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The Big Falcon Guide Project Part 1/4 : Moveset Analysis

teluoborg

Smash Otter
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Mar 12, 2008
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4,060
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teloutre
I have a project of making a big Falcon guide that will comprehend everything that a Falcon player needs to know in order to do well in tournaments, and I need your help to make it complete.
There will be 4 major parts to this guide and this is the first part : a comprehensive description of Falcon's moveset and its uses.
(For the curious part 2 will be "technique and combos",part 3 "gameplan" and part 4 "matchups").

Here you will find a description of every move with the following format :
Name
Animation and screenshots (animations provided by Furil)
Interesting frame data
Description, things you should know, uses.

Some of the things you'll find here will coincide with the "Falcon shows you his moves" sticky but most of it will be updated and most thoughts will be expressed with a tournament situation in mind.
All frame datas are from kuroganehammer.com, Pikabunz's google doc and Lordwilliam1234's google doc, praised be these men and their work.


GROUND MOVES

Jab1
Hits on frame 3
Ends on frame 17
Can be canceled into Jab2 on frame 8
Advantage on shield : -11

Falcon's fastest move and his best option in close quarters. The knockback is fixed and weight dependant which means that every character will be launched more or less high depending on their weight and not their percentages.
Note : If you hold A without hitting your opponent the jab1 will repeat itself very quickly until it hits something, making it a very good option against rolls, dodges and ledge getups. Let's call this Autojab.
Note : as seen on picture 2 the hitbox extends very far back and if an opponent is in contact with Falcon's ass he will get jabbed. No one expects getting jabbed by Falcon's ass and more often than not you will have the time to turn back and do another jab or a grab.
Uses : opens up for the regular jab1>jab2>jab3 sequence or a jab1(>jab2)>grab. Can pressure shields if mixed up with jab cancels and jab>grab.


Jab2
Hits on frame 5
Ends on frame 18
Can be canceled into Jab3 on frame 10
Advantage on shield : -10

Just the simplest way to follow up jab1. Not much to say except it's got slightly more range than jab1. Also has weight dependant knockback.
Note : you can walk forward for a very short time between jab1 and jab2, increasing its range
Uses : nothing particular, just move along to jab3. Can be used to mix up your jab sequences on shield.


Jab3 : the Gentleman
Hits on frame 6
Ends on frame 32
Advantage on shield : -22

The Gentleman's knee. Has more range than the two previous jabs and most importantly the one that sends people flying. This is important because if people get sent flying it forces a choice on your opponent before he touches the ground (be it doing a jump, an aerial, a dodge or fall to the ground and tech. But more on that in part 2 of the guide).
Note : even if your opponent is at 0% he will be put in tumble state.
Note : you can also walk forward between jab2 and jab3 to increase its range.
Note : it is advised to never use jab3 unless you have confirmed that jab1 and/or jab2 have hit your opponent and not his shield.
Uses : launcher, very effective to set up frame traps at low percents and juggles at mid/mid-high percents. Can kill from the ledge at 120-160% depending on your rage and your opponent's weight.


Jab flurry/Multijab
Hits on frame 9, 14, 20, 25, 30
Loops as long as you hold A
Transitions into jab finisher when you let go of A

How to perform : you must hit the A button 3 times quickly and let go of the button to activate the jab flurry. You must press A the third time before the second jab has hit your opponent. If you hold the button, or if you press A too late you will always get the gentleman instead.
This part of Falcon's jab is not very good. The problem it has compared to some other multijabs it that you move back when hitting your opponents, it sends them upwards and the hits go from up to down, meaning the floatiest opponents can get out before the first sequence is finished and jump to escape the loop or the finisher.
Note : yelling ATATATATATATA while performing this move increases its offensive power.
Uses : mixup from regular jabs or if you want to snipe people with the jab finisher. Do not use on floaties, especially if they have a frame 3 aerial (Luigi, Ness, etc)

Jab finisher
Hits on frame 6
Ends on frame 39
Advantage on shield : -30

Falcon hits the air so hard it gets scared and runs away, hitting your opponent in the process. I am not a fan of vulgar language but as you can see the range on this move is complete bull****. Everyone will always be surprised by its range and this is probably the only reason for you to use jab flurry.
Note : even though it sends the opponents flying further than jab3 it kills later. The only exception is when near a blastzone (like when you're on the Smashville platform) and you have some rage.
Note : as for the jab flurry, screaming WATA while performing this move augments its power.
Uses : mid range surprise attack. Otherwise less effective than the Gentleman to kill or set up.


Dash Attack
Hits on frame 7
Ends on frame 37
Advantage on shield : -23

The shoulder charge. Like the picture shows this attack is disjointed in front of Falcon so it will hit farther than it seems. Though the move is average at best, Falcon's mobility makes it very practical to surprise opponents at mid range.
Note : the late hitbox sends opponent flying less far, allowing more follow ups.
Uses : mid range punisher, landing punisher, launcher, juggle/combo follow up on low DIs. Do NOT use this move if your opponent can shield.


Ftilt
Hits on frame 9
Ends on frame 31
Advantage on shield : -15

Not much to say about this move. The regular version is quite meh, but it can be angled to hit high or low, which are zones that cannot be easily reached by Falcon's other moves.
Note : can be performed out of a pivot
Note : some small characters (Kirby, Pika, etc) can crouch under the regular version, use the low angled version instead.
Note : Falcon moves slightly forward during this move, so if the first Ftilt barely whiffed the second will hit.
Uses : mid range poke, edgepusher.


Dtilt
Hits on frame 11
Ends on frame 34
Advantage on shield : -16

One of my favorite moves. It's Falcon's longest reaching move and the distance makes it safe on shield against most characters. It also sends opponents flying at a very low (25°) angle
Note : Falcon's crouching during the animation allows him to dodge high atttacks. Especially useful against aerial approaches.
Note : There also is a hitbox on Falcon's body, making it cover a large portion of terrain.
Uses : mid range poke, landing punisher, roll punisher, can kill at around 130% on the ledge.


Utilt
Hits on frame 17
Ends on frame 39
Advantage on shield : -14

The axe kick. I think pretty much everyone knows this by now but the move has 2 different trajectories depending on if your opponent is on the ground or in the air. Grounded opponents will be sent flying diagonally while airborne opponents will be spiked. Very useful if you can catch the 2 frames of ledge grabbing vulnerability on a recovering opponent or after a ledge trump.
Note : the hitbox on frame 17 is above Falcon (see picture). You have to wait until frame 20 for it to hit in front of Falcon.
Uses : edgeguarder, juggle follow up, airdodge punisher.

SMASH ATTACKS
NOTE : all smash attacks have up to 60 frames (1s) charging time.

Fsmash : the Elbow Sword
Hits on frame 19
Releases from charge on frame 8
Ends on frame 59 (40 frames of cooldown)
Advantage on shield : -27

One of Falcon's best KO moves, the kill power is (sadly) better than Falcon Punch. The hitbox is disjointed AND Falcon lunges forward during the animation, greatly increasing the move's effective range. It can be angled up and down to increase the hit precision.
Note : Falcon moves back during the charging animation, making it possible to dodge some aerial approaches
Note : like Ftilt, Fsmash can be done out of a pivot
Note : unlike Ftilt, Fsmash can be done out of the startup of a dash, making it possible to perform a dash dance Fsmash and a foxtrot Fsmash. More on that in part 2.
Note : when hanging from the ledge some character can be hit by down angled Fsmash
Uses : airdodge punisher, mid range punisher


Dsmash
Hits on frame 19 and 29
Releases from charge on frame 8 and 18
Ends on frame 48
Advantage on shield : -19 and -7

Falcon's two hit kick. The second kick hits harder, kills sooner, reaches farther and is safer on shield than the first hit, but the first hit comes out faster and hits higher (see image 2).
Uses : roll punisher, decent poke with second hit. Can catch ledge rolls very easily.


Usmash
Hits on frame 22 and 28
Releases from charge on frame 14 and 20
Ends on frame 51
Advantage on shield : -24 to -14 depending on the hitboxes

The strenght of this move is the first hit that catches the opponents from afar (see picture 2) and sends them into the second hit. It isn't 100% reliable though as sometimes the second hit will whiff, especially if you hit the first hit from under a platform
Note : the first hitbox can catch some of the opponents from the ledge and can staegespike.
Note : can be done out of a dash and out of a jump. Jump canceled Usmash can be done out of a shield, of a dash or a pivot. Dash jump canceled Usmash will slide farther than dash Usmash.
Uses : Medium range punisher. Decent mixup out of a dash to catch people who spotdodge frequently, but that's it.

AERIALS
NOTE : the frame advantage is calculated from perfect aerials (when you land right after the move hits your opponent's shield). The more time you have between hitting the shield and landing, the smaller this advantage becomes.
NOTE : Falcon's jumpsquat is 5 frames so if you want to know the speed of a SH aerial just add 5 to the startup.

Nair
Hits on frame 7 and 20
IASA frame 44
Landing lag : 12
Autocancels on frame 33
Advantage on shield : -8 and -7

A very good combo move, coupled with Falcon's speed it can follow up most launchers and can be followed up by other moves at low to mid/high percents. Sometimes the first hit will not lead into the second hit.
Note : this move will autocancel from a short hop, or if done under a platform it will autocancel from a full hop.
Note : if you land right after the first hit you can combo it into Jab, Ftilt, Dash attack or grab. Be careful though as it is unsafe on shield.
Note : if you delay the Nair a little after your short hop and fastfall as soon as possible the second hit will come out very close to the ground.
Uses : Combo starter, combo follow up, can kill offstage starting 110%, zoning tool.


Fair : the Knee of Justice™

Hits on frame 14
IASA frame 46
Landing lag : 30
Autocancels on frame 43
Advantage on shield : -17 with strong hit

Falcon's signature move with the Falcon Punch, except this one is competitively viable. The hitbox on the sweetspot is quite big and can connect above Falcon's knee. It cannot connect from behind though.
Note : Can be combo'd from Dthrow and Uair at certain percents, see part 2.
Note : when running off of a platform the sweetspot hitbox will come out before you touch the ground.
Uses : combo ender, airdodge punisher, gimper, offstage finisher.


Bair : the Rolex™
Hits on frame 10
IASA frame 36
Landing lag : 12
Autocancels on frame 20
Advantage on shield : -3 (-6 for sourspot)

In my honest opinion Falcon's best move : godlike range, comes out relatively fast, deals tons of damage, kills very early, low landing lag and very early autocancel. What it means is that if you want to spam a move spam this. Smart use of this move is unpunishable.
Note : the hitbox extends forward and you can connect it with Falcon's pelvis (see picture 2).
Note : always sends your opponent behind Falcon, which means if you hit a shield with Falcon's pelvis you will automatically cross up.
Note : can autocancel out of a short hop fast fall
Uses : zoning tool, offstage finisher, mid range poke, launcher, combo follow up, edgepusher, shield pressurer, etc... Bair does it all.


Dair : the Stomp
Hits on frame 16
IASA frame 45
Landing lag : 21
Autocancels on frame 40
Advantage on shield : -11

Ah, the Dair. One of the reasons why Falcon is so dangerous offstage. One good read and it will end a stock at 40%. Even on stage it can set up some devastation combos if people fail to tech.
Note : the sourspot is on Falcon's pelvis. This dangerous pelvis thrust will send people flying diagonally and kills relatively early. See picture 2.
Note : if people pressure your shield with low hitting moves you can use SH Dair as an OOS punition.
Note : can jab reset at low percents
Uses : combo follow up, combo finisher, airdodge punisher, offstage finisher.


Uair
Hits on frame 6-12
IASA frame 34
Landing lag : 10
Autocancels on frame 25
Advantage on shield : -2 (-3 for sourspot)

Falcon's fastest aerial, and with Bair his most abusable moves. It hits on a 180° angle above Falcon (see picture 2 for the last hitbox) and has so little lag it can be used safely on shield and in the neutral. It takes a bit of practice but using it as close to the ground as possible is very beneficial, especially when you're good enough to hit small characters. The strong hitbox is on Falcon's body and the weak hitbox is on Falcon's feet
Note : the latter part of the move will send people at a low angle, almost horizontally
Uses : launcher, combo follow up, zoning tool, airdodge punisher, juggle tool, shield pressurer.


GRABS AND THROWS

Standing Grab
Hits on frame 7
Ends on frame 30

Not much to say here. Falcon's go to OOS option
Note : the hitbox is fairly high so it will whiff on low profile opponents (Pikachu landing after Fair, Kirby crouching, Mario using dash attack...)
Use : OOS punisher, combo starter


Dash Grab

Hits on frame 9
Ends on frame 37

This is it. The game changer, Falcon's number one gimmick and the reason of his early popularity (and also of his recent decline). The range on this is crazy (pictures 2 and 3) and it will punish most opponents from where they think they're safe. The problem is that by now people have learnt the matchup and know not to do too many reckless things in Falcon's dash grab range. Always be very picky on when to use this.
Note : it slides !! Using Bthrow will stop the sliding, but eveery other option will carry out the momentum. That sliding is necessary for a lot of Fthrow/Dthrow combos.
Note : there is a big dead angle at the beginning of the move, do not use in close range.
Uses : mid range punisher, combo starter.


Pivot Grab
Hits on frame 12
Ends on frame 36

Nothing much to say here, this grab has its situational uses though.
Note : Falcon slides during this too ! But with less momentum than with dash grab.
Uses : use it while retreating to punish approaches, use it while dashing through your opponent to punish spotdodgers.


Dthrow

Falcon's default throw as it opens many follow ups and his most deadly combos. It's his only throw that is weight dependant, meaning that it will be faster on lighter opponent, thus give him less lag and allow more follow ups. It's also the only throw that doesn't have a hitbox, which is important to know for 1v2 situations in doubles.
Note : it's the only one of Falcon's throw that will never kill.
Uses : combo starter


Fthrow

The other combo throw. Very important to use as people will be used to DI Dthrow down and away, and that's the perfect DI to follow up with this throw.
Uses : combo starter, DI mixup with Dthrow, can kill at the ledge starting 140%


Bthrow

This move is just here to put your opponent offstage or end his stock when he's at the ledge with a pivot grab.
Uses : kill throw on the ledge at around 140%


Uthrow

This move has too much knockback to be really used during a match. The only use I know is for team combos because of how little the opponents can DI the trajectory. Use it to kill if you're not near a ledge.
Uses : team combos (preferably with spikes), kill throw at around 170%.

SPECIALS
Neutral B : the FALCON PUNCH
Hits on frame forever
Ends on frame never
Advantage on shield : just don't

This move is terrible and as stated above isn't even his best killer. Use it if and only if you want to style on your opponent. If the default move was the fast punch custom then it might be interesting but for now just leave it be.


Side B : Raptor Boost
On the ground :
Hits on frame 20 (detection hitbox on frame 16 and actual hitbox after detection on frame 4)
Ends on frame 35 (frame 79 on whiff)
Advantage on shield : -24

In the air :
Hits on frame 24 (detection 19, actual hitbox on frame 5)
Ends on frame whatever, puts you into freefall state
Advantage on shield : JUST
Grabs the ledge on frame 1

This is probably the most frustrating move for people that play against Falcon, as its kill power increases dramatically with rage. From 140% with no rage, you can kill people at 70% with max rage.
How the move works : first the detection hitbox comes out and stays for as long as Falcon moves (pictures 1 and 2). Once the detection hitbox touches a hurtbox (your opponent, his shield or a stage element like the SV balloon) the actual hitbox will come out (pictures 3 and 4). This messed up activation is why this move whiffs so often.
Note : Falcon leans back during the startup, allowing him to dodge some attacks.
Note : after using the aerial version you can drift very far back in the air, but not very far forward. Use this to bait your opponent into missing their punition.
Note : only the sweetspot of the aerial version can spike (the end of the arc, see picture 4), and only if the opponent is in the air. Else it will send him diagonally.
Uses : mid range punisher, comeback starter. For the aerial version : ballsy offstage finisher, recovery mixup.

Down B : Falcon Kick
Hits on frame 18
Ends on frame 73 (aerial ends on frame 60)
Landing hitbox out on frame 2
Landing lag : 49
Advantage on shield : -46

The famous Falcon kick is a hit or miss. On some points it can be good as the first hitbox will outprioritize a lot of the opponents' mid range moves and can kill, the aerial version can be used to escape juggles thanks to its stall then fall, but on the other hand it is very laggy and at low percents people can punish you after getting hit by it.
Note : the aerial version isn't disjointed, so every Uair in the game will beat it. Be sure to wait until your opponent is lagging before using it.
Note : after finishing the aerial version will make you fall way faster than your maximal fall speed
Uses : Footsies punisher, kills at around 150%, offstage punisher. Aerial version : recovery mixup, counter to juggle (very risky).


Up B : Falcon Dive



Hits on frame 14
Puts you in freefall state
Grabs the ledge on frame 14 (?)

Falcon's main recovery move and his only command grab. The fact that it is a grab makes it very potent against opponents shielding on platforms or against counter happy characters (Bayo or Corrin) helped by its great range compared to Falcon's regular grab (pictures 1 and 2), though it is very punishable on whiff. You can change your trajectory at any time during the move.
Note : watch this video : https://www.youtube.com/watch?v=jc07-xJ_skM ; the grab hitbox is on Falcon's pelvis (AGAIN) and his hand is vulnerable during his recovery (pictures 3 and 4). Do not let your hand pass through the stage while recovering, good players will punish you.
Note : since it's a grab a lot of people can trade hits with it. Some like Fox can gimp you if you grab them during a Fair. Do not try to trade with up B while recovering because chances are you will lose.
Note : if you hold down after performing the up B you will not grab the ledge. This technique is very effective against people that camp in their shield near the ledge while you are recovering.
Uses : recovery, shield punisher from below, counter moves punisher.

There I think I haven't forgotten anything. Now what I would like is feedback and if you have anything to add on what I said.

Thanks in advance

PS : No Megamen were harmed during the photo shooting.
 
Last edited:

Yangguizi

Smash Cadet
Joined
Oct 23, 2014
Messages
35
Location
Minneapolis Minnesota
You might have mentioned d-tilts unique trajectory. It gives the move some niche uses, but more than that its just practical basic knowledge.
 

TheSausXL

Smash Cadet
Joined
Jun 19, 2015
Messages
64
Location
Mars
Very good so far man, I can't wait for the next parts. But I'd like to give my input on a few things (and btw I acknowledge that you might be saving some of these bits of info for other parts but in case you glanced over these I'm gonna say them just in case):

Landing nair can lead to a footstool on some of the cast, though it's kinda hard to do consistently. Just a good thing to know.

I think ftilt and dtilt are great at mid percents for setting up a tech-no tech situation. If they don't tech, falcon is fast enough to punish, and if they do tech, you can try to read it and if you whiff, you're probably not gonna get punished.

Also it's good to note that spaced stomp on shield is un-shieldgrabbable. And if you SHFF a Stomp at mid percents, you can get a guaranteed footstool, and if you read the DI l, you can get more footstools until you can finish with knee or bair. Even Stomp to uair can kill at high percents.

Welp that's all I have to add for right now, but great work on this guide. I feel like it's going to be very fleshed out and will be the go-to for any info.

Thanks for this guide, and as always, Falcon be with you :4falcon:
 
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