Din Peregrine, a SSBB Falco Guide
None of the “Advanced Techniques” in this guide were discovered by me; however, the descriptions and explanations are my own. If you would like to be credited for the discovery of anything here, too bad, no one cares. If you feel I’ve reported anything inaccurately, feel free to pm me. I will ignore anyone not civil. I am providing this guide as a service to the Falco community.
Updates: *6/21/08
- Guide is posted.
*6/23/08
- Stutter Stepping added.
- Some data on priority added.
- Added Input Buffering.
- Added Get-up and Ledge attacks.
- Changed some notes on grabs.
- Changed some notes on tilts.
- Added some information on the reflector.
- Added Reverse Jump Canceled Up Smashing.
- Added buffering information to the Boost Smashing and Chain Grabbing sections.
*7/07/08
- Added "No Weakness" to the Helpful Videos section.
- Added Craq Walking.
- Updated Jab priority.
*7/21/08
- Added a few more things to the Helpful Videos section.
- Added neutral stage overviews in Stage Selection.
- Updated information on the reflector.
*7/22/08
- Added information to the Proper Laser Usage section.
*7/24/08
- Altered some information in the Stage Selection section.
- Added Illusion Stuff.
- Added some information on the Gatling Combo.
*8/15/08
- Added video demonstrations (provided by
Massiveguns) to the Advanced Techniques sections.
- Changed SHSL to SHL throughout the guide.
- Added Reverse Aerial Rushing.
- Added some information to Input Buffering.
- Changed some information on Laser Locking.
*4/27/09
- Made the moveset structure more sensible.
- Added frame data.
*8/12/09
- Updated random notes on the moveset.
*10/09/09
- Made more random updates to notes on the moveset.
Table of Contents: 1. Pros/Cons
2. List of Terms
3. Moveset
4. Advanced Techniques
4.1. Input Buffering
4.2. Reverse Aerial Rushing
4.3. Boost Smashing
4.4. Gatling Combo
4.5. Proper Laser Usage
4.6. Laser Locking
4.7. Chain Grabbing
4.8. Boost Pivot Grabbing
4.9. Illusion Stuff
4.10. Stutter Stepping
4.11. Craq Walking
4.12. Reverse Jump Canceled Up Smashing
5. Stage Selection
6. Matchups
7. Videos
Navigation: Ctrl+f, then enter in the section number you desire preceded by the # sign. For example, press ctrl+f and enter #1 to reach the Pros/Cons section.
#1: Pros/Cons Pros: 1. Crazy horizontal recovery
2. Quick vertical aerial movement
3. Great ground mobility
4. Incredible approach options
5. Spammable projectile
6. Great spikes
7. Chain grab
8. Reflector
9. Wall jump
10. The possibility to humiliate your opponent with a laser lock
Cons: 1. Can be hard to get kills
2. Awful ^B
3. Has few stage counter-picks
4. Slow horizontal aerial movement
5. Relatively Light
#2: List of Terms Term (abbreviation) = Meaning 1. Final Destination (FD) = The new Final Destination stage in Brawl.
2. Short Hop (SH) = When you tap the jump button softly and the character only jumps a fraction of the height it’s capable of.
3. Short Hop Double Laser (SHDL) = When you short hop and fire two lasers before you land again.
4. Short Hop Laser (SHL) = When you short hop and fire one laser just before you land again.
5. Illusion () = Falco's side B.
6. Reverse Aerial Rush (RAR) = When you perform a pivot jumped aerial attack.
7. Craq Walking (cwalking) = See the “Advanced Techniques” section below.
8. Directional Influence (DI) = While in the air, you can use the analog stick and the c-stick to alter your aerial momentum.
9. Reverse Jump Canceled (RJC) = When running in one direction, you can reverse directions, keep the momentum, and cancel the lag by jumping. Before you actually leave the ground, you have an opportunity to initiate an attack, which will cancel the jump.
10. Instant Aerial Illusion (IAP) = Instead of doing a grounded illusion, Falco can jump first, then immediately perform the illusion so as to do an aerial illusion with no landing lag.
#3: Moveset I will not be reporting anything about diminishing returns. It’s not too difficult to figure out that your attacks will do slightly less damage and knockback if you use the same ones often.
Example Layout Frame Breakdown: All frame data comes from 3GOD's post
here.
Damage: Behind you (4%, 2%, 1%, 1%, ...) In front of you (3%) If an attack varies in damage depending on where you hit, each variable will be labeled and reported in a separate parentheses. If an attack hits multiple times, each hit’s damage will be separated by commas within the parentheses. For smashes, fully charged damage will be reported as (10%-21%).
Notes: Any other relevant information about the attack.
Ledge Attack Damage: Below 100% (8%) Above 100% (10%)
Get-Up Attack Damage: (6%)
Jab Frame Breakdown: Hits on: 2
Shield hit lag: 6
Shield stun: 7
1st jab total: 16
1st jab advantage: -13
2nd jab hits on: 10 (counting frame 1 as first frame of 1st jab)
Linking to 2nd jab advantage: -7 (opponent has 7 frames between shield stun and 2nd jab hit box)
Damage: (4%, 2%, 1%, 1% ...)
Notes: Falco's jab is arguably his most valuable tool. Its speed, range, and ability to disrupt your opponents attacks and actions helps Falco keep pressure on and control the pace of the game. I'll be adding to the notes on Jab in the near future. Dash Attack
Frame Breakdown: Hits on: 4
Shield hit lag: 8
Shield stun: 10
Advantage: -29
Total: 35
Linking to Usmash hit box advantage: -6 (opponent has 6 frames between shield stun and Usmash hit box)
Damage: End of the attack (6%) Everything else (9%)
Notes: Because of the duration, this can be a great attack for punishing spot-dodges. It also works very well in conjunction with d-throw in that after your opponent is past the re-grabbing threshold, you can dash attack after them and it'll often last long enough to hit them even if they air dodge. Also see the “Boost Smashing” and “Gatling Combo” sections in “Advanced Techniques” to see some neat ways of utilizing this attack.
Up Tilt Frame Breakdown:
Hits on: 4
Second hit on: 12
Shield hit lag: 6 (second hit)
Shield stun: 11 (second hit)
Advantage: -19 (second hit)
Total: 36
Damage: (4%, 5%)
Notes: This is a great attack for juggling or setting up into aerials. The duration and multiple hits of the attack can catch spot-dodging opponents off guard. This can reach opponents on platforms above you. Especially useful for disrupting frustrating approaches like Wario's dair.
Down Tilt Frame Breakdown:
Hits on: 7
Shield hit lag: 9
Shield stun: 13
Advantage: -16
Total: 27
Damage: Tip of the tail (9%) Up close (12%)
Notes: You almost always have better options than this for damage and knockback. You can sometimes slip it in under your opponent's shield, but since it has a very small hitbox, it has little utility overall.
Forward Tilt Frame Breakdown:
Hits on: 6
Shield hit lag: 8
Shield stun: 11
Advantage: -17
Total: 26
Damage: (9%)
Notes: This is a great attack for spacing. It has nice horizontal knockback, so when you're near an edge, don't underestimate the usefulness of simply putting your opponent off the stage, even if it's not far out there. Falco has tons of options to inhibit recovery, so if nothing else, you'll have the opportunity to rack up some decent damage. See the “Laser Locking” section under “Advanced Techniques” to see a neat way of utilizing this attack.
Up Smash Frame Breakdown:
Hits on: 8
Shield hit lag: 9
Shield stun: 13
Advantage: -32
Total: 44
Damage: Above on a platform or behind him (12%-16%) Everywhere else (14%-19%)
Notes: My personal favorite smash attack. This smash will hit opponents on platforms above you. If your opponent is hit by the end of the hit-box (above and slightly behind Falco), they are sent horizontally instead of up. This is one of Falco's better kill moves. See the “Boost Smashing,” “Gatling Combo,” and "Reverse Jump Canceled Up Smashing "sections in “Advanced Techniques” to understand just how insane this attack can be.
Down Smash Frame Breakdown:
Hits on: 7
Shield hit lag: 11
Shield stun: 15
Advantage: -35
Total: 46
Damage: (15%-21%)
Notes: The range on this drops its utility a lot. The up side is that if you do happen to get this out at higher percentages, its horizontal knockback can help quite a bit against some characters. I've recently found that the hit-box behind you is slightly longer, and almost seems disjointed. I've got no way of actually testing this, so if someone can prove me wrong, please do.
Forward Smash Frame Breakdown:
Hits on: 16 – 18 at least
Shield hit lag: 5
Shield stun: 14
Advantage: -22
Total: 49
Damage: At the very tip (10%-14%) Everywhere else in front or right behind (15%-21%)
Notes: This is another of Falco's kill moves. It's rather slow, but its range and power make it useful for reading spotdodges, airdodges, and other mistakes. See the “Stutter Stepping” section in “Advanced Techniques” to increase this attack’s range even more.
Neutral Air Frame Breakdown:
Hits on: 3
Landing lag: 9
Shield hit lag: 6
Shield stun: 7
Advantage: -8
Damage: (3%, 3%, 2%, 4%)
Notes: This attack is great for juggling and racking up damage. Very useful for harassing opponents from under platforms. If you fast-fall it so as to avoid the last hitbox, you can often follow up with grabs, jabs, tilts, whatever.
Up Air Frame Breakdown:
Hits on: 10
Landing lag: 15
Shield hit lag: 9
Shield stun: 12
Advantage: -12
Damage: (11%)
Notes: Falco has many ways of getting the opponent into the air. Never underestimate this attack as a kill move, it's a great follow up. I'd venture to say that I get most of my kills after and instant illusion pops my opponent up and then I follow with a well placed u-air, before or after their air-dodge, rape either way.
Down Air Frame Breakdown:
Hits on: 5
Landing lag: 12
Shield hit lag: 10
Shield stun: 14
Advantage: -8
Damage: Initial hit at feet or near middle of your body (13%) Later or outside your body (8%)
Notes: In order to get the spike, you need to initiate the attack almost on top of your opponent.
Forward Air Frame Breakdown:
Hits on: 6
Landing lag: 33
Shield hit lag:
Shield stun:
Advantage: lol
Damage: (2%, 2%, 2%, 2%, 3%)
Notes: If you connect with this against a DK or Bowser using their up-b, it can gimp them pretty nicely. You can throw out full-hopped f-airs to act as a susstaining hitbox wall. You can also RAR f-airs on opponents off the stage to drag them down and potentially stage spike them. That being said, it's fairly easy for your opponent to smash DI out and retaliate, so watch yourself.
Back Air Frame Breakdown:
Hits on: 4
Landing lag: 15
Shield hit lag: 10
Shield stun: 14
Advantage: -11
Damage: Initial attack (13%) Later in the attack (7%)
Notes: Great for everything. Hitting with the soft bair can lead into jab/grab/etc on the ground at lower percentages. Dropping down off a ledge and soft bairing can gimp many characters as they are recovering.
Grab Frame Breakdown:
Standing Grab:
Grabs on: 6
Total: 29
Dash Grab:
Grabs on: 11
Total: 39
Pivot Grab:
Grabs on: 9
Total: 35
Notes: See the “Boost Pivot Grab” section in “Advanced Techniques” to learn more about improving his grab mobility.
Pummel Damage: (2%)
Notes: You can usually safely get 1 of these off even with your opponent struggling.
Up Throw Damage: (8%)
Notes: At higher percents, you won’t get all 8% damage. Can be useful for setting up juggling.
Down Throw Damage: (9%)
Notes: See the “Chain Grabbing” section in “Advanced Techniques” to learn how to link this into other grabs/attacks. Also see the
“Gatling Combo” section because you can gatling combo out of this at lower percentages.
Forward Throw Damage: (7%)
Notes: Can be used to get your opponent out off the stage if you grab near the edge.
Back Throw Damage: (8%)
Notes: At higher percents, you won’t get all 8% damage. If your opponent is DIing down, the lasers Falco shoots during the throw won't hit, making the opponent fly much further than usual.
Neutral B Frame Breakdown:
Grounded Laser:
Hits on: 12
Airborne Laser:
First hits on frame 10
Shield stun: 5
Silent Laser lag: 2
Advantage: +3
Damage: (3%) [Starts at 3%, though often comes out at 1% since it’s used so frequently]
Notes: See the “Laser Locking” and “Laser Usage” sections in “Advanced Techniques” to see how to fully utilize this attack.
Side B Frame Breakdown:
Hits on: 17
Damage: While opponent is in midair (6%) While opponent is on the ground (7%)
Notes: If your opponent is in the air when this attack hits, they will be spiked down. If they are on the ground when it hits, they'll be popped up. See the “Illusion Stuff” section in “Advanced Techniques” for a better understanding of how to use this attack to its full potential.
Down B Frame Breakdown:
Hits on: 4 – 6 at least
Shield hit lag: 0
Shield stun: 9
Advantage: -34
Total: 51
Damage: (6%)
Notes: You can still change (or keep) aerial momentum when using this attack in the air. There is a good chance of tripping your opponent if it hits. The hitbox is the smallest of the hexagons and only hits on the way out. It can be used to hit through walls. All of the hexagons will reflect as long as they are visible, including the first and last few frames of the attack (which cover behind him as well). Reflected projectiles do 1.5x damage. If your opponent's attack can reach you before the reflector reaches them, your attack will be canceled. This can be pretty handy for safely pushing your opponent a bit further out off the stage, which is sometimes all you need to gimp them.
Up B Frame Breakdown:
First hits on frame 21
Damage: (2%-20%) **Unsure about this as I couldn’t get the whole thing to ever hit**
Notes: After the firebird starts heading in the desired direction, if you are still holding a direction when you approach a ledge, you will not autograb it. If you have to use this in recovery, do your best to sweet spot it because while you are flaming, your reach is extended. Also be aware that if you're recovering from directly below the ledge, you should input the up B so that you face away from the stage because after you start falling, your feet stick out behind you and can land on the edge. This helps a lot when people are trying to edge hog you.
Misc Frame Data Jump is airborne on: 7
SH airborne for: 37
SH fast fall airborne for: 27
Spot Dodge:
Lasts 22 Frames
Invincible Frames 2 – 20
Roll Backward:
Lasts 31 Frames
Invincible Frames 4 – 19
Roll Forward:
Lasts 31 Frames
Invincible Frames 4 – 19
Air Dodge:
Lasts 49 Frames
Invincible Frames 4 – 31
#4: Advanced Techniques #4.1 Input Buffering This is a concept that likely has more applications for Falco than I am aware of at the moment. As I become informed of them all, I will try to update the relevant sections in this guide. For now, you can find applications in the "Boost Smashing" and "Chain Grabbing" sections.
Buffering allows you to input commands before your current action is complete. Those commands will then go through as soon as your character is able to perform them. You can only do this during certain frames. For a more in depth look at buffering, see Doval's guide at the link below:
http://www.smashboards.com/showthread.php?t=167109 The reason this is such a valuable tool is because if you're on the offensive using input buffering, it means that in order to defend or counter attack, your opponent must be able to predict and react just as fast... which isn't likely since your attacks are coming out the instant they are possible. If your opponent is using an innately faster character than Falco, you can still run into snags; however, input buffering still provides you with a leg up in terms of reaction time, which can only help you.
A great example of this is using input buffering to turn yourself around after short hopping an aerial. For example, if you approach your opponent with an aerial attack and land in front of them, you can be shield grabbed. To avoid this, you can attempt to land the aerial attack behind them, but then you will need to turn around before you can attack again. Buffering the turn can shave off enough time to land an attack or grab before your opponent can react to the situation. For Falco, this is particularly important because it often allows you to continue a chain grab past the usual 45% damage threshold. To demonstrate:
Input Buffering 1 Falco's jab is an incredibly useful attack. It comes out very fast and will almost always push your opponent far enough away so that they can't retaliate. With this in mind, you can use techniques such as:
Input Buffering 2 #4.2 Reverse Aerial Rushing A RAR allows you to quickly turn and jump so that you are facing backwards as you move through the air. Although RARing is one of the easier AT's to implement, it can be put to great use by Falco because of his fantastic back air. To perform a RAR, while moving in one direction on the ground, smash the opposite direction on the analog stick to perform a pivot, then jump.
Video soon to come.
#4.3 Boost Smashing The boost smash allows you to slide across the level with an up smash. Falco is able to travel about half the distance of FD with the ability to release the smash at any place along the way. To demonstrate:
Boost Smash Distances To perform this, turn tap jump off. The idea is to do a dash attack (I dash and then use down-c to initiate the dash attack) and then immediately up smash (I use Z + up on the analog stick). How long you have been running has no influence on the speed or distance of the boost smash. The key is canceling the dash attack with the up smash. The quicker they are done in succession, the faster and further your boost smash will come out. The reason tap jump should be off is so that if you hit up on the analog stick too soon, you don't accidentally jump instead of up smash.
Since Falco’s running speed is sub-par, this adds a lot to his ground mobility. When you start a chain grab too far back from the edge to get your opponent off the stage for a spike, you can follow the last grab with a boost smash. You can also use it to punish your opponent’s mistakes, to tech chase, or even as an approach. The uses for this technique are endless.
After a jump, you can air dodge right before you land and buffer a boost smash so that you will shoot out immediately after landing. This is a particularly useful application of this technique. To demonstrate:
Boost Smashing #4.4 Gatling Combo: The gatling combo is similar to the boost smash in that you use an up smash to cancel a dash attack. The difference is that you let the dash attack hit before you cancel into the up smash. To perform the gatling combo, you simply hit someone with the first few frames of your dash attack, and as soon as you hit them, immediately up smash. If you hit too late with the dash attack, or don't initiate the up smash fast enough, you won't be able to follow into the gatling combo. The technique can punish shields very well. You'll often be able to up smash your opponent if they try to shield grab your dash attack. Be weary though, because it
is possible to shield grab before the up smash comes out. If you connect with the dash attack, this technique is only effective at lower percentages; otherwise the dash attack can send your opponent out of range of the up smash. To demonstrate:
Gatling Combo #4.5 Proper Laser Usage: This technique allows you to SHDL so that your lasers don’t always go over your opponent’s head. This method will hit taller characters twice and most small characters at least once (can’t hit some characters when they are crawling).
To use the technique, SH and wait until the pinnacle of the jump, then tab B twice. If you want to change direction before you shoot the lasers, simply tap the opposite direction immediately before you start tapping B. If you don’t start tapping B until after the peak, or you tap B more than twice, you’ll shoot another laser on the ground.
My best advice for getting the timing down for a SHL is to SH, then tap B on the way down when Falco’s gun is where his beak normally is when he stands.
As you land after performing a SHDL or SHL, you can hold the shield button down to shield immediately. This can protect from both melee and projectile counter attacks. It can also allow you to grab instantly upon landing by tapping the attack button while still holding up your shield. Because you can jump out of your shield, using this method doesn't inhibit your lasering speed whatsoever. To demonstrate:
Proper Laser Usage #4.6 Laser Locking: When someone has bounced prone on the ground, Falco can shoot lasers at them and lock them into a prone position over and over until they bounce out of harms way (usually off the stage). In competitive play, this situation will rarely just come up... people tend to tech or right themselves before bouncing prone. There are however, very small windows of opportunity that will come up at certain percentages where you can hit your opponent with a certain attack that will put them into a position where you have a very good chance to get a laser lock.
I will list the situations below with the name of the attack you need to use, the damage your opponent needs to be at, and any other notes on how to get it to work.
If you know of any other Falco controlled situations that allow for a laser lock, please PM me so I can add them and give credit. These percentages are based on my ability, so if I’m off on any of them, feel free to let me know.
Neutral Air (55%-85%)
The last hit from this attack can send your opponent at a horizontal angle. As soon as you land, start spamming lasers to catch them before they can react. These percentages are assuming your opponent is on the ground and that you are only connecting with the last hit of the attack. If you hit with more of the attack, as long as the last hit connects at 55% or more, you’ll be fine. If you hit with more of the attack at 85%, this won’t likely work.
Forwards Tilt (75%-95%)
Just forward tilt during these percentages and immediately start spamming lasers.
To demonstrate:
Laser Locking