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Falco (SSB4)

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Revision as of 11:08, January 15, 2016 by Drill Blaster Mark 2 (talk | contribs) (→‎Changes from Brawl: Rewrote some parts. Of all veterans, Falco is the one to lose his neutral game. Couldn't have been Pikachu instead?)
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This article is about Falco's appearance in Super Smash Bros. 4. For the character in other contexts, see Falco Lombardi.
Falco
in Super Smash Bros. 4
Falco
StarFoxSymbol.svg
Universe Star Fox
Other playable appearances in Melee
in Brawl

Availability Unlockable
Final Smash Landmaster
Falco's stock icon in Super Smash Bros. for Wii U.

Falco (ファルコ, Falco) returns as a playable character in Super Smash Bros. 4. Falco was officially confirmed on October 3rd, 2014, alongside Ness and Wario, coinciding with the the North American and European release of Super Smash Bros. for Nintendo 3DS. His moveset appears to be largely unchanged from its Brawl incarnation.

In Japanese, he is once again voiced by Hisao Egawa. In English, instead of being voiced by Dex Manley like he was Brawl, Falco is now voiced by Mark Lund, his voice actor from Star Fox 64 3D and Star Fox Zero.

How to Unlock

Super Smash Bros. for Nintendo 3DS

  • Play 20 VS Matches.
  • Complete Classic Mode without using any continues.

Falco must then be defeated on Corneria.

Super Smash Bros. for Wii U

Falco must then be defeated on Orbital Gate Assault.

Attributes

Falco is a light character with polarized movement. He has the strongest jumps, a fast walking speed, fast falling speed and average air acceleration, but a rather slow dashing speed, low air speed and very high gravity. These stats give Falco very slow horizontal movement, but proficient vertical movement. They also give him good vertical survivability for a character of his weight.

Falco's greatest strength is the resilience of his moveset. His jab is very quick, hitting on frame 2, and his tilt attacks are fast and send opponents at favourable angles. Forward tilt is exceedingly quick, while up tilt and down tilt can be used to combo into another attack or KO at high percentages. His smash attacks are all powerful and have decent range as well. Down smash is also a semi-spike, making it very good at edgeguarding. His aerial moves are also powerful in their own way and give him a notable combo game. Neutral aerial deals respectable damage if all hits connect and is very quick, being excellent at disrupting the opponent's moves and a good comboing move. Forward aerial is powerful and can easily KO offstage. It also has a strong landing hitbox which sends the opponent away if the move wasn't over. Up aerial sends opponents vertically, being a great move for comboing and KOing off the top, thanks to Falco's high jumps. Back aerial is Falco's strongest aerial, as well as his second fastest, making it a great choice in any case. Lastly, down aerial, while significantly nerfed from Brawl, can still be useful for KOing offstage, as it is a meteor smash.

Another advantage Falco possesses is his grab game. His pummel is quick and decently damaging, making it great at racking up damage. Forward throw is decently strong and can set up a dash attack or an edgeguard. Back throw is great for giving Falco some breathing space, since the first hit is a semi-spike, and when combined with the laser's hit, the throw can even KO at high percentages. Up throw sends opponents straight up, and can be used to combo into any aerial or KO with the aid of a platform. Finally, down throw can combo into dash attack and any aerial at low percentages, or tech-chase if the opponent is past combo percentages, like in Brawl. Coupled with his fast rolls and sidestep, with the former being long-distanced, and his moveset's resilience, Falco has an impressive out of shield game.

His special moveset has some interesting options. His Reflector operates different from Fox, kicking it instead of keeping it in place. Due to this, it is arguably his best special, as it reflects projectiles while the hitbox is active for a longer time, and despite its lower reflecting output, it is still useful. Its hitbox also trips opponents at low to medium percents, allowing him to follow up, which makes it a decent poking tool. While Blaster is infamous for being significantly slowed down and its shots no longer autocancelling, it is still Falco's only projectile as well as having actual knockback unlike Fox's, allowing him to gimp opponents with bad recovery moves (most notably Little Mac and Ganondorf) as well as stopping bad approaches from many characters, especially if they lack a proper one (like Palutena). As for Falco Phantasm and Fire Bird, they are mainly used for recovering, ocassionally used in tandem should Falco cannot reach the ledge with a single move. However, Falco Phantasm is notable for no longer leaving him helpless, which gives him a reliable move after ledge trumping an opponent that also meteor smashes the trumped opponent. Lastly, due to his moveset's resilience, his combo starters are reliable in many ways, most notably down tilt, his throws and Reflector.

However, Falco has numerous weaknesses. His most prominent flaws are his recovery and his neutral game. About his neutral game, and as mentioned before, Falco's horizontal mobility is fairly slow, limiting his movement across the stage. This gives him significant trouble approaching and pressuring opponents, since Blaster, his best reliable tool at doing so, can no longer autocancel. In addition, while Falco's moves are overall very quick startup-wise, many of them are slow endlag-wise, making misused moves heavily susceptible to punishment. When combined with his overall poor range on his melee attacks and the fact that most of his moves' sweetspots are close to his body, Falco has significant trouble both in a neutral position and at KOing, despite his overall high power. As for his recovery, while his high jumps, Falco Phantasm, wall jump and Fire Bird give him a very long-distanced recovery, it is extremely predictable because of how linear it is. These four options are also very ineffective on their own, making his recovery easy to gimp. Outside of low percentages, Falco's combo-oriented moves are prone to being DIed, making it harder for him to rack up damage effectively, which is further exacerbated by the removal of chain grabbing, DACUS and the Gatling Combo. Despite being light, Falco is susceptible to combos, because of his fast falling speed and lack of escape options. His survivability is also below average at best, mainly because of Falco's low weight, high gravity, and predictable recovery.

Falco has a number of useful custom moves. Burst Blaster has less range, but is much faster, forcing bad approaches from the opponent much more easily. Falco Phase doesn't grant any momentum like in Melee and cannot hit opponents, but Falco cannot be hurt either, and the move is also faster. Fast Fire Bird gives even less distance than the default and is weaker, but as the name implies, it moves and charges much faster, giving the opponent no time to hit Falco. Distant Fire Bird is slower and has no charging hitbox like in Melee, but it moves further and has more momentum, considerably improving his recovery. Reflector Void destroys most projectiles instead of reflecting them, but deals more damage on contact, and is the optimal choice on certain matchups like Villager or if the opponent lacks projectiles. His other custom moves are either very situational, or don't have many advantages over the default.

Due to his severely nerfed neutral game from Brawl, Falco's weaknesses tend to outweigh his strengths, resulting in infamously low tournament representation, and similar results outside of Keitaro's and Cyro's efforts.

Changes from Brawl

Falco has received a mix of buffs and nerfs, but even though the former are more than the latter, he is considered to be noticeably nerfed overall, due to the loss of the many traits that made him a threat in the former game.

Falco's overall power has been improved significantly, removing his main weakness from Brawl. His down tilt has regained its lost power from Melee and his smash attacks are stronger. His forward aerial is stronger and unaffected by SDI, his up aerial has consistent power and more vertical knockback, and his back aerial has much more power, to the point of being one of the strongest of its kind. In addition, his grab game has had its consistency drastically improved, with up throw and down throw having comboing abilities, and back throw having KO power. His recovery, another severe weakness he had ever since Melee, has been heavily buffed. While Falco Phantasm can no longer be interrupted, it no longer puts Falco in helpless state, allowing Fire Bird to be used immediately after, with the latter also granting more distance. Due to being slow, both moves also benefit a lot from the removal of edge-hogging.

However, the few nerfs Falco received were harsh enough to cripple his neutral game. The removal of both DACUS and the Gatling Combo prevents his newly buffed up smash to be used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer affected adversely by it, the threat of him easily racking up large amounts of damage is no longer present. Down aerial, a staple in Melee and Brawl, has been drastically slowed down, to the point where it is now useless outside of edgeguarding. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. As a result, Falco is now much less of a threat in the neutral game, making it considerably harder for him to put his high power to good use.

Aesthetics

  • Change As part of the aesthetic used in SSB4, Falco's overall color scheme is brighter compared to how it looked in Brawl. Additionally, his eye reticle is smaller than it was in Brawl.
  • Change Falco now says "Get some!" when he performs his side taunt, instead of "Don't try me."

Attributes

  • Buff Falco's dashes slightly faster (1.432 → 1.472).
  • Change Falco's falling speed is faster (1.708 → 1.8), which makes him harder to KO but slightly more susceptible to combos.
  • Change The removal of chaingrabs weakens Falco's approach as he can no longer chaingrab with his down throw, but improves his overall endurance as he is no longer vulnerable to chaingrabs himself.

Ground attacks

  • Buff Neutral attack now transitions into a finisher, where Falco swipes his wing across.
  • Nerf Dash attack comes out slightly slower (frame 8 → 4).
  • Buff Sweetspotted down tilt has much more base knockback (25 → 50), restoring its KOing potential from Melee. The removal of hitstun cancelling also makes it a good combo starter at low percents.
  • Buff Forward smash deals more knockback (40 base/88 growth → 42 base/96 growth).
  • Nerf Forward smash hits 1 frame later (16 → 17 frames) and has less reach.
  • Change Falco has a new up smash: he does a backflip, kicking twice instead of once, with the first hit leading into the second.
  • Buff New up smash deals more damage (14% → 16%) and has no sourspot behind Falco.
  • Nerf New up smash has more ending lag and the removal of DACUS removes its potential as an approach option, follow-up option, and KOing option from his down throw. Falco can also no longer perform the Gatling Combo, removing its combo potential.
  • Buff Down smash has slightly more growth (70 → 76). Falco's feet are now intangible during start-up and the charging period, similar to how his legs were in Melee.

Aerial attacks

  • Buff Neutral aerial and forward aerial connect better, since both use the autolink angle now.
  • Nerf Neutral aerial has more landing lag (9 → 15 frames).
  • Buff Last hit of forward aerial has significantly increased knockback (80 base/60 growth → 55 base/145 growth), making it a very reliable KO move offstage and has much less landing lag (33 → 25 frames). It additionally has an added landing hitbox that deals 3% and can KO at around 150%.
  • Nerf Forward aerial deals less damage (11% → 9%) and has 4 frames extra start-up (6 frames → 10 frames).
  • Change Falco has a new back aerial: he kicks behind him while shortening more his body.
  • Buff Back aerial has much higher knockback growth (103 → 130), now being one of the strongest of its kind if landed clean.
  • Nerf Back aerial has less range and its lingering hitbox has been shortened noticeably.
  • Buff Up aerial no longer has a sourspot and consistently sends upwards, leading to more followups.
  • Nerf Up aerial deals 1% less damage (11% → 10%).
  • Nerf Down aerial has significantly more startup (frame 5 → 16) and landing lag (12 frames → 23 frames), no longer autocancelling in a short hop and drastically worsening its utility. Its clean hit also has lower knockback growth (100 → 80).

Throws/other attacks

  • Buff All of Falco's laser-based throws now consist of one strong blaster shot instead of three weak blaster shots, making them more reliable for damage racking, especially at high percentages. This makes his back throw a reliable KO option.
  • Buff Up throw's new vertical trajectory along with its aforementioned single strong shot makes it much better for follow-ups at mid to high percents. It also benefits from the new rage mechanic, which makes it a reliable KO throw on stages with platforms.
  • Buff Back throw deals more damage and knockback, making it a reliable KO throw at around 150% near the edge.
  • Nerf Down throw now hits only twice, dealing less damage in total (9% → 5%). It also has more base knockback (45 → 60), making it more difficult to follow up on at higher percents.
  • Buff The removal of hitstun cancelling makes down throw a better combo starter at low to mid percents, particulary into dash attack and forward aerial.

Special moves

  • Nerf Blaster fires at a slower rate and can no longer autocancel, removing silent lasers. It also fires slower and the aerial speed increase is less significant than inBrawl. While it can still be used to jab reset, laser locking is no longer possible. All these changes have removed all of this move's utility in approaching.
  • Buff Blaster shots now deal consistent 3% damage as they travel farther.
  • Buff Falco Phantasm no longer dashes over edges when used on the ground. It also has less landing lag when used while airborne. It no longer leaves Falco helpless when used in midair and gives Falco some slight forward momentum after the move ends. The introduction of ledge-trumping also allows it to be used for gimping opponents after trumping the edge, while allowing him to recover using Fire Bird.
  • Nerf Falco Phantasm has 2 frames more startup (17 → 19 frames). It can no longer be canceled, removing Falco's recovery mix-up options.
  • Change Falco Phantasm has a new animation, involving Falco spreading his arms out.
  • Buff Fire Bird grants more distance.
  • Buff Reflector starts and ends slightly faster. The removal of hitstun cancelling makes it a better poking option than in the previous game as Falco can now use another move once Reflector ends while the opponent is stunned, especially if Reflector causes them to trip at low percentages, giving the move new followup opening options.
  • Nerf Because Reflector is faster, the window that Falco gets to reflect projectiles is slightly shorter, making timing of the move more crucial than in Brawl. Reflected projectiles are also significantly weaker (x1.5 → x1.2).
  • Change Falco's Reflector animation is more fluid, and he now catches the device with his wing once the move ends.
  • Nerf Landmaster is less powerful and lasts a shorter duration.

Update history

Falco has been buffed in game updates so far. In update 1.0.4, Falco was slightly buffed due to his Blaster shooting a bit faster, which slightly improved his neutral game. Update 1.0.8 buffed his punishing game by making his neutral aerial more versatile, and increasing the speed of his up and forward aerials. The new shield mechanics also aid some of his moves without harming others. While these buffs do not notably improve Falco's worsened neutral game, they do give him more offensive options and improve his previously nerfed damage racking ability, aking him slightly more viable, though he still remains considerably nerfed from Brawl.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Blaster fires faster.
  • Buff Forward aerial's landing hit deals 3% more damage: 2% → 5%.
  • Bug fix Fixed a glitch where Reflector Void would fail to properly reflect Timber.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack has been improved. It locks opponents more reliably for all of its hits and all hits have slightly larger hitboxes.
  • Buff Up smash's second hitbox starts up 1 frame sooner and lasts 1 frames longer.
  • Buff Neutral aerial has been significantly improved. It has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces, significantly improving its follow-up capabilities.
  • Nerf Neutral aerial's second hit deals 1% less damage (3% → 2%), making the total damage reduced by 1%: 12% → 11%.
  • Buff Forward aerial has 2 frames of faster start-up (12 → 10) and overall completes about 8 frames faster (58 → 50), giving it follow-up capabilities. It additionally has reduced landing lag (32 → 25) and deals 1% more damage if all aerial hits connect: 5% → 6%.
  • Nerf Forward aerial's landing hit deals 2% less damage: 5% → 3%.
  • Buff Up aerial's start-up was decreased by 3 frames (10 → 7) and its hitboxes deal more vertical based knockback, making it more viable for combos. Its hitboxes are also slightly larger.
  • Change Up aerial's sourspot was removed, now leaving it with a single hitbox that deals 1% less damage than the up aerial's previous sweetspot: 11% → 10%. While this means it is much more consistent in utility, it means it no longer has a hitbox that is extra powerful.
  • Buff Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
  • Change Down aerial's sweetspot no longer meteor smashes grounded opponents, now sending opponents at a slightly diagonal vertical trajectory. While this removes its follow-up potential at high percents, it can no longer be teched by grounded opponents.
  • Nerf Falco Phantasm has 1 extra frame of start-up: 18 → 19.

Technical changelist

Moveset

  Name Damage Description
Neutral attack   3% Performs two jabs, then tilts diagonally and spins very quickly with his wings out to repeatedly slash the opponent. He finishes the attack with a strong swipe.
2%
0.4% (loop), 3% (last)
Forward tilt   9% A mid-level roundhouse kick. It can be angled, but has below average knockback.
Up tilt   4% (hit 1 most), 3% (hit 1 late tip), 5% (hit 2) Swings both of his wings above his head, hitting twice. The tip of the first hit is a meteor smash, although it is very hard to land consistently in normal gameplay as both attacks chain well into each other. A good move in general, being both good for comboing and a fast but somewhat weak KOing option, dealing enough vertical knockback to KO at around 160%.
Down tilt   12% (near), 11% (mid), 9% (far) Quickly swipes his opponent's legs with his tail feathers. Surprisingly good knockback for its speed, it is a reliable KOing option around 120% if sweetspotted.
Dash attack   9% (clean), 6% (late) A flying kick.
Forward smash   15% (clean), 10% (late) Swings his wings forward in an overhead powerful swipe, slashing anyone who is caught in it. Has high knockback and its sweetspot is at his hands. KOs at 102%.
Up smash   4% (hit 1), 12% (hit 2) Performs a double backflip kick. KOs past 130%.
Down smash   15% (feet), 12% (legs) Does a split kick that comes out rather quickly. His feet are intangible for a short time before the attack strikes. Below average range. Has a very small sourspot in the center of his body that deals weak vertical knockback, but endlag renders it practically unusable for comboing.
Neutral aerial   3% (hits 1-2), 2% (hit 3), 4% (hit 4) A spinning swipe with his wings, hitting four times. A good combo move, the final hit knocks opponents away.
Forward aerial   1% (loop), 4% (last), 3% (landing) Spins in a horizontal corkscrew to perform a drilling peck. It is similar to Pikachu and Sonic's forward aerials. All of its hits chain well into each other and the final hit deals impressive knockback, KOing off-stage around 100% while not being particularly hard to land. Landing while the move is used causes a shockwave that knocks opponents away with decently strong knockback, making this move one of Falco's most reliable KOing options both onstage and offstage.
Back aerial   13% (clean), 7% (late) A back kick. Excellent start-up and knockback scaling make it a great KOing option despite its fairly low range and its hitbox no longer lasting as long as it did in Brawl.
Up aerial   11% Does a forwards flip kick into the air. Juggles well at low percents and can KO at higher percents. Its knockback is somewhat lacking compared to Fox's, but Falco's high jumps allow it to be used from very high up near the blast line, where it can KO at around 110%.
Down aerial   13% (clean), 8% (late) A downward corkscrew stomp. A decently strong meteor smash on aerial opponents. Though very situational, frame cancelling is highly effective, due to the clean hit's 2.0x hitlag multiplier. Its late hit can also jab reset floored opponents.
Grab   An average grab.
Pummel   2% Knee strikes the opponent. Decent speed for a pummel.
Forward throw   4% (hit 1), 3% (throw) Punches the opponent away. Can combo into a dash attack at low to mid percents if the opponent doesn't react.
Back throw   6% (throw), 3% (shots) Throws the foe backwards and then shoots them once with his Blaster. Can KO at around 150% near the edge if opponent is hit by the Blaster's laser.
Up throw   4% (throw), 4% (shots) Throws the foe upwards and then shoots them once with his Blaster. Falco's most reliable combo throw at mid to high percents thanks to his high jumps. It can lead into a KO with up air if the opponent's reaction is read.
Down throw   2% (shots), 3% (throw) Throws the opponent to the ground and shoots them in the chest with his Blaster. Good combo starter at low to mid percents.
Floor attack (front)   7% Lunges and kicks backwards and forwards.
Floor attack (back)   7% Extends to attack in front and in back.
Floor attack (trip)   5% Spins around while kicking.
Edge attack   7% Lunges forward with a kick.
Neutral special Default Blaster 3% Falco fires his Blaster. Unlike Fox's Blaster, it is slow but can stun the opponent and is slightly more powerful. The Blaster fires a bit faster in the air, although this speed increase is insignificant. Due to the shots' low fixed knockback, any floored opponent will be jab reset if hit by one.
Custom 1 Explosive Blaster 1% (loop), 2% (last) Fires a shot that slows down as it travels and explodes right before it stops. It pushes opponents while traveling, but does not do damage until the shot explodes.
Custom 2 Burst Blaster 2% Acts similarly to Fox's Blaster in that it fires faster, but with less power, range, and loses its ability to make the opponent flinch, and it still fires slower than Fox's. The ending lag is significantly reduced.
Side special Default Falco Phantasm 7% (ground), 6% (airborne opponents when used in air) Dashes forward at a blinding speed, leaving behind after-images. Unlike Fox Illusion, Falco Phantasm will launch airborne opponents straight downwards on contact, and it has 2 frames less start-up. On grounded opponents, it sends them upwards with favorable force to combo into a back aerial.
Custom 1 Falco Phase 0% Falco is intangible for the duration of the move, but cannot hit opponents either. It also doesn't give Falco momentum.
Custom 2 Falco Charge 4% (early), 12% (clean), 4% (late) A shorter dash that hits much harder at the beginning of the move.
Up special Default Fire Bird 2% (charging loop), 3% (launch hit 1), 2% (launch hits 2-8), 2% (launch hit 9) Falco cloaks himself in flames and suddenly fires himself in any direction, depending on what direction is held. The attack hits multiple times. It also travels a shorter distance than Fox's Fire Fox.
Custom 1 Fast Fire Bird 2% Instantly fires himself in any direction, but at the cost of a shortened distance.
Custom 2 Distant Fire Bird 8% (first hit), 2% (loop) The charging time is longer, but Falco travels further. The initial part of the attack launches opponents while the rest of the attack hits opponents multiple times, dealing weak knockback and having a 1.5x SDI multiplier.
Down special Default Reflector 5% (reflector), 1.2x (reflection) Activates his Reflector and kicks it away from him, reflecting any projectiles and shocking any enemies it comes in contact with. It then returns to him as if magnetized. The move can be used as a poking tool that trips low-damage opponents and can start combos.
Custom 1 Accele-Reflector 2% (reflector), 1.0x (reflection) The reflector can only reflect projectiles while moving forwards, but doubles the speed of the reflected shots which deal the same damage as before. The Accele-Reflector is colored green.
Custom 2 Reflector Void 9% (reflector), 0.75x (reflection) The reflector destroys absorbable projectiles instead of reflecting them, but deals more damage on contact. Its angle and knockback are also reverted to how they functioned in Melee. The Reflector Void is colored purple.
Final Smash Landmaster 12%/11%/10%/8% (movement), 10% (roll), 8%/12% (shot) Falco summons his Landmaster. Like Fox's Landmaster, Falco's version can shoot laser blasts from the cannon and can damage foes by maneuvering around. Unlike Fox's however, it has better aerial mobility, shorter duration and its blasts are weaker.

On-screen appearance

  • Falco ejects from an upside-down Arwing.

Taunts

  • Up taunt: Kicks his Reflector around like a hacky sack and says "Piece of cake!" (楽勝だぜ。, That was an easy win.) before catching it.
  • Side taunt: Poses by standing on one foot with his wing raised before saying "Get some!" (かかってきな。, Come at me.)
  • Down taunt: Spins once and crosses one wing before saying "Hands off my prey!" (俺の獲物に手を出すな!, Get your hands off of my prey!)
  • Smash taunt: When fighting as Falco on the Corneria stage in Super Smash Bros. for Nintendo 3DS or Lylat Cruise in Super Smash Bros. for Wii U, quickly tap down on the directional pad once and he will kneel down and seem as though he is trying to communicate with someone through a device, and then stand back up, at which point a conversation will begin with another character from the Star Fox universe.
Up taunt Side taunt Down taunt
Falco's up taunt in Smash 4 Falco's side taunt in Smash 4 Falco's down taunt in Smash 4

Idle poses

  • Slightly turns to his side.
  • Moves his wing in front of his face.
Falco's first idle pose in Super Smash Bros. for Wii U. Falco's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description Fal-co! Fal-co!
Pitch Group chant Group chant

Victory poses

An icon for denoting incomplete things.
A flourished remix directly from Brawl based on the theme that would play at the title screen in Star Fox 64.
  • Jumps high into the air and poses on the ground.
  • Does rapid kicks and poses, saying "Had enough already?".
    • If Fox is present after a match, there is a chance he will instead say "You're off your game, Fox."
  • Crosses arms and looks away, saying "You aren't worth the trouble."
FalcoPose1WiiU.gif FalcoPose2WiiU.gif FalcoPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Falco's stock icon in Super Smash Bros. for Wii U. Falco 1123 1121 1133 1131 3123
3121 3133 3131 2123 2133

Notable players

In event matches

Solo Events

  • All-Star Battle: Melee: Falco is one of the eight opponents fought in this event. All the opponents debut in Melee and reappeared in Smash 4 as veterans.
  • Duck Hunt!: As Duck Hunt, the player must defeat 10 ducks which appear in the stage background. Falco can interfere with the progress with Giant Falco appearing after some time has passed.
  • Great Fox Defense: Falco must prevent a group of Mr. Game & Watches from landing on the stage. The Mr. Game & Watches have more stock on higher difficulties.
  • Up to Speed: As Sonic, the player must defeat Fox, Falco, and Captain Falcon in a high-speed 1 stock match.

Co-op Events

  • Keep 'Em off the Ship!: Fox and Falco team up to prevent a larger wave of Mr. Game & Watches from landing on the stage.
  • Sky Pirates: Meta Knight and Dark Pit must team up to defeat Captain Falcon and Falco before the plane returns to the airfield.
  • The Ultimate Battle: Two players select a character and must defeat the entire roster.
  • Visiting Onett: Falco is one of the opponents Ness and Villager must fight against. The opponents are space characters or characters from other planets.

Trophies

Falco
North America A talented pilot and part of the Star Fox team, Falco can be a bit rough around the edges. He once led his own galactic gang before joining up with Fox. In Smash Bros., his ability to jump high and deal damage in the air makes him a powerful threat, and his thrown Reflector can catch foes by surprise.
Pal Ex-gang leader, ace pilot and comrade of Fox, Falco Lombardi might play it cool, but he's burning with passion on the inside. In this game, he excels at jumping and aerial combat, and the way his Reflector move flies forwards can catch foes off guard. Add to that his balanced array of attacks, and it's clear that Falco's a real threat.
SNES: Star Fox (03/1993)
N64: Star Fox 64 (07/1997)
Falco (Alt.)
North America Falco's Blaster looks identical to Fox's at first, but actually it's quite different! The beams Falco fires deal more damage and cause the victim to flinch, but at a slower rate of fire. Considering Falco's lineage, it's not all that surprising that he can fire faster while airborne.
Pal Falco's Blaster looks identical to Fox's at first glance, but they are actually quite different. Most notably, Falco's version causes enemies to flinch, which can be invaluable when warding off approaching foes. It also deals more damage and has a slower fire rate - though its fire rate actually increases when used in mid-air.
SNES: Star Fox (03/1993)
N64: Star Fox 64 (07/1997)
Landmaster (Falco)
North America Falco jumps aboard his landmaster for his Final Smash, This powerful combat vehicle sports an explosive cannon and a heavily armored exterior. Falco can blast other fighters or simply drive into them with his tank. This landmaster also flies higher than Fox's, letting Falco give his rivals a pick-me-up...off the stage!
Pal With immense firepower and tough armour, the Landmaster makes for a mighty Final Smash. Falco can use this fine combat vehicle to run down and roll into rivals, as well as inundate them with cannon blasts. His Landmaster can hover a bit higher than Fox's making it easier to pick rivals up and give them a nice comfy ride off the stage!

Alternate costumes

Falco Palette (SSB4).png
Falco's stock icon in Super Smash Bros. for Wii U. FalcoHeadOrangeSSB4-U.png FalcoHeadBlueSSB4-U.png FalcoHeadRedSSB4-U.png FalcoHeadGreenSSB4-U.png FalcoHeadBlackSSB4-U.png FalcoHeadWhiteSSB4-U.png FalcoHeadPinkSSB4-U.png

Gallery

Trivia

  • Falco has three English voice actors between both versions of Super Smash Bros. 4. He has Marc Lund for his battle voice and the Orbital Gate Assault Smash taunts, Dex Manley for the Lylat Cruise Smash taunts, and Ben Cullum for the Corneria Smash taunts. He shares this with Fox.
  • Interestingly, the custom move set for his neutral special, Blaster will actually influence the throws in which Falco uses it. He also shares this with Fox.
  • This is Falco's first appearance where he is not unlocked by completing 100-Man Smash (this unlock criteria goes to Wario instead).
  • Falco is the last non-DLC character amiibo to be released in the Super Smash Bros. amiibo lineup.