4 feels like a low-priority, appease the veterans deal while mixing him with Wolf who as we've seen from Nintendo's good DLC that's actually content unlike other companies, could have been in Smash 4 by default or later, but why? I thought the point was to make Falco stand as his own character and not a semi-clone of two.
A while back, I misinterpreted someone talking about character fall speeds being faster in Smash 4 than in Brawl for just straight up faster.
The more I delve into the inner workings of SSB, the more it hurts and confuses me how Falco was designed like this in Smash 4. His Dair being nerfed in spike power while being fast would have been cool as nobody has an incredibly fast spike, but now he has a slow one like everyone else. That extra frame on Side Smash was unnecessary.
Not nitpicking, but other than hitting twice, Falco's Up Smash is nothing like Wolf's. Its still functionally similar to Fox's but with much less power and a larger active sweetspot above Falco. Wolf's first hit connected on both sides of him and then pulled opponents up into his legs, which sent them vertically. It was equally strong on both sides, and contained a hitbox on his body that knocked opponents horizontally. Falco's is just an inverted flip kick that hits with both legs, so its basically like his old one but split into two hits, which makes it look very cool but also has the issue of the first hit sending opponents out of the second.Falco's Dair in terms of power and hitboxes are probably the same from Brawl - spike hit and sour-spot. The main difference? 11 more frames of startup and 14 more frames of landing lag. Look, of his Dair was still frame 5, but could guarantee a spike kill until say, 160%, I would gladly take that since it means he would have a way to challenge beneath him and a quick option to do ground bounce combos.
Don't get me wrong, I love how Falco and Wolf's Up Smashes are animated. It still functions like Wolf's, though. Maybe it could have had the Dr. Mario treatment and send people backwards which might have been a cool way to setup a Bair.
Wolf's Bair was good because of Wolf; Wolf had air speed to abuse it and his other aerials. Falco's Bair by Brawl was his own since Fox had a new Bair in Brawl and with Nair being a combo tool, it was Falco's only sex kick and a way to defend himself since Nair doesn't exactly cover himself like Bair or Dair. Now he doesn't have those and he's pretty much screwed when in disadvantage while Fox can at least Nair and Dair to challenge juggles and combos.