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Falco (SSB4)/Neutral special/Default

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This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Blaster (Falco).
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Falco brings out his Blaster and fires off. Comparatively to Fox's lasers, Falco's lasers are able to flinch opponents, at the cost of being much slower. Using the lasers at close range is not recommended, as the high endlag from the lasers and non-existent knockback of them makes Falco easy to punish. At longer ranges, however, lasers are able to add extra safe damage from afar (unless the opponent has a projectile of their own), and can thwart recovery attempts, especially those with bad airspeed. Lasers can also halt approaches due to the flinching, thus having them stop in place from being hit or be forced to shield. The lasers have good use in jablocking the opponent, although the high endlag may prevent extensions to combos from happening. Lasers are also able to go through all non-reflector/absorbing hitboxes, and fire slightly faster in the air, although a negligible increase.

Update history[edit]

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Buff Repeat window (frames 7-14 → 7-17).
  • Buff Grounded Blaster has a shorter delay between shots (34 frames → 29).
  • Buff Grounded Blaster has less ending lag (FAF 64 → 59).


ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 3% 0 Sakurai angle 0 100 2 1.44 0 0.0 0.0 0.0 1.0x 0.1x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Energy).png EffectIcon(Electric).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsIndirect.png