Editing Falco (SSBU)

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Falco is a [[weight|lightweight]] character with the highest [[jump]] in the game, a fast [[initial dash]] speed, the 7th highest [[gravity]], the 10th fastest [[walking speed]], the 11th fastest [[falling speed]], the 12th highest [[traction]] and the 9th best [[air acceleration]], but in contrast has average [[dashing]] speed and the 23rd slowest [[air speed]]. This makes his movement somewhat polarizing as he has overall mediocre horizontal movement (especially while airborne), but excels in reaching impressive heights.
Falco is a [[weight|lightweight]] character with the highest [[jump]] in the game, a fast [[initial dash]] speed, the 7th highest [[gravity]], the 10th fastest [[walking speed]], the 11th fastest [[falling speed]], the 12th highest [[traction]] and the 9th best [[air acceleration]], but in contrast has average [[dashing]] speed and the 23rd slowest [[air speed]]. This makes his movement somewhat polarizing as he has overall mediocre horizontal movement (especially while airborne), but excels in reaching impressive heights.


Owing to his status as a "talented aerial fighter" with an "amazing jumping ability" and fast falling speed, Falco's greatest strengths lie in his strong combo, juggling, and edgeguarding capabilities; with his aerials being most evident of these traits. Up aerial in particular, is his primary juggling tool, thanks to its quick startup, wide hitbox that can hit opponents on landing, and low overall lag and knockback. These traits make it very effective at starting and extending juggles, and as well as being capable of comboing into itself and other aerials. Additionally, it can KO at high percents near the upper blast line. Neutral aerial has a large, lasting hitbox that covers Falco and is a fast multi-hit, making it a good disruptor and combo extender/finisher. It can also drag opponents downward, allowing it to start combos on stage. Forward aerial has decent horizontal range and is also a lasting multi-hit, allowing it to edgeguard and KO reliably. Like his neutral aerial, it can drag opponents downward as well, potentially leaving offstage opponents in a very vulnerable position. Back aerial is one of the strongest aerials of its kind and can reliably KO even from center-stage. Lastly, down aerial, while nowhere near as notorious as its previous iterations, comes out fast and is a lasting hitbox; with its clean hit being a powerful meteor smash, giving it the ability to start combos onstage and score early KOs against poor recoveries.
Owing to his status as a "talented aerial fighter" with an "amazing jumping ability" and fast falling speed, Falco's greatest strengths lie in his strong combo, juggling, and edgeguarding capabilities; with his aerials being most evident of these traits. Up aerial in particular, is his primary juggling tool, thanks its quick startup, wide hitbox that can hit opponents on landing, and low overall lag and knockback. These traits make it very effective at starting and extending juggles, and as well as being capable of comboing into itself and other aerials. Additionally, it can KO at high percents near the upper blast line. Neutral aerial has a large, lasting hitbox that covers Falco and is a fast multi-hit, making it a good disruptor and combo extender/finisher. It can also drag opponents downward, allowing it to start combos on stage. Forward aerial has decent horizontal range and is also a lasting multi-hit, allowing it to edgeguard and KO reliably. Like his neutral aerial, it can drag opponents downward as well, potentially leaving offstage opponents in a very vulnerable position. Back aerial is one of the strongest aerials of its kind and can reliably KO even from center-stage. Lastly, down aerial, while nowhere near as notorious as its previous iterations, comes out fast and is a lasting hitbox; with its clean hit being a powerful meteor smash, giving it the ability to start combos onstage and score early KOs against poor recoveries.


Although Falco's ground game appears limited, he has a handful of respectable options at his disposal. Up tilt, in particular is Falco's staple in initiating combos thanks to its very quick startup, large hitboxes, and low ending lag and knockback. It can combo into itself and any of his aerials, and even setup for KO's into back aerial or up aerial at high percents. Down tilt, despite being Falco's most powerful tilt, is also capable of follow-ups into aerials thanks to its sourspots' lower power. Additionally, it covers a good distance in front of himself, allowing him to KO grounded opponents with ease or 2-frame many recoveries. Forward smash has considerable range and respectable KO power, while down smash starts up quickly and sends at a [[semi-spike]] angle, working as another quick KO option and heavily threatening those with poor recoveries. His other moves, although more situational, still have their uses: neutral attack comes out exceedingly quick and its first two hits can [[lock]], forward tilt can be angled and is relatively fast, allowing it to be used as a decent neutral option, and dash attack has a long duration, enabling it to catch dodges and landings, with its clean hit sending at a favorable angle for juggles and its late hit setting up for potential edgeguards.
Although Falco's ground game appears limited, he has a handful of respectable options at his disposal. Up tilt, in particular is Falco's staple in initiating combos thanks to its very quick startup, large hitboxes, and low ending lag and knockback. It can combo into itself and any of his aerials, and even setup for KO's into back aerial or up aerial at high percents. Down tilt, despite being Falco's most powerful tilt, is also capable of follow-ups into aerials thanks to its sourspots' lower power. Additionally, it covers a good distance in front of himself, allowing him to KO grounded opponents with ease or 2-frame many recoveries. Forward smash has considerable range and respectable KO power, while down smash starts up quickly and sends at a [[semi-spike]] angle, working as another quick KO option and heavily threatening those with poor recoveries. His other moves, although more situational, still have their uses: neutral attack comes out exceedingly quick and its first two hits can [[lock]], forward tilt can be angled and is relatively fast, allowing it to be used as a decent neutral option, and dash attack has a long duration, enabling it to catch dodges and landings, with its clean hit sending at a favorable angle for juggles and its late hit setting up for potential edgeguards.

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