SSBU/Falco: Difference between revisions

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|attack=Dash Attack
|attack=Dash Attack
|specificHits=yes
|specificHits=yes
|caption= A Remarkably Unremarkable Move
|caption=“A Remarkably Unremarkable Move”
|description= Falco jumps forward with a lunging kick. The small burst of movement makes the move cover a range just outside of his regular pokes and helps keep his opponent in check. Its early hit can kill at very high percents and the late hit can setup juggles. It's unsafe on shield though, so it's better if used sparingly.
|description= Falco jumps forward with a lunging kick. The small burst of movement makes the move cover a range just outside of his regular pokes and helps keep his opponent in check. Its early hit can kill at very high percents and the late hit can setup juggles. It's unsafe on shield though, so it's better if used sparingly.
}}
}}

Revision as of 02:42, 25 March 2024


Overview

Falco
Weight:82
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3-17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.2-27F intangible (Neutral)
2-20F intangible (Directional)
Fastest OOS:NAir (6F), Usmash (7F)
Overview
Falco Lombardi is a character from the StarFox series. He strives in close quarters where he can interrupt his opponent's offense with his own fast buttons that he can follow up with damaging combos, far reaching juggles and ambiguous resets.

He strives on stages with platforms were he can fully take advantage of the dragdown property of his neutral aerial and forward aerial, the sharking and shield poking potential of his up tilt and the ability to catch jump outs with his own full hop.

However, most of his offense isn't safe on shield and he will get punished for it if he doesn't keep his opponents guessing. Same can be said for his recovery that, while not particularly lacking in range or mix-up potential, is made of moves that are very easy to contest and interrupt.

Summary
Falco abuses his short range moves to combo his opponents and put them in very uncomfortable juggle positions
Pros Cons
  • Buttons Worth Pressing: Falco's moveset is full of fast hitboxes made to interrupt his opponent's attacks and movement, giving him the advantage in close range speed battles, like up tilt, neutral air, forward air.
  • Combo Fiend: With multiple combos starters including a throw and his far reaching side special, up air loops and dragdowns on platforms for combo extension or ambiguous resets, Falco has the tools to put his opponents in the blender and keep them there. He can rack up damage very quickly to the point where his strongly known back air setups will kill.
  • Good Juggler: Falco has the best vertical burst range of the game. Thanks to his very high and quick jumps he will reach his opponents where they think they're too high up to be threatened, and he has the fall speed to extend his advantage and create feints and frame traps.
  • Frame 1 Reflector: Though it's not useable in every matchup Falco's Shine, a fast disjointed hitbox that is also a frame 1 reflector, allows him to completely counter the base gameplan of some projectile heavy characters like Samus or R.O.B., forcing them out of their comfort zone.
  • Safety Issues: Even though most of Falco's moves aren't that unsafe on shield, they aren't that safe either and most of his offense will be punished if it's telegraphed.
  • Limited Kill Window: Unlike many characters, Falco doesn't gain additional kill moves as his opponents reach higher percentages, aside from fresh down tilt. This makes killing awkward for him when his up tilt and down air setups stop working and the laser of his up throw and back throw stop connecting.
  • Good Jugglee: Due to his low air mobility Falco will struggle to escape juggle situations, and his double jumps sends him so high up that it's basically a reset for the opponent.
  • Bad vs Low Profiles: Up tilt, up smash, and SH neutral air all whiff on small characters or regular characters that crouch during their landing lag, heavily reducing his close range options in these situations.



Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 1.5% 2 23 361/180 -17 -
  • Frame 2 Jab
  • Can jablock

A pretty good move to outspeed your opponent in RPS situations since there are very few faster attacks in the game, otherwise it's a move with low range, low damage and relatively long endlag.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25/20 30/25/20 - - 3


Jab 2

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 2 1.5% 3-4 26 361/180 -19 to -18 -

Don't go beyond Jab 2 against Bowser as Falco doesn't have a jab3 and will always go into multihit.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 2 25/20 25/20 - - 3


Rapid Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Rapid Jab 0.3% 3/5/7/9/11/13/15 18 361 NaN -
Rapid Jab Finisher 3.0% 5-6 41 45 -31 to -30 -

A flurry of hits followed by a final kick. Does low damage and the finisher has low range compared to other characters' equivalent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Rapid Jab 6 15 - - 3
Rapid Jab Finisher 60 100 - - 4


Side Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0% 6-8 25 361 -12 to -10 -

A straight kick, its speed and range make it a pretty decent poke. It's supposedly unsafe on shield but since it's so fast your opponent can't react to it and has to anticipate it to be able to punish it.

  • Leads to RPS at low percents and tech chases at mid/high percents


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
42 60 - - 6
  • Angleable


Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1st Hit, Frontal Hitbox 3.5% 5 30 110 -20 -
1st Hit, Upward Hitbox 3.5%/2.7% 6-9 30 110/100/270 -19 to -16 -
2nd Hit 4.0% 12-16 30 90/97 -12 to -8 -

A double overhead wing sweep. It's a good anti air and the keystone of Falco's combo game. Leads to almost nothing at 0% and then to almost everything afterwards, the most common combos being Uair chains, Fair dragdown extensions on platforms, and Bair/Uair kill confirms. It is also very good at shield poking as the back part of the second hit will shield poke tall opponents (but will whiff on shorter ones) and the top part will poke the feet of opponents standing on platforms above you.

  • The tipper hitbox of the first hit doesn't work if spaced horizontally
  • Can jablock opponents on platforms above Falco


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1st Hit, Frontal Hitbox 92 FKB 100 - - 4
1st Hit, Upward Hitbox 70 FKB/40 FKB/15 FKB 100 - - 4
2nd Hit 30 150 - - 5


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.0%/12.0%/10.5% 8-10 30 85 -9 to -7/-10 to -8/-11 to -9 N/A

A far reaching tail sweep. Falco's main grounded poke, one of his safest moves to throw out in neutral and his best spacing tool against small targets. It's a good combo starter at low and mid percents but its knockback scaling makes it stop working at high percents to slowly transition into a last resort killing move. It's also a decent shield poke setup as one Dtilt is enough shield damage to make reverse Utilt, SH Fair or Usmash shield poke if the opponent doesn't angle their shield up

  • Can 2 frame and hit opponents hanging on the ledge for even easier combos


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50/40 90/88 - - 12/11/10


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 10.5% 8-11 40 65 -21 to -18 -
Late 7.5% 12-18 40 40 -19 to -13 -

Falco jumps forward with a lunging kick. The small burst of movement makes the move cover a range just outside of his regular pokes and helps keep his opponent in check. Its early hit can kill at very high percents and the late hit can setup juggles. It's unsafe on shield though, so it's better if used sparingly.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 80 63 - - 10
Late 70 61 - - 8


Smash Attacks

Forward Smash

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 16.024 charged 17-19 49 361 -20 to -18-16 to -14 charged N/A
Late 12.018 charged 20 49 361 -20-16 charged N/A

A double handed downward slash. Falco's most powerful kill option, but due to its poor range and without any way to set it up it has very limited uses. On top of the universal spotdodge/airdodge callout you can make the most of it by using Falco's leaning back during the startup to help your opponent whiff, or catch an unsuspecting opponent hanging on the ledge thanks to its low hitting hitbox.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 42 89/91/93 N/A N/A 115 charged
Late 20 89 N/A N/A 84 charged


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1st Hit, Close Hitbox 4.06 charged 7 50 110/130/95/127 -38-37 charged legs intangible 7-18
1st Hit, Far Hitbox 4.06 charged 8-12 50 110/200 -37 to -33-36 to -32 charged legs intangible 7-18
2nd Hit 13.019.5 charged 13-20 50 80 -27 to -20-23 to -16 charged legs intangible 7-18

A double upwards kick. It's fast, it's disjointed thanks to leg intangibility, it packs a decent kill power and most importantly it's active for 13 frames which is A LOT. All those characteristics make it a very potent anti air and OOS to punish rising aerials and cross up attempts, it's also pretty good at catching ledge getups and ledge jumps thanks to how active it is. The main downside of the move is that it starts very high, making it whiff on small and crouching characters.

  • The back hits can shield poke


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1st Hit, Close Hitbox 70/100 FKB 15/100 N/A N/A 43 charged
1st Hit, Far Hitbox 45/20 FKB 15/100 N/A N/A 43 charged
2nd Hit 28 107 N/A N/A 95 charged


Down Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
15.0/12.022.5/18 charged 8-10 47 25/361 -28 to -26/-30 to -28-23 to -21/-26 to -24 charged legs intangible 3-8

A very fast smash attack. It doesn't have many uses beside its speed and the low knockback angle that make it good to punish ledge hanging opponents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
20 78 N/A N/A 10/85/4 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit 3.0 3-5 47 366 -7 N/A
Multihits x2 2.0x2 6-13 47 366 -7 N/A
Final Hit 4.0 17-18 47 361 -6 N/A

Falco's first spinning multi hit aerial. It's very fast as it comes out on frame 3, making it a good OOS option. It hits both behind and in front of Falco, though the rear hit can be hard to connect with the front hit works fine, especially with the very big final hitbox. When used while landing, the multihit part can dragdown and lead to a grab or Utilt, though its frame advantage is dependent on your timing. It sends the opponent at a low angle, making it a good tool to send people offstage and gimp them there, or to set up tech chases on platforms.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit 30 FKB 100 9 1-2, 43 2
Multihits x2 30 FKB 100 9 1-2, 43 2
Final Hit 55 130 9 1-2, 43 3


Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihits 1.0 7-25 50 367 -13 N/A
Final 4.0 26-27 50 361 -12 N/A
Landing 3.0 1 16 45 -10 N/A

Falco's second and most famous spinning multihit aerial. The beak drill has a very good range and is the perfect tool to catch an approaching opponent. Its height is also perfect to shield poke, it can be very safe when retreated and the landing hitbox allows for timing mixups that keep the opponent guessing. With the correct timing when connecting a Fair you can fastfall to land before the last hit (the so called dragdown) and get a free follow-up, making it an incredible combo starter or extender. Just like Nair, it is a very good edgeguarding tool.

  • Dragdown from a rising Short Hop by fastfalling as soon as possible. Won't work on tall opponents if they were grounded
  • Dragdown from a Full Hop under a platform by performing the Fair at the apex of the jump and fastfalling as soon as possible
  • The landing hitbox is slightly smaller than the multihit so it's easier to perform dragdowns if you retreat during your landing, though it'll make the following hits harder to connect.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihits 60 FKB 100 15 1-4, 42+ 2
Final 55 137 15 1-4, 42+ 3
Landing 50 160 N/A N/A 4


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 13.0 9-10 38 361 -8 N/A
Late 7.0 11-16 38 361 -10 N/A

The classic spacie backward boot stock finisher. Though Falco share the same safety on SHFF rising Bair as Fox and Wolf, his higher Short Hop makes it harder to connect on a short opponent, and its high landing lag makes it unsafe on landing. Otherwise it's an incredible kill move with good power and many setups, it's also possible to raw SH/FH Bair to call out jumps at the ledge.

  • Utilt, Dair, Uair and Uthrow all lead into Bair at various percents.
  • Autocancels on Short Hop Fastfall


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 0 130 13 1-3, 20+ 5
Late 30 100 13 1-3, 20+ 3


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 7-11 34 65/75/85 -5 N/A

An overhead kick. It covers a complete 180° angle and has good reach, making it your go to aerial for juggles and combo extensions but the early hit starts low enough behind Falco to be used as a combo starter on landing. Uair can also be used as a kill move at high percentage (or as an Uthrow follow up on high platform) but the two outer hitboxes can be DI'd down away (also known as LSI) so you need to use the inner hitbox for maximum kill potential.

  • Autocancels on a Short Hop Fastfall
  • Safe on shield if performed landing


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
38 95 9 1-3, 23+ 4


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 13.0 10-14 44 285/80 -6 N/A
Late 8.0 15-24 44 361 -7 N/A

While it's pretty fast for a spike, its meteor power is rather on the weak side and won't start killing before mid percents. On the ground though it's an incredible combo starter that will give you combos and confirms at any percents. The late hit sends horizontally and can be used to set up tech chases on stage or gimps offstage.

  • Autocancels from a Short Hop


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 10/55 80/50 11 1-3, 30+ 5
Late 20 90 11 1-3, 30+ 4


Special Moves

Blaster

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.0 8-34 Grounded7-33 Aerial 42 361 -32 to -6 N/A

A relatively slow projectile that deals little damage and with average range, covering around the 4/5th of Final Destination in length. It's transcendent so it will pass through most hitboxes, meaning that you will most likely hit your opponent but also that you will lose in a projectile battle. It's best used as an harassment tool to rack up additional damage after throwing your opponent offstage, to hinder their recovery and make edge guarding easier (you can easily steal an unsuspecting opponent's double jump), and to stop grounded opponents from dash dancing.

  • can jab lock
  • unsafe at mid range


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
20 FKB 100 N/A N/A 2
  • 1 shot per 26/23 frames (Ground/Air)


Falco Phantasm

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground 7.0 13-18/17-22 50 104/93 -19 N/A
Aerial 7.0/6.0 18-27 66 80/270 -14 N/A

Falco pauses for a short while and travels a set distance, launching any opponent encountered upwards or spiking them if you're both airborne. The move doesn't travel through shields though, making it very easy to punish if blocked.

Though air phantasm has a slower startup and more total frames than ground phantasm its ending animation is shorter on the ground. Buffering side B from jumpsquat (also known as Instant Air Phantasm, or IAP for short) will reduce the total frames of the move to 49 (52 with jumpsquat), giving it better combo potential and making it a slow but far reaching out of shield.

When used as a recovery you can get hit before grabbing the ledge if you don't do it as low as possible.

  • Can combo into Utilt or any aerial depending on the percents and spacing


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground 83/80 50 N/A N/A 7
Aerial 68/40 60/50 16 N/A 7/6


Fire Bird

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihits, Grounded 2.0 20/22/24/26/28/30 86 110 NaN N/A
Multihits, Fire 3.0 43-46 86 367/80 -38 to -35 N/A
Multihits, Moving 2.0 47/49/51/53/55/57/47/49/51/53/55/57 86 367/65 NaN N/A
Final Hit 2.0 61 86 361 -21 N/A

Falco charges for almost a second then charges in a direction. A very poor move for vertical recovery since it's very easy to intercept, but it can still be used when you have enough height to mix up your directions and timings with side B.

  • Has 32 different angles
  • Can be combo'd from a grounded footstool and deal up to 41%
  • If you catch your opponent in the multi hit while recovering you can hold down during the travel for maximum damage
  • Can lead to strange situational combos and stage spikes when cancelled by grabbing the ledge early


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihits, Grounded 25 40 18 N/A 3
Multihits, Fire 60/80 FKB 60/100 18 N/A 4
Multihits, Moving 60/80 FKB 60/100 18 N/A 3
Final Hit 70 90 18 N/A 3


Reflector

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Reflector N/A 1-32 45 N/A N/A N/A
Hitbox 5.0 5-14 45 361 -33 to -24 N/A

Falco kicks his shine forward, hitting opponents and reflecting projectiles. The hitting portion is pretty fast, has decent reach and is very disjointed, making it a good counter poke though it can be unsafe on hit when used too close up. The reflector portion is frame 1 and stays active for a very long time making it very easy to hinder any kind of projectile based gameplan.

  • Creates very funny interactions with Sephiroth's and Peach's counters
  • Can reflect in Falco's back during the early frames


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Reflector N/A N/A N/A N/A N/A
Hitbox 35 30 N/A N/A 6

Reflector:

  • Frame 1 Reflector


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 6-7 35 N/A N/A N/A
Dash N/A 9-10 43 N/A N/A N/A
Pivot N/A 10-11 38 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A

Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3

Forward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 10-11 34 55 -18 to -17 all invincible 1-12
3.0 12 34 45 N/A all invincible 1-12

A pretty unspecific throw. Does the job but that's about it.

  • Can be followed by a laser offstage at mid/high percents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
140 FKB 100 N/A N/A 5
35 135 N/A N/A N/A


Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.0 18 42 50 -20 all invincible 1-9
6.0 9 42 35 N/A all invincible 1-9
  • Can kill at very high percents
  • Can be DI'd down to avoid the laser
  • The laser can be intercepted, by another character in doubles for example


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 80 N/A N/A 2
70 50 N/A N/A N/A


Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 21 39 90 -14 all invincible 1-7
4.0 7 39 94 N/A all invincible 1-7

Your go-to combo throw. Most characters can DI in to avoid the laser at around 115% so you're better off using the throw instantly without pummeling.

  • Like Bthrow the laser can hit a third party or be reflected
  • Combos into every aerial except Dair


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 80 N/A N/A 2
60 100 N/A N/A N/A


Down Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
2.0 26 44 50 -10 all invincible 1-33
3.0 33 44 50 N/A all invincible 1-33

A decent combo throw at very low percents, then becomes a second Fthrow at mid/high percents.

  • Can combo into Nair, Fair (dragdown), RAR Bair and dash Utilt at low percents depending on the character and DI
  • Like B and Uthrow the lasers can hit other targets or be reflected


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 80 N/A N/A 2
60 110 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 20-22 56 45 -26 to -24 all intangible 1-22
  • Has a lower range than what the animation suggests


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Facing Up 7.0 14-25 46 48 -24 to -13 all intangible 1-25
Facing Down 7.0 14-24 46 48 -24 to -14 all intangible 1-24

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Facing Up 80 48 N/A N/A 7
Facing Down 80 48 N/A N/A 7

Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-26 50 361 -24 to -17 all intangible 1-7
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Falco/Data.
Falco


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