1PokeMastr
Smash Champion
- Joined
- Dec 10, 2009
- Messages
- 2,251
- This is a Start, do not expect everything instantly. I guarantee this will be 80% done before SKTAR! ( As long as everyone contributes )
- This is to expand Falco mains/ any players knowledge of Falco on the stages.
- Please post with any info you have.
- This is going to be a huge data base for us, eventually, we'll have character gimmicks outside of Falco listed on this so we know what to look out for when we ban/ cp/ are cp'd to any of the legal stages.
- I will not be able to do this by myself, so for the love of all Falco mains, help me out!
- Posting over and over again makes it easier, Ignore what I said previously. I have no idea what I was thinking.
- All info is from my head/ posts I found.
[collapse=Brinstar]
Pros:
- Forces people into CQC, which Falco is very dominant at.
- Smaller blast zones, boosting Falco's kill power.
- Acid may save us from being gimped.
- Platform layout allows Falco to control the stage and apply pressure easier.
- Platform layout makes it harder to approach Falco overall.
- Platforms allow for more options to recover with, same as Acid even though you take 14%, better than a Smash that kills us.
- Slime allows for extended hitboxes on any of our attacks, making punishes easier.
- Lasers hitting slime will allow us to refresh our moveset.
Cons:
- Falco becomes easier to kill.
- Semi hindered chain grab.
- Inability to IAP safely.
Notes: If you go to the right most ledge, and jump under the Cylinders and aim a Firebird Diagonally Up Left, it will break the stage in half and allow you to land on the left most side, useful for Zoning and Pressuring with lasers to force, bait and read an approach.
Only go here if you're comfortable with the stage it self, and have no issue with it.
[/collapse]
[collapse=Pokemon Stadium One]
Pros:
- Larger blastzones, allowing Falco to live longer than he normally should.
- Large stage layout allowing lots of room to Zone with SDHL and SHL.
- The Rock and Fire transformations allow you to run the timer, and think about your opponent and their style of play.
- Water transformation allows for you to live longer under the windmill.
- Big stage allows for you to Laser and run away, while removing laser's effectiveness on some transformations.
Cons:
- You have to be very accurate with your Phantasm to grab the edge.
- Be wary about recovering with Firebird, if coming directly from the Side, more times than not, it will not grab the ledge.
- Kill power has a slight nerf from the blast zones.
Notes: Large stage layout, great for taking people here to camp them and time them out. Able to set up Laser lock on the Left side of the windmill at damages above ~60% by using D/ U-Throw if they miss a tech. Bottom Left of tree allows for a Laser lock using D-Throw when they miss a tech. Gains a laser lock from the edge slip on heavies/ fast fallers during the first transformation. [/collapse]
[collapse=Battlefield]
Pros:
- Killing from the side is buffed from closer side blast zones.
- Top blastzone from the lowest point allows you to live 1% longer than that of FD.
- Platforms yield the ability to assist our recovery, allowing us to be less predictable and get on stage safer.
- Platforms allow us to take advantage of Edge slip on Heavies/ Fast fallers for a Laser lock or free kill set up.
- Platforms make it so much harder to approach Falco since approaching from a platform is easily telegraphed and avoidable.
- Only neutral Falco can truly avoid any CG safely, as well as locks. However, beware of edge slip, we DO get affected by this.
- Having control over phantasm is really strong because it gives Falco tons of defensive positional advantages.
- Able to wall jump at the edge for more recovery mix ups.
- Falco can reach the top platform in a full hop
Cons:
- Platform camping from opponents.
- Dies earlier from the sides.
- Landings trapped easily due to platforms.
Notes:
Scar glitch will happen to us where we let go of the ledge immediately after Phantasming to it, we get our Jump back.
Easily our best stage. You can airdodge to the lower platform from the ledge. You have to pull back from the ledge. Then, jump and push forward and airdodge. The timing is super strict here. [/collapse]
[collapse=Final Destination]
Pros:
- Large stage layout, gives us lots of room to be in control with Lasers.
- One of the most banned stages against Falco.
- No platforms, which hurts characters that rely on using them to weave in and out carefully. >
- Much harder to avoid the CG since platforms are non existent.
- Easier for us to trap their landings without platforms getting in our way.
- Able to wall jump from the edge of FD, Lower side and upper side ( Small wall ) Allowing Falco to re grab the edge. Any attack option will require you to firebird to recover.
Cons:
- No platforms, ability to mix up our Phantasm in N/A.
- Edges mess with vertical recovery; have to be precise to survive.
Notes: The fact that FD puts our ability to Camp/ Zone with lasers at the Maximum capability far outweighs most other Character strengths on this stage, it also makes Falco just That much scarier. Watch out for the Edge of FD, it's very easy to be clipped by it. Do not, under any circumstances think it's a good idea to take Ice Climbers here. [/collapse]
[collapse=Smashville]
Pros:
- Similar blast zones to FD.
- A pretty spacious stage, big enough to abuse phantasm.
- Phantasm is almost the same length of the stage.
- Moving platform helps with recovery, and getting away.
- Edge Slip for Laser lock set ups on Fast Fallers like D3, and Bowser ( If there's more, I'll list them )
- Platform allows us to poke and pressure the opponent safely with short hop fast fall Uair, Nair, and Bair.
- Ability to platform cancel as a Mix up for literally anything.
Cons:
- Unable to wall jump off the stages edge.
Notes: When you have a CG, you're able to footstool them out of Down Throw, platform Cancel into a Laser lock. This is hard to do, only attempt it if you can actually do it consistently 75% of the time. The moving platform disables Pikachu's Chain Grab.[/collapse]
[collapse=Yoshi's Island: Brawl]
Pros:
- Able to wall jump on the sides ( only one certain part of the wall )
- Depending on the platfrom's tilt, it can make it hard for the opponent to get in. Try to be on the side the the platform is titled up on if you want to laser camp ( Never use the lowest side for this Ex: Always this -> .\ NEVER this -> ./ The dot is Falco )
- Steve can come up at random times and save us, if you won't make it back because they're edge hogging fire bird. Try to aim where Steve is, just in case he comes up.
Cons:
- Small stage can hurt Falco's recovery, even with the Tilting platform.
- Uneven terrain wrecks Phantasm, recovery wise too.
- Very small blast zones.
Notes: We can slide of the edges with SHDL, which can be cancelled into anything as soon as we slide off.[/collapse]
[collapse=Lylat Cruise]
Pros:
- Platforms help make it harder to get through the lasers and into Falco.
- Laser lock is possible with Edge Slip and through the Platform cancel laser lock set up.
- Higher Ceiling allowing us to live longer from the top.
- CG to Spike becomes very powerful if the stage tilts up as you spike them ( Very very specific gimmick )
Cons:
- Tilting can and will mess up our laser game.
- Stage Design Removes the ability to safely IAP.
- Usmash Ko power is nerfed from the Ceiling.
- Platform camping is harder to deal with because of the Stage Layout.
- Tilting will hurt Falco's recovery to an un imaginable degree.
Notes:
- Falco does not preform well here.[/collapse]
[collapse=Castle Siege]
T1 Pros:
- Lower level strengthen laser camping, making it difficult to come at you from the downward incline.
- Edge Slip can be abused on the top level/ lower level platform.
- High ceiling.. I think.
- Small Stage, Enforces CQC more than camping.
- Able to wall jump off side walls to aid recovery.
- Platforms aid in Falco's landings and recoveries.
- Small Side Blast Zones, and High Upper ones.
T1 Cons:
- Vertical Ko power lost.
- Ledges make it hard to recover, need to be accurate.
T2 Pros:
- Walk off CG from 0% on Large Group's #1/ 2 and Bowser/ Snake/ Dk.
- Lasers refresh our moves on the Statues.
- Large stage layout is great for running the clock.
- Very high ceiling.
- Impossible to be gimped.
- Edge Slip abused on the lower platform into a 0 - Death Laser Lock on most characters.
T2 Cons:
- Very easy to platform camp us.
T3 Pros:
- Tilting up in the direction you're going with a CG will make it very hard to recover from the spike.
- Large Layout allows for large amounts of easy camping.
T3 Cons:
- Tilting will hurt out camping.
- Tilting will make recovering difficult.
- Terrain ruins the ability to IAP.
Notes: Glitches may occur with you falling through the stage as it transforms. This usually occurs at random, so beware.[/collapse]
[collapse=Halberd]
Starting Pros:
- Large. nice for camping.
- Possibility of a walk off CG if you get an early grab on Large groups 1&2 as well as Bowser/ Snake/ Dk.
- Can't be gimped.
Cons:
None at the moment.
Flying Transformation Pros:
- Low ceiling will cause people to die off the top earlier.
- Platform allows us to pressure the opponent from Below with U-Tilt/ Short hop fast fall Nair/ Uair or Retreating Bair.
- Platform aids in recovery mix ups and will make it difficult to get in through our laser camping.
- Large stage, good for laser camps.
- Far side blast zones allowing us to live longer horizontally.
- Laser lock possible from edge slip.
- CG to spike is stronger because of the stage.
Flying Transformation Cons:
- Have to be very accurate with Phantasm or you'll miss the ledge.
- People can use the above to easily hurt our recovery and punish us.
- Die far earlier.
On Deck Transformation Pros:
- Very large space allowing us to camp to great amounts.
- Low ceiling and far horizontal blastzones. Boosting our Usmash kill power and ability to live horizontally.
- Laser lock guaranteed from edge slip on most characters from the central platform ( Leads to Dacus or free kill in general if they're at kill damage ).
- Platform seriously helps with mix ups for recovery.
- Able to wall jump on the sides of the stage that are just below the edge.
On Deck Transformation Cons:
- Low Celing, we die early off the top.[/collapse]
- This is to expand Falco mains/ any players knowledge of Falco on the stages.
- Please post with any info you have.
- This is going to be a huge data base for us, eventually, we'll have character gimmicks outside of Falco listed on this so we know what to look out for when we ban/ cp/ are cp'd to any of the legal stages.
- I will not be able to do this by myself, so for the love of all Falco mains, help me out!
- Posting over and over again makes it easier, Ignore what I said previously. I have no idea what I was thinking.
- All info is from my head/ posts I found.
[collapse=Brinstar]
Pros:
- Forces people into CQC, which Falco is very dominant at.
- Smaller blast zones, boosting Falco's kill power.
- Acid may save us from being gimped.
- Platform layout allows Falco to control the stage and apply pressure easier.
- Platform layout makes it harder to approach Falco overall.
- Platforms allow for more options to recover with, same as Acid even though you take 14%, better than a Smash that kills us.
- Slime allows for extended hitboxes on any of our attacks, making punishes easier.
- Lasers hitting slime will allow us to refresh our moveset.
Cons:
- Falco becomes easier to kill.
- Semi hindered chain grab.
- Inability to IAP safely.
Notes: If you go to the right most ledge, and jump under the Cylinders and aim a Firebird Diagonally Up Left, it will break the stage in half and allow you to land on the left most side, useful for Zoning and Pressuring with lasers to force, bait and read an approach.
Only go here if you're comfortable with the stage it self, and have no issue with it.
[/collapse]
[collapse=Pokemon Stadium One]
Pros:
- Larger blastzones, allowing Falco to live longer than he normally should.
- Large stage layout allowing lots of room to Zone with SDHL and SHL.
- The Rock and Fire transformations allow you to run the timer, and think about your opponent and their style of play.
- Water transformation allows for you to live longer under the windmill.
- Big stage allows for you to Laser and run away, while removing laser's effectiveness on some transformations.
Cons:
- You have to be very accurate with your Phantasm to grab the edge.
- Be wary about recovering with Firebird, if coming directly from the Side, more times than not, it will not grab the ledge.
- Kill power has a slight nerf from the blast zones.
Notes: Large stage layout, great for taking people here to camp them and time them out. Able to set up Laser lock on the Left side of the windmill at damages above ~60% by using D/ U-Throw if they miss a tech. Bottom Left of tree allows for a Laser lock using D-Throw when they miss a tech. Gains a laser lock from the edge slip on heavies/ fast fallers during the first transformation. [/collapse]
[collapse=Battlefield]
Pros:
- Killing from the side is buffed from closer side blast zones.
- Top blastzone from the lowest point allows you to live 1% longer than that of FD.
- Platforms yield the ability to assist our recovery, allowing us to be less predictable and get on stage safer.
- Platforms allow us to take advantage of Edge slip on Heavies/ Fast fallers for a Laser lock or free kill set up.
- Platforms make it so much harder to approach Falco since approaching from a platform is easily telegraphed and avoidable.
- Only neutral Falco can truly avoid any CG safely, as well as locks. However, beware of edge slip, we DO get affected by this.
- Having control over phantasm is really strong because it gives Falco tons of defensive positional advantages.
- Able to wall jump at the edge for more recovery mix ups.
- Falco can reach the top platform in a full hop
Cons:
- Platform camping from opponents.
- Dies earlier from the sides.
- Landings trapped easily due to platforms.
Notes:
Scar glitch will happen to us where we let go of the ledge immediately after Phantasming to it, we get our Jump back.
Easily our best stage. You can airdodge to the lower platform from the ledge. You have to pull back from the ledge. Then, jump and push forward and airdodge. The timing is super strict here. [/collapse]
[collapse=Final Destination]
Pros:
- Large stage layout, gives us lots of room to be in control with Lasers.
- One of the most banned stages against Falco.
- No platforms, which hurts characters that rely on using them to weave in and out carefully. >
- Much harder to avoid the CG since platforms are non existent.
- Easier for us to trap their landings without platforms getting in our way.
- Able to wall jump from the edge of FD, Lower side and upper side ( Small wall ) Allowing Falco to re grab the edge. Any attack option will require you to firebird to recover.
Cons:
- No platforms, ability to mix up our Phantasm in N/A.
- Edges mess with vertical recovery; have to be precise to survive.
Notes: The fact that FD puts our ability to Camp/ Zone with lasers at the Maximum capability far outweighs most other Character strengths on this stage, it also makes Falco just That much scarier. Watch out for the Edge of FD, it's very easy to be clipped by it. Do not, under any circumstances think it's a good idea to take Ice Climbers here. [/collapse]
[collapse=Smashville]
Pros:
- Similar blast zones to FD.
- A pretty spacious stage, big enough to abuse phantasm.
- Phantasm is almost the same length of the stage.
- Moving platform helps with recovery, and getting away.
- Edge Slip for Laser lock set ups on Fast Fallers like D3, and Bowser ( If there's more, I'll list them )
- Platform allows us to poke and pressure the opponent safely with short hop fast fall Uair, Nair, and Bair.
- Ability to platform cancel as a Mix up for literally anything.
Cons:
- Unable to wall jump off the stages edge.
Notes: When you have a CG, you're able to footstool them out of Down Throw, platform Cancel into a Laser lock. This is hard to do, only attempt it if you can actually do it consistently 75% of the time. The moving platform disables Pikachu's Chain Grab.[/collapse]
[collapse=Yoshi's Island: Brawl]
Pros:
- Able to wall jump on the sides ( only one certain part of the wall )
- Depending on the platfrom's tilt, it can make it hard for the opponent to get in. Try to be on the side the the platform is titled up on if you want to laser camp ( Never use the lowest side for this Ex: Always this -> .\ NEVER this -> ./ The dot is Falco )
- Steve can come up at random times and save us, if you won't make it back because they're edge hogging fire bird. Try to aim where Steve is, just in case he comes up.
Cons:
- Small stage can hurt Falco's recovery, even with the Tilting platform.
- Uneven terrain wrecks Phantasm, recovery wise too.
- Very small blast zones.
Notes: We can slide of the edges with SHDL, which can be cancelled into anything as soon as we slide off.[/collapse]
[collapse=Lylat Cruise]
Pros:
- Platforms help make it harder to get through the lasers and into Falco.
- Laser lock is possible with Edge Slip and through the Platform cancel laser lock set up.
- Higher Ceiling allowing us to live longer from the top.
- CG to Spike becomes very powerful if the stage tilts up as you spike them ( Very very specific gimmick )
Cons:
- Tilting can and will mess up our laser game.
- Stage Design Removes the ability to safely IAP.
- Usmash Ko power is nerfed from the Ceiling.
- Platform camping is harder to deal with because of the Stage Layout.
- Tilting will hurt Falco's recovery to an un imaginable degree.
Notes:
- Falco does not preform well here.[/collapse]
[collapse=Castle Siege]
T1 Pros:
- Lower level strengthen laser camping, making it difficult to come at you from the downward incline.
- Edge Slip can be abused on the top level/ lower level platform.
- High ceiling.. I think.
- Small Stage, Enforces CQC more than camping.
- Able to wall jump off side walls to aid recovery.
- Platforms aid in Falco's landings and recoveries.
- Small Side Blast Zones, and High Upper ones.
T1 Cons:
- Vertical Ko power lost.
- Ledges make it hard to recover, need to be accurate.
T2 Pros:
- Walk off CG from 0% on Large Group's #1/ 2 and Bowser/ Snake/ Dk.
- Lasers refresh our moves on the Statues.
- Large stage layout is great for running the clock.
- Very high ceiling.
- Impossible to be gimped.
- Edge Slip abused on the lower platform into a 0 - Death Laser Lock on most characters.
T2 Cons:
- Very easy to platform camp us.
T3 Pros:
- Tilting up in the direction you're going with a CG will make it very hard to recover from the spike.
- Large Layout allows for large amounts of easy camping.
T3 Cons:
- Tilting will hurt out camping.
- Tilting will make recovering difficult.
- Terrain ruins the ability to IAP.
Notes: Glitches may occur with you falling through the stage as it transforms. This usually occurs at random, so beware.[/collapse]
[collapse=Halberd]
Starting Pros:
- Large. nice for camping.
- Possibility of a walk off CG if you get an early grab on Large groups 1&2 as well as Bowser/ Snake/ Dk.
- Can't be gimped.
Cons:
None at the moment.
Flying Transformation Pros:
- Low ceiling will cause people to die off the top earlier.
- Platform allows us to pressure the opponent from Below with U-Tilt/ Short hop fast fall Nair/ Uair or Retreating Bair.
- Platform aids in recovery mix ups and will make it difficult to get in through our laser camping.
- Large stage, good for laser camps.
- Far side blast zones allowing us to live longer horizontally.
- Laser lock possible from edge slip.
- CG to spike is stronger because of the stage.
Flying Transformation Cons:
- Have to be very accurate with Phantasm or you'll miss the ledge.
- People can use the above to easily hurt our recovery and punish us.
- Die far earlier.
On Deck Transformation Pros:
- Very large space allowing us to camp to great amounts.
- Low ceiling and far horizontal blastzones. Boosting our Usmash kill power and ability to live horizontally.
- Laser lock guaranteed from edge slip on most characters from the central platform ( Leads to Dacus or free kill in general if they're at kill damage ).
- Platform seriously helps with mix ups for recovery.
- Able to wall jump on the sides of the stage that are just below the edge.
On Deck Transformation Cons:
- Low Celing, we die early off the top.[/collapse]