Editing Falco (SSBM)

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|edgesdesc=Slowly gets up and kicks in front.
|edgesdesc=Slowly gets up and kicks in front.
|nsname=Blaster
|nsname=Blaster
|nspage=Blaster (Falco)
|nsdmg=3%
|nsdmg=3%
|nsdesc=Falco fires a laser from his Blaster. Not nearly as fast as Fox's, but is more powerful and makes the opponent flinch. For this reason, it is excellent for stopping approaching opponents, and the lag can be canceled if the move is done during a short hop and Falco fastfalls to the ground (referred to as [[short hop laser]]. Can also stop opponents when they are offstage. If Falco does a short hop laser close to an opponent, they will be stunned momentarily, allowing Falco to get an easy grab or start an aerial combo with an up tilt or a Shine. This attack has [[Priority#transcendent_priority|transcendent priority]]. Considered to either be one of the best or the best projectile in the game and the best neutral special because of its approach and combo ability, as well as strong pressure offstage.
|nsdesc=Falco fires a laser from his Blaster. Not nearly as fast as Fox's, but is more powerful and makes the opponent flinch. For this reason, it is excellent for stopping approaching opponents, and the lag can be canceled if the move is done during a short hop and Falco fastfalls to the ground (referred to as [[short hop laser]]. Can also stop opponents when they are offstage. If Falco does a short hop laser close to an opponent, they will be stunned momentarily, allowing Falco to get an easy grab or start an aerial combo with an up tilt or a Shine. This attack has [[Priority#transcendent_priority|transcendent priority]]. Considered to either be one of the best or the best projectile in the game and the best neutral special because of its approach and combo ability, as well as strong pressure offstage.
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|usdesc=Falco charges up in flames and blasts off in a direction, which can be controlled with the [[control stick]]. Unreliable as an attack due to the charge time. Used for vertical recovery, however it travels a much shorter distance than Fox's [[Fire Fox]]. Unlike Fire Fox, it cannot damage opponents during the charge, leaving Falco vulnerable to [[meteor smash|meteor smashes]] during the charge - with the right timing, it is even possible to meteor smash Falco when he is moving.
|usdesc=Falco charges up in flames and blasts off in a direction, which can be controlled with the [[control stick]]. Unreliable as an attack due to the charge time. Used for vertical recovery, however it travels a much shorter distance than Fox's [[Fire Fox]]. Unlike Fire Fox, it cannot damage opponents during the charge, leaving Falco vulnerable to [[meteor smash|meteor smashes]] during the charge - with the right timing, it is even possible to meteor smash Falco when he is moving.
|dsname=Reflector
|dsname=Reflector
|dspage=Reflector (Falco)
|dsdmg=8% (startup), 1.5x damage for reflected projectiles
|dsdmg=8% (startup), 1.5x damage for reflected projectiles
|dsdesc=Falco's Reflector (informally referred to as the Shine) works just like Fox's, reflecting any projectiles that hit it right back at the opponent who fired them for more damage and knockback. Unlike Fox's Shine, it doesn't send the opponent on a semi-spike trajectory; rather, it knocks them straight upwards. This makes the move very useful for knocking opponents into the air and starting aerial combos, on par with the up tilt. Can be jump cancelled, to avoid the ending lag, which can lead to double or multi-shines, as well as pillaring combos. This allows Falco to use it repeatedly to wear down shields, continue aerial combos or save a teammate in doubles. Considered to be one of the best moves in the game and the best down special along with Fox due to its great combo ability along with down air.
|dsdesc=Falco's Reflector (informally referred to as the Shine) works just like Fox's, reflecting any projectiles that hit it right back at the opponent who fired them for more damage and knockback. Unlike Fox's Shine, it doesn't send the opponent on a semi-spike trajectory; rather, it knocks them straight upwards. This makes the move very useful for knocking opponents into the air and starting aerial combos, on par with the up tilt. Can be jump cancelled, to avoid the ending lag, which can lead to double or multi-shines, as well as pillaring combos. This allows Falco to use it repeatedly to wear down shields, continue aerial combos or save a teammate in doubles. Considered to be one of the best moves in the game and the best down special along with Fox due to its great combo ability along with down air.

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